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| user:rudy01 [2025/12/07 23:57] – [Character creation ideas] Jeronimo | user:rudy01 [2026/06/02 09:24] (current) – [The Grieving King] Jeronimo | ||
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| - | ^ Concept: |Piteous | + | ++++ Concept | |
| + | piteous | ||
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| - | ^ [Fallen Dogma] | + | ^ [Fallen Dogma] |
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| - | ^ Concept:| a fallen god from the dogma domain. Stripped of his power and celestial status by a force unbeknownst to him. Adventuring in order to build up power in his mortal body and eventually seek out whoever was responsible and regaining celestial power/ | + | ++++ Concept | |
| + | a fallen god from the dogma domain. Stripped of his power and celestial status by a force unbeknownst to him. In godhood aimed to maintain and strengthen the conviction of others that supported gods or very firmly supported/ | ||
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| ^ [Classic Dwarf] | ^ [Classic Dwarf] | ||
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| - | ^ Concept | + | ++++ Concept | |
| + | Class will be any with smithing themes. In the past players have gotten to make really cool equipment that is unique to their characters, this dwarf is an aim at facilitating and making this more accessible to the entire party. No heavy backstory stuff or specific quests, but pure focus on smithing both for friends and himself. Married to Rudy Wellingham. | ||
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| - | ^ Concept: |A member of a new religious order worshiping a new god of the Light domain. This god is heavily focused on color and is often associated with symbols such as a prism or other color related themes, referred to as "The Painter" | + | ++++ Concept | |
| + | A member of a new religious order worshiping a new god of the Light domain. This god is heavily focused on color and is often associated with symbols such as a prism or other color related themes, referred to as "The Painter" | ||
| + | ++++ | ||
| </ | </ | ||
| - | ======The | + | ======The |
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| - | A lot of this text will take inspiration from //The House of Leaves// . It is an extremely good book and I recommend it to anyone who enjoys reading complex stories about characters falling into madness and obsession. The book is incredibly unique due to the way it must be read and the way it is formatted. Truly one of my favorite books of all time. The page is still being written and so I may change my mind about certain things. | + | |
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| - | Will soon go through large changes as I finished reading // | + | |
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| - | this is currently undergoing renovations | + | |
| - | ====Intro==== | + | |
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| - | The House is, in short, an impossibility of the world. It has had many residents along its unmeasurable years of existence (Most of whom were last seen in The House) and there is no record of it ever being built or of it existing. It does not move from the it's place in Exilis and yet people who have seen it before can not always seem to find their way back to it. | + | |
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| - | Though the house physically exists in Exilis it is not often access through there. Instead, people who no longer see things as " | + | |
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| - | ====What Is the House? | + | |
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| - | The House is almost completely disconnected from reality and often ignores the laws of nature, any attempts to explain its phenomenon | + | |
| - | fail. There are no records of its history, it being built, its past residents, or of its existence. Those that know it exists only do either through word of mouth or because they themselves have been there. | + | |
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| - | While it is not perfectly accurate to describe the house as an active, conscious, living being it is the best approximation to what it is. It requires " | + | |
| - | + | ||
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| - | + | ||
| - | ====Impossibilities==== | + | |
| - | + | ||
| - | //;#; | + | |
| - | " | + | |
| - | ;#; | + | |
| - | // | + | |
| - | + | ||
| - | //;#; | + | |
| - | "Once you dedicate yourself to the house and learn to coexist with it you will find that it's actually quite a nice place to be in. The house provides, and you thrive in it." | + | |
| - | ;#; | + | |
| - | // | + | |
| - | ====Dreams==== | + | The main idea for this is a dungeon that is impossibly large on the inside. From the outside, the dungeon seems unimpressive at first; an old stone archway with simple carvings and symbols. However, the inside of the dungeon has entire ecosystems and a kingdom. The lands are green and rich, its seas are breathtaking and there is a kingdom with quite impressive architecture and intricate designs, indeed there are many sights to see. However, it is strikingly clear that everything is fragmented — the sea quite simply stops and from its end there is a desert, various areas of green are suddenly interrupted by scorching hot deserts. Quite often there can be found doors that appear to lead to nowhere, but they all open to old abandoned houses and streets from its long lost residents. It is clear that this should have been an entire realm of its own, but its fragmented state has made it much easier and quicker to navigate from beginning to end. |
| - | There is a chance that after spending long periods | + | Due to it's instability, |
| - | The dream house is an intensified version of its counterpart. The rooms can be seen changing shape in real time, and a creature with poor control and poor relationship finds the dreams to be maddening. However, if the creature seeks to study the house and has a strong will then they can further their research in the dreams. | + | ====The Grieving King==== |
| - | In the dreams, | + | During |
| - | There is a single room in this version that is safe from the beast and the other effects | + | Inevitably, outsiders became jealous of Carcosa |
| - | =====The Halls===== | + | |
| + | In this new, fragmented kingdom he wished to once again have subjects and more than anything to see his plays be performed again, and so he devised a play like no other. Creatures that participate in its play and fail to amaze him are unwillingly turned mad and made to follow the King, while creatures that succeed are released from his kingdom. | ||
| - | ====The Hallway door==== | ||
| - | After spending near a month in the house a white door appears in the room the residents were most in. The door shows no marks of being hand crafted, has no knob or handle, is incredibly cold to the touch and is from an unrecognizable material. A successful check to measure or estimate the door's age does not give a specific number, instead, it shows that the door is both ageless and ancient. Upon opening the door, an dark hallway is seen. The length and height of this hallway changes every time the door is closed, as well as the other areas within the door. The hallway can not be seen outside the door. If a Resident does not enter the hallway they suffer nightmares every night which all end in the white door opening, though they can not see what lies on the other side. | ||
| - | ====Infrastructure==== | ||
| - | After crossing the hallway door creatures will be met by a hall that they can not see the end of. The hall lacks any light, but inexplicably creatures are able to perceive their surroundings as if affected by blindsight up to 30 ft. After hours of traveling the hall will open up to a great vestibule lit by a large chandelier. After exiting the entrance hall it disappears, leaving only a large hall that does not lead back to the Hallway Door. | ||
| - | The first vestibule is adorned by many great statues of creatures, such as leonin, minotaurs, and men. In each of its walls is a large gateway made of marble that leads to halls. Each gateway is respectively marked North, South, West, and East. While many things inside the hallways will change due to the House' | ||
| - | In the middle of the first vesituble is also a great staircase leaving both up and down. Each level follows a similar structure, but has key changes that are always constant. The upper halls are always foggy, as if a great cloud was always passing by. Thunder and rain is incredibly common, and it is a good source of drinkable water. | ||
| - | The downstairs level is impossibly dark and cold. Creatures with effects such as darkvision and devils sight are only able to see slighty ahead of their feet. Sources of light will barely illuminate a creatures surroundings. | ||
| - | Beneath that level the halls are constantly flooded. Often, the flooded halls will extend towards the other halls, though they never reach the highest floor. | ||