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user:rudy01 [2025/09/21 01:09] – [The House of Black Halls] Jeronimouser:rudy01 [2025/12/08 00:01] (current) – [Character creation ideas] Jeronimo
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 ======Character creation ideas====== ======Character creation ideas======
-====Concept: Apothecary Psychopomp==== 
  
-<WRAP box right 25em> <WRAP centeralign> 
-===== Name ===== 
-{{ wiki:media:template.png?200 |}} 
-</WRAP> 
-^Name| Bon Samdi  | 
-^Race| Psychopomp  | 
-^Gender| M  | 
-<WRAP centeralign> 
-=== Character Information === 
-</WRAP> 
-^Class| Apothecary  | 
-^Languages|Common\\ Requian\\ Elvish \\| 
-^Family|(Father)\\ (Mother)\\ | 
-^Affiliations| | 
-^Faith| Grave Domain | 
-^Profession| Medic/doctor \\ | 
-^Feats|Proficient Poisoner \\| 
-<WRAP centeralign> 
-=== Stats === 
-</WRAP> 
-++++ View | 
-^Level|1 Apothecary || 
-^Init^Speed^Prof^ 
-|+0|30ft|+0| 
-^HP^AC^TempHP^ 
-|11|00(00)|00| 
-^  Ability Scores  ^^^ 
-^  Standard array + Racial bonus  ^^^ 
-^STR^DEX^CON^ 
-|8(0)|13(0)|16(0)| 
-^INT^WIS^CHA^ 
-|16(0)|12(0)|10(0)| 
-^  Saving Throws  ^^^ 
-^STR^DEX^CON^ 
-|+0|+0|+0| 
-^INT^WIS^CHA^ 
-|+0|+0|+0| 
  
-^  Proficiencies  ^^^ + 
-^skill^item^ +<WRAP box quarter column>  
-| History    | Caligrapher'   | +[[user:|{{ :wiki:media:template.png?100 |}}]] 
-| Insight    | L/M Armor    | +\\ 
-| Int+Wis save    | S Weapons    | + [Weapon + Unarmed]  ^
-| Medicine    | S sword, H crossbow    | +^[[culture:Class]]:Paladin 
-| Investigation    | Poisoner'   | +^[[culture:Species]]:SPECIES 
-| <>    | Herbalism    | +Nationality: Home or Considered Home 
-| <>    | Leather'   | +Occupation: 
-| <>    | <>    | +Affiliation: 
-| <>    | <>    | +Level : 00 
-<WRAP centeralign+++++ Concept 
-=== Spells === +piteous paladin whose hands are "the hands of x god(dess) and should only be used for her". Hands will be gloved/covered and in combat will only use a weapon. However, if foe is an enemy of x god(dess) will throw away weapon and use fists, which are optimized for damage.
-</WRAP> +
-^Ability|Wisdom/Intelligence/Charisma+
-^Save DC^Modifier^ +
-|00|+0| +
-^Cantrips|Spell 1\\ Spell 2\\ | +
-^1st lvl Spells|Spell 1\\ Spell 2\\ | +
-^2nd lvl Spells|Spell 1\\ Spell 2\\ | +
-^3rd lvl Spells|Spell 1\\ Spell 2\\ +
-^4th lvl Spells|Spell 1\\ Spell 2\\ +
-^5th lvl Spells|Spell 1\\ Spell 2\\ +
-^6th lvl Spells|Spell 1\\ Spell 2\\ +
-^7th lvl Spells|Spell 1\\ Spell 2\\ +
-^8th lvl Spells|Spell 1\\ Spell 2\\ +
-^9th lvl Spells|Spell 1\\ Spell 2\\ +
-<WRAP centeralign> +
-=== Spell Slots === +
-</WRAP> +
-^1st lvl^2nd lvl^3rd lvl^ +
-|0|0|0| +
-^4th lvl^5th lvl^6th lvl^ +
-|0|0|0| +
-^7th lvl^8th lvl^9th lvl^ +
-|0|0|0|+
 ++++ ++++
 +
 </WRAP> </WRAP>
-"//Looks like business is picking up, huh?//" A man covered in bandages broke the silence, his voice still raspy from the cut running along his neck. 
  
