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Aincrad Floor Index (11→28)


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<<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 city of Taft. Devout and religious folk, they worship the local deity which is rumoured to have some connection to the altar in Taft's Grand Cathedral.  Long garbs of various natural colors are standard, and most are adorned with a soft white hood that shadows the wearer’s eyes. One notable exception to the dress code are a local order of knights that protect the citizenry.  All wear full-plate metal armor of great quality, emblazoned with variations on a common crest. Known as The Crusaders, they have reputedly been blessed by the priests of the cathedral and are heroes among the people.

Once, The Crusaders patrolled the entire floor and even ventured regularly into the hives ringing mountains.  Somehow, one of their knight-commanders became corrupted when he came into contact with a rare queen.  This <<Forsaken Champion>> spread this curse to his closest lieutenants.  Collectively, they assumed control of the brood and marshalled its power back against their brethren.  Players later killed the twisted knight and his minions, but not before they had pushed the Crusaders to the brink.  Now, they rarely leave the confines of Taft, fearing that the taint might somehow have lingered in the wilds and that to wander afar from the walls might mean the doom of their wards.  Without the black paladin to lead them, the antmen have fallen back into disarray, though left unchecked they have swarmed throughout the rest of the floor.

Main Settlement:

<<Taft>>

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Taft is a large castle city found in the heart of the Reverent Forest, outlined by a large clearing before the edge of the tree line. Cobblestones cover its wide and winding avenues, with multiple buildings of varying sizes reaching high up towards the sky, like the towers of the central keep. None of these structures compare in size or grandeur to the colossal Grand Cathedral which stands at the very center of the city.   In its central courtyard lies a large fountain, along with the floor’s only teleportation plaza, greeting players with a wondrous sight upon their arrival in the settlement. The Grand Cathedral is a masonry masterpiece in high Gothic style made of pristine white limestone contrasting against massive stained-glass windows that reflect rainbows of colors onto the city streets below. Every four hours, the cathedral's bells chime as the sun changes position. This in turn illuminates the streets of Taft in different colored patterns, which is said to offer clues to various mysterious locations hidden throughout this floor.

A thin ring of farmland lies between Taft and the edges of the surrounding woods.  Players are frequently hired to clear it of antment and other hazards in order to maintain the safety of the city.  While life goes on in blissful ignorance for the citizens and nobility, within the walls, merchants and knights alike fear for the future of their settlement if control cannot be reasserted over the wilds.
 

Other Locations

◉ « Reverent Forest »

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Dense forest covers most of the eleventh floor, save the outer mountains within which rest the antmen’s hives. It can be difficult to keep your bearings while traversing this area, as all the foliage tends to blur together into one homogenous green and brown mass.  Antmen roam the forest in search of prey and materials and are generally hostile toward other lifeforms of any kind.  Remnants of clashes between the Crusaders and antmen dot the landscape, usually identified by broken weapons, chips of metal and a scattering of shattered chitin.

◉ « Antmen Hive »

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Contained entirely within the mountain range that surrounds the perimeter of the floor, the Antmen’s caverns are perilous to explore.  Crawling with giant insect life, dangers lurk around every corner, pit and shaft that penetrates this winding series of warrens.  There are four primary entrances to the antmen hive, all distributed evenly around the edges of the forest, protected by guardian antmen which must either be defeated or cunningly bypassed in order to even enter into the network. Within the system is where one can find the more powerful antmen, the protector type.  The entrance to the labyrinth can also be found within.

◉ « Devoted's Reprieve »

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Located across from the main keep in the center of Taft, the Grand Cathedral is the dominant cultural site of the floor and influences every aspect of society in the city.  Run by a series of caste-like religious orders united under a common belief that this settlement and floor is theirs by divine right, the entire NPC civilization on this floor abides by its tenets.  The elders of the church are widely considered to have greater influence over Taft’s affairs than the Lord Regent, as the formal head of government.  They also control the Crusaders, whose talents surpass those of the local militia and guards by orders of magnitude. 

The Devoted’s Reprieve is the Grand Cathedral's inner sanctum, where Taft’s citizens gather to pray. Players and NPCs alike experience a palpable sense of relief upon entering this space, as well as the sacred reverence commonly found in places of worship. It is extremely quiet, with the sound of footsteps echoing through the massive hall. Long benches are placed along the length of the interior, with a few long carpets laid towards the altar for a clear path forward. The pearl white interior brightly reflects the colors of the stained-glass windows, which decorates the walls as if they were painted in extreme detail.

◉ « Mystery Locations »

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Anyone who deciphers the various stained-glass patterns which Taft's Grand Cathedral casts onto the streets below, they will have the chance of discovering unmarked locations scattered throughout the floor. These locations appear to be partially detached from the rest of the world and can only be accessed when the reflections from the Grand Cathedral are in the corresponding alignment.  Once the bells chime, the current location closes and the next manifests.  Sights that are rumoured to be hidden include:

- A tall glistening white castle at the edge of a cliff, with bright blue skies with fluffy white clouds.
- A vast deep blue lake during the day, the sunlight reflecting off of the surface like a mirror.
- A meadow at sunset, blossoming with flowers of many varieties as far as the eye can see.
- A hill overlooking a lively village in the morning, with the first signs of the place coming alive with activity.
- A field with a single tree at its center at nighttime, with fireflies illuminating the branches.
- A woodland clearing at sunrise, with the settlement of Taft far in the distance embracing the sun's first light.

Transportation

Wagons, horses, oxen and other forms of agricultural transport can be commonly seen travelling between the fields of Taft and the city proper.  No roads lead into the Revenant Forest, though footpaths and trails are said to crisscross the forest wilderness.   

Common Mobs of Floor Eleven

Spoiler

Most of the monsters found on the eleventh floor are antmen.  Their abilities and common spawn points vary by type.

  • Scout Antmen - Mobile and lightly armed the scouts frequently reach the fields surrounding the city and need to be chased off before they lead more of their kin there in search of resources.  They strike at their target with their claws and knives, but are more likely to flee than fight when facing tougher opponents. Should they escape, they will also likely to return with stronger reinforcements.
    • Locations: <<Reverent Forest>>, <<Antmen Hive>>
  • Soldier Antmen - Among the most plentiful and common of the ranks of the formian colonies, they are also considerably more fearsome than workers and scouts.  Lightly armored for speed, and sporting swords and shields taken from fallen Crusader knights, they will actively engage in combat with any opponents they encounter.
    • Locations: <<Reverent Forest>>, <<Antmen Hive>>
  • Guardian Antmen -  Most often found guarding one of the four entrances to the Antme hives, or at other sensitive locations, the Guardians are the largest and strongest of the colony. Their massive size serves as a natural deterrent against those that would try to force their way in.  Heavily armored with massive shields, they specialize in grappling with their numerous arms while protecting themselves simultaneously. Anyone challenging a Guardian alone is either very brave, or extremely foolish.
    • Locations: <<Antmen Hive>>
  • Worker Antmen -  Usually found within the depths of the hive, these antmen are unarmored and not inclined towards combat, they can also be found foraging in the woods or fields of Taft.  Workers will not actively engage potential targets, but if left alone they will alert their kin to the intruder's location. If attacked, they will defend themselves with their numerous arms, but are most likely to try to withdraw.
    • Locations: <<Antmen Hive>>
  • Protector Antmen - The main type of combat-oriented antmen found inside the hive system, it is they who respond to any alerts of intrusion. They are the strongest of the antmen varieties, wielding weapons of defeating the vaunted Crusaders by using their multiple arms in combat. 
    • Locations: <<Antmen Hive>>
       

Field Boss of Floor Eleven

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<<The Wicked Wood>>

A nasty creature of root and rage, <<The Wicked Wood>> attacks anyone who dares enter its territory. Though it is weak to flame, this Field Boss has the unique ability to draw health from the forest itself.

HP: 1050/1050 | MIT: 75 | DMG: 110 | ACC: 2 | EVA: 0

Abilities:

  • Burning Timber | BURN effects applied to the Wicked Wood won’t run out.
  • Set Aflame | While afflicted with BURN, the boss’ MIT will be reduced to 50, and its DMG increased to 125.
  • Ingrain | On a CD 9+, the boss will root itself in the ground instead of attacking. This will heal it for 120 HP, and it will roll again to attack. However, its EVA will be reduced to -2 until its next turn.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 2. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1 will still have T1 stats.

Drop:

“Blessing of the Wood" (T2/Consumable/Single Use); The user roots themselves into the ground, providing a party wide shield that will absorb up to 250 DMG before breaking at the cost of the user’s EVA being reset to 0 while the shield is up.

« Floor Eleven Labyrinth »

The Floor Eleven Labyrinth is found in the heart of the Antmen Hive, deep into the network of caves and past numerous twisting tunnels and trap-filled dead ends. With the defeat of the Forsaken Champion, the antmen have drawn their strength back into the hive proper, leaving most of the outer tunnels unprotected.  This eases entry to the labyrinth considerably. 

Once through the massive outer doors of the labyrinth, visitors are greeted by a rather disorienting sight: The first room in the labyrinth is from the interior of a castle, with windows to each side. Looking through them, players who deciphered the mysteries of the Grand Cathedral would recognize this to be the castle at the edge of the cliff.  Traversing the castle will lead to challenges from different castle guards, ranging from common foot soldiers to powerful paladins. Entering the throne room will trigger another juxtaposition. The illusory castle instantly vanishes and the players discover that they have been fighting antmen all along.  The throne room itself is tall and wide, and worn smooth with frequent travel.  Countless niches and pockets line the walls, each filled with necessities to support the hive.

Upon entering the castle illusion, player will need to defeat two of each type of illusion knights before they are able to reach the throne room entrance. The corresponding types are as follows:

  • Scout Antmen > Foot Soldier
  • Soldier Antmen > Castle Watch
  • Guardian Antmen > Iron Guard
  • Worker Antmen > Castle Help
  • Protector Antmen > Knight Commander

Upon reaching the former floor boss room, players will be met with a quiet cavern, where at the very center lay shattered pieces of armor that once belonged to the Forsaken Champion, as well as a massive greatsword planted permanently into the ground.   Surrounding the boss' resting place are four other similar sets of knightly accoutrements that belonged to his corrupted lieutenants.  None of these items can be removed.
 

Quests:


Boss: Paving the way to Floor 12

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<<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 browns and greens, broken only by peeks of hazy blue sky, tinged a vibrant orange-brown by the passage of the sun. There is most often a dripping stillness to the place, that can be suddenly and violently broken by sudden gusts of hurricane-strength winds accompanied by instantaneous deluges of rain.  These events cause the water levels to surge and just as quickly recede, often leaving behind a drastically altered landscape.  

NPC Inhabitants of this floor are humans that have adapted to live with the swamp’s fickle nature. Most are tall and lanky, their almost skeleton-like frames being covered in drab green and brown cloaks to camouflage against their surroundings. They are survivors, accustomed to adapting to change with little or no notice at the mercy of their ever-changing environs.  A strange, cult-like worship common among them regularly sees offerings made to the "God of the Swamp", in the form of goods and foodstuffs sent in rickety boats to whereabouts unknown in the deepest recesses of these strange and inhospitable lands.

Human curiosity being what it is, it didn’t take long for players to seek out this <<God of the Swamp>> once they reached this floor.  What they found was a massive, winged alligator that attacked and sought to devour anything and everything it saw, including them.  Very little seems to have changed since its defeat, but with the constantly changing terrain it’s doubtful that anyone would have noticed anyway.
 

Main Settlement:

<<Lazaro>>

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Lazaro is the largest of many stilt-towns found across the 12th floor and is notable as the only one to boast two-storey buildings, as well as the floor’s teleportation plaza. Bundled reeds and long grasses tied to rickety bamboo frames are the most common form of construction, everything floating at various levels above the bog and strung together with rickety rope bridges.  

Some of the more creative NPCs have placed their homes on pontoons, allowing them to raise and lower with the water levels, and tethered in place by ties to anchor posts.  Lazaro is also surrounded by a haggard-looking fence, lined with large weeping willows that cast looming shadows over nearby homes as the sun moves across the sky.  Owls frequently nest in the trees, giving the entire barrier a haunting quality that helps reinforce its function as deterrence.  

Travel between the different building clusters here is mainly accomplished by use of flat bottom boats and canoes, which move through canals left between the buildings.  Lanterns on poles dot the settlement randomly lit. The teleportation plaza is housed on the roof of the town’s tallest building, and also the only one made of stone.  Whenever disaster strikes, the locals know that safety can be found on high ground.

Sub-Settlements:

◉ « Dayurga » 

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A significantly smaller village that happens to sit in an area immune to the more dynamic effects of weather and terrain found elsewhere on the floor. Its name is sometimes used by locals as slang for stable ground. Outside of the single tree-house that serves as the gathering hall/tavern for the settlement, the other buildings are built on a strange, mossy foundation. The humans found here are also stockier than the rest of the lanky locals, and are said to have come from another level at some point in the past.   They are also extremely devout to the "God of the Swamp" as their village’s protector, despite the fact that the beast has been dead for years.  This begs the question: who has been collecting all of the offerings they continue to send?

Other Locations

◉ « The Swamp »

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The ever-changing environment that takes up the entirety of the twelfth floor. With its fickle weather, this place is a challenge for even the best scouts to navigate.  Fierce winds and fiercer wildlife provide dangers at every turn, and the waters themselves can be perilous.  What looks like a safe patch one instant can turn into a vat of soupy quicksand the next.  Foot travel is possible but often discouraged.  Local NPCs will often recommend opting for a single-person canoe or flat-bottom boat to get around, provided that you don’t mind the occasional portage.

◉ « Gator Grounds »

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Like so many other things on this floor, the greatest challenge linked to the Gator Grounds is that they move unpredictably.  Indistinguishable from other areas of the Mire, this is more of a phenomenon than a true location.  Within the Gator Grounds, wildlife becomes crazed and highly aggressive, particularly towards players.  Some of the larger beasts will even go so far as to tip boats and attack buildings while under the influence of water drives this strange effect.

◉ « Sunken Forest »

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A unique patch of always-shallow swampland, the waters here are never more than knee-deep in elevation, except to the most vertically-challenged.  Supported by a network of deeply interconnected roots, the trees in this area stand especially tall, reaching nearly double the height of those found elsewhere on the floor.  Legends tell that this part of the floor was once an enchanted woodland that devolved into its present condition as a result of some ancient curse.  All of the animals here are undead, including a mysterious abundance of deer.

Transportation

Outside of Lazaro and the other settlements, most of the floor is capable of being traversed by foot. That being  said, for traveling to parts much farther away, it is recommended by the residents to a personal canoe, as it conserves energy for defense or other dangerous tasks.

Common Mobs of Floor Twelve

Spoiler
  • Monster Catfish - Gigantic catfish that lurk beneath the murky depths of wider expanses of water.  They are also the most common creature found anywhere on the floor. Their long dark bodies easily blend into the brackish waters.  Many have mistaken schools of the creature to be simple water currents flowing beneath the surface. 
    • Locations: <<The Mire>>, <<Gator Grounds>>
  • Frenzied Alligator - Oversized alligators that tend to frequent the swamps much farther away from the settlements, where they find the catfish to be their main source of food. While they will normally leave players alone, they can suddenly and spontaneously lash out, attempting to bite onto whatever limb they can get a hold of and spinning to drag it beneath the water..
    • Locations: <<Gator Grounds>>
  • Zambies - Strange, undead deer frequent the area know as the Sunken Forest.  Their origins are unclear, but many NPCs believe that they are echoes of a long-distant past before this level fell into its current state. From a distance, they are normally docile, but should a target come into its sight, they will charge and attack with decayed horns and small sharpened, bloodthirsty teeth.
    • Locations: <<Sunken Forest>>
  • Deep Swamp Dire Gator - Extremely large reptiles that dwarf most other beasts on the floor, they are said to be capable of swallowing a Zambie whole and with room to spare. These are dangerous predators that stalk prey from the dark shadows of the deep swamp before swiftly attacking from surprise, attempting to consume its target in a single bite.
    • Locations: <<Gator Grounds>>, Deep Water Regions
       

Field Boss of Floor Twelve

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<<Sea Wyvern>>

Lurking in murky waters below Lazaro, the lord of the sea rests in wait for unsuspecting prey. A threat both in water and on land, this is a battle that players must prepare for. With rough skin and powerful jaws, this massive predator is as good a match as any. Rumors speak of an underground lair that it lives within, and its only motive is to protect its offspring. 

HP: 1130/1130 | MIT: 70 | DMG: 125 | ACC: 2 | EVA: 1

Abilities:

  • Thick Hide | The scales of the <<Sea Wyvern>> are tough, causing 1H weapons to deal -20 DMG per hit (before MIT reduction).
  • Chain Lightning | On an MD 9-10, every player is struck by the <<Sea Wyvern’s>> lightning breath, dealing 110 mitigatable DMG.
  • Tail Swipe | On a CD 9+, the boss will use its tail to send a wave towards everyone, dealing 125 mitigatable DMG to the Player with the highest hate and reducing everyone’s EN by 5. Cannot happen on an MD 9-10, at which point <<Chain Lightning>> will take priority.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 2. [DMG/MIT/BLEED enhancements etc.]  This skill only locks downward. Those at Tier 1 will still have T1 stats.

Drop:

“Lightning Rod" (T2/Consumable/Single Use); Consumes the item as a Post Action in order to draw in all attacks for the next turn, regardless of Hate values.

« Floor Twelve Labyrinth »

The Floor Twelve Labyrinth is found in the farthest reaches of the swampland, deep into the Gator Grounds territory, farther than any of the villagers dare to travel. As the Gator Grounds move, the best known way of finding its present location is to follow the offerings sent by locals to the long-departed "God of the Swamp."   The border of the labyrinth is marked by dense fog and densely growing trees that make passage difficult.  Vision is limited to just a few yards in any direction.  Various paths will inevitably open up, offering the players an assortment of options for travel.  They must choose a path.  Progress is dependent on making the correct choice.

Mechanics:

Spoiler

All players in a party roll LD and total their scores.  The grand total will determine the results.

Results Table:

1-5: You have selected a path that leads far off in the wrong direction. -2 to progress
6-10: You have selected a path that leads a bit off the correct path. -1 to progress
11-15: You have selected a path that leads a bit in the right direction. +1 to progress
16-20: You have selected a path that is a shorter route to the lair. +2 to progress

Players must reach a total progress of 15 or more to reach the central lair.
Upon reaching the end of the labyrinth's maze, players must fight four monsters meeting loot minimum requirements for the party before they are able to reach the floor boss room. The fog will fade as they enter the clearing, revealing the nest of the former floor boss, with numerous broken eggs and a sticky viscous substance still attached to various bits of flora growing all about. Numerous immortal objects are strewn across the nest, in the form of immovable and massive feathers from the floor boss that were shed during its defeat.

 

Quests:
<<Just For The Halibut>>


Boss: Paving the way to Floor 13

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<<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 partially successful.

The floor itself is eerily silent and empty at a glance.  Plantlife grows everywhere, but only as a sickly, rotten imitation of its proper form.  It has a slick, sludge-like quality to the touch, as if all life on the floor were trying to melt away.  Only two settlements remain on the entire floor.  It is obvious that they were once far larger and more populous.  Several other smaller towns dot the landscape, along with the ruins of a large central city whose name has long since been lost. Outside of these rare safe zones, diseased humans and beasts shamble about mindlessly, springing into murderous rage at the slightest sound or provocation.  They are but remnants of the civilization that once prospered here, now turned into soulless monsters.

NPC Inhabitants of this floor are normal humans.  Most wear simple, undyed tunics, dresses and tabards as they go about their daily business.  Priestly types are easily recognizable as fully clothed in bright white robes with religious hoods over their heads, covered in the symbols of their reverence for purity standing against corruption. They are a devout lot, though most cling to the church out of desperation and a total lack of other options.  As fervent as the priests might be, they seem powerless to do more than hold the enemy at the gates of what little remains of their once-proud culture.

Before the floor boss was beaten, humanity here was on the verge of extinction.  Angel's Point was their last, beleaguered stronghold, protected by angels and but a handful of brave souls to  stave off the encroaching corruption.  Unfortunately, the very angels who came to protect them were themselves corrupted and soon turned upon humanity.  They were led by <<Avarious>>, the strongest among them. Through hard fought battle, and the sacrifices of many players, the last remnants of humanity were ultimately spared and the land slowly began to restore itself, though not in full. Life here has but a semblance of its former beauty, the corruption’s influence lingering upon it still, despite the purification of the angel. 

Main Settlement:

<<Angel's Point>>

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Angel's Point is the last true settlement of a dying people. Humanity made its last stand here, and held its ground, but barely. Though physically large, the town is underpopulated with barely 200 NPCs wandering about a place meant for many more.  Many of the local buildings have large stained-glass windows depicting groups of people reaching up towards a light while shadows seek to pull them down into the darkness below. In the center of Angel's Point lies a massive Chapel that is conspicuously devoid of windows.  Players have no access to this chapel, but NPCs can regularly be seen entering and exiting, at roughly six-hour intervals. 

Three priests of note make these rounds.  Zack Orphir, Uri Orphir, and Miraak Prodigus, as they are known, each take one turn daily.  They can be found roaming the city offering prayers and blessings while also patrolling to protect against any insidious malignance of corruption. The people and priests here are uncannily  generous, humble and kind, always willing to lend an ear for questions or concerns voiced by the players about the various pieces of the floor's history. 

Sub-Settlements:

◉ « Breath of Life » 

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Little more than a tiny village, Breath of Life was created after the great cleansing that accompanied the defeat of the floor boss when a large group of NPCs moved out of Angel's Point in search of new land.  They hoped to begin the steps needed in order to spread out once again across the floor. Quickly, they found just the spot and made a settlement out of it, a decent distance away from their previous home.  It is nowhere as big or advanced as Angel's Point, but it survives and struggles to help bring a future back to the people of floor 13.   Most of the buildings here have been reclaimed and repurposed from other previous uses, or else constructed from materials salvaged from nearby ruins.  

A small militia protects the settlement and patrols the wooden palisade that surrounds it, lighting torches at night to keep the diseased at bay. Few of them have any true combat training, as most of humanity’s warriors were lost in the final confrontation with the fallen angels. A small status, too worn to be recognizable as anything other than humanoid, stands in the middle of the town square.  Swords and spears of the fallen are laid as tributes at its base, and as a stash for final defense, were the worst ever to happen.

Other Locations:

◉ « Corrupted Lands »

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Most of the thirteenth floor is blighted in some way and is considered corrupted to some degree.   Much of the land had succumbed to the corruption spreading across it by the time the fallen angels were defeated.  Most of the floor consists of open plains and low, rolling hills with small pockets of woodland scattered between now-derelict farms and fields.  Much of it is barren, dry and desiccated.  Some of it is strewn with wilted flora still pretending to live.  Rare parts of the floor have seen new life and growth starting to return.  Ruins and abandoned structures are everywhere here, often covered in a layer of green moss and vines. Thick, miasmic fog often rolls through, blanketing entire regions with a sickly pallor until it passes.  The Diseased are rampant here, and in large numbers.  Making camp without encountering at least a single monster is a very rare event.

◉ « Demon's End »

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Located at the geographic centre of the floor are the desolate remains of what was once the largest settlement on Floor 13.  Corruption remains widespread here, with diseased creatures infesting the entire area.  The blight remains so strong that most refrain from going too far beyond the outer gates and broken battlements.   Daring adventurers sometimes venture deeper in hopes of finding unclaimed treasures, but many never return. Some believe that this place still  serves as a gathering place for the diseased, as well as a place where even more powerful agents of corruption reside.  The fallen angels had ample time to twist other creatures to their service, some of which are reputed to still linger.

◉ « Valehaven »

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Once a prosperous town famed for equestrian traditions Valehaven is now overrun by hordes of shambling dead, though those that wander here are considered more dangerous than the common zombies elsewhere on the floor.  This has given credence to an outlandish rumour that the central chapel hosts a secret artifact that can be used to restore a recently deceased player to life.  Sadly, those who have investigated claim that it is just another desperate rumour, if they were lucky enough to return at all.

◉ « Cathedral of Man »

Spoiler

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On the 13th Floor, there exists a beautiful stone cathedral. A great many times larger than anything any player has seen in the real world, the building itself is large enough to fit a small town. Occupied primarily by the armored undead skeletons of knights who used to defend the area, it appears that a number of dangerous forms of wildlife has made its way into the monument.

Being so large the Cathedral quickly reaches labyrinthine complexity. Although the most outer segment is primarily open space, the tall ceiling being held up by marble columns, covered in greenery and overgrowth, moving further into the massive construct, the wide hallways begin to branch in every direction. Some lead to grand dining halls, other libraries whose books most likely held all the world's secrets to be read, were it not for the fact that they crumbled to dust at the merest touch. Others yet still lead to armories filled with weapons so large, no human could wield them, and some simply lead to living quarters, or the kitchens.

Near the rear of the Cathedral, however, lies a room with none of this. Just a massive marble throne, the gold inlays tarnished, and the crimson cloth frayed and torn. Surrounding this throne are hundreds of hunched over skeletons, hands pressed together in prayer, and all garbed in crimson. What they pray to? The skeleton of nothing less than a titan, upon whose head sits a golden jeweled crown larger than any man, glinting in the sunlight.

Whatever this Cathedral's forgotten history, players come here now to grind and farm, the not too cramped corridors providing a plethora of enemies and short respawn timers. Others come to see what secrets might be uncovered, what hidden dungeons and treasures such a massive building must hold.

Transportation

Due to the inherent dangers of the floor, the only form of transportation available would be personal horses. There are no traveling merchant wagons or caravans, as their inability to reach the two settlements within a day's travel renders their use too risky.

Common Mobs of Floor Thirteen

Spoiler

While all of the monsters found on the thirteenth floor are diseased humans, their qualities will vary depending on the specific type encountered.

  • Diseased Villager - The most commonly encountered form of the diseased, formerly regular villagers that were overtaken by the corruption. These mindless monsters will attack any uninfected creature they encounter sight, swiping at them with claw-like fingernails. While one is not too problematic, they often swarm in great numbers and can easily overwhelm an unprepared target.
    • Locations: <<Corrupted Lands>>
  • Diseased Watchmen - Many local defenders fell while attempting to hold off the corruption’s spread, only to arise as its twisted pawns themselves.  Lacking the agency of many other creatures, they still retain some form of former combat skills and are often equipped with the weapons they used to carry, namely swords, spears and small shields. They are adept at signalling other nearby diseased to a target, unless defeated before they are able to do so.
    • Locations: <<Corrupted Lands>>
  • Sludge Knight - A more powerful corrupted human found closer to Demon's End, they are considered by local NPCs to be the messengers of the Four Horsemen - powerful forces of corruption that still roam the lands. Some suspect that they had a hand in spreading the corruption back when it was most prominent. Wearing dark robes lined with blood red patterns, carrying a spellbook which allows them to cast dark magic.  Within the bounds of Demon's End they attack on sight, all the while spouting various excerpts seemingly taken from some kind of foul religious text.
    • Locations: <<Corrupted Lands>>, <<Demon's End>>
  • Doom Harbinger  - Another powerful form of corrupted human, considered to be the guardians of the Four Horsemen. While they sport the same robes as the sludge knights, they also wear large armor pieces that fit over them, along with wielding massive two-handed swords that seem like they could cleave a man in two. These diseased humans will attack on sight, attempting to take down their targets as quickly as possible in order to protect their masters.
    • Locations: <<Demon's End>>

Field Boss of Floor Thirteen

Spoiler

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<<Eladriel the Corrupt>>

With the widespread corruption caused by Artamiel and Miraak, the minor angel, Eladriel, came down to purify Floor Thirteen. Unfortunately, he began to become corrupted himself as malevolence plagued his being. Without aid, he is sure to fall to corruption. Players must put him down before it becomes too late.

