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Location Creation Contest Voting


Location Creation Poll  

23 members have voted

  1. 1. Which location do you think should become a part of SAO-RPG canon?

    • Bulwark
      0
    • Cathedral of Man
      7
    • Cosmic Stair
      1
    • Crystal Cove
      2
    • Dotted Park
      0
    • Forgotten Temple
      1
    • Glowtop Grove
      4
    • Great Hollow
      2
    • Lakestrider's Retreat
      0
    • Last and Fallen Arcanum
      2
    • Path to Nowhere
      1
    • Quicksilver Lake
      1
    • Sands of Zaman
      1
    • Season Islands
      1
    • Weeblewood
      0

This poll is closed to new votes

  • Please sign in or register to vote in this poll.
  • Poll closed on 02/22/2021 at 04:59 AM

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Location Creation Contest Voting

The time has arrived! Below, you will find all of the entries for the Location Creation contest. You may vote for one choice. For full rules and details, please refer to the original contest thread. As a reminder, you are voting once per writer, not once per character. I will be checking to ensure nobody is voting with alts. If you are found to be doing so, all of your votes will be thrown out, and you may be bahred from future contests. You may vote for yourself. Also, you should still refrain from sharing which proposal is yours. If you'd like to claim your idea(s) after the poll closes, that's perfectly fine, but doing so beforehand is still not allowed. So while you may discuss the ideas in broad terms using this thread, don't guess at whose is whose until after the contest has closed. Thanks!


Bulwark

Spoiler

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Title: The Bulwark
Floor: Floor 23
Description: Commonly seen by Players, but previously inaccessible is the Bulwark; but until recently, little was known about the mysterious structure. Upon exploration, it was revealed that this sinister structure was erected by the Dark Elves to permanently house their enemies. Trapped for Eternity in the Underdark, the Bulwark is so named because the unfortunate souls of those cast within are tasked with preventing even greater evils from trespassing in the lands of the Dark Elves.

This area is not a safe zone and by no means should be explored by weaker Players. Once inside, the Dark Elven Wardens will viciously fight to repel you like an invader, and the hopeless living and bound spirits of the damned will throw themselves at you with reckless abandon. Be advised: they have nothing left to lose. Killing you may earn them their last meal, or serve to occupy their otherwise empty minds for a brief moment of respite.

From the Bulwark, Players can glimpse the darkness beyond the Underdark, and rumor has it that there may be secrets or knowledge for those that brave the challenges. An even darker rumor fester still, about a tragic Prince born to the Dark Elves, said to be chained for all time…

But rumors are a funny thing, no?

Cathedral of Man

Spoiler

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Title: Cathedral of Man
Floor: 13
Description: 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.

Cosmic Stair

Spoiler

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Title: Cosmic Stair
Floor: 17
Description: Plainly visible on the horizon from dusk until daybreak, a lesser known location to Players until recently became prevalent among Info Brokers. While the first people to explore it were dismayed to learn that the Stair itself was a safe zone, it quickly became extremely popular with female players and as a hot location for dates and proposals.

Accessible from the foot of Mt. Olympia, the ascent rivals the height of the mountain and more. Translucent steps pave the way into the firmament, and along the way Constellations tell the tales of heroes. At its apex, the gods of Olympia have placed the nearest stars to Aincrad- legends of those who came before, and rumor has it, those who will rise to fame will be immortalized there as well.

The top of the stairway is a vast platform, where incorporeal beings slave over unseen tasks, and the Players can interact with disembodied voices that recount the myths that shaped Floor Seventeen and Beyond.

Crystal Cove

Spoiler

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Title: Crystal Cove
Floor: Floor 21
Description: Upon following the mines, the players can stumble to an entrance further down in the cave system, covered in crystals and all sorts of peculiar rocks. With a welcoming shine at every corner, the players may step into the Cove and begin to delve further and further inside. The monsters are covered in crystals, boasting higher health than normal but providing crystals as loot the NPCs in Tomoika will seek to buy for a modest amount of Col. The deeper the players delve, the more confusing the layout of this maze-like area of the floor will get. But shall they emerge out of the other side, a sight to truly behold awaits them. A shore to an underground lake, its bottom filled with crystals and all sorts of materials laying about. Monsters seem to stray away from there, making it a perfect safe heaven for those that made it through the cove and need a rest. Right at the shore's center stands a small, stone chest with various small boats out of pumice. If observed carefully, one may notice that there's letters carved on to them, wishes for safety from the Tyrant that's now fallen. An important note to be made is that the water, if drunk, will prove to have rejuvenating effects on the player and provide them with a sense of relaxation and safety.