-"//Stop talking. You were lucky the cut was shallow, but if opens and gets infected I won't be able to treat you before it spreads to your eyes. At that point I'm not sure magic will be able to restore your eyesight.//" A tall figure peered from across a couple beds. Though his voice was muffled by a large, leather mask it was still able to fill the room. Quickly, he hurried from the person he was tending to towards the now awoken man. He moved the cloth covering the man's body using a black cane with green engravings, carefully examining his skin and wounds to check for any diseases or infections.  
  
-"//No worries doc, I already had a look myselfLooks like I didn't contract anything that these poor fellas got.//" Looking over the few uncovered faces around him he realized he should count himself lucky. Their eyes were covered with puss, reddened by the blood spilling from the lacrimal gland. "//Hey, are you sure I'm safe being so close to themI thought [[culture:disease|Eye Blight]] could spread through air.//"+<WRAP box quarter column>  
 +[[user:|{{ :wiki:media:template.png?100 |}}]] 
 +\\ 
 +^  [Fallen Dogma]  ^^ 
 +^[[culture:Class]]:Paladin | 
 +^[[culture:Species]]:| SPECIES | 
 +^ Nationality: | Home or Considered Home | 
 +^ Occupation: | - | 
 +^ Affiliation: | - | 
 +^ Level : | 00 | 
 +++++ Concept |  
 +a fallen god from the dogma domainStripped 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/status. In godhood aimed to maintain and strengthen the conviction of others that supported gods or very firmly supported/believed specific ideas even if it wasn't in direct support of him. 
 +++++ 
 +</WRAP>
  
-"//You'll be fine if you stop talkingI've stopped its spread through airbut it can still spread into open wounds//" The figure spread his gloved arm and revealed the inside of his leather coatIt contained various needles and vialsmany of which had been used in order to prevent further spread of the blight.+<WRAP box quarter column>   
 +[[user:|{{ :wiki:media:template.png?100 |}}]] 
 +\\ 
 +^  [Classic Dwarf]  ^^ 
 +^[[culture:Class]]:| CLASS | 
 +^[[culture:Species]]:| Dwarf (mountain) | 
 +^ Nationality: | Home or Considered Home | 
 +^ Occupation: | - | 
 +^ Affiliation: | - | 
 +^ Level : | 00 | 
 +++++ Concept | 
 +Class will be any with smithing themesIn the past players have gotten to make really cool equipment that is unique to their charactersthis dwarf is an aim at facilitating and making this more accessible to the entire partyNo heavy backstory stuff or specific questsbut pure focus on smithing both for friends and himself. Married to Rudy Wellingham. 
 +++++
  
-"//Doc, where am I? Last I remember we were fighting undead in the ruins. I'm not even sure how all these fellas got [[culture:disease|Eye Blight]] //" +</WRAP>
  
-"//Currently you are at a [[faction:map_master|M.M.A.P]] clinic. Trying to filter out those who may have some hope from the ones that are hopelessTomorrow you'll be moved to another clinic were they can better treat your wounds. I'm just here to try and get the blight under control. Don't know nothing about your ruins though. Not sure if the undead were connected to the blight.//" The figure stopped to think for second, as if something it never considered had suddenly crossed its mind. "//Saydo you think undead can carry such types of diseases and spread them further?//"+<WRAP box quarter column>   
 +[[user:|{{ :wiki:media:template.png?100 |}}]] 
 +\\ 
 +^  [Color Saints]  ^^ 
 +^[[culture:Class]]:| Cleric(or any) | 
 +^[[culture:Species]]:| SPECIES | 
 +^ Nationality: | Home or Considered Home | 
 +^ Occupation: | - | 
 +^ Affiliation: | - | 
 +^ Level : | 00 | 
 +++++ Concept | 
 +A member of a new religious order worshiping a new god of the Light domainThis 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 order is very small as it is new, but each member is assigned color and referred to as saintsuch as "Saint Green" and so on. At the top of the order is Saint Chromathe founding member of the order. He is the one who most actively recruits new members and has the closest relationship with The Painter 
 +++++ 
 +</WRAP>
  