HP: 1230/1230 | MIT: 75 | DMG: 135 | ACC: 2 | EVA: 2

Abilities:

  • Fallen From Grace | Eladriel is immune to Fallen Damage, but takes double Holy Damage (T1 Holy gives +4 base DMG per slot, T2 Holy gives +8 per slot).
  • Smitten | <<Eladriel the Corrupt>> can be targeted by healing skills, which will deal twice the heal they’d inflict as damage. [Example: First-Aid will deal 8% of max HP per Rank.]
  • Corrupted | On a CD 6+, <<Eladriel the Corrupt's>> attacks will gain +50 DMG if successful.
  • False Prophet | On an MD 9-10, <<Eladriel the Corrupt>> will form a spear out of thin air, throwing it at the Player with the highest hate for 160 mitigatable DMG. The rest of the party will take 50 unmitigatable DMG from a swift slash.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 2. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1 will still have T1 stats.

Drop:

“Light of the Fallen" (T2/Consumable/Single Use); Encases the user’s weapon with a dark light, providing them with two slots of T2 Fallen for a single thread. This effect does not circumvent the standard Fallen Damage enhancement cap.

« Floor Thirteen Labyrinth »

The Floor Thirteen Labyrinth is located in a partially ruined cathedral atop a low hill and surrounded by a large graveyard. A dense fog hovers over this graveyard, obscuring vision as effectively as it drains the spirit of the living who dare enter. Soft groans and moans fill the air, and shadows will start to form into humanoid shapes behind the fog's cover.  The fog imposes a -1 penalty to Accuracy, increasing by 1 every five posts as it grows denser, to a maximum of -5. The fog lifts once the players enter the cathedral.

Reaching the cathedral requires searching for, locating , and defeating all three <<Diseased Lamplighters>>, all of which share the same stats and mechanics as a Diseased Watchmen.  Each is also accompanied by two Diseased Villagers. When all three are defeated, the fog will part to reveal a path to the cathedral doors, allowing a direct access.

The sounds of the graveyard will vanish abruptly as the players enter the cathedral proper, bringing a reverent calm. The interior is lit via diffuse light streaming through a large skylight, broken when <<Avarious>> made his grand entrance. Below it, a massive greatsword can be found plunged into a patch of fresh newly grown grass, perfectly accentuated by streams of light filtering in from above.   It is surrounded by the remains of the boss’ armor and the regalia of his four lieutenants, all immovably affixed where they fell.
 

Quests:
<<Cleansing The Corrupution>>
<<AN: Libel>>


Boss: Not all the Darkened Souls were Monsters [F13 Boss Fight]

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<<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 ceiling of intermixed smoke and ashen clouds hangs only a few hundred feet above, occasionally lashing the ground with red streaks of lightning or the impact of a falling ball of molten magma of unknown origin.

Color works strangely in this floor, with most of the visible spectrum fading into grayscale, save those in the red to orange range.  It has a particularly notable effect on the many stained glass windows scattered throughout the ruins all over the floor, their meanings often significantly altered by this selective color accent. Some say that the tale of whatever calamity befell this place can be deciphered, if their puzzles can be solved.

This chromatic effect, combined with the heavy cloud covered and enclosed floor edges, compels the locals to rely on unorthodox sources of light.  Extensive lava flows provide extensive patches of localized illumination.  Even items in the red and orange ranges provide a dim light comparable to a glow stone.  The orange-colored slashes that typically denoting wounds on players and mobs alike shine especially bright.

Under these unusual conditions, Floor 14 is an unusually potent mix of contrasts and blending shadows.  It is also a lifeless, barren place, with no signs of life beyond the confines of the single tiny outpost that lingers around its teleportation portal.  Most of the landscape is nothing but jagged, tooth-like shards of basalt and obsidian, giving the entire level the air of being the lower jaw of some ancient titanic monstrosity.  Deep canyons and gorges cut by magma flows frequently become blocked and filled, causing existing passages to close just as new ones open.  Bubbling pools of bitumen and toxic geysers litter the more open areas. 

Other than the few NPC inhabitants of Stonewall, most of the creatures on this floor are typically corporeal and incorporeal undead, ancient mechanical constructs, animated statues or armor, demonic entities and elemental creatures associated with fire and magma.

Restoration of the red and orange colors are said to have immediately followed the defeat of the floor boss, suggesting that it may be possible to repeal the rest of this bizarre ban.

Main Settlement:

<<Stonewall>>

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Stonewall is the main settlement for Floor 14, if you can call it that. The outpost itself is incredibly underwhelming, and takes on the appearance of a depleted war camp. Tents and temporary looking buildings cover a small, defensible area immediately surrounding the only known teleportation portal on the floor.  The few local inhabitants are a ragged bunch drawn from many different races, all soot-covered and bearing the physical scars of such a harsh landscape.  Most of the NPCs wear heavy armor with dark red cloaks that stand out brightly under the floor's unusual constraints, staunchly refusing to reveal anything about whatever fate befell them. The few haggard Red Cloaks that remain project the outpost under the leadership of a grisly, leather-faced Captain named Randol, who keeps the vigil from falling by sheer will and iron determination.  He’s also known not to suffer fools lightly, and more than a few sassy players have found themselves pitched beyond the walls if they annoy him enough.  Anyone foolish to ask if his cloak used to be green suddenly finds Stonewall’s few remaining amenities closed to them, or the prices significantly increased.

Despite its name, Stonewall is actually surrounded by giant piles of junk that serve as its primary source of both materials and defense.  If a wall ever did exist, it has long since been buried beneath them.  These piles consist of scattered pieces of armor, the wrecks of ancient mechanical war machines, innumerable broken blades and other mostly metal sundries.  Coal-encrusted petrified wood is about the closest thing to organic material that can be found anywhere on the floor and even then it remains rare.  Scavengers also pick over the piles on a daily basis as returning adventurers add discarded treasures to the troves.  No matter how often or how much is removed, the heaps never seem to get any smaller.

Sub-Settlements:

◉ « The Foundry Cathedral » 

Spoiler

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Clearly once a structure of great importance to whatever culture last dominated floor 14, the immense gothic building appears to have later been converted for use in strange metallurgical and alchemical experiments, possibly involving the creation of monstrous and humanoid constructs.  A deep crimson haze now pervades the area.  Its glow is visible from almost any vantage on the floor.  Surrounding swamps of like-colored toxic soup make it nearly impossible to approach, let alone investigate.  The residents of Stonewall immediately clam up and slap on their most dour expressions at the mere mention of the place.

A small outpost of twenty Red Cloak NPCs man a lonely tower that overlooks the sludge fields and ruins.  They are led by Captain Harkens, a harsh and ill-tempered veteran with no patience or tolerance for foolish adventurers who have come to stir up more horrors with their antics.  That said, he will not hesitate to provide shelter or access to basic supplies for those in need.

Other Locations:

◉ « The Blackwatch Bastion»

Spoiler

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The Blackwatch is the main attraction of Floor 14. The massive series of stone bastions is carved directly into the face of a mountain, with massive halls and interconnecting corridors spanning like great celestial bridges and archways well above the rest of the floor.  Most of the outer sections are broken, with great gaps and missing roofs exposed to the malicious sky above.  These 'sky halls' lead deep into the mountain, where they are said to eventually turn to caves, and possibly also the fiery heart at the mountain's core. 

Soaring and heavily ornate masonry architecture makes up most of the outer battlements, rumored to have once been both beautiful and grand.  They have been ravaged by time, the harsh environment and evidence of some ancient and brutal conflict.  Evidence of recent activity in the ruins has stirred concerns in Stonewall that a mysterious dark nemesis may be returning to power within the ruins.  Rope bridges and other recent signs of construction activity have been heard and seen.  A few brave soul canny enough to have scouted the ruins report endless ranks of undead monstrosities wearing the tattered remains of livery that matches that worn by the Red Cloaks of Stonewall.

◉ « Font of Abhorrence »

Spoiler

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Whatever tragedy befell this place, it all began here.  Atop a low rise, located along the cliffs that dominate the southern edges of the floor, sits a field of perfectly equidistant standing stoned arrayed in a radial pattern around a pool of utter blackness contained by a low wall merely a foot high.  The stones themselves are black, but riddled with red streaks and veins of oxidizing iron that stand out starkly under the floors strange chromatic restrictions.  No wind ever blows here, and the ambient heat turns to soul-chilling cold the moment you pass the first marker.  Ghostly undead are rumored to stalk the grounds, attacking any living thing foolish enough to tread this unhallowed ground.

◉ « The Shattered Orrery»

Spoiler

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Hidden away at the northern limits of the floor is an arcane construct of some kind, situated on a high plateau that overlooks much of the surrounding lands.  What must once have been a magnificent feat of precision engineering is now little more than a field of broken metal fragments scattered like shrapnel beneath complex rig of articulated metal arms and pulleys.  No one alive can recall the machine’s purpose, and if the local undead happen to know, they aren’t telling.

Transportation

The hazardous and broken nature of the landscape makes use of most conventional beasts for travel impossible.  Stonewall's survivors stubbornly maintain a small array of mechanical brass insect-like automatons powered by some of the toxic sludge found about the settlement.  The things can comfortably accommodate two riders apiece and are controlled by a fine looped chain that functions very much like a set of reins.

Local NPCs refuse to part with their secrets regarding the mysterious power source for these devices.  A few unscrupulous attempts to steal samples were unexpectedly foiled when the thieves discovered that it mysteriously vanished from their inventory as soon as they left the floor.

Common Mobs of Floor Fourteen

Spoiler
  • Fallen Red Cloak - Members of the same order of guardians that still defend Stonewall, undead versions of their brethren roam the ruins of the floor in staggering numbers.
    • Locations: Blackwatch Bastion, Labyrinth
  • Ancient Mechanical Constructs - The lost alchemical forgemasters of this floor left behind many twisted engines of destruction that still roam the wastes, sewing chaos in their wake.
    • Locations: The Foundry Cathedral
  • Animated Armor - Magical constructs or haunted shells still possessed by the spirits of their former occupants, various empty suits of armor still walk or float across the barren landscape, seeking to fight any living foes they might encounter.
    • Locations: Blackwatch Bastion
  • Demonic Entities: No one knows for certain what doom befell this floor, save that it began at the the Font of Abhorrence and spread across every corner of the floor, until the final battles reached in the highest halls of Blackwatch Bastion.  That darkness lingers still, assuming the misshapen forms of malignant, demon-infested creatures.
    • Locations: Font of Abhorrence, Labyrinth
  • Magma Elementals: All manner of elemental beasts composed of fire, magma and their kin stalk the floor in search of battle.  They scour any signs of life they encounter as if they have claimed this floor for their overlords.
    • Locations: Anywheredata:image/gif;base64,R0lGODlhAQABAPABAP///wAAACH5BAEKAAAALAAAAAABAAEAAAICRAEAOw==

Field Boss of Floor Fourteen

Spoiler

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<<Lich King>

In the ruins of an old castle, a crown-adorned heavily-armored skeletal warrior waits. Once engaged, he bangs his greatsword on the ground before lifting it above his head. Anyone foolish enough to challenge the king for his throne surely cannot be allowed to live.

HP: 1330/1330 | MIT: 80 | DMG: 140 | ACC: 2 | EVA: 0

Abilities:

  • King of the Dead | Every other turn, starting the second turn of the battle, skeletons will rise from the soil. If left unharmed by the start of the next turn, the <<Lich King>> will consume the skeletons to heal for 300 HP and increase his DMG by 20 instead of attacking. To destroy the skeletons an AoE attack must be used against the <<Lich King>>.
  • All Bones | <<Lich King>> cannot Bleed, be Burned, or be Blighted, but Hammer, Warhammer and Martial Arts users will have +2 base DMG when attacking him.
  • Broad Blade | Due to his large weapon of choice, any of his attacks that connects will deal 50% of its raw damage (rounded up) to all other party members. This damage is mitigatable.
  • Undead | The <<Lich King>> can be targeted by healing skills, which will deal twice the heal they’d inflict as damage. [Example: First-Aid will deal 8% of max HP per Rank.]
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 2. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1 will still have T1 stats.

Drop:

“Darkness Salve" (T2/Consumable/Single Use); Gives the user T*10 MIT at the cost of T*1 DMG and -1 EVA for the rest of the thread.

« Floor Fourteen Labyrinth »

The Floor’s Labyrinth is located in the highest sections of Blackwatch Bastion, where great secret chambers concealing all sorts of twisted, demonic horrors from a lost age are said to linger and rot under ancient enchantments that weaken further with every passing day.  Fallen Red Cloaks wander the halls in force, supplemented by maniacal machines hell-bent on destruction.  Evidence of battle is pervasive.  This place fell into its current state as a result of some floor-wide onslaught, long ago and here is all that remains.  

The uppermost reaches of the fortress includes landing platforms and grand archways as if it once housed some grand aviary.  Nothing dwells here since <<Rohk the Predatory Avian>> was defeated long ago, though some suspect that he might not have been be the true floor boss given the ease with which he was dispatched.  Perhaps more sinister forces still stir in the bastion’s bowels, hatching their darker schemes?  Rumors of powerful new field and quest bosses connected to some secret patron have emerged, but remain unconfirmed.

Quests:
<<World Of Corrupted Fire>>


Boss: Just that Quick [Floor Boss Battle]

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<<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 with sprawling grasslands that are largely inhospitable. The eastern regions are modestly more comfortable, enjoying slightly higher temperatures and lusher soil. The eastern-most points even have a few hardy farms, but depend entirely on the ice-cold creeks and rivers running down from the west.

Unlike most of Aincrad's floors, fifteen has only one permanent settlement, as the local NPCs are nomadic by nature. These sturdy people are nearly always on the move, travelling between a handful of semi-established campsites and moving between them on a biweekly basis. They are entirely dependent on their livestock and will give their lives defending their precious herds, which consist mostly of goats, sheep, and yaks. In general, these nomads are kind, hospitable people, but they are slow to trust and unlikely to completely accept anyone outside of their own family unit. Only by traveling with them and taking on some of their rigorous workload, can a stranger ever hope to earn their trust.

Various predators roam the fifteenth floor, including brown bears, wolves, and foxes. Generations of living off the land taught the nomads how to defend both themselves and their flocks. That changed with the appearance of Dawa and Dorje. The twin snow leopards stood twice as tall normal, yet also moved with impossible speed. At first, they primarily struck at night, dragging animals off into the darkness without a trace. Gradually they grew bolder, and began working their way up the food chain. By the time players got involved, Dawa and Dorje had begun preying on humans. The NPCs have grown more relaxed since the beasts were killed, though they still talk of the "night hunters" frequently, and make special use of them during bedtime stories to keep children from wandering off.

Main Settlement:

<<Lhasri>>

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Lhasri is the only known permanent settlement on the floor, but it compensates in size and grandeur by virtue of its location. Situated on the eastern side of floor fifteen, Lhasri straddles the floor’s main waterway, which happens to mark where the rugged western steppes end and the floor’s sparse eastern farmlands begin. Boxy brick buildings climb into gray skies, draped in flapping flags and are most often painted in tans, browns, and oranges. Earth tones dominate the local art and culture.  

The single tallest building in the city features an enormous indoor bazaar, with the government operating in the floors above. At six stories tall, it towers above the rest of the settlement. Other structures mostly house shops, taverns, apartments, inns, and the homes of NPCs. A network of stone bridges connect various key locations, spanning across the river and its few tributaries.  Crowds tend to gather on the bridges as they offer the best views. Lhasri is always bustling, even at night. 

The local culture is rich and dramatic.  Art, in all its forms, can be found all over the city. The NPCs primarily wear wool dyed with bold colors, favoring horizontal stripes for accent. Long sleeves are common, and clothing is often worn in layers with robes or overcoats helping to protect against the harsh climate. Men and women alike wear their hair long, often in braids, or piled atop their heads and ornamented with beads. Religious influence is everywhere; gold statues and ornate tapestries proudly display the figures of the local pantheon. Lhasi’s cuisine is incredibly aromatic, favoring mustard seed and other strong spices.  The streets are always lined with food carts from various vendors, their wares wafting throughout the entire city. Pop-up stalls sell snacks, textiles, trinkets, and many assorted ingredients of various shapes and sizes. Street performances are a common source of entertainment, and especially welcome from visitors.  The locals play horns, sing songs, and even act out dramas in small troupes. Lhasri is a lively city and a stark contrast to the otherwise seemingly slow-moving floor.

Other Locations:

◉ « The Heavenly Palace »

Spoiler

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The Heavenly Palace is an enormous building crafted of red and white stone perched atop a moderately sized peak near the floor's northwestern edge. The path leading up its final approach has hundreds of steps.  It is a frequent destination for local pilgrims and tourists alike. The interior is filled with long hallways and large rooms, all offering spectacular views of the rest of the floor or out to the grand expanse beyond Aincrad itself. It is a place to celebrate all forms of art and always has countless paintings and sculptures on display throughout the grounds.  The site’s acoustics are also unique throughout all known floors of Aincrad, luring many singers and musicians here to practice, perform, network, or simply to find their muse.

◉ « Mount Rabten »

Spoiler

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Often simply called "Rabten," this is the largest peak on the entire floor and is nestled at the farthest western reaches of the floor. Special gear, iron will and supernatural toughness are said to be essential for anyone attempting to reach its summit, where powerful foes are said to dwell. The challenge of the climb alone leads those desperate to prove themselves to their peers to make the attempt.  Not all success, but those who do often return telling wild tales of their findings.

◉ « Palden Glacier »

Spoiler

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Harsh tundra surrounds Palden Glacier, which also dominates the southwestern portion of the floor.  This massive slab of ice is a prime location to hone one's combat skills, as it features mobs of both land and water aspects, but the landscape is notoriously perilous. Sharp, slippery slopes lead to unstable footing, and harsh winds make fighting here even more difficult.

◉ « Temple of Kunchen »

Spoiler

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Nestled in the central boreal forest is the Temple of Kunchen. It is a place of quiet reflection, with open halls and airy rooms. Wind chimes are attached all over the exterior and serenade the occupants whenever breezed blow.  Large, soft cushions allow comfort and rest to players seeking solace. Monks do drift silently along the grounds, though they very rarely interact with the players themselves. If prompted, they may offer a few words of sage advice.  This area is a safe zone.

Transportation

Within Lhasri, the narrow roads and crisscrossing alleyways make getting between points inconvenient, if not outright difficult. Most people prefer to simply move about on-foot, though the occasional rough-looking bicycle will be utilized. Outside of the city limits, horses and pack mules provide the most reliable means of transportation. They can be rented from stables near the city walls, or borrowed from nomadic NPCs. Travel becomes far more difficult as players reach higher altitudes. Yaks are rarer than horses, but they can be sturdy mounts, and are capable of climbing mountainous terrain.

Common Mobs of Floor Fifteen

Spoiler
  • Wolves -  Your standard fare. They generally travel in packs, so players are unlikely to encounter a lone wolf. While they may pose a real threat to lower level players, they are easily dealt with by those who are more capable.
    • Locations: Grasslands, Forests
  • Yaks - These creatures set floor fifteen apart, as they are not known to be native anywhere else in Aincrad. With bulky frames, cloven hooves, and shaggy coats, yaks thrive at higher elevations. Generally, they are happy to leave humans alone, but will lash out with their enormous horns if provoked. 
    • Locations: Wild at higher elevations, domesticated throughout the floor.
  • Snow Leopards - White fur allows the leopards to blend well into snowy surroundings, where they are most often found. They have a nasty habit of striking out at unsuspecting players, and a swipe of their claws or bite from their sharp teeth can be devastating to an unwary foe.
    • Locations: Higher Elevations, Mount Rabten, Palden Glacier
  • Blue Bears - A relative of the smaller brown bear, the coat of a blue bear is a mottled hodgepodge of browns, blacks, and grays. This mixture gives it the appearance of a dark blue color that blends in particularly well in icy and tundra. Many blue bears also have rings of cream colored fur around their necks, often extending down their stomachs. These creatures are exceptionally rare, and have only been sighted a handful of times across the entire floor. If engaged in combat, they are likely to attempt to flee. Despite this, their rarity and beautiful fur makes the blue bears a target for both players and NPCs.
    • Locations: Higher Elevations, Forests

Field Boss of Floor Fifteen

Spoiler

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<<Blood Bane>>

Many NPCs have gone missing during their pilgrimage to Temple of Kunchen. Recently, the culprit was discovered. This wolf is said to be three times the size and strength of a normal wolf. Where this beast came from, none have a clue. It is advised to tread carefully, or not at all.

HP: 1750/1750 | MIT: 100 | DMG: 180 | ACC: 2 | EVA: 4

Abilities:

  • Life Drain | Any final damage dealt by <<Blood Bane>> will heal it for 40% of damage done (rounded up).
  • Exhaustion | Every third turn, <<Blood Bane’s>> EVA will permanently drop by -1, and its DMG by -15.
  • Bloodlust | On a CD 9+, <<Blood Bane>> will gain another attack, using it to target the Player with the lowest hate for 75% its usual DMG. This cannot occur twice in a row.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 3. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1 or T2 will still have T1 or T2 stats, respectively.

Drop:

“Bane of Blood" (T3/Consumable/Re-usable); Can be used once per thread to heal all party members by 40% of the user’s MIT (rounded down).

« Floor Fifteen Labyrinth »

Though the entrance to the labyrinth can be found atop the floor's plateau at the northern edge of the floor. Much of it is located in deep, narrow gorges where rugged ice and rock press in on all sides, forming a claustrophobia-inducing series of caves and tunnels. The bleach white bones of animals are scattered all over the ground, with the occasional human skull mixed in for good measure. It’s an odd sight in a world where dead bodies normally disappear, and likely contributes to the place’s heavy sense of foreboding that quickly turns to dread.. This was once the home of Dawa and Dorje, the monstrous snow leopards that terrorized the entire floor. Though the Frontliners defeated the brothers, their kin continue to hunt anyone who dares trespass into their lair. 

Due to the close quarters, the dark, and the unfamiliar landscape, all players are affected negatively in combat (-1 ACC, -1 EVA). It is also very easy to get lost in the maze of tunnels, so adventurers are typically warned against venturing in alone.

Quests:

Boss: Just that Slow [Floor Boss Battle]

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<<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 below the surface, filled with all sorts of creepy, crawly and otherwise unpleasant things.

The NPC inhabitants of this floor are Dwarves.  Preferring to dress in tribal gear made from bone, cloth, and animal hide, though some choose to accessorize with intricately-crafted metal armor and weapons.  The locals are well-known for their friendly natures, openly sharing food and materials and coming together to care communally for the young and elderly alike.  There is very little conflict and hardship here, as everyone does their part for the whole. The NPCs also travel freely outside of their settlements, hunting, scouting and ultimately gathering raw materials for their work. They are equally friendly with players, and will gladly point them in the right direction if they seem a little lost. 

Prior to the defeat of <<Akumasaru - The Infernal>>the entire floor had been parched to the point of desiccation.  Water shortages led to droughts that withered and eventually scorched the landscape. Bands of weaker Akumasaru would swarm and ravage towns, leaving all but three of the settlements on the floor entirely destroyed.  When the floor was cleared, the life-giving waters returned, flooding the dry river beds and basins.  Plant-life slowly recovered, and the infernal beasts that once terrorized the floor were vanquished.
 

Main Settlement:

<<Venrough>>

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A large, sprawling village nestled along the largest waterway near the heart of the island, Venrough was built around the entrance to the labyrinth in a large, ring-like fashion. Homes, inns, taverns and shops are built directly into, onto and around the strange, giant packed earth structures that litter the area.  Most buildings in town are of wattle and daub construction with reed bundle or thatch roofs, and are lit with a special kind of moss that glows with a soothing orange light. Several large chasms and cave mouths at the center of town lead down into the caverns below, with oddly convenient natural staircases carved into the tunnel floors and walls. Venrough is crowded with bustling shops and taverns, cheerful cries of ‘Lali-ho!’ frequently echoing around the village.

Sub-Settlements:

◉ « Atalina » 

Spoiler

 

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Atalina is a small village that rests on a series of gigantic stony outcroppings resembling branches and overhanging a crescent-shaped lake.  A multitude of marvelous waterfalls drizzle down from these immense limbs into pools that sustain the abundant local wildlife.   The local NPCs construct bridges to link the various areas, using wood, vines, and stone in unusual and creative ways to create an organic harmony in their architecture. 

This place is widely recognized as a safe haven.  The settlement’s unique construction is hard for monsters to reach, and its beauty makes it a popular destination for players to visit. Small pools of water frequently collect in nooks at points along the branches that are heated by magma-like sap flowing within the stony branches that suspend the village, forming natural hot springs.

◉ « Mogheim »

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Mogheim is a small village in a region of the floor still suffering from the desiccating effect of the floor boss’ rampage.  It has very little to offer in the way of shops, but makes up for it with lively bands of dwarvish musicians roaming around the town, playing folk music for those that visit. Mogheim is not a safe zone, though it is very rare that monsters would spawn within the confines of the town. Once ravaged by the Akumasaru, its recovery has been slowed by the absence of a reliable source of fresh water.

Other Locations:

◉ « Verdant Hill »

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A series of large, green, ringing hills near Atalina, it may once have been another volcanic caldera that went extinct long ago.  The area is especially fertile and filled with a wide variety of flowers and various critter-like mobs often favored by players as pets and familiars. Pixies and plant-like monsters are common and abundant here. A series of natural springs form a shallow pool at the center point of the bowl, which sometimes swells its banks after a heavy rain.

◉ « Scorched Villages »

Spoiler

Townbridge | Fossworld Wikia | Fandom

Found throughout the floor, these once vibrant, bustling towns and villages have been razed to the ground by the Akumasaru, leaving the inhabitants to die, if they are lucky.  Some suffer even worse deaths and become corrupted by the invaders’ touch. Zombified fauna and villagers wander the roads of the towns, chasing after the living as they travel along the abandoned streets.  They are cursed and endure an endless thirst that compels them to search endlessly for anything they can convince themselves will quench it, even blood. If players ask for directions to these towns, the residents of the various villages will become anxious.  Many still have family and friends lost to the lingering plague and divulge their whereabouts with hesitation.

◉ « Vulkahm Caverns »

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Lava River in a Cavern - Stone Bridge | Fantasy art landscapes, Fantasy  landscape, Fantasy setting

The Vulkahm Caverns are a large collection of tunnels dotting the outer walls of the volcano at the center of the floor.  Most are filled with large rivers and pools of lava, though the flows are irregular, changing their course randomly and exposing new sections of tunnel to explore.  Unfortunately, they offer little warning before they change back. Monsters in this part of the floor tend to be especially vicious, and hunt down anyone that trespasses on their territory.  The blistering heat of the caverns is also staggering. Players must roll CD every post, suffering 14 unmitigatable damage on a roll of 6 or less.

◉ « Grisaia Meadow »

Spoiler

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A small meadow nestled on one of the higher "branches" near Atalina, it offers players a stunning view of the floor and the brilliant blue sky above it.  The entire meadow is covered with a special moss that gathers and holds sunlight, and is the most common source of materials used in the crafting of glow stones.  Local NPCs frequently gather it for sale or for their own use.