Dotted Park

Spoiler

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Title: Dotted Park
Floor: 19
Description: While most of the floor is left barren, a small section of the field is surrounded by forests, almost sprouting up unusually against the cloudy skies, especially in the middle of nowhere. These are the borders of the Dotted Lakes; tall alpine trees stretch out of the ground in loving chaos, reaching as high as jungle heights might. Large regions of different tree species surround the various locations protecting the Dotted Lakes. These might be the only locations where wildlife might be seen in abundance, and fair warning -- they are usually much larger in size than one would expect.

Meanwhile, within their interiors, the Dotted Lakes are massive craters of water, depths near impossible for most players to traverse. Some of them are infected by algae and moss, whilst others are kept clear and pristine. Mapping out the patterns and distance between the craters show that they have been imprinted with some regularity in a line, almost as though it belonged to a creature that once tread these grounds. 

Its presence has made it to some magazines back in the first floor, praised for its particular tranquility. However, despite its raving reviews, most players may not find the floor's danger and the extensive trek to its entrance even worth the effort.

Forgotten Temple

Spoiler

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Title: The Forgotten Temple
Floor: Any
Description: A crumbling temple overgrown with flora, and falling into ruin. The interior is dimly lit by sunlight creeping through the breaks in the ceiling, and monsters can sometimes be found lurking about. In one room, however, there seems to be a strange stone altar that is intact, and in pristine condition unlike the rest of the temple, and even has lit candles, as well as unusual markings and carvings on it. Strangely, scouts have sometimes seen NPCs, or even occasionally other Players, interacting with the altar, and quite possibly praying there, though they are unsure if the individuals are all revering the same entity, or praying to different deities. Other players have been spotted investigating the altar, but it all remains a mystery, and it is unknown if anything even listens to the prayers spoken at the altar.

Glowtop Grove

Spoiler

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Title: The Glowtop Grove
Floor: Floor 3
Description:
The Glowtop Grove is a forest surrounding the entrance to the Boss's Dungeon which also happens to be the large pillar leading up to the fourth floor. Outside the pillar, several vines and shelf fungi grow in what may be perceived as a chaotic stairway to the sky-limit of the area. Players brave enough to venture this high are met with breathtaking views of the floor's floral colors. Up this high, monsters do not spawn. It is a true retreat for those needing a pleasant view and a moment of silence (or to impress a date).

Around the Boss's Dungeonr is a dense forest of varying degrees of fungi and willow trees. The massive umbrellas shield the ground from most sunlight and preserve the moisture from escaping. This leads to a dark, damp environment for several kinds of moss and mushroom to grow. For that reason, cooks from around Aincrad flock to the area in search of rare truffles often used in some of the highest quality dishes.

This location truly shines at night. As the sun falls, all the light absorbed throughout the day is emitted by the varying types of fungi and little nodules on the low hanging branches of the willow trees. Fireflies dance about and little frogs scamper across the moist floor. At night, Glowtop Grove is nothing short of breathtaking.

Be mindful as you enjoy its beauty because not all that shines is gold. In the depth of night, shadows crawl in search of prey and a solitary creature is noted in the Aincrad Handbook. Long claws, sharp teeth, a lack of eyes and speed unbecoming of a devil. Those that encounter it are often forced to flee. Only few rumor to have defeated it and fewer still speak of the rare item it drops.

Great Hollow

Spoiler

Title: The Great Hollow
Floor: Any
Description: A grand, hollowed tree found in the forests of [Insert Floor#], its height being as tall as a mountain. Within the hollow, one can find a labyrinth of roots, large burrows, and even other trees. Should one be willing to make the trek, it is possible to climb up the inside of the tree, as there are parts of the tree’s inner wood, growing like trunks, that form a path along the tree, but beware the large insects and small monsters that dwell within the hollow. Those who manage to climb to the highest reachable point by the inner trunk paths alone can find a stunning view of the floor from this overlook. Those who dare to climb further must find other ways to scale the tree’s interior, but so far, no one has managed to do so.

Lakestrider's Retreat

Spoiler

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Title: Lakestriders' Retreat
Floor: 18
Description: It's easy to lose track of each other in the deepest trenches of a mire. Yet the lost souls have found each other, kept alive by luck and a fortunate set of circumstances. All of them, newfound missing personnel and routine caretakers alike, are set on a goal of preventing what has occurred to them from happening again. Each of them share their own moral code that might be at odds with the others, but differences are set aside in the pursuit of their one goal.

The Lakestriders have developed techniques to keep themselves standing on the surface of calm water by observing Gerridae monsters. They crowd around a small settlement -- a sanctum of sorts -- and eek out a mild living off the land away from civilization. Efforts have been made on their part to study the wildlife, both hostile and fauna alike. 