-The man looked at the figure perplexed. All these people are suffering, and yet he is more concerned with inconsequential details of the blight? "//I uh... I don't know doc. Shouldn't you be, you know, tending to these other people?//" +======The House of Halls======
- +
-"//Not much more can be done about them. I stopped the spread of the blight but I'm no cleric, their fate is now on their hands. I wouldn't worry about them though.//"" +
- +
- +
- +
- +
----- +
- +
- +
----- +
-=== Character details === +
-  +
-Bon Samdi will be a Shoki Psychopomp. I quite disliked the idea of a snail shell on his back 24/7 so I am planning on making it that the shell was one of the things he lost when he passed The Cut. Obviously, he is saddened by this fact and misses his old form. His background will be the "Networker" background found in Battlezoo Ancestries. However, he has not yet created his information hub, this is something he will have to do during his adventure and due to the nature of the Psychopomps it is something he will try to do secretly. One of the largest roleplay aspects of Bon Samdi will be balancing and rationing out his love and interest in diseases (something that serves no purpose to Purgatory whatsoever) and his duties to Purgatory. At the beginning of the campaign he will disregard them as merely things to keep time, it is my goal that by the end of the campaign he will accept that his interests are a part of who he is and not every aspect of his live must be dedicated to purgatory. His interest in diseases is what will lead to him becoming a Pathogenist Apothecary. +
- +
-Combat and ability wise, I am hoping to balance spell casting and sword fighting. There are a couple of Apothecary abilities that allow me to make better use of swords, as well as the Shoki's signature race ability. A lot of spells will also be flavored this way; instead of simply casting a spell such as \\infection\\ with purely arcane magic, he may use his cane/sword to inflict a shallow cut on his enemy, from which the infection will quickly spread. Of course, I still aim to use the sword purely for melee damage every now and then.  +
- +
-I do not currently know exactly what some of his physical features will look like. I only know that he will have standard Shoki features such as white brittle hair and gray ashy skin ( no snail shell thought ). His attire however, will be heavily based on plague doctor attire. Through research I've found that these attires were actually more useful than most people realize. The mask did not work to protect against air born diseases as it was entirely based on using aromantic herbs in order to protect against Miasma (evil air), but it did protect them against touching their face or it coming into contact with bodily fluids. The same was true for the rest of the attire; the leather gloves protected their hands; the leather boots protected their feet; the cane worked to investigate the bodies of those afflicted without actually coming into contact with them; the leather cloak protected from, well, everything. Turns out, this cloak was actually the most useful out of the entire attire. The leather jacket was lined with wax and worked wonderfully to protect against one of the major carriers of the bubonic plague, fleas. The outfit also works to serve the Psychopomp very well, as they often prefer to hide their true nature in order to better fulfill their purposes as undercover agents for Purgatory. As Bon Samdi's personality becomes more alive, his outfit will change as well. What was otherwise a plain, black, leather cloak may be filled with embroidery and engravings displaying the full array of his personality. He may also pick up other hobbies, such as bartending, brewing wine, and maybe even baking.  +
- +
- +
-Of course, while he may realize that his entire life does not have to be dedicated to Purgatory, he will still try to fulfill his duties as a Psychopomp to the best of his abilities. He will do this in one main way and another one that wont take as much of his focus. He will serve as a networker for other Psychopomps, offering information, a room, and contacting other networks when needed. He may additionally try to take care of rogue Psychopomps or other creatures violating the natural course of souls if they are close enough.  +
- +
- +
-I want to note that this character will not start out as a "I don't like talking to people" type. He will be //Grumpy// and will try to argue that most of his hobbies and things he loves are only being done due to their practicality and not out of actual interest ( although this is false ). He has been around after The Cut a couple of years and is already showing personality and color, but his journey of individualism isn't finished yet. He WILL try to keep his origins a mystery for a bit for storytelling and he wants to get to know his companions a bit more before revealing his life story, but he is more than capable of trusting and working together with them. Talking to him about his interests will be like talking to a teenager who is embarrassed about liking something he thinks he will get made fun of for.  +
- +
-I plan for his personality progression to be something like\\ +
-I dont like talking about my hobbies/interets/etc -> I kind of want to know more about x hobby that x PC does -> I want to teach x person about x hobby -> I want to talk about my hobby -> I want people to like me -> I want everyone to know everything about my hobbies +
- +
-===Revenant/Character specific changes=== +
-  * Necrotic resistance base +
-  * Purgatorial Fulmination base +
-  * Shoki weapon ability changes : absorbing energy is BONUS action, Flat damage bonus while energy absorbed, can still release for damage. Cant absorb energy from enemies killed this way +
-  * Apothecary Interdisciplinary Practice unlockable at lvl 7  +
-  * The ability that grants a human appearance base +
- +
-====Concept: weapon + unarmed ==== +
-Will workout backstory details later, ironing out combat details right now\\ +
-class: paladin\\ +
-race:any ( likely will be one with damage boost to unnarmed strikes)\\ +
-feats: unarmed fighting, grappler, \\ +
-weapon: any \\ +
-concept: Piteous paladin whose hands are "the hands of x god(dess) and should only be used for her". Hands will be gloved/covered and in combat will only use a weapon. However, if foe is an enemy of x god(dess) will throw away weapon and use fists. wether a foe is an enemy of x god(dess) is determined by a mark from god(dess) that character can see. fist fighting will be optimized to be better damage source than weapon through any and all means possible ( some may have to be outside of rules such as tweaking spells for specific scenarios etc ). will attempt not to multiclass.  +
- +
-======The House of Black Halls======+
  