Transportation

Boats are the most common form of travel throughout the floor, most of the actual terrain being too hilly and overgrown for the effective construction of roads and paths.  Protected transport consists of carriage boats pulled by pairs of large fish.  A few ambitious NPCs offer limited land based transport consisting of backet-like harnesses on the backs of earthen golems, able to traverse land, and scale the sheer walls of the floor to reach high up areas. Unprotected transport consists solely of simple rowboats, and travelling on foot.

Common Mobs of Floor Sixteen

Spoiler
  • Ember Wolves - Giant sooty wolves with veins like magma all over their bodies.  They hunt in large packs, often using their immunity to flame to corner an opponent in dangerous terrain before attacking with their large, sharp teeth and claws. 
    • Locations: Scorched Villages
  • Zombified Fauna: Ranging from small insects to large mammals, and occasionally including more exotic fantasy creatures, these mobs instantly attack anyone that enters the areas they haunt.  Gaunt from loss of fluids imposed by their condition, they often have sharp and exaggerated bone structure, including razor sharp claws. 
    • Locations: Scorched Villages
  • Giant Insects - unusually large insects that come in a wide variety of shapes and sizes, ranging from giant ants.
    • Locations: Grisaia Meadow
  • Lesser Akumasaru - Demon-like apes encased in an sinister-looking obsidian shell, and sport massive claws that can easily dispatch their prey. They typically appear alone. 
    • Locations: Vulkahm Caverns and the Labyrinth
  • Obsidian Vargs - Hulking masses of living obsidian, shaped in the form of a large wolf. The Obsidian varg has white-hot claws and teeth, and are sharp enough to cut through steel.
    • Locations: Vulkahm Caverns and the Labyrinth
  • Weeping Mantis - Giant praying mantises that lurk within the undergrowth of the plant-covered surface of the floor, typically appearing alone, or in pairs. 
    • Locations: Grisaia Meadow
  • Stalker cats - Small, ocelot-like cats that hunt in packs of four or more. They are insidiously cute and know it.  Fear them, for they shall pounce upon thee, and smother thine spirit with the cuddly-wuddlies!
    • Locations: Scorched Villages and Grisaia Meadow
  • Greater Nepenthis -  Large, pitcher-like creatures that spit out globs of glistening acid, and have long, sinewy limbs made from vines. 
    • Locations: The Verdant Bowl
  • Undead Gnomes: Zombified Gnomes that lurk within places where they once lived. None of their people survived the Akumasaru’s original predations.  They are but memories of a lost race, attacking unsuspecting travelers with sharpened pickaxes and spears, though some particularly feral ones attack with sharpened claws
    • Locations: Scorched Villages
       

Field Boss of Floor Sixteen

Spoiler

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<<Hebishinu>>

A large snake that has prowled the swamps for many centuries. It has troubled the members of many tribes for quite some time. Some believe it is the descendant of a basilisk, retaining much of their former powers. When encountered, <<Hebishinu>> often takes to capturing Players, slowly squeezing the life out of them. 

HP: 1890/1890 | MIT: 100 | DMG: 190 | ACC: 3 | EVA: 2

Abilities:

  • Paralytic Fangs | On an MD 9-10, <<Hebishinu>> will inflict a stack of T3 Envenom (Offensive) and if CD 6+, the target will also be paralyzed.
  • Coil | If LD 15+, <<Hebishinu>> will try to coil around the Player with the highest hate instead of attacking normally. They can only use a Post Action to roll LD, and if 10+, they’ll escape. Otherwise, the party members can deal up to 300 DMG to <<Hebishinu>> to force it to let go. Every turn a player remains coiled, they’ll take 200 unmitigatable DMG. Once the Coil effect ends, it can only be used after three turns have passed.
  • Stagger | Upon being hit by a Focus Sword Art, <<Hebishinu’s>> ACC will be reduced to 2 for its next attack, after which its ACC will return to normal unless struck by another Focus Sword Art.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 3. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1 or T2 will still have T1 or T2 stats, respectively.

Drop:

“Serpent’s Tongue" (T3/Consumable/Single Use); Apply ENVENOM (OFF) matching the user's Tier to the user’s weapon for a single thread.

« Floor Sixteen Labyrinth »
The Floor 16 labyrinth lies deep within the cavernous underbelly of the floor accessed through Vulkahm Caverns and suffused with blistering heat that causes its floors and walls to glow. The labyrinth has been carved from pitch black stone with deep grooves in the floor that occasionally spout lava.  It is also filled with sharp, glowing hot crystals that fill the tunnels with burnt orange light.  Fiery mineral-like foliage litters every visible surface, occasionally cooling to deeper purple-reds or dark blues, or heating enough to become a bright yellow, or an icy bluish-white.

Players that travel within the labyrinth take 16 unmitigable damage every other post, caused by the sheer blistering heat that emanates from the depths of the labyrinth.  This damage is halved if a player makes use of the <<Survival>> Skill. Monsters found within the labyrinth are much fiercer, and relentlessly chase down players that dare to tread within its grounds. Players must also roll CD every 4th post that they are out of combat in order to determine if they encounter mobs. Fleeing from these monsters is done with a -1 penalty as the mobs relentlessly chase them.

CD 1-4:  3 Obsidian Vargs

CD 5-8: 4 Lesser Akumasaru

CD 9-12: Nothing Found

Quests:
<<The Swashbuckling Buccaneer>>
<<SOTW: Fighting Fish>>


Boss: Small Steps Forward [Boss Raid]

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<<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 can milder temperatures be enjoyed, though never to a point where one cannot feel the heat on their skin.

The NPC inhabitants of this floor are mostly human, with olive or bronzed complexions due to their constant exposure to the sun.   Two groups constantly strive for cultural dominance across the floor, each centered around a separate city-state located at the far corners of the floor.  Athenaia and Spartaia are ancient rivals and their citizens compete in all things, from physical prowess to mental alacrity.  Long, loose and flowing clothing is common for both, generally comprised of a  single  piece of cloth wrapped around and secured at the shoulder. The main differentiator between the two cultures is the color of their garbs, with Athenaians wearing light blue or white clothing, and the Spartaians sporting red or dulled brass or bronze attire.

The Athenaians and Spartaians were locked in a seemingly endless conflict, fighting constant battles to gain footholds and expand their respective territories. Some believed that their divine pantheon perpetuated the conflict as a source of amusement, with humanity viewed as little more than playthings.  Many citizens, on both sides, consider their divine overlords to be insane or delusional in their beliefs. 

When the players first arrived, they were deemed a neutral party, considered equivalent to mercenaries for hire, free to set and change their allegiances as they wished.  Relentless war continued until a crucial landmark was finally, fully seized and held by the armies of  <<Spartaian King Leonidas.>>   It was an area deemed sacred ground for both sides. With the assistance of the players, Leonidas and his army were defeated and both sides were forced to withdraw forever from the site.  The conflicts seemed to lessen in ferocity in the aftermath, but rumors now spread of a resurgent and impending tidal shift.  Open war is brewing once again.

Main Settlements:

<<Athenaia>>

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Athenaia is the largest settlement on the seventeenth floor located to the far southeast, and the main home of the Athenaian NPCs.  Constructed on top of a mountain ridge that had to be flattened, its acropolis remains the heart of the city to this day, and is officially deemed to house the residences of the gods.  All of the buildings in the city are constructed of white marble with sienna-colored tile roofs.  Most are carefully and formally arrayed in a deliberately ascending order of importance along a series of long, wide staircases and ramps that meet just below the acropolis.  Here, the Athenaian council governs its people from an ornate headquarters that rings the topmost plateau that is reserved for the deities themselves.  The main teleportation plaza of the floor can be found just beyond the central government buildings, located inside of a circular amphitheater.

Broad streets spread across the lower areas of the city, stretching out into the fields and assorted military installations that dot the surrounding landscape.  Small stalls line the roads where players can find quests and other tasks issued by the Athenaian military, most of them asking for assistance in their battle against Spartaia. 
 

<<Spartaia>>

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Spartaia is located far to the northwest, along the point where the coastal and lowland regions blend together. Slightly smaller than its rival city-state, Spartaia sports very similar architecture, although the local quarries produce mostly blood-red marble lines with veins the color of brass, which reflects the city’s martial culture and heritage.  The entire city is laid out with precisely regimented military order, hierarchy being implied as well as clearly labeled in its grid-like arrangement.  Soldiers are as common on its streets as tradesmen and other citizens. Unlike Athenaia, where military affairs and infrastructure are deliberately relegated to the realm beyond its walls, Spartaians have blended a martial mindset into their cultural identity. 

Everything in Spartaia comes from the central government building located in the geographic heart of the city, where the military and governing council share a single building.  To outsiders, the entire settlement resembles an armed camp or fortress on the borderlands of civilization.  Guard posts, barracks and training grounds are commonplace, and offer diverse opportunities for employment to mercenary players, mostly enlisting them for assistance in fighting Athenaia.
 

Sub-Settlements:

◉ « Corinthia » 

Spoiler

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Corinthia is a third and formally neutral settlement located at the exact center of the floor.  It is surrounded by a lowland area to the north and west, and rugged hills and plains to the south and east.  Sinuous bodies of water wind their way around the floor, breaking up the terrain into something resembling a series of peninsulas.  Local architecture and design here are very reminiscent of Atheniaia and Spartaia, sporting mostly white marble streaked with grays and gold.  While Corinthia formally aligned itself with the Athenaians, it was a marriage of convenience for the sake the helping them to defeat the mad Spartaian king.  Courtesies are maintained, but the locals prioritize trade and wealth, and are far less interested in the agendas of their warring rivals.  Corinthia is also considered neutral ground for both factions, and serves as a hub of intrigue, especially after the sun sets.

◉ « Larissa » 

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Larissa, like Corinthia, is a smaller settlement seemingly modeled after the larger main settlements of Athenaia and Spartaia.  It is located in the southwestern region of the floor, where coastal and mountainous regions meet. Unlike the other three city-states, Larissa is one of the only places where one can find white marble that contains a greenish tinge, which is also renown for the accented hue that it casts throughout the settlement during the early parts of the morning. It is also the only settlement that truly offers no allegiance towards any other parties.  Ruled by a merchant council, Larissa prioritizes trade trade over all other considerations.   Many local NPCs are former residents of the other city-states who brought with them their diverse cultures and traditions, but have grown weary of their endless conflicts and machinations.

Other Locations:

◉ « Coastal Region »

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Taking up about a third of the floor, the coastal sections of the seventeenth floor are a mix of white and yellow sandy beaches, all connected by moderately sized, interconnected bodies of water.   Most of the open bodies of water on the floor are saltwater, stretching out to the very edges of the floor.  Freshwater springs, rivers and ponds are rare and valuable features, not to mention a frequent source of open conflict.  Naval battles and seaborn raids are common in these regions, which are also notoriously plagued by pirates that prey on merchant and fishing vessels.

◉ « Lowland Region »

Spoiler

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Lowland regions can be found throughout the floor, but are most common in the areas around Corinthia and Larissa.  Composed of long stretches of scrabbly grasslands and sparse patches of stunted forest, the lowland regions are primarily used for agriculture.  Vineyards and olive groves are commonplace here, as are grazing herds of livestock, especially where the rocky soil is too thin to sustain more aggressive planting.  Homesteads often dot these areas, occupied by NPCs wary of strangers eager to bring war and devastation with them.  

◉ « Mountainous Region »

Spoiler

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Much of this floor is dominated by arid, rocky areas where travelers must be wary of treacherous footing, sudden rockslides and other an overabundance of bandits and tricksters. Outside of the patrolled roads where most merchants and NPCs travel, there are both barren and dangerous lands not well suited to the soft or the faint of heart.  The windswept ridges, crags and gorges of this area are merciless, and home to many forgotten battlefields littered with remains of the simmering Athenaian/Spartaian conflict.  Cloud of heavy smoke still sometimes linger in the air, serving notice of an ongoing or recently concluded battle.

◉ « Nemean Plain »

Spoiler

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Located to the far east of the seventeenth floor, this lowland area serves as the home of a dangerous pride of felines led by a majestic lion said to have a  nigh impenetrable hide. The Nemean pride travels a semi-predictable circle, stopping randomly at one of several preferred sites to rest.  They are also the reason why the Athenaian/Spartaian conflict has no hold here, as even the most hardened commanders on either side hesitate to risk treading upon the cat king’s paws.

◉ « Mount Olympia »

Spoiler

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At the northeast corner of the floor stands a lonely mountain, shaped like a large spire that stretches so high its peak is lost, concealed behind the perpetually thick clouds that obscure the summit. This area is rumored to be the true home of the local pantheon of gods, who are said to grant random favor to travelers or else take fickle interest in their misfortunes.
Guardians patrol the perimeter, sporting god-like physiques of their own and reputed to be capable of flight, or at least to be able to stand upon and leap from clouds.  Stepping too close to the base of the mountain will earn their ire, which soon turns to wrath as they obey their masters’ wishes and ensure that visitors are turned away.

Transportation

Horses and small wagons are the supplementary forms of transport for the seventeenth floor, with the latter mainly being used for the transport of goods.  The floor has an adequate road network linking its city-states, but travel by river or sea is typically far faster and more efficient.

Common Mobs of Floor Seventeen

Spoiler
  • Athenaian/Spartaian Hoplites - These are the most commonly encountered human warriors that players might encounter throughout the floor.  Spear and shield are their favored armaments, and they are trained to operate in groups where their tactics prove most effective.
    • Locations: Anywhere
  • Athenaian/Spartaian Elite - Champions and heroes among the mobs of their factions, the Elite are fewer numbers but also far more potent and dangerous than the standard hoplite warriors.  It is not unusual to find an elite alongside or even leading a small unit of footsoldiers.
    • Locations: Anywhere
  • Athenaian/Spartaian Commander - Veteran warriors of the last war, these well-trained soldiers are rarely encountered unless surrounded by a hefty contingent of troops, or assigned some critical mission by their faction that required direct and capable oversight.  They are often distinguished by extravagant and highly decorated breastplates and impressive horsehair plumed helmets.
    • Locations: Anywhere
  • Nemean Lioness - Though only one Nemean lion seems to spawn at a time, the Nemean plains practically swarm with its huntress counterparts.  Powerful feline predators in their own rights, the  lioness’ are extremely agile and fierce, regularly stalking individuals that wander through the plain, hoping to make them prey. It is also not uncommon to find that where one lioness prowls, there may be many more lurking closeby.
    • Locations: Nemean Plain
  • Olympian Guardian - Powerful humanoid brutes that embody the appearance of a powerful demigod. These mobs are the only creatures normally encountered on the perimeter of Mount Olympia, serving as protectors and sentries for the massive spire-like formation. Wandering too close to Mount Olympia will prompt them to swarm the trespasser, mounted on clouds that grant them added mobility for their massive size. These guardians will attack with various forms of weaponry, ranging from their bare fists to ornately fashioned spears, and arrows shaped to look like lightning bolts.
    • Locations: Mount Olympia

Field Boss of Floor Seventeen

Spoiler

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<<Nemean Lion>>

Legend has it that Hercules himself bested the Nemean Lion, but what no one could have imagined was the Lion's offspring. Although the monster's power has been thinned out through the generations, those who still contain some of its immortal blood are granted immense power over normal lions. Slaying the descendants of the Nemean Lion will not be easy, but the rewards are too great to not consider. 

HP: 2090/2090 | MIT: 110 | DMG: 200 | ACC: 3 | EVA: 2

Abilities:

  • Leader of the Pack | Every third round, the <<Nemean Lion>> will howl, permanently increasing its DMG by 20 and MIT by 5. This effect can stack up to 3 times.
  • Gnashing Teeth | On an MD 9-10, the <<Nemean Lion>> will hit for 250 DMG, as well as inflict T3 BLEED for 2 turns.
  • Pounce | On a CD 9+, instead of attacking, the boss will pounce on the target with the lowest health instead and deal 225 DMG regardless of MD result.
  • Furry Mane | Any BURN damage to the Lion is doubled and will reduce the EVA to 1 for the duration of the status affliction.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 3. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1 or T2 will still have T1 or T2 stats, respectively.

Drop:

“Nemean Fur" (T3/Consumable/Single Use); For a single battle, provide the user with BLOODCLOT, as well as immunity to all action inhibiting conditions at the cost of 6*Tier MIT.

« Floor Seventeen Labyrinth »

The Floor Seventeen Labyrinth is found to the south, not far off the same road that leads to  Corinthia. The closer you get to it, the louder the sounds of battle ring above everything else.  The Labyrinth itself takes the form of a large scale battle between Athenaians and Spartaians armies, and remains a densely packed melee no matter the direction of approach. 

Players reaching this area are immediately approached and challenged by commanders from both sides, unless they are already in active service to one group or the other.  Attacking members of one faction immediately triggers a hostile response.  It is also entirely possible to have both sides turn against you
Initiating combat with any foe immediately disables a player, or their group’s, ability to recover health when out of combat, although their energy will still recover as normal.

To reach the end of the battle zone, as well as the floor boss area, the players must successfully pass through four combat encounters, each of increasing difficulty. No more than three out of combat rotations are permitted between encounters. The battles are as follows, and is comprised of foes from the faction opposite to that which the players are aligned:

1. Four Hoplites
2. Three Hoplites and two Elites
3. Three Elites and one Commander
4. Three Commanders

Upon reaching the center of the battlefield, the players will find a large open area with cliff faces to  each side. The large area is littered with broken weapons, torn robes, and smashed shields of Spartaian colors.  These are lingering evidence of the conflict that led to the defeat of the Leonidas, the floor’s boss.  A small, improvised shrine can be found at the center of the clearing, displaying a beautifully decorated golden Spartaian-style helmet.  The helm’s faceplate bears Leonidas’ countenance. Located behind the helmet, scratched into the marble dais upon which it rests, is a message, signed with the names of the representatives of Athenaia and Spartaia: "This sacred place shall never again be desecrated as result of our battles." 
 

Quests:
<<Challenge Of Olympus>>


Boss: Into the Fray [Floor Boss Raid]

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<<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, suggesting that the floor’s current condition wasn’t always the case.  The sun is rarely seen here, where the skies are perpetually overcast, making it difficult to follow the passage of time.

Most NPC inhabitants of Floor 18 are human, but they are a frail lot, with brittle bones prone to breakage at the slightest impact.   Many have had their forms altered and frames bent due to poor nourishment.  The living conditions take a serious toll. Most of the villagers keep these ailments to themselves, wearing tattered long clothing that cover most of their bodies.  Masks are likewise especially popular as both fashion statements and to cover their worn and drawn out faces. Few wander far from their homes, stagnating in their settlements, just as the rest of the floor does around them.

Tales tell of the Sundrinkers, predecessors to the current inhabitants, who built much of the original infrastructure around the floor, including Eriwald’s Crossing.  Most of their great works now sit below water.  They are enviously called such because the sun still reached through the haze of clouds in those days.  The arrival of some foul beast from beyond brought an end to that golden age, as its very presence poisoned the land and the sky, rendering everything toxic and flooding the floor with its festering waters.  Things improved a bit after players arrived and defeated this infectious horror, but the recovery was incomplete.  The floor has since settled into this oppressive malaise that has stricken the land as much as its people, leaving both with little hope for a brighter future.

Main Settlements:

<<Eriwald>>

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Eriwald is the name of the main settlement of the eighteenth floor, constructed on a precarious network of wooden stilts and piles, forcing residents and visitors alike to navigate the various buildings via raised rope bridges and boardwalks. Despite the unstable appearance of its structures, the settlement overall is surprisingly sound. The locals attribute this to the craftsmanship of Eriwald, an architect from the now defunct Sundrinker generation, who was suspected of constructing the entire settlement in a few nights.  Eriwald itself is one of the smallest main settlements discovered in Aincrad to this point, boasting only twenty five buildings. As a result, the number of services available to players is also extremely limited, including a single tavern - affectionately called Mucksucker’s - and a jury-rigged smithy only capable of crafting and repairing the most basic equipment.

Eriwald's Crossing, the only stone bridge to have survived the downfall of the Sundrinkers,  connects the settlement to either side of a large, slow-moving river along its eastern edge.  Fording the river on foot is treacherous, at best, and generally considered to be a foolhardy task tantamount to basting one’s self for the enjoyment of the local wildlife.

Sub-Settlements:

◉ « Serpent's Pitch » 

Spoiler

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Where Eriwald is a larger network built on an unsteady foundation, the secondary settlement of Serpent's Pitch is its exact opposite, in a negative light.  Built on one of the few dry patches of land in the thickest portion of the flooded forests, the location is closer to a large camp than any form of actual town. Strewn across a trifling area of dry and stable land, the cluster of tents is in fact the only place on the entire floor which grants players the option to rent a place for overnight recuperation. A few dozen tents are available for rent on a first-come, first-serve basis, with a small number of additional lean-tos utilized for simple services.   A lone, ring-shaped pavilion stands at the centre of the camp and is used as a mess hall, offering a common central fire and cauldron for long-cooking stews and the like. Merchants occasionally set up a small open-air bazaar nearby, colloquially known as the ‘Flotsam and Dross’, that typically offers a limited assortment of trinkets and Sundrinker artifacts recovered from the mire.  

Other Locations:

◉ « The Bog of Lost Sun  »

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A title given by NPCs to most of the mires that cover the floor, the Bog of Lost Sun, is so named for the fall of the last of the Sundrinker generation. Beneath its waters sit better days, now drowned by decay, dank water, and the detritus of time.  While the area itself can seem precarious and dangerous to navigate, most of it is relatively stable. The weather here is unchanging, with a constant humid fog hanging just above the surface of its murky brown waters. 

◉ « The Darkwaters  »

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Flooded forest regions of the eighteenth floor are referred to as Darkwaters by the locals.  Here, the constant overcast weather combined with increased water depths leaves little but gloom and a reflective black mirrored surface that reflects the towering petrified tree trunks that loom menacingly overhead.   It is highly recommended not to attempt traversing Darkwaters areas by any other route than the rare lonely bridges and plank walkways connecting various dry patches. Dangerous creatures lurk both below and above, awaiting a chance to attack anyone foolish enough to do so.

Transportation

Foot travel is the only real option on the eighteenth floor.  The mire is too full of obstacles, and varying in depth, for boats to be used effectively. There are no established roads or pathways outside of the settlements, and the remnants of those around are in a dangerous state of decay.

Common Mobs of Floor Eighteen

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  • Shallows Prowler - Often encountered by unsuspecting travelers in the shallower areas of the mire, these dark brown alligators normally remain just below the surface, hidden by the murky, muddy water. No matter the size of its chosen target, it will stalk its prey until it determines the ideal time to strike, before biting at whatever part is below or just above the water's surface, aiming to drag it under.
    • Locations: Bog of Lost Sun
  • Mudwurm - An oddly passive creature, it can grow to nearly thirty feet long and is often mistakenly considered to be a log or fallen tree and stepped on or over by explorers.  They can be quite nasty, when hungry or provoked, striking with an extending toothed proboscis, or else coiling around and burying its victim in the muck.
    • Locations: Bog of Lost Sun
  • Gargantu-Gobbler - An unusual large and dangerous monster fish that lurks in the depths of the floor’s waterways. It is particularly sensitive to the vibrations caused by boats, paddles and oars which explains their limited use.
    • Locations: Bog of Lost Sun
  • Piranha Swarm - Swarms of deadly mouths and eyes and tiny tails, allegedly connected by tiny bodies.  They prefer to travel in schools just below the black, mirrored surface of the Darkwaters, tiny ripples on the surface being the only indication of their presence until it is too late.
    • Locations: The Darkwaters
  • Surface Lurker - A strange cousin to the Gargantu-Gobbler, and considered to be some variant of the mob, this creature remains just below the surface of the Darkwater areas.  Lurking in the silent waters, it keeps so still it doesn't even cause waves or ripples. One could almost accidentally end up stepping on one of these creatures, but doing so or passing in front of its head will result in this monster lunging forward in an attempt to take a bite out of its target.
    • Locations: The Darkwaters

Field Boss of Floor Eighteen

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<<The Prowler>>
A fearsome beast prowling the swamped forests, satisfying its hunger with unsuspecting Players. Its body is covered in hard scales, and its jaws are powerful enough to snap through the most powerful defenses. While stealth isn't its strong suit, it provides plenty of fight for any player daring to fight it. 

HP: 1800/1800 | MIT: 135 | DMG: 215 | ACC: 3 | EVA: 0

Abilities:

  • Blinding Flash | In the case of an LD 17+, <<The Prowler's>> esca will shine brightly, paralyzing the entire party for 1 turn, in addition to its standard attack (which follows the paralysis). This can only occur once every three turns.
  • Fish Lungs | While <<The Prowler>> is affected by a stun, a Player may choose to spend a Post Action attempting to throw the monster out of the water. A CD roll of 8 or higher will indicate that <<The Prowler>> has been successfully removed from the water. That will cause its MIT to drop to 110, its DMG to 200, its ACC to 1 and its EVA to -1 for the rest of the battle.
  • Iron Jaws | In the case of a MD 9-10 and CD 6+, <<The Prowler>> will bite the Player with the highest hate and try to drag them into the waters with it. Doing so will reverse the negative effects of <<Fish Lungs>> if it has occurred. On the Player’s turn, both <<The Prowler>> and the Player will roll LD and if the Player has the highest LD, they’re free to expend their Post Action to return to the surface. For every turn they remain submerged, they’ll take 150 unmitigatable DMG. <<The Prowler>> will also let go if another Player stuns the monster while submerged with a Player.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 3. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1 or T2 will still have T1 or T2 stats, respectively.

Drop:

“Gleaming Fish Scale" (T3/Consumable/Single Use); For the remainder of the thread, after rolling for loot the user may reduce or increase their LD’s value by up to 5. This effect can be used for up to 4 mobs maximum.

« Floor Eighteen Labyrinth »

The Floor Eighteen Labyrinth is found deep within the heart of the largest Darkwater area, at the far south end of the floor and well past any established bridges or trails.  Here, a forest of infinitely tall petrified trees with thick, tangled roots, marks its boundary.  Those wishing to enter must fight their way through increasingly numerous and exceedingly aggressive versions of wildlife found elsewhere in the mire.  
Boat travel is impossible here.  Players must navigate the area entirely by climbing and crawling over, under or between the thick network of roots that press together like a thick sort of webbing just above the water’s surface.  A few rare patches of dry land can be found along the way, offering brief respite before continuing the slog to the next.

To cross between the patch of land, each player must try to swim across the water or navigate the roots without provoking the attention of the nearby enemy mobs. To do so, they must make a roll of the LD towards a threshold indicated below. If they meet or succeed the threshold, they pass to the next piece of land without provoking a battle. Groups combine their rolls and compare the sum to the applicable threshold.  If they fail, they must complete the related battle before they can continue.  All five thresholds must be passed in order to reach the boss room.

