Underworld Protectorate

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Underworld Protectorate and Defiance Freehold.
  • Nature in the Dreaming: The polarities of Eternal Defiance against Eternally Spawning Evil, has always been the Dreaming's ideal here. An impenetrable 'bubble' other than the Formorian's nightmare realm portal opposite of the open dreaming's guarded pass. Between are the eternally dark labyrinth tunnels and massive caverns that make up two regions, one of crystal and the other of briar jungle. These serve as hunting grounds of each opposed force and the home of ever hungering feral beasts.
  • Massive Firchlis Openings: This realm can never be blocked off but may be put to temporary sleep, as has happened several times. Each reopening caused by rituals of excess or blood sacrifice, the realm fixates upon some version of the current culture that resonates and massive Firchlis shift the themes and natures of of both it's Chimera and any Fatebound Fae to match. This reopening resonated with the dreams of the Warhammer 40,000 theme, remaking into Eldar-like and feral Tyranid-like Chimera/fatebound Fae.
Defiance Freehold - Fortified Underworld
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  • Biome: A cavern where tunnels from the Crystal Underground, Briar Underground, and the surface world meet. In light jungle, a small fortified frontier town, set to control who/what leaves the Underworld.
  • Draws: The only Underworld exits(Flickerflash redirects outside the fort, which must be passed to FF out). Access to the underworld for resources, chimera, adventures, lost treasures, jobs gathering/escorting, quests.
  • Industrial Military Complex: The tower has foundries and machinery shops, secured storage and vehicle bays, barracks and command center. Even a stockade.
  • Utilities: There is actually a Chimerical electricity grid providing light, cooling, and news/entertainment radio. Hot and cold running water, sewerage, and tiny bot who clean up trash.
  • Merchant/Services Courtyard: Tent shops are set up in the courtyard, selling or processing raw materials, frontier survival/gathering tools, repairing, food, repairs, even a doctor/barber!
  • Inns: There are several fortress bunker Inns for people to live, relax/recreate, and retreat to in times of attack.
  • Threats: Incursions or hunting predatory chimerical animals from neighboring Underground Regions.
  • Powers That Be: Exarch Shaserra , her Companion and Automata Chimera, built up defenses, and townspeople interested in retaining their livelihoods.
Briar Underworld
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  • Biome: This completely lightless region is made up of Mesozoic rainforest growing atop of truly enormous thorn vines that twist and knot into a briar a half mile high and untold miles across. Rivers flow around where the house wide vines push out of the ground.
  • Draws: Every type of plant and animal from the Mesozoic period can be found in near endless supply here.
  • Threats: Difficult to navigate and traverse briars. Complete darkness.
Crystal Underworld
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  • Biome: Massive caverns made entirely of various crystal in many forms. Crystal rock, gravel, and sand aside rivers of liquid crystal. Massive dark crystal obelisks push out from the ground or the cavern ceiling as mountains. The 'sky' is a constant broiling electrical storm and some of the crystal mountains have small dark suns hanging near by.
  • Draws: Crystal resources in plenty and in every dreamt of form.
  • Threats: Constant storm cloud 'sky', random dark-lightning strikes, complete darkness.
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