Though they work with primarily primitive equipment, they long to see the sun again; hopeful mythchasers, one could call them. Their building's structure has been built amongst a clearing of trees, the roof enacted in the shape of a spire peaking through the canopy as an attest to their vision.

Last and Fallen Arcanum

Spoiler

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Title: The Last and Fallen Arcanum
Floor: 13
Description: Once the greatest repository of knowledge in a world long since driven mad by the basest of instincts and ravenous infection.  The blight that befell floor thirteen did not spare the collective wisdom of its greatest sages.  Yet, some of their secrets may remain.  Who know what long lost alchemical formulae or ancient forging techniques might still linger, locked away in secret vaults beyond teeming swarms of diseased, pasty-skinned academics and librarians said to react viciously to the provocation of the slightest sound.  Nestled in a secluded valley, far to the north and away from the more populated areas of the floor, something could have survived.  The Arcanum’s secrets might also have spawned threats more deadly than any seen to date, just waiting to be unleashed by would-be plunderers.

Path to Nowhere

Spoiler

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Image Credited to NuSan

Title: Path to Nowhere
Floor: Floor 25 (Endless Maze)
Description: A single network inside a large chamber, along the pale stone standard floor beneath ones feet are stairs that lead upward to a turn. On the ceiling above are other stairs in the same fashion, it is not flat. Littered about this chamber is a multitude of staircases that lead off in mulitple directions at different rotations. Once a member of your party heads through one of the gateways, you will end up standing on another place. To others you will appear to be standing on the ceiling or sideways on one of the walls, but gravity acts as if you are standing on the ground. It is easy to get lost here in this strange place in the maze.

Quicksilver Lake

Spoiler

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Credit to yizel_loredo

Title: Quicksilver Lake
Floor: Floor 21
Description: A multitude of pools litter this place, with a liquid that is still and appears silver like a mirror. Upon gazing into one of these pools one can see a different chamber, they are linked to one another like gateways where one can hold conversations at a distance. Stepping a foot into one proves it is not a portal, simply a reflection of what is being shown to another.

Sands of Zaman

Spoiler

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Title: Sands of Zaman
Floor: 5
Description: A large sandglass in the desert that gives off a golden glow. A plaque can be read on the hourglass that demands tribute to flow the sands of Zaman. When tribute is paid the sand flows and the used SP becomes free to allocate again. Larger SP amounts to be free requires a larger tribute. Players flock to pay tribute when they believe they messed up on their build. (This could be an IC place for SP redistribution.)

Season Islands

Spoiler

Title: Season Islands
Floor: Floor 24
Description: Much like the rest of the islands, these four float in the air, but they aren't connected by bridges. The only way to access them is through a teleport crystal, which will lead the lowest one of them all, the winter island. Covered in snow and with frost themed monsters, defeating its boss will lead to the spring island, filled with cherry blossoms and plant-based creatures. Repeating this process can lead to the summer island, where monsters appear to be mostly tropical reptiles, and the final island will be the fall island, with ents and living trees that attack any who set foot on it. The islands are rather large and dangerous, boasting monsters stronger than the rest of the floor- and even the ones further above. However, if one is to emerge victorious through the gauntlet of different environments and monsters being thrown at them, they are to get a unique reward for their efforts. Upon beating the final boss, the player will be given a teleport crystal that leads back to Paraneze, as well as a perfect with a guaranteed unique roll on its first slot. Upon having cleared the islands, a player may return to them at any time and the monsters will be passive towards them, unless they engage in combat first. Like so, it is possible to set up a temporary camp or go for trips to enjoy the atmosphere of whichever island feels most fit.

Weeblewood

Spoiler

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Title:  Weeblewold
Floor:  23
Description: While the wars of the whopping big folk wear down the warmth and welcome of the woods, other wary wee ones while away in whereabouts of wonder, well-concealed from their bewildering and endless wrath.  Way down below, in the Weeblewold, is a tiny world where the fair folk live.  Seelie and unseelie courts dwell here, and both have grown weary of whatever the wastrels have been walloping each other about.  Watch where you walk, if you wander here, lest they seek to wreak their worries and whimsy upon your unwary footwear.

 

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Congratulations to Koga, the author of the Cathedral of Man! The location will be added to the official Floor 13 lore.

As a reminder, even locations that didn’t “win” may still be considered for future implementation (for locations, events, etc.). Do not be discouraged if your idea was not chosen - staff may reach out to you regarding it in the future. Also, remember that each person had only one vote. It is entirely possible your location was someone’s second choice!

Thank you to all of our participants!

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