  • Threshold 1 (6 x Player Count):
    • Failure results in the following battle: 2*(number of players) loot minimum mobs, each with ACC 1, EVA 1 and MIT 50
  • Threshold 2 (7 x Player Count):
    • Failure results in the following battle: 3*(number of players) loot minimum mobs, each with ACC 1, EVA 1 and MIT 60
  • Threshold 3 (8 x Player Count):
    • Failure results in the following battle: 4*(number of players) loot minimum mobs, each with ACC 2, EVA 1 and MIT 70
  • Threshold 4 (9 x Player Count):
    • Failure results in the following battle: 5*(number of players) loot minimum mobs, each with ACC 2, EVA 2 and MIT 80
  • Threshold 5 (10 x Player Count):
    • Failure results in the following battle: 6*(number of players) loot minimum mobs, each with ACC 2, EVA 2 and MIT 100

Players who successfully navigate their way to the center of the Labyrinth will reach a large, moss-covered, spongy patch of land. Pools of acid of varying sizes and shapes litter the area, though any attempt to interact with them fails, registering as a system error.  Found at the back of the area is a wall composed most of tightly intertwined trees, making an impassable barrier. At the base of this wall is a monstrously sized bundle of wolf fur, seemingly left by <<Malethis>>, the immense and corrosive dire wolf that was once the floor boss.
 

Quests:
<<The Poisonous Warg>>


Boss: Paving the Way to Floor 19

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<<Floor 19>>

Floor 19 is divided unevenly into two lands known as "Haven" and the "Forbidden Lands". The Forbidden Lands take up the majority of the floor, covering well over 90% of its area. They are a vast expanse of open plains, steep canyons, large deserts, and scattered forest groves desperately clinging to life. Wildlife is also sparse and limited to whatever can survive on scrub grass, along with stunted shrubs and vines.

The remnants of ancient structures dot the ruined landscape, serving as testaments to greater times now long past. The floor's inhabitants refuse to enter the Forbidden Lands altogether. While years of tradition and horror stories play a part, the main reason why the NPCs steer clear is the thundering presence of massive creatures of earth and stone known collectively as the "Forbidden Ones." These enigmatic colossi meander aimlessly throughout Forbidden Lands, each with features mimicking their preferred terrains.  The self-imposed isolation of the NPCs in Haven confines them to a tiny, barren portion of the floor that often experiences harsh weather and lacks the beauty or bounty of the distant forests. It is, however, somehow kept safe from the rage of the Forbidden Ones. 

The NPC inhabitants of the 19th floor are all human with light-colored and often gray-toned skin.  Their hair is invariably black, grey or white, cut short or tightly bound.  Face-paints and tattoos in earth tone colors are their only known form of artistic expression.  They favor wearing animal hides, including heavy cloaks, to better protect them from the relentless lashing of the elements. All are calloused and hardened from endless physical labor. People here are always stoic and serious. They scorn any action or comment that has to do with entertainment, humor, fun or anything otherwise deemed ‘childish and wasteful’. Even their children are dour.  Players are typically addressed as "wanderers", and avoided if they are known to have traveled to the Forbidden Lands. When asked why travel is forbidden, the locals provide a variety of responses:

“The powerful creatures are too dangerous." 

"Evil monsters guard the ruins beyond Haven and squash anything that even tries to sneak a peek." 

"It is a sacred and holy land, never to be trespassed." 

"We dare not risk the wrath of the guardians!”

Watching someone enter the Forbidden Lands is the closest thing you can get to an emotional response from these depressing people.  For them, it is like watching someone else throw away their life.  Nothing seems to scare them, yet even the hardiest among their number quakes at the mere mention of the creature they call “Tanos.”  Even many years on, Tanos remains known as the fearsome demon of incredible power who once commanded all of the Forbidden Ones. Tanos is also said to have single handedly destroyed the lost civilization from which the NPCs of Haven descended. Before the players arrived, he stood stationary on the highest point on the floor, looming like an immovable mountain and surveying their broken dominion. A single inhabitant had somehow angered him, and in a blind fury, he struck down everything that was. 

Players eventually succeeded in defeating Tanos, but his minions linger and rampage still, lashing out at all players who drew too close. The inhabitants refuse to believe that Tanos the Unshakeable was slain by such puny strangers, and continue to enforce the taboo that keeps the Forbidden Lands off-limits.

Main Settlement:

<<Home>>

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"Home" is a very humble settlement made up mostly of leather tents and huts, with a few wooden shacks here and there. Its name commemorates the fact that its residents have no other safe place to stay. A deadly seriousness usually hangs over the settlement. Despite it being a safe zone, the settlement frequently fends off attacks by packs of wolves that harry the locals for the bounty of their meager flocks and limited crops.  Players can attack the wolves, if they wish, but will otherwise be ignored during these raids.

There are a handful of makeshift shops here, where trade can occur,  but their stock is limited and the style trends strongly to the rustic and pragmatic. If players look inside the tents they will see minimal possessions and a multitude of mats for sleeping all in one tent. Even the shacks are no better adorned.

Sub-Settlements:

◉ « Mikiakus » 

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Mikiakus is the name of an ancient ruined city within the Forbidden Lands. The name's meaning remains a mystery, as is much of the city.  Devoid of life, this settlement is eerily quiet. The city was built for occupants of two vastly different scales: human and colossal.  Its diameter and height are impressive, but the ruins are overgrown with moss, thorny vines and a large assortment of fungi. 

Many of the walls and structures are broken and shattered, having apparently endured the ravages of time as well as the passage of angered colossi.  Everywhere is littered with cracked and broken stone, bits of fragmented masonry and faded statues worn to the point of becoming featureless. Travel here is difficult, even on foot, often requiring lengthy, perilous climbs and acrobatic shenanigans to reach isolated ledges and other vantage points.  Certain areas have ancient texts and relief carving recording the history of those who once lived here, though the language has since been lost.

Other Locations

◉ « The Forbidden Lands» 

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The Forbidden Lands encompass the entire area of Floor Nineteen on the far side of the Bastion Wall from Home.  Desolate, broken and barren are just a few terms that will immediately come to mind as players set their sights upon this vast wasteland of shattered rock strewn with occasional ruins somehow having survived the constant ravages and wanderings of the various colossi that wander aimlessly about the place.  It is a treacherous land, with only the barest hints of water and plant life, and living creatures are nearly impossible to find.  Tanos' wrath, and the destruction unleashed by his Forbidden Ones, have left an indelible mark upon this landscape.

◉ « The Bastion Wall Shrine »

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The Bastion Wall Shrine straddles the large, high promontory that separates the lands of Haven from the rest of the floor.  It is the only known point of travel between Haven and the Forbidden Lands. Coming from Haven the players will traverse an incredibly long stone bridge over an impossibly deep chasm.  It leads them to a narrow winding stair that clings to the otherwise shear wall face leading them up to the level of the shrine atop the bastion wall. The shrine itself is a single long hall with sixteen stone idol statues, eight on either side. Their features have been lost to time, but their forms are suggestively similar to colossi known to ravage the wastes.  

At the far end of the hall is the main chamber of the shrine, where light pours in between the columns onto a single stone altar. It is rumored that there was once an NPC spotted kneeling at the altar, but all of the reports are too old to be confirmed.  No hostile creature will ever come anywhere near this shrine, which is a safe zone. Beyond the shrine, players will find another winding staircase descending down onto the plains of the Forbidden Lands.

◉ « Secret Gardens of Yaruun »

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Even after its discovery, it remains incredibly difficult to locate them. Rumors abound that the passageway moves from time to time. Others believe that certain quests or achievements must be completed before a player can find the entrance. Whatever the truth may be,  those who have managed to find the Secret Garden of Yaruun describe it as 'the most sublime and peaceful garden that there ever was'. Filled with soothing ambience, fresh air, teeming with lush vegetation. Even small animals such as foxes, rabbits, birds, squirrels and the like can be found here. It is rumored that simply resting in the garden recovers health and energy more quickly, and clears the mind allowing them to be more fit for battle when they leave. Though some say it is so alluring that all who enter face the great temptation of never leaving at all.

Transportation

The only way to traverse this floor is by foot. Mounts cannot cross the bastion wall and no suitable creatures can be found in the Forbidden Lands

Common Mobs of Floor Nineteen

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  • Plains Stalker - A tall four legged creature standing double the height of a man and made of mostly stone with a line of fur stretching from the top of its head, down its spine to its hips. This creature has no feet, standing instead on four jagged stone pikes that start thick and narrow down to a lethal point. A stony cage of ribs protects most of its hide, save the fleshier underbelly.  Each creature’s face is slightly different, but bears a bas-relief of an animal resembling marks seen throughout Mikiakus.
    • Locations: <<Forbidden Lands: Plains, Canyons>>
  • Stonecrawler - Short, but roughly ten feet long, this lizard-like beast appears to be made mostly of stone scales, slabs and claws. The top half of its body is heavily armored, but articulated to allow it ease of movement.  The creature’s whip-like tail attacks are considered to be among its most dangerous, along with goring from the two large horns on its head.  Stonecrawlers usually travel alone, and rarer spawns are rumored to be immune to paralysis and stun effects..
    • Locations: <<Forbidden Lands: Canyons, Mountains, Cliffs>>
  • Bovine Guardian - Gorgon-like beasts nearly ten feet tall at the shoulders, with thick, basalt-like plates covering most of its hide. Each foot has five razor-sharp claws of obsidian.  The beast also has a  short hammer-like tail which it can use to slam or crush objects and opponents alike.  Bovine Guardians have very high mitigation, are immune to paralysis and stuns, and deal +25/+50 damage on critical hits instead of the usual +1+2.
    • Locations: <<Forbidden Lands: Ruins>>
  • Wandering Colossus: Titanic, humanoid creatures standing nearly forty feet tall, their blocky features are often worn with age, but sometimes still feature script and sculptural relief similar to that found in Mikiakus.  Devastatingly powerful, there are fortunately solitary, and should never be engaged without the support of a full group (stats as equivalent to a dungeon boss, based on party composition, but providing only standard loot).
    • Locations: <<Forbidden Lands: Anywhere>>
  • Pack of Wolves - The only hostile mob in Haven, these animals are cunning and aggressive, attacking anything that comes near them. Their fur is mangy and knotted, they have thin, malnourished bodies, and they often appear to be foaming at the mouth. They always travel in large packs, and harry the local NPCs relentlessly.
    • Locations: <<Haven>>

Field Boss of Floor Nineteen

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<<The Ancient>>

One of the oldest creatures on the Floor, <<The Ancient>> appears to wander the landscape aimlessly. While it may pause to stare silently at Players, it will not attack unless further provoked. It moves surprisingly well for its age.

HP: 1980/1980 | MIT: 130 | DMG: 225 | ACC: 2 | EVA: 2

Abilities:

  • Seal | On an MD 9-10, the boss will stun the Player with the highest hate, hitting them for 50 additional unmitigatable DMG.
  • Disruption | Using Purify on <<The Ancient>> will remove any stacks of <<Self Sustained>>.
  • Self Sustained | On an LD 15+, <<The Ancient>> will not attack and instead will increase his DMG by 25, as well as heal 200 HP. The DMG buff stacks up to three times.
  • The Elder | On a CD 10+, <<The Ancient>> will cleanse all status conditions it’s afflicted with, as well as become immune to all incoming ones for two turns. Once the buff is over, it can only occur again after three turns have passed.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 3. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1 or T2 will still have T1 or T2 stats, respectively.

Drop:

“Crystal of Divine Light" (T3/Consumable - Instant (after attack)/Re-usable); After having rolled for attack, the user may activate the item to deal a slot of Fallen or Holy damage equal to their Tier if their BD allows it. During their next turn however, they will take double damage. Usable only once per thread. This effect does circumvent the standard enhancement cap for Fallen/Holy. [Usable to deal Fallen damage on BD 6-8, Holy damage on BD 9-10.]

« Floor Nineteen Labyrinth »

The labyrinth can be found in a canyon nestled between the two tallest peaks in the Forbidden Lands. While easy to locate, it is far more perilous to traverse as it is also teeming with stonecrawlers and every other form of colossi imaginable.  At the very deepest part of the canyon floor, broken into hundreds of scattered fragments, players can still find the lingering, motionless remnants of Tanos' broken body.

Quests:
<<Keep Calm & Ki-Raion>>
<<SOTW: The Colossal Shadow>>

 

Boss: Strike Upon the Colossus [Floor Boss Battle]

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<<Floor 20>>

Floor 20 is a dense tropical rainforest laid over jagged, mountainous terrain.  Various fractious tribes of human NPCs live here in secluded settlements, competing with each other over resources and vying for dominance over the most plentiful hunting grounds.  Travel throughout the forest can be leisurely one minute, then both hazardous and exhausting the next, mitigated only by the staggering beauty of the scenery.  Fruit trees and bushes provide an abundant source of food.  Cascading waterfalls litter the entire level, fed by pools and springs.  Whitewater rapids are common, as are deep grottos buried into cliff faces, where secrets lay buried, waiting to be discovered.  This is a floor rife with high adventure, ready for escapades, and perfect for semi-quiet weekend getaways, provided you don’t mind all of the bugs.

Beyond all of its natural beauty, Floor 20 does have one other rather notable feature: an abundance of giant bugs.  They are so prevalent that they have become focal points in almost every aspect of local culture.  Moths, cicadas and tarantula hawks are especially venerated by local religious practices, but every known form of giant insect can be found somewhere on this level.

Most of the local NPC population is human.  Short and stocky in stature and bearing square features, they are a passionate people who can be utterly ferocious when roused.  Dark hair is almost ubiquitous, offset by a penchant for vibrant, colorful clothing, and every imaginable form of body art.  Artisans of all types are especially prized and celebrated in their culture.  They live in distinct tribes that compete with each other in all things: sports, war, life and love.  Religion is also front and center, with each tribe espousing the virtue of their particular patron from the pantheon of insect spirits they revere as gods.  

Three such creatures have come to special prominence:  the great moths, as the spirits of skies and heavens, the great cicadas, as the spirits of earth and fertility, and the great tarantula hawks as the spirits of war and sacrifice. Other insect spirits also have lesser followings.

Since the death of Mortha the Magnificent, floor boss and greatest of the moth spirits, some of the local inhabitants became spiteful, even murderous, towards the Players who had taken the life of their great master.   They kept that anger in check, tempered by the fact that the Players allowed Mortha's spawn to survive their assault upon the boss room, and then to hatch and fly free.

It remains a touchy subject.  No matter what excuses the Players use they will only fan their anger by bringing up the topic. Players asking the inhabitants how they may correct their mistake is equally a dangerous idea. Secret cults still worship the great moth and would see their master avenged by putting each and every player they encounter to the sword.  Many of the shrines, monuments or statues to Mortha outside the safe zones are surrounded by fanatics who will attack Players, without hesitation, for no other reason.

Main Settlement:

<<Xoco>>

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Also known as the 'Holy City of the Gods', Xoco is the main settlement of the twentieth floor. It is an impressive city with many intricately carved, sculptural stone buildings interconnected with rope bridges.  Ruled by worshippers of the Great Moths, its architecture is clearly designed to highlight the inhabitants’ connection to the sky. Every available surface is incredibly decorated with carvings, much of it painted with vibrant complimenting colors. There are many temples, shrines, altars and statues in Xoco, devoted to each god in the local pantheon.  Jungle  overgrowth is also carefully trimmed to give off a very beautiful and vibrant feel to the place, letting light penetrate as much as it prevents any obstruction between the sky and its chosen people.  There must be something to it, as wide swaths of the city’s tier-like construction entice moths to land frequently to be fed by the priests and their acolytes. Curving staircases pressed against the tall buildings and cliffsides, rope and stone bridges are the primary pathways for travel here, as opposed to open roads or highways. Near the edges of the settlement are makeshift stables housing giant insects which serve as transportation for the inhabitants and Players alike. The largest and most prominent feature of this settlement is the temple of Mortha. Players are rarely if ever allowed to enter the temple grounds without a suitable sacrificial offering.

Sub-Settlements:

◉ « Cigrotha » 

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A smaller settlement resting within the sunlight forest, this settlement consists mostly of tents, straw shacks, wooden cabins and hovels. Far less impressive and decorated than the other settlements, Cigortha is a farming community surrounded mostly by agricultural lands and few other structures.  The sacred temple here is open to the elements, with the river flowing through and beneath it.  A large central plaza accommodates  bonfires, dances, celebrations, ceremonies and other rituals. Most of the warriors in Cigortha are armed with bows and arrows. Many domesticated giant cicadas, ants and beetles wander this land, used as beasts of burden to plow fields, make irrigation trenches and even to bore tunnels to help insects and mammals live together in harmony.

◉ « Tarakawn »

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Also known as the 'Holy City of Champions', Tarakawn consists of two divided by a high cliff. The lower section serves primarily as living quarters and rests at the base of a cliff with walls to protect the city’s inhabitants.  A complicated series of trenches, ditches and waterways drains water away from the settlement, serving as both sewers and flood control. This area is populated mostly with houses, marketplaces, workstations, and a small number of guardhouses. Statuary is everywhere and the inhabitants frequently worship and pray to their preferred gods according to their own fashion. Long, steep, winding staircases and elevating platforms connect the lower areas to the upper city atop of the cliff. A large courtyard sits at the cliff’s edge, where warriors marshal for training, battle and war.  It also serves as a gathering place and site of refuge if the lower city is ever flooded or invaded.  Barracks, armories, smithies and temples surround the main square. The grandest temple, both in size and prominence, is devoted to the grand tarantula hawk, though other deities get their share of devotion. Tarakawn is widely regarded as the most militant and warlike settlement on the floor.

Other Locations

◉ « Sunlight Forest »

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A dense and rainforest full of lush foliage, abundant sunlight reaches the forest floor to cover everything in greenery.  Even moonlight peers through the thin tree canopy to set alight the forest floor.  Every manner of life flourishes here, whether plant or animal in nature.  It is a land of plenty, capable of sustaining many creatures.  Countless streams and rivulets gather into wide pools of clear water that then flow and join together in beautiful strings of waterfall and rapids that keep everything moist and refreshed.  Every imaginable form of giant insect likewise roams the forest, such that nests, hives and burrows are nearly unavoidable.  All of them vie for control of territory and resources in an endless cycle of competition emulated by the local NPC tribes.  

◉ « Stardust Valley »

Spoiler

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A small valley within the Sunlight Forest, it is sparse on trees and underbrush, covered instead by long, tall grasses, bubbling ponds and small creeks.  During the day the valley seems largely unremarkable, save for these minor quirks. Everything changes at night, starting with the last light of dusk, as large swarms of lightning bugs gather and sweep across the valley. They normally stay on the tall grasses, occasionally floating above them in search of another spot. They are said to be attracted to  intense emotional states, such as moments of love and affection, sorrow and heartbreak, and other such non violent emotions.  When affected in this way, they gather together and swirl around the affected person to encourage, comfort, or rejoice in the sensation, sharing in the outpouring of feelings.

◉ « Tajruha - Edge of the World »

Spoiler

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Avoided by nearly every inhabitant of the floor, including even the fanatics who hunt Players from the shadows, this place is eerily quiet. The structure and architecture of this temple are completely alien to that of any other found on this floor, with many unrecognizable writings and carvings written that are alien to both NPCs and Players alike. The temple itself resides on a peak near the western edge of the floor, perched precariously at the edge of the mountain's cliffside. Beyond it there is nothing but the sky above and void below. A steep, dangerous pathway just outside of the temple leads to a lower stone platform where the Players can view the rest of the Castle Aincrad above and below. No wind blows here, and the sun’s light feels cooler. The air is light, and a sense of weightlessness pervades the area, as if it somehow sat between the earth's atmosphere and the edges of space. Despite the incredible view, a fear of falling strikes every heart that gazes upon it.

◉ « Shrines of the Gods »

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Scattered throughout the floor’s rainforest are many shrines dedicated to different gods. Size seems to suggest their relative importance. Each shrine consists of a single hexagon shaped room with an incredibly deep pit and a large pillar in the center where an altar rests. Statues of the patron god line the corners of the room as well as carvings and writings devoted to its significance, heritage, descendants and legends. The list of shrines of best known shrines include those devoted to: moths, cicadas, tarantula hawks, ants, wasps, bees, flies, dragonflies, fireflies, beetles, rolly polly bugs, and many many more. A series of more gruesome shrines filled with dark worshipers and devoted to vile monstrosities are also rumored to exist.

◉ « The Upper Reaches »

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The highest sections of the many mountainous areas of the floor are bare of any vegetation.  It is here that the most dangerous forms of giant insect life build their hives, infesting the peaks by tunneling into them.  Pock-marked and riddled with openings, only the bravest or most foolhardy would willingly travel here.  Guards and sentinels frequently swam on the ground and in the air, challenging anything foolish enough to encroach upon their domains.

Transportation

Transportation on this floor consists mostly of three types:

  1. Giant domesticated ants, which are the most common and easily trained. Larger drones are often trained and armored for war, serving as mounts for high ranking officials and warriors of the cities. Riding ants will not typically listen to Players’ commands, and will only traverse directly between settlements. Depending on conditions however, such as quests and events, ants may or may not offer Players rides. 
  2. Giant dragonflies are reserved for use by local NPC nobility and rarely made available for use by Players.
  3. Giant beetles are commonly used as war mounts, given their resilient exoskeletons, and natural strength and weaponry.

Common Mobs of Floor Twenty

Spoiler

Floor twenty consists of nearly every form of giant insect imaginable, usually possessing high evasion and accuracy, high mitigation, or high damage based on their natural attributes such as wings, hard exoskeletons, etc. There are however certain mobs that are more deadly, noteworthy, or considered holy by the inhabitants.

  • Giant Fly: Generally found near dung heaps, these insects rarely attack Players unless provoked. When they do attack it is to feed however. They are incredibly fast, granting them a +1 in evasion and only attack with their bite. 
    • Locations: Anywhere
  • Giant Firefly: Docile creatures, these mobs will never attack a player unless entrapped and given no other option. When attacking, they will do so by creating a bright flash of light that hurts the eyes. Under normal circumstances they will guide good-natured Players out of the area if they become lost. 
    • Locations: Anywhere
  • Giant Dragonfly: Normally docile unless starving, these giant insects roam the rainforest searching for food. If they attack, it is likely out of desperation to sate their hunger.  They do so by ramming Players after a dive attack. Their incredible speed grants them +2 EVA. They are revered as the children of the god of winds and wanderer.  
    • Locations: Anywhere
  • Giant Ants: These typically come in three variants: carpenter ants, sugar ants, and fire ants. The sugar ants are friendly towards Players and the inhabitants. The carpenter ants are aggressive if hungry or defending their territory. Fire ants are always aggressive and inject a poison on biting their foe. Ants only fight solo when cornered or scouting ahead.  Wherever possible, they rely on their numbers for strength, especially near their nests. Ants are revered as the children of the god of conquest, and though killing ant drones is not a taboo, killing the queen or her eggs is a great sin and taboo.
    • Locations: Anywhere
  • Giant Bee: Somewhat aggressive at the best of times, and dangerous when riled, they are most often encountered while on their hunt for nectar, but will rarely use their stinger. When near their hive however they will use any means at their disposal and attack  relentlessly. All bees inject a poison should they succeed in stinging their target. Bees are revered as the children of the god of fertility.
    • Locations: Anywhere
  • Giant Wasps: Incredibly vicious, most wasps will attack Players just for approaching them. They attack repeatedly with their stinger, and will inject a venom should they succeed in their attack. Wasps are revered as the children of the god of bloodlust. 
    • Locations: Anywhere
  • Giant Mantis: Normally hunting other large insects, the giant mantis will attack Players if disturbed or provoked, swinging their front arm blades to maximum effect. The mantis is one of the few insects that attacks its prey in a surprise attack fashion, and as such it's important to learn and recognize their ambush spots. Mantis are revered as the children of the god of the hunt.
    • Locations: Anywhere
  • Giant Beetle: Driven by ravenous hunger these creatures will attack anything. They normally ram into Players, taking advantage of their size, but will occasionally try biting them. Revered as the gods of needs and desires, these creatures may be killed for defense, and for food, but never for sport or to exterminate.
    • Locations: Anywhere
  • Giant Centipede: Very aggressive creatures that attack anything smaller than themselves. They bite at foes with their mandibles, as well as simply trying to crush targets under their sheer bulk.  Centipedes are seen as a common enemy to all other occupants of the floor.
    • Locations: Anywhere
  • Giant Spider: Ranging in variety, giant spiders spin their webs all over the floor, especially in the deepest darkest corners and crevices.  Fast, agile, and reproducing in vast numbers, they are among the most dangerous predators on the floor.  Spiders are considered the children of the dark god of corruption and evil, and are hated above all else. This may be justified, as they attack just about anything foolish enough to approach them.
    • Locations: Anywhere, Edge of the World.
  • Giant Scorpion: Incredibly dangerous due to the combination of their hardened exoskeletons, massive powerful pincers and poisonous stingers, most inhabitants fear these creatures and are grateful that they are rarely encountered.  Highly aggressive towards anything not larger than themselves, they will not hesitate to attack and will pursue Players anywhere, even attempting to chase them into safe zones. Scorpions are considered the children of the god of death and ruin. Only the greatest of champions dare face them.
    • Locations: Anywhere, Edge of the World.
  • Fanatic: Incredibly devoted followers of the insect gods, especially Mortha, who refuse to forgive or forget the murderous crimes of the Players. They actively hunt and attack every player on the floor, even going so far as to infiltrate and stalk Players within the safe zones. Most fanatics wear masks to conceal their identities, though they can removed them to better blend into the population. Most are considered outcasts, though a small number still hold positions of power within the settlements.
    • Locations: Anywhere
  • Dark Worshiper: The only inhabitants who dare stay in the temple at the edge of the world, if only to keep out of reach of the other NPCs. They worship the forbidden gods making sacrifices of other NPCs or Players. Donning the faces of the twisted patrons, they wear skull masks and decorate themselves in grim gruesome war paint. 
    • Locations: Edge of the World

Other insect gods like Mortha are said to wander the jungles and forests, but never reveal themselves. These creatures are far more massive than the giants, and if any player has ever seen these creatures they never report it.
 

Field Boss of Floor Twenty

Spoiler

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<<The Queen>>

<<The Queen>> is a stronger, deadlier, six-foot version of the original Field Boss. When her hive is bothered, she comes at her enemies with full force and the intention to kill. Within her nest, a rare item called <<Queen's Honey>> is created, and it must be protected at all costs.

HP: 1900/1900 | MIT: 145 | DMG: 260 | ACC: 3 | EVA: 3

Abilities:

  • Queen’s Might | Stronger than ever, every attack of <<The Queen>> will gain 50% Phase on CD 6+. To disable this effect for three turns, a Player must expend their Post Action to break her stinger (instead of attack) and force her to grow another one.
  • Royal’s Jelly | Every third turn, <<The Queen>> will produce Jelly, permanently boosting her DMG by 30 and MIT by 15.
  • Exoskeleton | Upon having her health reduced to 1400, <<The Queen’s>> MIT will drop by 20 and her EVA to 2.
  • Flush | On an LD 15+, <<The Queen>> will attack the entire party for 200 mitigatable DMG instead of its usual attack. This attack will hit regardless of MD result.
  • Wasp’s Sting | On an MD 9-10, <<The Queen>> will inflict T3 BLEED to anyone hit for two turns. This status affliction will be inflicted upon all Players hit if <<Flush>> occurs simultaneously.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 3. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1 or T2 will still have T1 or T2 stats, respectively.

Drop:

“Queen’s Honey" (T3/Consumable/Single Use); Can be used in a thread with others to provide them with Player Tier*DMG each, at the cost of Player Tier*DMG per person buffed to the user. Stacks with damage buffs. T4 or higher Players cannot be affected by the damage gain of this item. [Example: A Tier 4 user buffs a Tier 1, a Tier 2 and a Tier 3 players. All of them will get 4 DMG, at the cost of 3 * 4 = 12 DMG to the user.]

« Floor Twenty Labyrinth »

The entrance of the labyrinth is in a hollowed out peak in the Upper Reaches.  The brightly lit tunnels of this hell hole are filled with cocoons of various victims offered as sacrifices to their defeated overlord.  Glow bugs and still roam the tunnels in large numbers, enhancing the light that penetrates the partially translucent stone.  Gigantic versions of the otherwise large creatures found elsewhere on the floor dwell in these tunnels, and remain as hungry, vigilant guardians. In the center of the maze is the large canopy area where Mortha was slain. A stone monument has been placed as a sort of grave not by the inhabitants, but by the giant moths.

Quests:
<<SOTW: Pouncing Puma>>

 

Boss: Paving the Way to Floor 21 (Floor 20 Boss Battle - Mothra the Magnificent)

 

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<<Floor 21>>

The 21st Floor of Aincrad is an intricate network of wide open caverns and twisting tunnels.  Its it littered with eerily still and black underground lakes that mirror the void and darkness that hangs around every corner.  No sun has ever reached these depths, but phosphorescent moss and fungi can be found in any areas where enough ambient moisture accrues to sustain them.  A few isolated caverns are blessed with abundant clean-flowing springs and defensible entrances that enable small settlements to survive.
 
Unlike some of the more volcanic floors, most of these caverns appear to have been carved by water.  The walls are often slick and smooth.  Several large, winding rivers carve their way between major areas, sometimes serving as the only means of passage, though it can be a tight squeeze.  Surprisingly, most of the water is both drinkable and refreshing, unless tamped with for sinister purposes.  
 
Cavern floors and ceilings are thick with viscous stalactites and stalagmites, the latter often forming from mineral deposits dripping from their twins above.  Most of the level's stone surfaces look melted, but are simply caked with the same runoff.  Towering mushrooms and other fungi growths are common here, and serve as both a source of food, material and shelter for those who call the floor home.  Some have taken things a step further and have literally carved structures into the immense vegetation.
 
This is a world of vibrant darkness, where light and those who pine for its absence are reviled, and everything from the sublime beauty of stillness to the spine-chilling terror of being hunted as prey exists side by side.  Ambush and concealment are a way of life, and people survive by trusting only themselves.  Unlike some of the other floors, individual caverns here rise and fall vertically, often by hundreds of feet, rather than stretching across a wide open landscape.  Blind corners, treacherous shafts and slides are the norm.  Rockslides and raging waterfalls are as much of a threat as the things lurking behind them.
 
The inhabitants of this floor are dour and heavily burdened workers of the mines, quarries and other resource industries that seek to exploit the floor’s abundant wealth. Everyone works while the elders stay in their homes to tend to children and their chores.  Only rarely are any able to  enjoy the hot springs, letting their bones relax for a while.  NPC Inhabitants of this floor are a diverse lot, with no one group holding dominance over any other.  Various humanoid races mine the mineral wealth visible in the walls, floors and ceilings around every turn.  Myconid races - or plant-people - can also be found in isolated enclaves.  Most denizens of the floor are both superstitious and wary of strangers, associating their arrival with unwanted attention that often leads to greater peril.  This is a hard place to live.

Tesseleth the Tyrant, defeated floor boss, once lorded over this level and ruled it with and iron-clawed fist.  His dragon knights served as agents who scoured the floor and enforced his will and whims.  The dragon is gone now, but some of his brood and servitors still skulk the darkness of the labyrinth with dreams of reclaiming what was taken from them.   Elsewhere across the floor, the order Tesseleth once imposed has broken down.  Floor 21 has become a far more savage place in its wake.
 
Main Settlement:

<<Tomoika>>

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Tomoika is by far the largest and best protected settlement on the floor, serving as the main point of supply and shelter for outsiders who seek fortune and glory in its depths.  Carved into a series of massive pillars formed by linked stalagmites and stalactites, the rest of the town is comprised of a series of platforms strewn randomly around the between its five central spires.  From a distance, the place resembles a majestic cluster of natural stone, infested with a plague of metal and greed.  The imagery isn't far off the mark.
 
Originally established as a trading post by ambitious dwarves of House Thumos, Tomoika has since grown into a center industry.  Outbound expeditions and caravans form and obtain supplies here, while craftsmen from across Aincrad seek many of the rare goods and materials unique to floor 21.  It is also home to the floor’s only portal plaza, which provides a chokehold on import and export.
 
Heat belches out of Tomoika’s unique furnaces and foundries, powered by the fury of various fire elementals harnessed for their ability to burn without creating smoke.  It is said that this was a penance imposed upon them by their rival water kin in the long distant past.  Now they seethe and rage deep underground, impotent to change their fates, while their cores are bled for the benefit of others.
 
The townsfolk of Tomoika once worshipped Tesseleth the Tyrant, a giant shadow dragon and the floor boss of this level.  They used to sacrifice half of their monthly earnings and production just to appease the creature.  Since Tesseleth’s demise, other rivalries have rushed to fill the void.  Dwarven merchants and others seek to claim House Thumos’ legacy and rule over the city.  Others seek to establish monopolies and drive their rivals out.  Assassins suddenly find themselves in high demand as merchants and criminal vie for power, staking claims while eliminating those of their rivals, if not the rivals themselves.

Sub-Settlements:

◉ «Hotsprings Spa» 

Spoiler

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The original dwarven settlers of Tomoika soon discovered a series of nearby springs said to have special properties granted to them by the unique crystalline formations growing in the pools.  Shaped like large trees, they were dubbed Zesh by the dwarves and are so revered by the locals that the area has since, somehow, become a safe zone.  Geothermal vents are believed to be the heat the waters, though this floor isn't known to have any active volcanoes.  No one questions it as the miners use these pools to help relax their worn bodies after long days of hard labour.  Players are allowed to come and go as they please, as long as they remember to unequip their weapons and armor first.  A small contingent of guards from the mining guild keep the riff-raff out, as they've seen substantial improvement in the morale of their workforce since the springs were made available to everyone.

◉ «Charko» 

Spoiler

FLr-21 Charko.jpg

A small village hidden in deep caverns far off the main paths of travel. The people in this village are quiet and keep to themselves, doing their best to avoid interactions with players or other NPCs. They never gave sacrifices to the Floor Boss.  Their small settlement became a refuge away from the ruthlessness and chaos that permeated the rest of the floor during Tesseleth's reign, but instilled in them such a strong desire for isolation that it now borders on paranoia.   They now seek to preserve it at any cost, especially as most locals fear that Tesseleth's death is but a ruse intended to flush them out.  

Other Locations

◉ «Underground Waterfalls» 

Spoiler

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Nearly all of floor 21’s caverns have water flowing through them in some way, but one location stands out over the rest, where a series of 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 popular 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.

◉ «Blood Crystal Caverns» 

Spoiler

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A series of expansive caverns that once served as a major staging area and base for a strange faction of allegedly self-aware mobs calling themselves the Sundered Spire.  It was from here, directly below the Lake of Reflections on Floor 22 that Skalaugh and his vanguard broke through the stone separating the floors and attempted to cull as many players as possible in the immediate aftermath of the Tanabata festival.  Nothing remains of the Spire, save old debris and detritus, but the blood-red crystals that lined Skalaugh’s hide and powered the faction’s twisted immortality still line every surface.  Some say that the shards light was dimmed during the epic clash that occurred here, whereas others claim that it has slowly started to return. 

◉ «The Geode Cache» 

Spoiler

Flr-21 Geode Cache.jpg

Discovered accidentally by a dwarven mining expedition, this unusual grotto is actually a series of expansive and interconnected geodes.  The crystals vary dramatically in composition and color between the individual areas.  All seem to radiate the same, ambient low-level light and are reputed to be of the finest quality for acoustic resonance.  Brave and ambitious performers have made special trips to this area in the past, where some claim they have managed to complete their best works.  Care must be taken, however, as crystalline life forms have been discovered to inhabit the area and seem to be growing in aggression as more and more visitors tromp through their home.

◉ «The Chittering Halls» 

Spoiler

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Named after the seemingly endless hordes of spiders that seem to spawn here, the chittering halls are favored by players who seek to grind their way through the system’s deepest and darkest corners in search of treasure and other rewards.  It is easy to become lost in these winding passageways, where layer upon layer of webbing seems to change the layout of the space before your eyes.  The broken terrain, combined with ubiquitous white strands strewn over every surface can make it hard to find bearings.  If it weren't for gravity, some travelers might even struggle to determine which was up, though the spiders descending upon them tends to often serves as a suitable reminder.

◉ «The Grand Necropolis» 

Spoiler

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Once the seat of an ancient and powerful realm, it sank into the ground over centuries and became lost to history.  Herein slumbers an ancient king who betrayed and slaughtered his people, surrounding himself with their remains as twisted trophies to a Pyrrhic victory.  In his triumph, he defeated himself, falling into a deep and seemingly endless torpor, until players came to the Floor Twenty One.  Something about their presence roused the Time Forgotten King and the legions of ancient dead that still surround him.  Undead soldiers have been spotted wandering in nearby caverns, collecting information for their liege as he regains his strength and makes ready to rouse his armies for war, once again.

Common Mobs of Floor Twenty-One

Spoiler
  • Cave Spiders - A general term used to cover all of the various forms of giant spiders that dwell in the caverns around the floor.  For whatever reason, they seem to concentrate in the Chittering Halls, where they infest every available nook and cranny.  Preferring to leap or fall upon their foes, or else to trap them in webs and come suck out their juices at a later time, their large numbers can make them especially dangerous.
    • Locations: The Chittering Halls 
  • Crazed Prospector - Many have come here seeking riches, whether in mineral or crystalline form, or as a long lost treasure to be reclaimed.  Few find what they desire, and lose their minds in the oppressive darkness.  They wander the tunnels, still, searching for their prize, and are quick to imagine that anyone they encounter is there to take it from them.
    • Locations: Anywhere
  • Cave Trolls - Abundant in the lowest caverns on the floor, they are often too lazy or stupid to hunt down foes and simply wait for everything to flow downhill.  It all reaches them eventually.  Large in size and possessing massive strength, their regenerative abilities are also legendary.
    • Locations: Anywhere
  • Crystalline Monoliths - Self-aware crystal formations that assume various forms when compelled to interact with other creatures, they are mimetic by nature.  Anyone who attempts to take, break or otherwise damage any crystals in their presence will immediately be deemed an enemy and attacked.
    • Locations: The Geode Cache
  • Rock Golems - Spirits of earth, stone and sludge, they combine their composite elements into bodies suited to their needs.  Often found wandering alone in the darkness, set to some unknown purpose, they usually ignore others unless provoked.  The more potent spirits are said to be capable of animating multiple host bodies at once, and can bring an entire cavern to life, swarming their foes.
    • Locations: Anywhere
  • Red Drakelings -  The last kin of Tesseleth, the defeated floor boss, the drakelings still plague many of the caverns surrounding the catacombs around his lair.  Highly aggressive, and capable of belching forth fiery breath with disturbing regularity, they should not be taken lightly.
    • Locations: Labyrinth

Field Boss of Floor Twenty-One

Spoiler

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<<The Watcher>>

One of the oldest creatures to have ever existed, dating back many hundreds of millions of years before man. It was this creature that helped bring life to the animals and insects of the floor. It normally remains at rest, but if a player is found to be disturbing the peace, <<The Watcher>> will appear. It will travel any distance to kill the Players responsible. 

HP: 2400/2400 | MIT: 150 | DMG: 230 | ACC: 4 | EVA: 2

Abilities:

  • All Seeing | Any attempt of a stealth attack will miss, and result in the attacker taking 50 unmitigatable DMG.
  • Sharpened Claws | Every consecutive attack on the same target after the first will deal +30 DMG. This can stack up to 3 times for a total of +90 DMG.
  • Penetrating Gaze | On an MD 10, <<The Watcher’s>> eyes will all be pinned on their target, causing them to become paralyzed.
  • Massive | At the cost of a Post Action, Players may roll their LD to use the tight space they’re in against the boss. If natural LD 15+, they can throw a pebble at the boulders above The Watcher, causing it to take 300 unmitigated DMG and get stunned, as well as permanently drop its EVA by 1. This can only be done successfully once per battle.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 3. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1 or T2 will still have T1 or T2 stats, respectively.

Drop:

“Watcher’s Extract" (T4/Consumable/Single Use); For the rest of the thread, consecutive attacks against the same target will raise the user’s base DMG by 1. This effect stacks up to three times and resets as soon as targets are switched, or an AoE attack is used.

« Floor Twenty-One Labyrinth »

The labyrinth entrance is located deep in the Chittering Halls, where players must fight through waves of hangry arachnids while searching for it.  Concealed behind countless layers of webbing and shifting stones, a grand tunnel leads from the halls to a series of isolated caverns that lead back toward Tomoika.  Geothermal vents keep the area extremely warm, making it the perfect incubation chamber for Tesseleth's brood.  Countless drakes and drakelings nest in small caves or on high ledges, attacking anything that moves and isn't one of their own.  Players intending to reach the boss room must sneak or fight their way through a gauntlet of dragonspawn keen for a fight and always searching for their next meal.  

The boss room itself is directly below Tomoika.  It is a large cavern filled with stalagmites and stalactites, and featuring the five main support pillars of the city above.  Inset between them are the sole set of entry doors, made of highly tempered black steel.  All of the other niches are prisons for the primal fire elementals that feed the settlement and its endless hunger for heat and energy to sustain its industries.  Littered throughout the room are crystallized warriors who seem to be frozen in place and time. Some of the ones that remain intact inside their crystalline prisons still wear solemn and determined expressions while others show fear and agony as though they had seen pure hell in their final moments. These warriors wear different types armors and weapons, and most of them don long, dark-colored capes marked with the symbol of a great black dragon. Few of them are still left since the final battle claimed their master.  The elementals rage at the presence of anyone in the chamber, but only Tesseleth himself knew the key to freeing them.  The great beast's obsidian skull still remains as an immortal object hovering in the center of the chamber like some dark obelisk.  All efforts to move it have failed.

Quests:
<<The Hidden Village>>
<<Trouble In The Mines>>
<<Betrayal Of The King>>


Boss: Paving the Way to Floor 22 (Floor 21 Boss Battle - Tesseleth the Tyrant)

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<<Floor 22>>

Floor 22 is serene, predominantly sunny, and absolutely brimming with the fullest sense of tranquility. A smooth breeze runs through the floor, sending whispers through the trees and soft ripples across the water, bringing with it crisp and cool air from the mountains that surround it. Its forests are divided by the occasional field, or by the much more common creek or river, all of which run into some sort of lake, whether it big or small. These interconnected waterways are usually navigable channels, crossable by some sort of bridge (though the condition of which varies greatly), or, if it comes to it, swimmable. There are no rapids on this floor, no terrifying monsters to run from or dangers to face; everything moves slowly, calmly, and with little other purpose than to linger in its own gentle repose. In the center of the floor is the massive lake that largely serves as the de facto hub of player-based commute. 

To the north, the cliffs dominate, and are for the most part inaccessible by normal means. However, recently discovered underground passages lead into a network of tunnels and caves that can, when carefully navigated, bring a player to the top, offering an unparalleled bird's eye view of the terrain below them. The tunnels are strangely roomy and comfortable, and host a myriad of refreshing pools within their depths. 

The weather and seasons are normal here. While it rains the most in the spring and snows in the winter, clear days are numbered among the most common and anything otherwise is considered a semi-rare occurrence. In turn, this only further serves to reinforce the serene and peaceful sense that pervades the entire floor; with lazy mobs spoiled by the nature of their environment, Floor 22 serves players as an easy and popular hunting/vacation spot. 

NPC Inhabitants of this floor are few and far between, and the most people will see outside of Coral is the odd hunter, fisherman, or lumberjack hard at work or just relaxing in the shade. Solitary figures beware: they're known to kindly invite players who approach to do the same, though they aren't always much for deep and thoughtful conversation. It seems, much like the mobs who inhabit it, this floor's residents seem happily complacent in leading their lives quietly and peacefully. Bialas, Warden of the Storm, was the electrically charged unicorn floor boss of this level, defeated by players after a hard-fought battle.  The floor’s sublime and peaceful climate is attributed to its defeat.

Main Settlement:

<<Coral>>

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Coral is one of the smallest main settlements in the game, to the point where calling it a city or a town would be putting it generously. Comprised primarily of rustic log cabins built upon foundations of stone, the cozy, rustic charm of the hamlet extends not only to its architecture but to its residents. Most NPCs here exude a certain air of friendliness and hospitality, even extending so far as to only cautiously warn those marked with orange cursors that they shouldn't be within the town's boundaries. This, of course, doesn't apply to those criminals who'd overstay their welcome in the picturesque  fields of Coral, nor does it seem to concern the guards of the settlement. Interestingly, the guards of Coral are not uniform in appearance.  Each varies is age, race and gender.  They all don what appear to be a unique assemblage of slapdash scraps of leather and chainmail.  Their only shared feature being the sword on their waist and the simple shield they all carry proudly. With a population just barely numbering into the seventies when including children and the elderly, players seeking weapons or armor will be sorely out of luck, while those searching for general goods or common material will be directed to the family farm and mill down the river. 

Sub-Settlements:

◉ « Fulbright Mill » 

Spoiler

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The go-to place for foodstuffs and simple trinkets, the Fulbright Mill is a family-run farm and general store that exists as the only real mercantile establishment of Floor 22. The NPCs who run and work the surrounding land are simply tagged by Cardinal as "Fulbright". A stern-faced father and anxious looking teenage son work tirelessly in the mill, while the mother and her two excitable youngsters work and help aid hungry travelers in an open-air farmer's market. The shop opens every weekday at the crack of dawn, and closes down at sunset without exception. 

◉ « Home of the Weary Smith »

Spoiler

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Further out, on the opposite side of the floor when compared to Coral and Fulbright Mill is the Home of the Weary Smith. This outcropping of cabins is home to an old, hearty blacksmith with a long white beard and a well-muscled form. Welcoming adventurers with a complimentary dinner and a place to stay the night, should they need it, this friendly senior spends his retirement tending to his garden with his sons and plump cats. Spoken of with high regard by the residents of Coral, Arthur Blackstone is more than happy to provide a safe haven for those hunters who find themselves in want of company. 

Other Locations

◉ « Lake of Reflection »

Spoiler

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This aptly named lake stands out as one of the floor's most recognizable locations. Unlike other waters on Floor 22, this place shines unnaturally bright, reflecting twofold whatever light hits it, whether sun or moon or stars. While not uncomfortably blinding by any means, this unique quality makes it nigh impossible to see beneath the surface while the weather is clear. Still, the lake is rich with underwater creatures of varying size and rarity, and here, players find another spot to unwind or fish up the King of Lakes. 

◉ « Forest of Memories »

Spoiler

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In the Forest of Memories, bittersweet moments long since past reanimate in flickering illusions always just outside of a player's eyesight. A person? A familiar scene? By the time someone turns their head to better identify it, it'll be gone, as though vanished into thin air... or as if it had never been there at all. Regardless of what these mirages are or aren't, the conflicting accounts of brokers and players alike seem to all agree on one thing: there is nothing to be learned here, save for the sleepy ambience of the woods themselves. 

◉ « The Reclaimed Sentinel »

Spoiler

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Somewhere deep within the Forest of Memories lies a great guardian, crumbling and partially reclaimed by the earth. Made of dilapidated stone, with colorless gems embedded in its core, this giant of a monument lies in a clearing presumably of its own creation, its colossal sword embedded in the dirt and grown over by grass, moss, mushrooms, and other flowering flora. Here is a quiet place, not of eerie warning or gentle tranquility, but of a much deeper respect. Woodland creatures and monsters of all natures gather here to rest on or around the petrified golem without interest or worry in hunting or being hunted. Rumored to have been the missing labyrinth boss of Floor 22, it's said that it grew a love for the nature it roamed and sealed the rampaging Bialas away, ultimately being drained of its energies in the process and only having time enough to find its final resting place. Striking the immortal warrior's corpse will briefly reveal several empty HP bars and the title "Stalwart Sentinel?" before it glitches out of view, causing all mobs in the clearing, passive and monster alike, to become hostile to the aggressor. 

◉ « Sapphire Falls »

Spoiler

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The Sapphire Falls are most breathtaking when seen at night -- beneath the shade of the surrounding cool grove, a series of miniature waterfalls cascade down cliffs of jagged rock. The vapor emanating from the falls and pools chill the air.  Players can feel a noticeable drop in the temperature  whenever they come within range of this location. At night, when the moonlight touches the ponds, the waters glow a vibrant blue and dappled sparkles reflect the shine of the stars above.  An ocean of blue and purple flowers encompasses these waters seems to sway endlessly in the misty breeze. 

◉ « Natalie's Reprieve »

Spoiler

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Upon traversing an intricate network of caves and underground passages, players could potentially find themselves on the sunny peak of this floor's tallest mountain, overlooking its many lakes and rivers and forests in its entirety. Inhabitants say that here, where the earth meets the sky in heavenly splendor, even the broken can be made whole again. Against all odds, moss, grass, flowers, and a single oak tree decorate the predominantly rocky mountaintop beautifully in the spring and summer, as yet another sign of nature's gentle caress. A frequent pilgrimage for those unafraid of heights, and even still for those who are, players will always find the remnants of a recent encampment atop its grassy summit but never a sign of NPCs travelling to and from. The place is said to be named for someone's past love. 

Transportation

Getting around on the twenty second floor is easy. Well-worn paths of dirt cut the way through most of the forests, bridges often assist in scaling some of the more inclined hills further north of the floor. Should someone feel so inclined to cut their own way through the terrain, they'd find that for the most part, the trees are well spaced apart, and easily give way for even a large travelling party. In Coral, players can rent horses should the fancy strike them, and similarly, boats are an easy and useful find to navigate the waterways. Even where it would seem people would normally not frequently traverse, there can almost always be a bridge found to conveniently assist in crossing a river or canal. 

Common Mobs of Floor Twenty-Two

Spoiler

Floor 22's mobs are both common and benign. Most creatures are passive until attacked or otherwise antagonized, and include animals such as squirrels, rabbits, deer, boars, and the rare bear. More fantastical beasts include very generic bugs and fish type monsters that roam the forest and live beneath or beside the waters of the rivers and lakes. None of these listed, however, pose much in the way of risk for even the most ill-equipped wanderer. 

Field Boss of Floor Twenty-Two

Spoiler

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<<Sweetwater Devil>>

One of the Floor Twenty Two's most fearsome creatures, the <<Sweetwater Devil>> threatens the peace the lake normally experiences. It can be spotted leaping out of the water, disrupting the fragile ecosystem, and preying on Players who dare to let their guard down. It spawns in a different body of water every time, but the results are always the same.

HP: 2650/2650 | MIT: 140 | DMG: 250 | ACC: 3 | EVA: 4

Abilities:

  • Fearsome Maw | On an MD 9-10, the boss will bite their target with its jaws, causing T4 BLEED for two turns and dealing 300 mitigatable DMG.
  • Swift Swimmer | The boss will gain another attack on an attack roll with LD 15+, but will choose the target with the second highest Hate instead.
  • Dirty Waters | Every fourth turn, the <<Sweetwater Devil>> will dive underwater, making it much harder to see and therefore unattackable. Unless a Player rolls a natural LD 15+ to spot it in time, its next turn it will attack the player with the lowest hate for 300 DMG with 50% Phase.
  • Tail Sweep | On a CD 9+, the <<Sweetwater Devil’s>> attacks will hit the entire party for 225 DMG regardless of MD result, and the player with the highest hate for an additional +25 DMG, applying INCARCERATION to them for the duration of the battle.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 4. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1, Tier 2, or Tier 3 will still have T1, T2, or T3 stats, respectively.

Drop:

“Water’s Finehide" (T4/Consumable/Single Use); The user’s first attack in the thread to be delivered through stealth will ignore Surprise Attack (Assassin & Trickster) downsides. [This means that status effects have the chance to apply for Assassin and Trickster's attack does full damage.]

« Floor Twenty-Two Labyrinth »

See <<Reclaimed Sentinel>>, above.

Quests:
<<King Of Lakes>>
<<Witch Of The West>>
<<What We Fight For>>
<<SOTW: Shocking Stallion>>


Boss: Paving the Way to Floor 23 (Floor 22 Boss Battle - Bialas)

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<<Floor 23>>

Serenity shattered by endless, duplicitous war.  This is the tale of Aincrad’s 23rd Floor, where rivalry between the Sun and Night, two tribes of elves, lasted for centuries with no clear winner in sight. The original spark to have lit such a hateful conflict had long since faded from even their impressive memories and drifted into the realms of myth.  War had become a habit enshrined in culture and fostered by hatred between kinfolk, until they knew no other way to regard each other. This floor shares two levels.  The first is a sylvan paradise once filled with bountiful forests and locked eternally on the cusp between Spring and Summer.  Recent events have changed all of that.  The latter is a damp and dank Underdark where exiles seek refuge and plot vengeance for grievances; new, old and imagined.
Players eventually breached the floor and found the feuding elves, breaking their deadlock by siding with the Sun against the Night.  Some claim that their biases played into the decision, while others argue that they were beguiled by the Eldred King’s wiles.  A simmering war that had become a seemingly eternal skirmish suddenly burst into furious and tragic conflict.  The balance was broken.  Sun started to overcome Night with the aid of the strangers.

Queen Lun’Rael, called the Night Lily by her worshipful people, watched from her high tower in the Kriit Woodlands as they were butchered.  Slowly, the Night elves began losing ground.  Bolstered by the strange powers brought to bear by the newly arrived strangers, the forces of Kith’Sarai, the Eldred King of Ydalin and Lord of the Sun, broke through their enemy’s lines, hunting down and slaughtering their fellow kin wherever they found them.  Whole towns were put to the flame in the name of righteous vengeance.

As doom was upon her people, Lun’Rael used the dark magics passed down by generations in her family to perform one final, sacrificial act of defiance to wipe clear the entire battlefield of life at the cost of her own. Most of the Night tribe had fled to the underground to seek shelter in advance of their Queen’s final act. Their ancestral home in the Kriit Woodlands was instantly transformed into a withered, lifeless husk and has since become known as the Vale of Ruin.
The elven tribes that dwell on Floor 23 have both seen their cultures shattered by tragedy.  Once-proud traditions have been lost, and former identities replaced by the banal.  Forced underground by their defeat, the Night elves were quickly branded as Dark elves, while their Ydalin kin took for themselves the title of Wood elves, befitting their status as masters of the entire, albeit diminished, forests on the surface.  But nature itself abhorred both their deeds, and the chaos their actions had wrought.  Their rivalry had been stable enough to sustain near-immortal lives, but now, even the seasons no longer know their place.  

Still reeling from the devastation of Lun’Rael’s curse, Floor 23’s surface climate remains unhinged and now reflects the moods of each player and NPC in their immediate surroundings.  The brooding sulk will find themselves under clouds of perpetual and cold autumn rains, whereas a bubbly, cheerful child will bask under the warmth and glow of the summer sun.  Those with hope and promise in their hearts foster Spring, whereas anyone with an orange marker is cursed to suffer the chill of an eternal winter. 

While the Dark Elves busied themselves with rebuilding their civilization, the Wood Elves have focused on mourning.  Their pyrrhic victory devastated their society, leaving unfathomable numbers dead.  Every family was affected, most suffering the loss of at least one parent, if not both.  These once-proud people have fractured into small family units settling in isolated homesteads and lodges throughout the surface of the floor to reflect and recover.  Kith-Sarai’s kingdom is shattered and he still fumes over his stolen victory, plotting to regain the glory denied to him, though much of his power is gone.

The defeat of the Dark Elf Council by the players cleared the way for them to proceed to higher floors, but left a raft of calamity and unresolved consequences in their wake.  The spirits of nature on the surface remain unhinged.  Power struggles loom among both the Wood and Dark elves, and both sides see the players as partially to blame for their respective downfalls.  Even now,  a darker and more sinister malignant force seems to be gathering strength in long shadows cast by old conflicts.

Main Settlement:

<<Kalanaes>>

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The new capital city of the Dark Elves founded in the Underdark, Kalanaes spontaneously developed its own portal soon after its construction was completed, much to the surprise of players and NPCs alike, and the dismay of the surface elves who found theirs vanished.  The city is a bit of a mess with simple buildings composed of clay, stone, and even tents make up homes and merchant stalls. Everything has been quickly cobbled together from limited supplies available in the elves’ new environment.  Massive pillars connect the cavern floor and ceiling, with structures nestled around, up and even into them as everyone crammed in for space.  Dim lamp-like devices fueled by local phosphorescent mosses provide just enough light for the residents, most of whom have since developed night vision to better cope.  The bitter Dark Elves who live in Kalanaes show no kindness to strangers.  Players Few even know of their Queen’s death or the details of the tragedy that befell their former home, and the ruling council will go to murderous extents to keep it that way.  Through her name, they have assumed control of her people and actively hunt down and suppress anyone who might undermine their legitimacy.

Sub-Settlements:

◉ « Aradennia » 

Spoiler

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The original point of entry to this floor, Aradennia is the former Sun elf capital, and remains the site of the Eldred King’s court.  Much of the settlement is abandoned. Only the inner fortress and keep built into a massive clustered grove of giant oaks are still active, with two-thirds of the surrounding shops and residences now sit vacant.  The wood elves have lost faith in their sovereign, whom they blame for having wrought the calamity that befell their people.  Only a hundred or so Elven NPCs still dwell here, though the city once housed many more.  Most of the outer areas of the settlement are eerily quiet and starting to be overgrown by nature, though the high quality of the original elven craftsmanship will likely keep it from simply being subsumed.  Nearly any manner of common and high quality goods or materials can still be obtained here, though supplies are starting to dwindle.  The legacy of the Sun elves appears to be fading.  

◉ « The Vale of Ruin »

Spoiler

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Once the pride of the Night Elves surface dominion in the Kriit Woodlands, it was destroyed and left in shattered ruins when Lun’Rael unleashed her devastating spell. Little remains, save scorches stone, scoured bones, fractured walls and battlements, and the ghosts of the fallen.  The Night Lily’s tower still lingers, somehow defying gravity in its precarious, ruined state.  Entire sections of it are missing, and the whole of what remains threatens to come crashing down upon the surroundings.  This city once rivaled Aradennia in size and grandeur, but it now little more than blighted, unholy ground where tortured and twisted souls still linger.  Burnt and broken siegeworks of Kith-Serai’s armies still surround the city, littered with hundreds of blasted suits of bone-filled armor.  Nothing lives here.  Even the ground is dead.  Rains cannot seem to wash the stain of tragedy away and turn into brackish pools within its boundaries.

Other Locations

◉ « The Underdark »

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A network of cavernous tunnels deep beneath the surface has become home to the elves cast out from their surface homes.  The Underdark spans nearly the entire length of the Floor, without a hint of sunlight able to penetrate the tall cave ceilings. There are no mosses, crystals or other sources of light down here, unless travelers bring them with them.  Most of the caverns here are dry and composed of hard granite with sparse springs and meandering water flows providing the barest means for sustenance.

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

◉ « Deep Corventhol »

Spoiler

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Several ruined settlements predate the migration of the Dark Elves to the Underdark and still linger there, laden with foreign script and other relics left behind by another unknown, ancient race.  None know who or what they were or what became of them, and the Dark Elves are too preoccupied with survival to concern themselves with such details.  The largest known collection of these ruins has been dubbed Deep Corventhol by Dark Elf explorers who are busy exploring the areas nearest to Kalanaes in order to prepare defenses and plan for future expansion.  Their initial surveys were quite circumspect, but rumours abound of an extensive series of catacombs potentially filled with riches and lost knowledge.  The quality of stonework in the ruins is impressive, and highly decorative, despite resisting all efforts to decipher it.  Everything seems to be made of identically sized blocks stacked in a patterned order, as if suggesting some sort of massive puzzle.  Perhaps time will reveal more.

◉ « The Surface »

Spoiler

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Once divided between the Ydalin and Kriit Forests, much of the latter was turned into a wasteland during the war that culminated in the creation of the Vale of Ruin. The rest of the floor has mostly recovered from those terrible conflicts, and flourishes as best it can beneath the curse of unbalanced nature.  Though life still thrives here, an oppressive undertone of anger and shame suppresses the grandeur of long lost days, when all elven people lived here in harmony.  Many of the Wood Elves have returned to wilds and seek to restore that lost communion, though it will likely take many years.  They have the patience for it.

◉ « Kriit Wastelands »

Spoiler

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Blackened and twisted by destructive magics unleashed during the elven war, the Kriit Forest eventually became better and more accurately known as a wasteland.  Few trees still live here, most of them having become burnt out or disease-riddled husks, with the rest petrified by leeched run-off from despoiled springs and streams that no longer flow.  This is a place of desiccation and decay, where the dry winds seek to suck the life from the pores of the living and call for retribution for the wrongs done to the natural world.  

◉ « Ydalin Forest »

Spoiler

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A massive, sprawling forest made up mostly of giant deciduous trees with a lush undergrowth of fronds, ferns and grasslands as ground cover. Ydalin still holds on to shadows of its paradise past, but is troubled by unnatural discontent and the consequences of wild magic gone awry.  

Plants and wildlife are abundant throughout the forest, making it an ideal hunting ground for the scattered Wood Elf homesteads and hunting lodges that can still be found.  All seem burdened by memories and poor choices, the consequences of which can be plainly seen about them.  The seasons intermix here, matching the mood of each player and NPC in their immediate surroundings.  Large gathering are avoided as they tend to amplify the effect with potentially catastrophic results. No one knows how to lift the curse, though many are eager to participate in any potential solutions.

Transportation

Most travel across the floor must be done on foot.  The forested areas are too dense and covered in large roots to support the construction of roads, which would also contravene the elves’ desire for harmony with nature.  The Underdark’s geography is likewise too rugged to support anything more than foot paths and trails.

Common Mobs of Floor Twenty-Three

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  • Crazed Beastmen - Twisted amalgams of wildlife, these creatures are a byproduct of the raw magics unleashed by the destructive magics unleashed during the elven war.    Some are corrupted versions of natural beasts, whereas other have taken on a mixed humanoid-animal form.  They are especially common in the ruins of the old Night elf capital.
    • Locations: Kriit Wastelands
  • Ydalin Kinslayers - Whereas most of the Wood Elves have forsaken their king’s mad ambitions, some have also grown so hateful that they cannot pull back from the brink.  They actively hunt Dark Elves, even going so far as to delve into the Underdark itself on their fanatical crusade.  The Kinslayers have no love for players, either, whom they see as agents of their King’s downfall.
    • Locations: Kriit Wastelands, Underdark
  • Dark Elf Extremists - Just as the Kinslayers maintain the old grudges of Ydalin, so there are factions within Dark Elf society who continue to pursue treacherous agendas.  Some are servants of the reformed Ruling Council of Kalanaes, where others are simply extremists who have given themselves over to some other cause.
    • Locations: Underdark
  • Blighted Spirit - Just as magic twisted the living to create the Beastmen, so did it reach beyond the grave and equally warp the dead.  Restless spirits of those slain during the seemingly endless conflict still haunt their old battlefields, especially around the old Night Elf capital where so many fell in a single moment.
    • Locations: Kriit Wastelands
  • Chittering Husk - Abhorrent creatures of darkness born of some ancient twisted nightmare, these vaguely human creatures are covered with toothy maws, teeth and clawed limbs that clatter, crawl, bite and scratch at anything they encounter.  No one knows the origins of these horrors, though they seem to linger in larger numbers near the ancient ruins of the Underdark.
    • Locations: Underdark, Deep Corventhol
  • Bleakswords - An order of warriors in the direct service of the Dark Elf Council, the Bleakswords once guarded their lair in the Labyrinth through a combination of stealth and guile.  Known for their callous use of poisons and blighted weapons, a few Bleakswords still roam their former halls seeking vengeance on those who stole their purpose.
    • Locations: Labyrinth

Field Boss of Floor Twenty-Three

Spoiler


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<<Ugzeke>>

A powerful enemy lurks in the shadows of the Underdark, causing the ever so stoic Dark Elves to shiver at the thought of it. Its groans can be heard echoing through the caverns surrounding the town, each step causing the ground to rumble the closer it gets. Despite the Dark Elves not trusting humans such as yourselves, they beckon you to go and find the beast and rid it before it finds a way into their town. At least, if you fail, they won't have to see you around anymore.

HP: 3100/3100 | MIT: 160 | DMG: 300 | ACC: 2 | EVA: -1

Abilities:

  • Oblivious | Every turn, unless <<Ugzeke>> rolls CD 5+, he will remain oblivious to the enemy party and refuse to attack. This skill is disabled once <<Ugzeke>> becomes <<In Pain>>.
  • In Pain | Once <<Ugzeke’s>> health reaches 1200, he will become enraged as his skin turns red and he notices the party fully. His ACC is reduced to 1, but his EVA is increased to 2.
  • Smash | On an MD 9-10, his attack will hit the entire party for 225 DMG, lowering everyone’s ACC by 1 for two turns.
  • Hard Hitter | <<Ugzeke’s>> attacks cannot be parried.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 4. [DMG/MIT/BLEED enhancements etc.]
    • This skill only locks downward. Those at Tier 1, Tier 2, or Tier 3 will still have T1, T2, or T3 stats, respectively.

Drop:

“Troll’s Blood" (T4/Consumable/Single Use); The user’s first attack that results in a critical hit each battle for the remainder of the thread will deal twice the raw damage (after proc, crits and SA multipliers, but before MIT deduction), but paralyze the user. Applies to all attacks if AoE.

« Floor Twenty-Three Labyrinth »

Lun’Rael’s sacrifice had already taken place by the time the players discovered the identity and location of the floor bosses, for they were many.  <<Isaxi>>, <<Ratar>>, <<Rori>>, <<Evahira>>  and <<Durares>>  - the Dark Elf Council - and the power behind the throne.  These vile champions had been manipulating the war for some time, having even convinced their Queen of the need to sacrifice herself as a means to consolidate their power.  

Reaching the boss room, first requires breaching through the concealed behind massive black iron doors, The Bleakswords that once guarded the labyrinth's entrance have largely been dispatched, though some are said to linger still in the catacombs leading up to the tower wherein the Council once conducted its foul business.  

Quests:
<<Fonsa's Sacrifice>>

Boss: Paving the Way to Floor 24 (Floor 23 Boss Battle - Dark Elf Council)

 

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<Floor 24>>

Floor 24 is primarily an open expanse of water dotted by islands of various sizes that somehow float on or above the crystal clear water’s sparkling surface.  A ring of high mountains surrounds the edge of the floor to contain the sea.  Untethered to the ocean floor, the archipelago is clustered around a single main land mass, with dozens more hovering around in its orbit.  No one seems able to explain how it is that the islands float in the water, or what causes some of them to spring up into the sky on thin spires of rock that resemble the shape of a funnel cloud.  Nearly all of the lesser islands at surface level are connected by an intricate web of slender bridges, each no more than ten feet wide.  They arch lazily up into the air to allow the passage of smaller vessels below.  Some of the walkways are barely the breadth of a single person, which can require some patience or ingenuity when encountering another traveller heading in the opposite direction.  Wider platforms sometimes break up the spans, serving as rest points and viewing areas.  Water taxis also run often between various locations throughout the floor.
Most of the islands are unnaturally flat, seeming like they might once have belonged to a single expanse of grassland, making them ideal for agriculture and husbandry.  Bright, sandy beaches frequently mark the edges of islands flush with the water’s surface.  A few even have limited patches of tropical forest that also provides a source of lumber and other more exotic materials.  The sea provides almost everything else, and is a vast, largely unexplored area that offers the floor’s primary source of threats.  

Though its waters are crystal clear, light penetrates barely 50 feet below the surface, beyond which everything is dim to completely dark.  Most of the areas along the floor perimeter and in the centre, around the main island, are shallow enough to allow for easy exploration of the extensive coral reefs and all manner of abundant plant and animal life.  The areas beyond belong to the depths, where the Sahagin and other dangers dwell. 
Floor 24 is blessed with a perpetually warm and pleasant climate, marred only rarely by storms, which are otherwise anchored to specific islands along the outer fringe.  There are no seasons here, and the locals are known throughout Aincrad for savouring their endless summers with frequent and excessive feasts of rich food and abundant drink.

The inhabitants of the floor are very friendly and accepting of the players, whom they have to see as saviours and valued allies. Dressing mostly in togas, robes and other similarly loose garments,  their behavior is noble, gentle and dignified. The people hold a great many festivals to their gods, praising them with great regularity.  Legionnaire guards patrol and protect the settlements, maintaining fortified positions in the major settlements, from which they fan out to oversee the less inhabited areas.  Legionary ships also patrol the seas. The inhabitants are peaceful, preferring to focus on the development of their arts and culture instead of battle.  They do have one intransigent enemy: the water-dwelling Sahagin, with whom they have been at war for many years.  Away from actual fields of battle, the only conflict here can be found on the sandy floors of the colosseum, where champions fight till one concedes defeat or dies in their tournaments.

The NPCs of floor 24 worship a pantheon of many gods.  The greatest among them are well-known, with shrines and temples devoted to them found at nearly every turn.  They are:

  • Sol, god of sun, warmth, who is said to keep the sea from submerging the lands, as well as guard and protect the inhabitants. 
  • Luna, goddess of the moon, tranquility and the sea, who is said to provide peace and calm in the night, and to have set aside her wrath in the storm anchors.
  • Ceras, goddess of agriculture and fertility. 
  • Aporo, god of festivals and music. 
  • Farna, god of wildlife and marine life.
  • Flova, goddess of plant life and spring. 
  • Jandis, god of fate and choice. 
  • Jurio, goddess of love and marriage. 
  • Minharva, goddess of knowledge and wisdom. 
  • Ponito, god of death and winter. 
  • Mercora, god of champions and contests.

Aside from their gods, there is only one creature which the local NPCs fear: the demon beast known as Leviathan.  Upon hearing the players’ boasts that the great nemesis had been slain, by their hands, there was much skepticism and denial.  How could the mighty titan of the depths have been defeated?  Yet, rather suddenly, attacks from its Sahagin minions dropped dramatically in frequency and severity.  The truth was inescapable.  These champions had indeed done the unthinkable.  Celebrations erupted all across the archipelagos, and a new festival was dedicated to celebrating and commemorating their triumph.  Even now, locals sing the praises of any player they encounter and offer thanks for their deeds, or of those who came before them. 

Main Settlement:

<<Scalabis>>

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Scalabis spreads across most of the main island which rests at the very center of the floor. It is the only island that has a bedrock foundation connecting it to the ocean bottom. Most of the large island is urbanized, made up of vast and layered architecture with a strong Roman-like style. Marble is everywhere, creating a luxurious and noble atmosphere, as well as a strong, formal sense of presence and identity. The main avenues are wide and well-organized.  Navigation across the city is quick and simple. Citizens here smile and stop to help one another, as well as any players they encounter.  Even the friendly neighbourhood legionnaires occasionally lend a hand.  The city is replete with public facilities like temples, bathhouses, clinics, gardens, market squares, etc.  No single building could be considered 'small' save, on its own, though a contest of comparative scales seems to underlay their otherwise functional natures. There are nobles living in the city, but they are often generous, courteous and gracious to both players and NPCs alike, regardless of their status.

Scalabis’ harbour and lighthouse dominate one portion of the shoreline, with a near-constant stream of traffic flowing in and out at all hours.  The rest of the coast is open as beaches for anyone to enjoy, spending time amongst the waves, sun and sand as they please.  Most of the shipping traffic consists of fishing vessels and biremes. The latter are primarily used for transportation of goods or people, but can also be found being used by legionnaire for their patrols.

Sub-Settlements:

◉ « Palma » 

Spoiler

Screenshot_2020-12-13 Syrup Village.jpg

One of the few, hilly islands on the floor, Palma is located at the most eastern edge of the archipelago.  It is the site of the main temple to Sol, outside of Scalabis.  A grand, marble structure faces the point on the horizon where the sun rises each morning, bringing Sol home from his overnight journey.   It is said the sea sparkles like a jewel when viewing it from the temple steps at dawn. 

A small and far less impressive camp surrounds the temple, where local merchants and pilgrims gather to pay homage, or just to play tourist.  Few permanent structures exist here, save the residences of the priestly orders attending the temple, a few storage buildings, and a small keep with a protective garrison of legionnaires.

◉ « Massa » 

Spoiler

 

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Massa is Palma’s western counterpart and sacred ground to those who worship Luna.  Unlike the pristine white marble of Sol’s temple, Luna’s is deeply striated with veins of indigo, reminiscent of the ocean depths that surround it.  Where Palma is the daytime party place, Massa is preferred by visitors for romance and evenings filled with wild revelry.  The locals are rarely awake during the day, preferring to keep a nocturnal schedule in deference to their goddess.  Local amenities are otherwise nearly identical. Some say that the moon and setting sun's light create a beautiful purple color across the sea and sky if you watch the sunset on their hilltop.

◉ « Marsonia » 

Spoiler

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Marsonia is south of the Scalabris and concentrated around one medium sized island with several surrounding reefs that form a wide, curved lagoon. Immediately upon arrival, players will notice a large fleet of fishing boats, lured here by the fertile fishing grounds in the surrounding waters. The docks are rife with activity focused on trade and industry, where backroom bargains and handshake deals are standard stock, and even more interesting things happen in the lurking shadows. Players can find nearly any variety of clothing, armor, potions, food, and other goods in Marsonia’s markets.  The resale market of player-made items is particularly popular.

Other Locations

◉ « The Colosseum »

Spoiler

Colosseum.jpg

The colosseum is, without a doubt, the largest single structure on the floor. Open daily, it features everything from mock-battles, for personal training to fantastic festivals and events, to full-fledged battle royale where combatants duel to the death.  Despite their enlightened demeanors, the arena serves as the outlet for floor 24’s NPCs’ darker impulses.  

Tournaments and contests of strength and valor draw the biggest crowds. Most of the contestants fight until the other yields, but it is not unheard of for a fight to continue until one or the other dies accidentally or by design. The terrain inside the colosseum can be widely manipulated and modified to suit the needs of the day, ranging from flat earthen land to angular, broken ground with large stones and boulders, or even a pool of water in the center with a wooden platform. This enables every type of warrior, with various skill sets, to test themselves at advantage or disadvantage, depending on their talents. If players choose to have a duel in this arena, the locals will often come to watch should they hear the news, as it is a public place. 

◉ « Raitoboru Bay »

Spoiler

Bay Island.jpg

This location is famous as a vacation spot for single and courting players and NPCs alike.  It is said to be unsurpassed for general relaxation and ambiance. Under sunlight and moonlight, the bay has vastly different colorings and sparkles in the most spectacular manner. Its waves and tides are never violent.  The waters even seem to actively avoid knocking over anything constructed of sand on the island’s beaches, and dampen splashes directed against anyone who doesn’t wish to get wet. Swimming in these waters eases tension, bolstered by inexplicable added buoyancy.  Even the most adamant, hard-case disciplinarians and edgelords will have their muscles relax, energies recover, and find themselves rejuvenated overall. It is even rumored that, unless the person wishes to remain so, no one leaves the bay with sadness, anger, fear or regret lingering in their heart.  

◉ « Paradise Islands »

Spoiler

Mountain Islands.jpg

Located in the northern waters, the Paradise Islands are among the most rugged on the floor.  Dotted with cliffs faces, rock spires and partially overgrown by jungle, this area is favoured by  those who prefer a vacation filled with athletic activity and challenges.  

Each island differs greatly in shape, size, vegetation and wildlife.  Great spans of rock, wayward vines, interlaced branches, caves and grottos seem to interconnect the chain.  Monsters are actually rare here, which adds to its popularity as a tourist site.  Rare and secret ingredients required to make potions of water breathing are said to be hidden among the islands’ thick jungles, though no players have yet to be able to confirm it.

◉ « Storm Anchor Islands »

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Floor 24’s fantastic climate is unnatural, apparently by design.  Raucous rains and thunderstorms are somehow tethered to four specific, rocky and barren islands scattered at far corners of its otherwise calm and  open waters.  Divers report seeing massive metal chains linking the underside of these largely featureless islands to something in the dark, underwater depths, but none have ever managed to find their ends.  Perpetual rains and lightning scour their rocky, broken surfaces, preventing any life from grabbing hold, yet fragments of masonry and hints of old foundations can sometimes be found.  No one knows who established the Storm Anchor Islands, how, or even why.  If asked about them, the local NPCs just shrug and give thanks to their pantheon for having sequestered the worst and most violent weather away from the rest of their waters.

◉ « Underwater Ruins »

Spoiler

Sahagin Ruins.jpg

An uncanny abundance of ancient ruined cities and other hints of lost civilizations are scattered throughout the ocean floor, linked by remnants of long-lost roads and pathways that must once have connected them.  It is almost as if an entire underwater world, an entire kingdom or empire, sunk into the sea all at once. Most of these ruins are now occupied by Sahagin, who utilize the fractured battlements to house their own fledgling society.  Rumours are rife that the Sahagin are actually the twisted descendants of whatever realm was lost to the ocean floor.  Each ruin contains everything one would find in ancient cities, towns and settlements, ranging from temples and shrines, castles and colosseums, to farmsteads with pens and pastures for livestock long since vanished. Leviathan once dwelled in a castle that dominated the largest of these ruins, and is strongly suspected of having played a preeminent role in whatever calamity befell its people.

Transportation

The primary mode of foot traffic between the islands of the floor are wooden raft bridges, which consist of two ropes attached to either side of an island. Tied to the ropes are wooden panels that float on the water which the player walks on when crossing them. Some pathways are suspended bridges or even impossibly slender stone spans, giving a clear access for ships to sail under them. A wide variety of water-borne vessels are also utilized, particularly for the shipment of bulk goods or large numbers of people.  Water taxis take many forms and frequently ferry people to and fro from popular docks and waypoints scattered throughout the floor.  Every island is linked to the rest by some form of physical connection, supplemented as required by naval traffic.

Common Mobs of Floor Twenty-Four

Spoiler
  • Sphinxes: Large and highly intelligent beings with the head of a man and the body of a lion, these mythical creatures are normally passive unless provoked, though they are also highly sensitive to slights of courtesy. Their very territorial natures ensure that they are always met as solitary creatures.  Those who seek passage through the lands they have claimed as their own will usually be offered a chance at passage in the form of a complex, puzzling or even paradoxical question or riddle. If the right answer is given the player may cross. If not, the sphinx will bar their way, by force if necessary.  Attempts to sneak past or otherwise bypass the sphinx’s challenge is considered extremely rude, and considered to be just cause for disembowelment.
    • Location: Any island not part of the settlements, Paradise Islands or Raitoboru bay.
  • Sirens: Rare and mysterious beings, they sing a song that pulls at the hearts of NPCs and Players alike, particularly males. When players hear its hypnotic lyrics, they find themselves inexorably drawn to them as if answering a call from their own memories and emotions, making them especially placid, peaceful, and eventually sleepy. One player who encountered a siren stated that if his friend hadn't played a song crystal to counter it, he might have stayed on the water forever listening to it, or even dived in to search for its source. Sirens can appear male or female, and will appear and sound differently to each person. They prefer to lure their prey into the open water, or into isolated caves and bluffs, where they can more easily control and ultimately devour them.
    • Locations: Isolated places with no nearby settlements, outposts or homes, etc.
  • Harpies: Strange, bird-like creatures with humanoid heads and torsos, but the feathered arms, legs of an avian, harpy are said to be the personification of storm winds and vengeance. They nest on high cliffs and bluffs, raiding ships and nearby settlements for food and shiny baubles.  Not especially intelligent, they are still possessed of a certain stealth and cunning, and can appear in large enough numbers to pose a serious threat.  Harpies are capable of flight, preferring to save their energy by gliding, and typically dive upon their victims to catch them by surprise. 
    • Location: Any island not part of the settlements, Paradise Islands or Raitoboru bay.
  • Sea Serpent: Giant snakes which live in the seas and ocean. They attack anyone that travels too far from the common routes between islands. Nowhere near as large or massive as Leviathan, they are sometimes called "the children of the devil". Even though the inhabitants treat them as children of a demon, they are in fact, nothing more than giant snakes that live in the ocean.
    • Location: Ocean
  • Sahagin: Humanoids with exaggerated fish characteristics, such as fins, all-black eyes, webbed feet and hands, gills and tails. They are sluggish on land, but devilishly fast in the water. Capable of wielding all manner of weapons, they often prefer harpoons, tridents and lances - anything capable of easy movement underwater.  Since Leviathan's death, their boldness and aggression has lessened considerably, and they have tended to remain in their underwater realm, but some suspect that new leadership could end the current calm with little warning.
    • Location: Ocean
       

Field Boss of Floor Twenty-Four

Spoiler

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<<Piasuhon>>

On Floor Twenty Four, respect is earned through combat in the Colosseum. People gather from all around to see people compete and fight against creatures big and small. Here, the people like bloodshed and the violence and gore that the Colosseum brings with it. <<Piasuhon>>, or Piercing Horn, is one of the mightiest, and craziest, beasts they have available in the Colosseum. If you win, you earn fame and glory, and a unique reward. But if you lose, the beast will devour you whole, and the people will forget your name as if it was nothing but a spec of dust under their boot. The choice is yours to make.

HP: 3000/3000 | MIT: 170 | DMG: 275 | ACC: 4 | EVA: 3

Abilities:

  • By The Horns | Players can choose to attack <<Piasuhon’s Horn>> (HP: 750, MIT: 50, EVA: 3) instead of <<Piasuhon>>. Upon dealing cumulative total of 750 DMG to it, it will break, lowering Piasuhon’s DMG by 50 for the rest of the fight.
  • Stampede | On a CD 9+, <<Piasuhon>> will charge right at the Player with the highest hate, dealing +75 additional DMG and stunning them. This can only occur every three turns.
  • Body Slam | On an LD 15+, the rhino will use its body to attack the players with the two lowest hate values, dealing -40 DMG less than usual.
  • Blinded By Rage | Upon dropping to 1000 HP, <<Piasuhon>> will no longer use <<Body Slam>>. It will gain +50 DMG and +1 ACC, but lose -2 EVA and -20 MIT.
  • Seething | While <<Blinded By Rage>> is active, Players may use a Post Action to throw a glowstone to the side, causing <<Piasuhon’s>> next attack to target it instead. This will only work once.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 4. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1, Tier 2, or Tier 3 will still have T1, T2, or T3 stats, respectively.

Drop:

“Rhino’s Horn" (T4/Consumable - Instant (after attack)/Re-usable); Can only be used in combat as a Free Action after the attack roll has happened. The user’s attack will have its base damage increased by 3 [(Base DMG + 3) * SA], but until the end of the battle, their EVA is lowered by -1. Reusable, but can only be used once per battle.

« Floor Twenty-Four Labyrinth »

Floor twenty four’s labyrinth is a series of broad, multi-layered ruins in the darkness of the ocean depths, protected and isolated by a supernaturally strong current that prevent direct descent into its grounds.  Forced to approach from the sea bed, those who seek to enter it find themselves amidst a series of ancient ruins left behind by some long-lost civilization whose culture once closely mimicked that which still thrives upon the surface. A cultish faction of Sahagin still dwells here, controlling the various seaborn monstrosities once spawned by Leviathan, their former lord and master.  They long for better days, when the surface realm feared them and their power, and would do anything to restore those times and resume their predations upon their ancient foes.  In the ruined throne room of a massive castle, at the heart of the labyrinth, players can still find the empty boss room where Leviathan fell, the inky, toxic sludge that was its blood still clinging and coating the stone floors and walls.

Quests:
<<Incognito Antics>>

 

Labyrinth: 'Sahagin Shenanigans' [Labyrinth Boss]
Boss: Paving the way to Floor 25 (Floor 24 Boss Battle - Leviathan)

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F25 Banner.jpg

<<Floor 25>>

Floor 25 is an ominous and foreboding floor, and yet also strangely calm, at least in certain areas. The staircase from floor twenty-four, below, emerges into what appears to be a shrine to some unknown entity. Stepping out of the shrine, visitors find themselves within the floor’s main settlement situated against the great gates of an immense and terrifying labyrinth. Its outer walls stretch higher than anyone could ever hope to reach, and are both flat and seamless.  It is impossible to see over the top. The walls also stretch to Aincrad’s outer edge, to be found nearby in both directions, completely cutting off the majority of the floor from access.  The only place left to go is the entrance. 

What little can be seen outside the labyrinth is nothing but dangerously rough, uneven, even shattered and cracked terrain.  Toxic smoke belches out from the ground, poisoning any entity foolish enough to attempt to cross over it. There is no wind, nor breeze, on this floor.  The air is stale and cold.  A thick blanket of low-hanging sooty-grey clouds hangs low in the skies, breaking only rarely to allow the slightest sliver of light to pass.  Such respite is never known within the Labyrinth itself.  Rain falls occasionally, and always directly downward and often as a deluge.  The place is dour and depressing, at the best of times, weighing on the spirit and the soul of any who travel here.

The NPCs that inhabit the floor are a rugged mix of humans, orcs and minotaurs. Their culture and way of life is based entirely on cooperation and survival. Most if not all of the minotaurs are warriors, hunters, and shamans. Each stands between seven feet and nine feet tall.  They also often sport trimmed beards, wearing beaded jewelry if they are shamans, or armor if they are warriors or hunters. The humans are primarily laborers, craftsmen, researchers and alchemists, favouring bright woven clothing, or gambeson armor and dark cloaks when hunting. The orcs are warriors, more often than not, but a select few among them also serve in other capacities. They are short of stature, standing between four and five feet tall, with orange-yellow skin, and often donning animal hides and leathers. Despite their vast differences in culture and history, they work together in surprising harmony for the sake of their common survival.

Special Conditions:

Spoiler

1.  Players can only purchase housing in the main settlement.

2.  All threads must begin outside the Labyrinth, and cannot end within the Labyrinth.

3.  Players may receive 'starlight chalk' from the inhabitants of Lite'tara. The chalk allows the players to leave behind a line of chalk which they can then follow back to the entrance of the labyrinth. No matter how much the Labyrinth changes, the chalk line will remain unbroken, and always lead them home. If players do not take the chalk, they risk the chance of being lost. Needing to roll a modified LD 17+ to make it back out of the Labyrinth. Any chalk trails and marks a player makes disappears upon completion of their thread.

4.  Players cannot escape combat while in the Labyrinth. Those using the hiding skill can use the Vanish mod to escape detection and attacks, but will not escape the monsters themselves.  Monsters encountered must always be slain before the player(s) will be permitted to exit the Labyrinth.  Players may attempt to reach a safe zone, such as Ogo’mathas, but the mobs will linger outside the walls in wait and combat will resume when they re-enter the Labyrinth.  The only foolproof option for escape is to use a teleportation crystal.

5. Players will always incur the darkness penalty in the labyrinth, unless they have suitable means to counter it (i.e. source of light, night vision mod, etc.)

6. In the <<Endless Maze>>, while not actively involved in combat, each player must roll CD on every post.  If the CD roll result is 1 or 4, a corresponding number of monsters emerges to attack. The type of monsters is determined by the LD value of the same roll (see the  list of Common Monsters for Floor Twenty Five, below).  Monsters within the <<Endless Maze>> are much more dangerous than anywhere else on the floor, and must include the variant stats listed in the ‘Common Mobs of Floor Twenty Five’ entries, below.

Legends of an entity known only as "The Shadow" are commonplace among the inhabitants of this floor. Stories of an ancient, non-corporeal being responsible for spawning all of the evil in this land back Aincrad’s prehistory. When the players arrived on this floor, for the first time, local shamans declared that their most important prophecy would soon be fulfilled. When the players returned and declared the Shadow to be dead, the inhabitants of the floor rejoiced and celebrated for many days. They began to venture into the labyrinth more frequently to learn more about their distant ancestors, yet with the same level of precautions as before. For, despite Shadow's legendary threat having been removed, the Labyrinth was no less dangerous than before. It only meant they could delve deeper and further without fear of becoming darklings.

Main Settlement:

<<Lite'tara>>

Entrance.jpg

Lite'tara, meaning 'standing light', is the one and only settlement outside of the Labyrinth, and was once also known as the Settlement of the Iron Fist. It spreads out across the shallow valley that rests between the Labyrinth gate and the edge of the floor itself.  The place consists mostly of tattered tents and small buildings such as huts and hovels with a smattering of larger cabins. Workplaces are usually open to the elements.  A rare few have tarps overhead to protect their tools and  equipment from rainfall. The local populace trudges along, as best they can, managing to scrape by and endure. Despite how grim and deadly this floor is, Lite’tara is relatively lively. Ringing hammers and the wafting scent of fresh cooked bread serve to break up the dreariness of the landscape.  Hearty conversations are often accompanied by the prayers and chanting of shamans, and the occasional the boastful laughter of warriors. There is an undercurrent and spirit of life to the place, which offers hope.  

A large cluster of tents and structures are set aside for research and alchemy, including a small library where all recorded knowledge is kept.  The collective of shamans commune with ancient spirits and entities in their own set of rituals circles on the outskirts, and so forth. Every group has their place, integrated into the whole.  

Standing at the gate of the labyrinth is a very old minotaur whose mane has turned gray.  He hands out starlight chalk, which leaves magically glowing marks behind that followers can use to find their way back.

Sub-Settlements:

◉ « Ogo'mathas » 

Spoiler

Settlement 2.jpg

Ogo'mathas, meaning "City of Champions" is found deep within the Labyrinth, supposedly in the center of it. To find it players must roll a modified LD of 11+ twice. The entrance is easily spotted above ground, but the settlement itself lies beneath the surface. By observing the surroundings it becomes clear that the place once stood on the surface.  It  either sank or the Labyrinth was built up and over it. Populated primarily by minotaurs, it also hosts some who've become hopelessly lost in the Labyrinth and have given up any hope of ever escaping it. The stone buildings are ancient and covered with indecipherable text and images. The atmosphere here is grim and serious, with no entertainment to be found. Within the fortified town is a massive castle appointed to hold off the denizens of the Labyrinth and shelter the entire population, if things get really bad. A statue of Orgoth the Minotaur rests at the center of town. The text at the base of the statue reads: "The Greatest of Champions Shall Emerge When the Need is Most Dire."

Other Locations

◉ « The Labyrinth »

Spoiler

Labyrinth.jpg

Taking up the vast majority of the floor, the Labyrinth is endless. By use of magic, supernatural power or some other force, the Labyrinth exists in a pocket dimension contained within the tower of Aincrad. It’s bigger on the inside, where a pale, dim sun barely managed to cast light enough to reach its outer walls.  Nor does this paltry orb ever move, thus the darkness lies thick within the maze. The floor and walls are all completely smoothed and seamless stone. Throughout the Labyrinth are many square towers offering excellent vantage points from which to survey the maze.  Most of them are spread great distances apart to make it hard to reach one from the other.   Even these offer only a temporary benefit, as the Labyrinth itself changes constantly. Every hour, corridors shift slightly or turn differently, as new doors open while others close. Even the towers will slowly shift from one area to another nearby. A single day’s passage can result in an almost completely different maze design, not that time has any referential meaning here. Even worse, the maze isn't always completely flat, and can curve up and downhill. There are pits, traps,  chasms and many other forms of malleable landscape and architecture.

Accidentally encountering another wanderer, whether by themselves or in a group, is practically impossible in the Labyrinth. Navigation is horribly difficult, and danger lurks around every corner. There are no natural sounds within the labyrinth, save those produced by players or the monsters they encounter.  Only their own movement and voices will echo through the area. A sense of dread and fear clings to everyone who travels here. Many places in the Labyrinth are also filled with fog and mist, adding further confusion and disorientation. All dungeons on the floor will always be within the Labyrinth, and will always be a maze themselves. There are also several layers to the Labyrinth, being the surface and at least two subfloors of mazes below. Stairs leading between these layers are also scattered throughout, making it that much more difficult to navigate.

◉ « Shrine to Shadows »

Spoiler

Shrine of Darkness.jpg

Somewhere within the Labyrinth is a very ancient and unusual shrine. To find it, players must roll a modified LD of 20+.  Located in a small clearing of soft soil with a spread of dry grass, a chilling breeze blows in a continuous circle around the shrine itself. Many carved stones are placed around the shrine as offerings, each with their own unreadable writing upon it.  The shrine itself is a large stone arch with what appears to be an orb in the center. When approached, a pale blue light fills the interior of the orb, shining through its carvings and circular openings in its center.  This light follows the players wherever they go,  until they leave the shrine. Whenever the light is active, shadows in the clearing seem to gain substance and begin moving independently, as if reaching out to the carving symbols in hopes of communication. Once the players have seen the shrine light up, they will hear faint whispers from the darkness whenever traversing the floor, though they cannot discern what they say.

Any shamans hearing the description of the shrine cannot decide what to make of these omens, whether malevolent or benevolent.  Nor can they confirm anything the players may ask or speculate. This is one of the only two locations where monsters will not appear in the Labyrinth.

◉ « Foreboding Towers »

Spoiler

Foreboding Towers.jpg

Standing taller than any other structure, and found randomly throughout the Labyrinth, are ten foreboding and ominous towers. In order to find one, a player must roll an LD of 18+. These towers possess their own spiral staircase unlike the far shorter, square-shaped watch towers scattered throughout the Labyrinth.  Journeying up the stairs is an exhausting ordeal, usually taking between two to three hours to ascend or descend, depending on the endurance of those making the attempt. At the top of each tower is some sort of arena-like floor, though there is no surrounding seating. Stone pillars stand along the edge of each ring, and lines, runes and texts are carved in as well. These platforms sit above the perpetual cloud cover of the Labyrinth, where the sun and sky shine a pale crimson.  Most curiously,  the locations of the towers shifts daily, rotating in a predictable, radial pattern with each other.  No one has been able to discern why.

◉ « Shrines of Light »

Spoiler

Shrine of Light.jpg

Only found in rare caves that required an LD 16+ to discover, their telltale mark is the cobblestone  pathway set into soft soil that draws explorers to them. At the end of the path and back of each cave is a circular stone platform with vibrant grass around it. One large pillar and two smaller ones serve as a shrine. Sunlight shines down from above, without any opening or reveal to indicate its sources. The closer a person gets to a shrine, the more relaxed they become. A warm feeling filling them, and soothing them of stresses and fears gather on their voyages. There are many of these shrines in the Labyrinth. Based on the writing, carvings and symbols found at each of them, they are dedicated to "light itself" or something similar. No one seems to know their origins.  The shamans theorize that these shrines are devoted to an entity of light, though no one knows who or what it might be.  This is one of the only two locations within the labyrinth where monsters do not appear.

Transportation

None.  Walking and climbing are the only options.

Common Mobs of Floor Twenty-Five

Spoiler
  • Goblins: LD: 1-3  Hostile humanoids with greenish-gray skin, pointed ears and standing about four feet tall, often with a sever hunch. They usually carry daggers, short swords, slingshots, and other such crude and basic weapons. Gathering in large numbers is what tends to make them most dangerous.  Despite their small size, they are cunning and resilient.  
    • Locations: Entire Floor
    • <<Endless Maze>> variant (LD 1-3): each goblin is riding a dire wolf and gains +2 evasion.
  • Lost Ones: After wandering the Labyrinth for too long without finding the way out, even the proudest and most noble souls can be driven to the brink of madness, or over it. Those who share this fate are collectively known as the “Lost Ones.”. Humans, minotaurs, and orcs have all fallen to the Labyrinth’s predations. They retain their combat skills, but have become wild and violent, no longer capable of discerning friend from foe, or even managing any form of rational discussion. They attack anyone on sight and will attempt to take, steal and rob anyone of their food. A few very rare cases are known to include a player who forgot their teleport crystal and lost their way inside.  They are among the most deadly predators known to stalk the maze.
    • Locations: The Labyrinth, Foreboding Towers
    • <<Endless Maze>> variant (LD 4-6): each Lost One has +2 ACC and the Blight enhancement of a tier equal to that of the highest level player in the party.
  • Darklings: Darklings have always lived within the Labyrinth. They come out of hidden tunnels and caves, always lurking in the darkness. Relying on surprise attacks to stun or overwhelm their foes, they are masters of stealth and deception.   Darklings are all twisted humans, orcs and minotaurs with greying, shriveled skin.  They are incredibly pale and will recoil from light. Curiously they are the only creature in the entire floor that will approach the shrine of shadows, going so far as to offering it worship. They will never attack players at the shrine.
    • Locations: The Labyrinth, Foreboding Towers. Shrine of Shadows.
    • <<Endless Maze>> variant (LD 7-9): Darklings begin every combat with Hiding  active and always acts first in the round.  There will always be one Darkling for each player in the group, ensuring that each member is attacked.  If the Darkling successfully maintains stealth, its initial attack will automatically hit.  Afterwards they attack normally.
  • Umbral Giants: Ranging between nine feet tall to fourteen feet tall, these creatures roam the widest of corridors of the labyrinth. They wear minotaur hide clothing and carry with them long-handled stone clubs and mauls.  They are aggressive and will attack anyone in sight. Only one Umbral Giant usually appears at a time, though they can be accompanied by other types of monsters.
    • Locations: The Labyrinth.
    • <<Endless Maze>> variant (LD 10-11): The attacks of Umbral Giants are AoE effects that can attack up to four players at a time.  Final damage against an Umbral Giant is always reduced by 100, to a minimum of 1 damage.
  • Shadow Dragons: Among the rarest of monsters to be seen on this floor, shadow dragons are impressive for their speed and agility, and also small enough to fit through most of the Labyrinth’s corridors. Exceedingly dangerous, a single shadow dragon is considered a match for a party of four players. They are intelligent and capable of strategies, but not communication. 
    • Locations: Labyrinth, Foreboding Towers.
    • <<Endless Maze>> variant (LD 12): Shadow Dragon statistics are equivalent to those of a sub-dungeon boss. Additionally, Dragons can only be affected by 1 debuff. Only one Shadow Dragon will appear when this variant applies.
  • Undead: Ranging from skeletons and zombies, ghouls and ghosts, large groups of undead roam the Labyrinth’s halls. Any NPC or player killed in the Labyrinth has its avatar brought back, by the malignant powers that govern the Labyrinth, as some form of undead monstrosity. The stronger individual, the stronger its undead duplicate.   
    • Locations: Labyrinth, Foreboding Towers.
    • <<Endless Maze>> variant (LD 13-16): Undead are immune to all status effects. 
  • Phase Spiders: Treacherous and unpredictable hunters, Phase Spiders hide inside the Labyrinth walls until an enemy comes too close, and then pounces to attack.  The spiders have the shape of an immense black widow but it's entire body is silver-grey, giving it a ghost-like appearance.  
    • Locations: Labyrinth, Foreboding Towers.
    • <<Endless Maze>> variant (LD 17-18):  Phase Spiders gain +2 ACC, +1 EVA and the Phase enhancement.
  • Void Vipers: These massive serpents use their size to great advantage, blocking access to exits and easily rising to heights that might dissuade smaller opponents. They are incredibly fast attackers, despite their girth, with lightning quick reflexes allow them many openings. Typically solitary, Darklings have been known to ride a single Void Viper into battle while they rely on ranged weapons to attack.  
    • Locations: Labyrinth, Foreboding Towers.
    • <<Endless Maze>> variant (LD 19-20):   All attacks made by Void Vipers benefit from Focus, making their natural critical hit rate MD 8-10. They also gain the Envenom (Offensive) (2-slots) enhancement of a tier equal to that of the highest level player in the party.

Field Boss of Floor Twenty-Five

Spoiler

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<<Maze Weaver>>

A nearly silent enemy, it is only the skittering of tiny feet that signal the arrival of the <<Maze Weaver>>. Despite towering over Players, this creature is exceptionally speedy, easily leaping from wall to wall. It has made the labyrinth it's own personal web, trapping those who least expect it.

HP: 3150/3150 | MIT: 180 | DMG: 290 | ACC: 4 | EVA: 4

Abilities:

  • Eight Legs | Any attack against <<Maze Weaver>> that results in BD 6-8 will deal 75% its final damage (rounded down). Any BD 9-10 however will deal 150% its final damage (rounded down).
  • Crushing Blow | On MD 9-10, <<Maze Weaver>> will crush the target’s armor, reducing their MIT by 20 for the remainder of the battle. This effect can stack up to two times.
  • Silk Weaver | On CD 10+, instead of attacking, the <<Maze Weaver>> will set up a wall of silk that will absorb up to 300 DMG before breaking. Any attack from a weapon with a BURN enhancement will instantly get rid of it. Upon breaking the wall, this skill can only be activated again after three turns have passed.
  • Hardened | Upon reaching 2500 HP, <<Maze Weaver’s>> MIT will be increased by +20, and its EVA reduced by -1 for the rest of the battle.
  • Spider's Intuition | In the case of an LD 17+, the <<Maze Weaver>> will attack the Player with the lowest health for 260 mitigatable DMG, paralyzing them from the force of the hit.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 4. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1, Tier 2, or Tier 3 will still have T1, T2, or T3 stats, respectively.

Drop:

“Iron Thread" (T4/Consumable/Re-usable); Applies to the whole party. The first enemy attack to land will deal 25% less damage, and deal the reduced damage to all enemies as an AoE. This buff is removed as soon as anyone gets hit. Reusable, once per thread. [Example: Player A uses buff. Players A, B and C all get buff. Enemy A hits Player A for 100 damage. 25 gets absorbed, and dealt as an AoE to Enemy A, B and C. The buff is removed from Players A, B and C.]

« Floor Twenty-Five Labyrinth »

Twenty four hours after the death of the floor boss and departure of the party, the <<Endless Maze>>  at the heart of the Labyrinth turned inward and twisted itself into a confluence of paradoxical passages that is said to include three separate, internal layers.  Its tunnels and corridors became more twisted, winding, complex and confusing than even the rest of the Labyrinth.  Unlike the rest of the Labyrinth, this place actively changes constantly, as if it is governed by different physical laws that teeter too close to the nature of entropy for sanity to be maintained.  No one should linger here long, for fear of losing their minds.

Players must roll LD 20+ to find a stair to the next deeper level, making rolls in accordance with the unique conditions listed above.  The Detect and Reveal mods are applicable to these rolls.  At the very center of the <<Endless Maze>>, players will find the room where Orgoth the Minotaur was freed from the Shadow’s influence and the players ultimately helped him defeat his villainous darkness. A crown-like ring of magical lights still floats over the room, like a spinning crown, eliminating all darkness from the space.  No hostile mobs can enter the boss room, which has since become an unguarded safe zone.
 

Quests:
<<Essence Of Titanium>>

 

Labyrinth: And a Shadow Attend [Labyrinth Boss]
Boss: Paving the Way to Floor 26 [Shadow, the Malevolent]

 

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<<Floor 26>>

Floor 26 is encompassed entirely by the sprawling capital city of the Empire of Ladonia.  Draped over a series of low, gently sloping hills and valleys, its urban landscape extends to the very edge of the floor, where the walls that supposedly protect it also serve to mark the outer edges of the floating castle.  Standing upon their battlements, players see golden, wheat-laden fields stretching to distant forests and unreachable mountains beyond.  It is an illusion, projected at the city limits to maintain the fiction of imperial scale and might.  NPCs are perfectly capable of traveling beyond the walls, but any player attempting to cross the threshold instantly reappears at the floor’s teleportation portal. 

Ladonia is the city’s name, as much as the nation that it purports to rule.  Grand in scale and opulence, its wealthiest quarters are unmatched by anything that players have seen anywhere in Aincrad.  White marble and limestone buildings make up most of Ladonia’s architecture, much of it a mismatch of different styles and influences copied from fringe borderlands and other realms conquered to fuel its ever-expanding glory.  Galtea was the latest such rival to fall, and many of its most skilled craftsmen and scholars have been dragged to the outskirts, bound by oaths of indentured servitude  in exchange for paltry recompense and the pleasure of serving their conquerors.  Those less fortunate were brought here in chains.  It is a miserable existence, mocking what little remains of their fallen pride and culture.  Nothing remains of Galtea itself, as a nation, since Ladonia unleashed the might of its skybound armada and their divinely granted and devastating weapons upon them.

Unlike other floors, where variations in geography and the sprinkle of smaller settlements often determine prominent areas and zones, Ladonia’s neighborhoods and major districts form the equivalent.  Seemingly endless layers of ancient catacombs lay concealed below the artisanal  glitz and pomp that govern the upper avenues, and here the truth of Ladonia is revealed.  Its vast wealth and power were built upon the backs of people, many of them used, consumed, then discarded or ground down to the bone.  They end up in the sprawling lower levels without status of privilege, or access to the grandeur they produced for others.  Here, they seethe, and the powder-keg waits for its match.

At the center of the city is the seat of the Empire.  From the Imperial Palace, Grand Imperator Razwell III governs his infinite domains with the assistance of his three oldest sons, the princes Rasler, Vex, and Lamont.  Aging and faltering, the Emperor is beset by threats on all sides, some within his own, extensive family.  The native population of Ladonia is mostly human, but nearly any imaginable manner of humanoid can be found walking its streets, or more likely below them if considered beneath notice to those who reign.  Nobles, courtesans and merchants walk richly appointed streets and broad avenues, many carried upon palanquins and other assorted modes of travels.  The dilettantes attempt to out-do each other in splendor, while the masses watch.  The common folk stick to the outskirts and imperial guard roam everywhere, half of the latter considered to be as corrupt as those they are sworn to protect.  Ladonia simultaneously prospers and teeters precariously under the weight of its own successes.  

Ladonia boasts that its recent defeat of the rival Kingdom of Galtea was made possible by a great gift, granted to them by the Empire’s divine patrons: the Lords of Fate.  Though few actually know what it was, as the battle took place far from the capital, it wiped out Galtea with a single use. Galtean refugees speak of a bright flash of light before an intense heat washed over the kingdom and destroyed three-quarters of their fair city in an instant. Despite having lost their homeland, some survivors are said to have banded together and infiltrated Ladonia itself, bearing plans to exact vengeance.  Wars are brewing in alleys and parlours of the empire, with opportunities aplenty for devoted champions and the more notorious sort.  Many Galteans still follow the lead of their King, whom they claim escaped their realm’s fall and plots against those who wronged them.  He’s become a martyr and folk hero to many, receiving credit for every slight or mockery to imperial authority.  Wanted posters litter the lower levels, to no avail.  Suspects are rounded up and merciless interrogated, fanning growing flames of rebellion.  Even the Lords of Fate are said to have gone silent with concern.

Main Settlement:

<<Ladonia: The Imperial Quarter>>

Why We Keep Coming Back to Oblivion – The Couch Bandits

Imperial Ladonia is known for its grand scale and military might. Nowhere is this more blatantly on display than the regimented rows of austere-looking barracks, training grounds, administrative structures and assorted panoplies of power on display around the imperial palace.  The central structure is immense, dwarfing everything else in the city, with multiple pavilion-filled gardens, lavish fountains, awe-inspiring fields of sculptures and other amenities beyond imagination, each of them dialed up to eleven on the quality scale.  It is impossible not to be moved by the treasures and history gathered in its endless colonnades and halls.

Intended as a monument, as much as the Imperial residence, the palace likewise functions as an impenetrable, multi-layered fortress.  Clerks, priests, warriors and courtesans mingle in accordance with an intricate dance throughout the grounds.  Outsiders stand out starkly, being unfamiliar with the cloaked dance of local politics, etiquette and prestige.  They quickly become pawns in the Machiavellian games and power plays of the many factions struggling for control.

Not actually a safe zone, the many guards on patrol eye all players warily, regardless of their status.  Anyone foolish enough to cause a scene will be dealt with swiftly and harshly.  Still, agents and assassins remain commonplace here, wielded as weapons in deadly contests and vendetta, often hiding in plain sight.

The royal family rarely leaves the central tower residence, which literally and figuratively overshadows all other structures with its magnificent craftsmanship.  Finely detailed sculptural relief covers every inch of the tower’s entire surface, recounting the history of Ladonia’s rise.  The uppermost reaches are said to shroud a shrine and chapel to the Lords of Fate and are said to contain a prophecy that will doom the Empire.  Players may only enter the parlors and vestibules of the lowest floor. All upper levels remain barred to them by the system itself.

Other Locations:

◉ « Nobles District » 

Spoiler

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Renowned for housing the palaces and estates of the wealthiest and most celebrated noble families in the Empire, this district is second only to the Imperial Quarter in its opulence and security, though the latter is more often provided by the men at arms of each house.  The Imperial Guard maintain a modest, watchful presence, mindful of their status as active reminders of Imperial authority.  Forces from various factions have been known to clash openly, but the embarrassment of censure for such brazen violence is considered uncouth and often stains the reputations of both houses.  The true dangers here are rarely plainly seen.

Should players not carry themselves with confidence through this area, arrogant nobles will eat them alive by insulting them in any way possible. Wealth, influence and prestige are the only true marks of merit here, and those who might voice their disagreement with the status quo will promptly be reminded of their place, and any related slights avenged from the shadows.

◉ « Aquilainean Bazaar »

Spoiler

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Unlike most market districts scattered throughout Aincrad’s other floors, the Aquilainean Bazaar purports to provide only the highest quality luxury goods, made available at extravagantly inflated prices.  Much of it is dross dressed up with flashy baubles and exotic bits of colour and scents.  Only the discerning consumer can spot the true treasures among the trash, or so say the absurdly rich patrons who often make sport of declaring, then parading their ridiculous expenditures.  

The Imperial Guard maintain a heavy presence throughout the marketplace, but half of them are only there to collect graft and do little to keep the peace.  The large number of travelers and mercenaries who frequent the various shops only complicates the efforts of those with more honest intentions.  Meanwhile, the entire place is teeming with thieves, many operating under the auspices of the Brazen Guile - a shadowy syndicate of misanthropes with fingers in every pie across all of Ladonia. 

The only safe zone on the entire floor is located around the Concordance Commons, near the eastern outskirts of the city, and the caravan gates.  It is also where the floor’s teleportation can be found.  Shops, taverns and inns surround the space, offering a spectacular spectrum of wares, services and lodgings to travelers from the Empire’s many provinces and stranger lands beyond.

◉ « Ladonian Skyport »

Spoiler

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Located on the edge of the Aquilainean Markets, the spire of Ladonia’s impressive skyport is second only to the imperial palace in height and magnificence, standing as a symbolic reminder of who actually keeps the col flowing.  Massive spars, dotted with berths for private, commercial and military airships span outward from the central tower, which uses a series of variant teleporters to move goods and people about, though only in the skyport itself.    

Security is especially tight throughout the facility, and access to its uppermost reaches is wholly restricted to Ladonian military officers.  Players cannot travel more than ten levels up the tower, though it visibly rises dozens of storeys beyond that point.  Deadly battleships can be seen hovering at the topmost levels, like an omnipresent threat and reminder of the Emperor’s true instruments to power.

Smaller aerial taxies are readily available for use throughout the lower spars, shuttling people to fixed travel points all over the city.  Fares vary by the size and level of luxury of the ferry.  Private carriage can also be arranged, and features prominently as a tourist attraction and feature in romantic escapades. 

Skyrat pirates are rumored to have agents in place throughout the skyport’s infrastructure, smuggling all manner of goods about the city under the guise of legitimate business.  Their ships occasionally make daring raids on isolated docks and wayward transports that wander too far from the patrol lanes and picket ships that litter Ladonia’s skyline. 

◉ « Galtean Refugee Zone »

Spoiler

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The designated zone at the edge of the city where survivors of the destroyed Kingdom of Galtea are permitted to squat.  It is technically outside the walls, and the only part of the floor accessible to players beyond that boundary.  Part slum, part improvised prison camp, it is relatively easy to enter and much harder to leave.  A small palisade rings its outer reaches, with weapons pointed inward, making it quite clear where Ladonia considers the threat to be.

Found in a rocky area near the perimeter of Ladonia, the surviving Galteans find themselves relegated here in the absence of any possibility that they could afford to live anywhere else.  Numerous guards patrol the area and remain on high alert, watching over the locals and treating them as one might expect of a conquering power towards the conquered.  Ladonia isn’t know for its beneficence.  

The Galteans are considered to be the lowest end of the social spectrum in Ladonia, often forced to wear a yellow armband or other marks in order to be granted limited access to the city proper, and only at the invite of some other party.  While anybody is allowed access into the area, those who visit will be treated suspiciously by the guards, inviting the trouble that usually follows. The Galteans have access to water and limited supplies of food as provided by the Empire, but only if they earn their keep by providing either some specialized service that brought them here in the first place, or as indentured labour working in nearby mines or performing other backbreaking tasks - all for the benefit of the Empire. 

Any Galtean who steps or speaks out of line is typically beaten, sometimes to the point of death. Few Galtean Refugees willingly engage in discourse with strangers, especially native Ladonians. They mention little to nothing of their homeland or how it came to its end, though the symbol of the grey raven appears with unusual frequency throughout the camp, drawing much ire from the guards.  It was once the mark of Galtea’s missing king.

◉ « Low-Ladonia »

Spoiler

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The slums of Ladonia are located in extensive catacombs and sewers directly beneath the city, extending into exposed, poorer residential quarters along the outer edges of the floor. Those that dwell here remain at the bottom of the food chain, sleeping in tents or derelict buildings abandoned as their former occupants moved on to better things. 

While treading through Low-Ladonia, one can easily find that their belongings have been pickpocketed by NPC's. There isn't much currency flowing through the slums, but there remain a few vendors selling various essentials such as food. Of course, it is low-quality but sold at dirt cheap prices to match the economy. No guards patrol the area, allowing just about anything to happen. Fights often break out and most NPC's wouldn't bat an eye at finding a corpse face down in the middle of the open street. A few Galteans have also managed to escape the Refugee zone and have made their way down here, shedding or concealing whatever marked their heritage to conceal their identities. 

Located underground, or in the shadows of the walls and upper districts, Low-Ladonia is cold and damp, having little access to direct sunlight.  There is a lingering odor in the air, mostly from connections to the old sewers, some of which remain active.  The ancient sewer system remains accessible through a series of rusted gates and tunnels.  Few people in the city proper even remember that these places exist.  

The Sewers are not without dangers as a wide variety of monsters can be found within.  True peril comes in the form of Blighter covers, Brazen Guile spy rings and splinter cells, and the occasional Galtean rebels.  Strangely, having an orange icon over your head tends to earn you a better reception with most of the mobs and NPCs in these areas, to the extent that some will actively parley with players who would be actively assaulted were there crystals shining green.

Transportation

Ladonia’s infrastructure is unmatched, offering practically every form of travel convenience imaginable.  Mounts of every shape and size can be purchased or rented here, though they cannot leave the bounds of the floor.  Carriages, carts and palanquins fill the streets, just as airships of every shape and size litter the skies. Travel in Ladonia is more constrained by whether you should be someplace, rather than how you’re going to get there.

Common Mobs of Floor Twenty-Six

Spoiler
  • Corrupt Guard - Indistinguishable from the multitude of decent and just guardsmen and soldiers who patrol the streets across Ladonia, a notable number are known to be little more than glorified bullied and petty tyrants carving out their own little fiefdoms in the sidestreets and alleyways of the capital.  Protection rackets, graft and other scams run rampant.  Typically heavily armed, well-trained and travelling in numbers, a group of soured guardsmen can prove to be a serious threat to a cornered, mouthy player.
    • Location: Anywhere except the catacombs of Low-Ladonia
  • Brazen Guile Assassin - Said to operate with impunity throughout the capital, the Brazen Guile is a criminal syndicate that dominates the Ladonian underworld.  Their assassins are popular tools of the nobles, retained to remove obstacles to their ambitions or avenge perceived slights, real or otherwise.  Practiced at blending in, any mob on the street might turn out to be one of their notorious agents.  They tend to favor small, discreet weapons that can be easily concealed, unless posing as sell-swords, adventurers, or even guards.
    • Location: Anywhere
  • Skyrat Pirate - Daring swashbucklers who frequently raid ships the drift too far from the sky port, they have also been known to run various rackets on its docks, pilfering supplies and even stealing entire ships.  Lightly armored, they rely on mobility and agility that mirror the needs of their sailing skills.
    • Location: Ladonian Skyport, Low-Ladonia
  • Belligerent Mercenary - Since the end of the Galtean War, thousands of flush and bored warriors have flooded the city's markets, inns and taverns, telling grand tales of their exploits and smashing each other's faces in out of boredom, grief, or some other equally unworthy reason.  Mercenaries come in all shapes and sizes, and wield any imaginable form of armor and weaponry.  They also often belong to companies that will likely come looking if some of their members have been roughed up or killed.
    • Location: Nobles District, Aquilainean Bazaar, Low-Ladonia
  • Urchin Pickpocket - Small.  Dirty.  Often mischievously adorable and prone to speaking with British accents for no apparent reason.  They excel at fetching turkeys, sneaking through undersized openings, as well as pilfering unattended belonging.  Never turn your back.  Plus, small hands.
    • Location: Aquilainean Bazaar, Low-Ladonia, Galtean Refugee Zone
  • Galtean Rebel - Survivors of the decimation of their Kingdom, their numbers are growing in the slums and catacombs, organizing into cells and actively striking against Ladonia at the very heart of its power.  Most are fanatics, driven by grief, desperation or just plain rage at the loss of their homeland and loved ones.  They bear no obvious identifying markings, unless earned as part of their arrival as refugees.  Their weapons and armor are often scavenged and of poorer quality.
    • Location: Low-Ladonia, Galtean Refugee Zone
  • Arrogant Fop - It's a common joke among the citizenry that they are more self-obsessed dilettantes in the streets than there are people for them to step on.  Were is not for the hefty escorts that surround them, more than a few would find themselves pelted with vegetable matter for their intolerable attitudes.  But, sword carry weight, and the worst nobles seem to be constantly surrounded by the most protective assortment.  Though arrogant and often cruel, it would be unwise to assume that they are also helpless cowards.  Nobles do not survive to adulthood in this city without knowing how to defend themselves, especially those with a penchant for cutting wit.
    • Location: Imperial Quarter, Nobles District, Aquilainean Bazaar

Field Boss of Floor Twenty-Six

Spoiler

The Floor Twenty-Six field boss has yet to be spotted.

« Floor Twenty-Six Labyrinth »

No details are currently known about the location or nature of the labyrinth on Floor 26.

To locate it, a scouting group must roll a combined LD of 150. Refer to the Tutorial for more information on scouting protocol.

Quests:

<<Link>>
<<Link>>

Labyrinth: Unknown
Boss: Unknown

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  • 10 months later...

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<<Floor 27>>

Floor twenty seven is a land plunged into a perpetual darkness. Even during the day, no sunlight permeates the floor above. Though this may seem off-putting to some, the floor is actually quite popular. It is frequently visited by Players, and even more telling, the NPCs seem to be very happy with their virtual realities. This is in large part due to the abundance of natural resources. Ore items can be found in nearly every part of the floor, making it a popular destination for artisans. Precious stones of various colors can be found here as well, primarily blue, yellow, white, green, and red. These massive gems hang overhead from the twenty eighth floor, and also protrude from the mountainous terrain, tinting the area in a kaleidoscope of colors.

The NPCs on the floor are an equal mix of humans and dwarves. Despite the difference in races, there is no evidence to suggest that these two groups have ever demonstrated any animosity toward each other. While it is true that many dwarves hold jobs related to mining natural resources, there are also those who work as farmers, soldiers, educators, engineers, scholars, and even politicians. Likewise, humans can be found doing a variety of jobs across the floor as well. There appears to be no social or economic divide between humans and dwarves. Both thrive here, and have adapted to life in the darkness by developing an enhanced night-vision. In fact, the only real separation on the floor can be defined by its five distinct regions, and the NPCs who have adjusted to life there. The gems that cover the floor can indicate where a Player is, with each area sporting a different color. As a Player moves from one region into another, both types of gem can briefly be found, before giving way entirely to a single shade.

Overall, the floor gives the impression of being a pleasant, peaceful place to live, work, and train. Though it is divided into five areas, each with its own unique quirks, there appears to be no tension between them, aside from occasional teasing. Each group plays their part to help the floor flourish. Interestingly, no one seems to remember why or how the divide came into being, simply that it has always been a natural part of their lives. Of course, appearances can be deceiving. Something is waking on the twenty seventh floor, and it is darker than the eternal night.
 

Main Settlement:

<<Ronbaru>>

Ronbaru_teleport_gate_plaza.png

The first of the five regions, Ronbaru, is located at the center of the floor. It houses the main teleportation plaza. A bustling city, Ronbaru occupies a circular valley carved out of the floor’s mountains. The layout is similar to a wagon wheel, with a round outer wall, and a network of roads that all lead to a central park. Ronbaru is something of a melting pot, boasting the greatest diversity of people and professions. Painters and poets work alongside scientists and architects, and displays of every type imaginable fill the various storefronts. Due to this variety of people, Ronbaru is considered a cultural hotspot, offering the best in dining, shopping, and entertainment. It is not unusual for NPCs from elsewhere to visit Ronbaru for special occasions. While Ronbaru is made up of only a single city, it's size and importance gives it the right to be considered one of the floor's five territories. Therefore, Ronbaru is both a city, and a territory. The NPCs here have formed a Meritocracy, where the most prominent men and women in society make the decisions. The most respected among them, Grath, heads the Lapis Society. This group of NPCs come from all walks of life, and have joined together to seek the “universal truth” - why the floor is fractured into five territories. Tasked with solving the floor’s greatest mysteries, they are often found pouring over historical texts, or exploring significant landmarks. They work out of a large library, filled to the brim with an array of literature, artifacts, and interesting knick knacks. Their name is a nod to the spiritual significance of the Lapis Lazuli, and the blue gems that decorate the city.

Territories:

 « Dagan » 

Spoiler

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In the North, you’ll find the territory of Dagan. Though the rugged mountains and endless darkness may not look like a harvesting haven, the people here have done an exceptional job of cultivating fruits and vegetables. Their strengths lie in growing plants without light, and in some areas, with limited water and soil. Great steps have been carved into the sides of the slopes, utilizing terrace farming where the landscape allows. Much of the farming takes place in the shallow valleys, and even in the cave systems themselves. While the farmers are constantly experimenting with new fertilizers and farming practices, it is believed the crystals provide the energy necessary to grow the crops. Unfortunately, attempts to move the crystals elsewhere have proven unsuccessful, and the power simply vanished from them once they left Dagan. As such, nearly all of the floor’s food is produced in the North, and distributed by wagons pulled by sturdy mules. The NPCs here are incredibly hard-working, and they value those with strong work ethics. A group of the most prominent farmers form the Dagan Guild, which makes the decisions for the territory. “Dagan” refers to the entire territory, its various farms, smaller communities, and main city, known as Vesh. While Vesh itself is a safe zone, the rest of the territory is not. Players will know that they are entering Dagan by the sight of the yellow crystals cropping up from the rich soil.

 « Braso »

Spoiler

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To the West lies the territory of Braso. Here, Players will find some of the most volatile weather on the entire floor. Cloudless nights can give way to torrential rains, spitting snow, and gusting winds without warning. It is fitting, then, that the toughest individuals should be stationed in Braso. Men and women of all walks of life venture into the Western mountains for training in various disciplines. Hand to hand combat, featuring numerous different martial arts, are the backbone to a warrior’s training. They are also educated in strategy and warfare, and trained in mounted combat, and an array of different weapons. These soldiers are disciplined, skilled, and unlikely to partake in activities they deem immoral or inappropriate. A rigid ranking system dictates power level in Braso, with Commander Fudral at the very top. A highly respected dwarf, he makes the decisions for his soldiers, their families, and all others in Braso. Though no NPC can recall a time without peace, the drills continues. Those trained here provide all “muscle” for the twenty seventh floor, from guarding Dagan wagons to escorting Ordsean politicians. A large city called Targok houses the majority of warriors, with smaller satellite training camps spread throughout the region. Targok features dormitory-style housing, workout centers, and training facilities built into the mountains themselves. Targok is a safe zone, while the rest of the region is not. The white gems signal the beginning of the Braso territory.

 « Srona »

Spoiler

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To the East lies the territory of Srona. Though the mild weather remains largely unchanging, the area boasts exceptional variety in a different aspect - its trees. Trees of all shapes and sizes thrive here. Some cling to the steep mountainsides in remarkable feats of anti-gravity, while others cluster together in lush forests in numerous small valleys. Nestled among them are woodshops, forges, apothecaries, and all manner of other workspaces. Srona is considered the crafting capital of the floor, where raw material is processed with awe-inspiring speed and efficiency. Items brought to life in Srona are sent to all other territories, furnishing their houses, improving their machinery, and healing their ailments. The theme of the territory, experimentation, can be seen everywhere. The NPCs are always reaching for the stars, exploring new approaches to familiar concepts, and working to make the rest of the floor a safer and more comfortable place to live. The main city, and only safe zone, is called Ylvon. It is a community of crafters, and the meeting place for the monthly Srona Union meetings, where anyone interested can meet to discuss policy decisions. Green gems alert Players to their proximity to the Srona region.

 « Ordsea »

Spoiler

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The fifth and final territory, Ordsea, is located to the South. The weather here rarely dips below sixty degrees Fahrenheit, despite the fact that the sun never actually rises. The geography is otherwise fairly unremarkable, without the impressive vegetation or weather patterns of the other regions. Instead, the NPCs have brought the beauty inside, covering the territories in the most magnificent buildings. The structures vary in style, but a Player would be hard pressed to find anything smaller than a mansion here. A crimson and gold theme weaves through nearly every architectural masterpiece, as does wealth and grandeur. Within these gilded walls, brilliant minds study, teach, and, of course, debate. Ordsea, and its safe-zone capital city of Lichten, house the diplomats and the delegates, the philosophers and the professors. Where Braso may provide the muscle, in many cases, Ordsea provides the brains. Because of this, there are some Ordseans who look down on the rest of the floor. In fact, some in Ordsea's multiple-party system have publicly spoken out against this "equal treatment" approach. The current president, Brienne of the United People's Party, discourages this line of thinking. She constantly advocates for community, despite the fierce opposition. On the surface, it appears that the vast majority of Ordseans agree with her. Red crystals cover Ordea, a nod to the fire and passion the area is known for.

Other Locations

 « Ming Garden »

Spoiler

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Nestled in the center of the Dagan territory sits the Ming Garden. Blooms of all sizes, shapes, and colors fill the night with a soft, bioluminescent glow. A stunning place of solitude and tranquility, many come here to meditate. Occasionally, couples might visit on a date, but the sense of silence and stillness is to be respected. Loud noises and disruptive behavior cause the blooms to close up, much to the disappointment of other garden visitors. Though not a recognized safe zone, no mobs have ever spawned here.

 « The Cave »

Spoiler

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Referred to as simply “the Cave,” this space appears largely unremarkable. Located on the far West point of floor twenty seven, Players making the trip must be mindful of the snow, ice, and unforgiving weather. One of the floor's many caves, the one in question is identified only by the sword and shield symbol, etched into the stone above its single opening. Once inside, Players can walk for about five minutes before reaching the back. What happens during that time varies, but most everyone comes back changed. Anyone trained in Braso must first spend time in the Cave, and prove their worth by both defeating and making peace with their biggest fear. No standard mobs spawn here, but Players should prepare themselves nonetheless.

Transportation

Only the sturdiest of creatures could haul the heavy loads around floor twenty seven. Short, shaggy ponies and long-eared mules are the common choice. They can be borrowed from various stables in all five territories, to be ridden, or pulled in small carts. Of course, those who are hesitant around the animals are welcome to catch a ride with traveling NPCs, or simply explore on-foot.

Common Mobs of Floor 27

Spoiler
  • Water Elemental - A small, blob-like creature made entirely of water. They are difficult to hit, as they have the ability to move through the air. Small and nimble, they are said to have a playful side, but an exceptionally short temper. While they collect near bodies of water, they canWood Elemental travel over short distances. During rainstorms, the Water Elementals have a habit of swarming.  
    • Locations: <<Ronbaru>>
  • Earth Elemental - A short, stocky humanoid made entirely of packed earth. They can generally be found tending to the plants, and while they appear gentle at first, they are exceptionally territorial, and refuse to share their land with humans. They are prone to attack on sight.
    • Locations: <<Dagan>>
  • Metal Elemental - In many ways, a walking suit of armor. They roam the mountains of Braso, completely unaffected by the harsh terrain and brutal weather. While the same height as most Players, and likely twice as heavy, they have a tendency to move more slowly than other mobs. Of course, when they do hit, the results are devastating. Many warriors face off against Metal Elementals as a training exercise.
    • Locations: <<Braso>> 
  • Wood Elemental - Tall, willowy creatures with deceptively weak wooden bodies. They move among the trees, seeming to melt into them to avoid detection. They will not attack immediately, generally content to observe. However, if a Player engages first, or attacks the trees that the Wood Elementals love so dearly, they will take offensive action.
    • Locations: <<Srona>>  
  • Fire Elemental - Shapeshifting creatures of fire and heat. They are similar to their water-based counterpart in that they don't keep a solid form, but differ in that they constantly move between them. Some Fire Elementals appear as humans, while others take the shape of animals, or perhaps most frightening, small fire tornadoes. They attack without discrimination, though they typically don't do so in groups.
    • Locations: <<Ordsea>>

« Floor 27 Labyrinth »

The Floor Twenty Seven Labyrinth is an interesting reflection of the floor itself. Players can enter the enormous network of tunnels within the mountains, and follow them through familiar environments - Braso's frigid cold, Dagan's vegetation, Ordea's heat, and Srona's towering trees. Crystals of red, green, white, yellow, and blue illuminate the many crisscrossing paths. Vast caverns filled with the floor's flora and fauna provide a beautiful, but confusing pathway for scouts to follow. Dangers lurk in the caves, chief among them the floor's many elementals. Those brave enough to venture into the labyrinth, may be rewarded with treasure chests, an encounter with the labyrinth guardian, the location of the boss room, or the stairway to the next floor.

A scouting party consisting of no more than four Players must roll a combined 300 LD. 
Be advised, the process for locating the boss room has changed. Please refer to the updated guide

Quests:
<<The Mysterious Divide>>

Labyrinth: Unknown
Boss: Unknown

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<<Floor 28>>

Floor twenty eight is a scenic hideaway. Trapped in eternal autumn, it is a wonderland of colorful leaves, sweater weather, and pumpkin spice. Dense forests and rolling grasslands make up the floor, along with rocky cliffs and stormy seas to the north and east. Rivers crisscross the land, providing transportation, food, water, and breathtaking views. The temperature swings between forty and sixty degrees Fahrenheit, with occasional rain and storms. A variety of wild animals call the floor home, including wolves, coyotes, bears, moose, snakes, and birds. Most notable, however, are the herds of wild horses. NPCs utilize the horses in many aspects of their lives, such as farming, transportation, and even entertainment. 

NPC Inhabitants of this floor are entirely human. Their communities are run by elected officials, and there appears to be very little crime or unrest. All in all, the people seem happy with their lives. They are eager to talk with Players, and offer aid when the opportunity arises. Don't be surprised if an NPC invites you over for a porch chat, or a home-cooked meal. They hold a variety of different jobs, including shopkeepers, farmers, lumberjacks, horse trainers, carpenters, and clergymen. The larger towns even have their own postal systems. Though some families lean toward traditional gender roles, women are just as present in the workplace. The architecture is largely colonial style. Multiple lighthouses dot the northern and eastern coasts, providing guidance to the few ships brave enough to venture into the darkness. Small farmsteads dot the floor, offering Players both a place to stay, and a place to earn some extra col. These NPCs who live outside of the towns occasionally make the trip back for special occasions. Festivals are common, and Players are likely to find one happening somewhere on any given day.

Main Settlement:

<<Glyndebourne>>

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Located at the center of the floor, Glyndebourne is the largest and most well-known city. It is home to basic factories, a postal service, a university, and the most popular event of the year - the Fall Festival. NPCs from all over make the trip to join the celebration, which includes fried food, fireworks, live music, and a horse show. To the north sits a nondenominational church, less preoccupied with a specific religion, and more focused on providing people a place to gather and unwind. To the south, Players can find a sort of shopping district, featuring goods brought in from all over the floor. The taverns here are plentiful, but clean, and well-regulated by the town's government. A person is more likely to find a game of darts or a round of trivia than a bar brawl. 

Life here is quaint. While there are certainly moments of excitement, such as the Fall Festival, NPCs prefer to move at a slower speed. Of course, hard work still goes a long way, especially when helping townspeople with their many tasks. Community is at the heart of everything in Glyndebourne, and Players can expect to be treated as a neighbor. 

Sub-Settlements:

« The MacDonald Farmstead » 

Spoiler

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Home to the elderly Ewan MacDonald and his wife, Claudia. Though it may look like a picture on a postcard, the homestead is a very busy place. Ewan and his many farmhands raise animals, work the land, and train the wild horses that are brought in from the Thessacoln Pastures. They have bunk rooms available to anyone who needs a place to stay, but expect to work off the cost of room and board!

Other Locations

« Daunson Falls »

Spoiler

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A string of small waterfalls, named for the family that used to live beside the river. The Daunsons have since moved on, but the falls remain a picturesque place for hiking, fishing, and reflection. Bears can often be seen catching salmon along the banks, surrounded by rainbows sparkling in the splashing water.

« Fire Forest »

Spoiler

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A sprawling scarlet forest located on the north end of the floor. With such dense foliage, there are areas of the forest floor that remain untouched by the sunlight. The result, however, is a thick canopy overhead that glows like the most vivid flames. Various wild animals call the Fire Forest home, and of them, a disproportionate amount are albino. Whether this is simply a stylistic choice by the floor’s creators, or something is causing the genetic malfunction, no one knows for sure. Regardless, Players are likely to stumble across white haired, pink-eyed deer, squirrels, rabbits, wolves, raccoons, and more.

« Thessacoln Pastures »

Spoiler

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The Thessacoln Pasures span the western portion of the floor, and consists primarily of open, grassy meadows. The area is dominated by the herds of wild horses that call it home. Though Players are able to catch these horses, it is a nearly impossible task, and breaking the horse to ride is even more difficult. Simply watching the animals in their natural habitat is far easier, and less painful!

Transportation

Horses are the transportation of choice on the twenty eighth floor. Riding and driving wagons are how many people get around. A few bicycles have made their way into the more populated areas, and can be rented, or borrowed from friendly NPCs. Small boats can often be seen navigating the many rivers. Then, of course, there is always walking. The floor boasts some beautiful landscape, and hiking is a favorite when it comes to seeing all that is offered.

Common Mobs of Floor Twenty Eight

Spoiler
  • Black Bear: Amidst the verdant wilderness, one might find a solitary figure moving with measured grace. A black bear, a sentinel of the untamed world. The creature sports dark fur, broad shoulders, and a sturdy frame honed by the rigors of nature's unforgiving domain. Thick, muscular limbs carry this creature aloft, each step leaving an indelible impression upon the earth beneath. This animal embodies the spirit of the a wild - a symbol of nature's strength, resilience, and untamed beauty.
    • Locations: Anywhere
  • Copperhead Snakes: In the heart of the wild, amidst gnarled roots and rustling leaves, slithered a creature whose presence commands both respect and caution. The copperhead snake, with scales adorned in a mosaic of earthy browns and reddish hues reminiscent of aged copper. The patterns in its muted colors mimic the cryptic artistry of nature, forming a tapestry that blends seamlessly with its surroundings. Its serpentine form moves with sinuous grace through the underbrush, ready to strike at the slightest provocation. With venomous potential lurking in its fangs, the copperhead is a symbol of nature's elegance and danger combined; a creature that navigates the balance of life and death in the untamed world.
    • Locations: Anywhere
  • Coyote Packs: Darting through rugged terrain under the cloak of night, a pack of coyotes move as shadows, their presence both enigmatic and relentless. In the moonlight, their fur took on shades of gray and brown, their natural camouflage, allowing them to blend seamlessly with the landscape. Tricksters - but not deceivers - these creatures straddle the line between curiosity and caution, ever watchful for the shifting fortunes of the wilderness. Many move as one, with silent communication and awe-inspiring synchronization, embodying the essence of nature's coordinated danger. Always together, these animals represent the pragmatic and resourceful characters who navigate their environment with both cunning and determination.
    • Locations: Anywhere
  • Moose: Amid the towering conifers and rugged terrain of the wilderness, there stood a colossus of the wild. Its fur, dark as the night sky, offers stark contrast to the pale birch trees that dot the landscape. Its legs, like pillars supporting a regal temple, carry its substantial bulk with an air of indomitable strength. Antlers branch out like the gnarled branches of ancient trees, hovering overhead as a testament to the moose's resilience and vitality. This majestic creature, with its massive frame and imposing antlers, serves as the embodiment of nature's grandeur and untamed power.
    • Locations: Anywhere

« Floor 28 Labyrinth »

The Floor Twenty Eight Labyrinth continues the autumn theme, but with a bit of a twist. Rather than a pleasant fall day, the labyrinth presents a forest after nightfall. Cold and rainy, the weather is nearly as chilling as the strange noises that follow adventurers through their journey. Wolves, bears, coyotes, and any number of equally terrifying mobs lurk in the shadows. Only the bravest of Players will navigate this haunted wood, and emerge victorious on the other side.

A scouting party consisting of no more than four Players must roll a combined 300 LD. 
Be advised, the process for locating the boss room has changed. Please refer to the updated guide

Quests:
Coming Soon.

Labyrinth: Information unknown.
Boss: Information unknown.

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