 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. 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.
  
 Will soon go through large changes as I finished reading //Piranesi//. A similar book to house of leaves in terms of world and concept, but with a very different approach and less severe tone. Will soon go through large changes as I finished reading //Piranesi//. A similar book to house of leaves in terms of world and concept, but with a very different approach and less severe tone.
 +
 +this is currently undergoing renovations
 ====Intro==== ====Intro====
  
-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 place it exists in and yet  people who have seen it before can not always seem to find their way back to it. Only its current residents seem to be able to find it effortlessly.+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'place in Exilis and yet  people who have seen it before can not always seem to find their way back to it.  
 + 
 +Though the house physically exists in Exilis it is not often access through there. Instead, people who no longer see things as "possible" or "impossible" can transfer their consciousness and physical body to the house. If the house allows they can leave and return to where they originated from. Struggling to find a proper way of describing this so I will likely come back to it later.
  
-On the outside, The House seems perfectly normal. It is a large house with clean windows, a porch, two floors and an attic. It is painted green  The inside of the house is almost as unremarkable as the outside. There are many rooms, a large kitchen, living areas etc. It is not specially welcoming nor is it unwelcoming, it is simply a house. As residents spend more time in The House, more and more impossibilities are encountered or discovered. The section labeled **Impossibilities** Holds more information regarding them. 
  
 ====What Is the House?==== ====What Is the House?====
  
-The House can not be found in any recorded history. There is no written record of it existing or being built, nor is there a list of its past residents. Inexplicably[[religion:norgrazath|The Watcher]] has little or no influence in this space. While residents can still hold on to the idea of Individuality while inside the house, they will be forced to question itEventually, any resident will be incapable of holding on to that idea, leading them to insanity. The change a resident will experience is gradual. At first they will fail to see items as individual objects, such as believing a door is merely part of a wall. Later on they may see objects that were never there phase out of existence before their own eyes. They may  close their eyes and when they open them, they will temporarily see nothing but pitch black+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 existenceThose that know it exists only do either through word of mouth or because they themselves have been there. 
  
-The lack of influence over The House from The Watcher allows for a resident to find information regarding [[religion:norgrazath|The Watcher]], but none may be found regarding why it has no power over The House. 
  
- +While it is not perfectly accurate to describe the house as an active, consciousliving being it is the best approximation to what it is. It requires "nutrients" in the form of thought and intelligence. It believes that the more dissociated a creature is from ideas of possibility and impossibility then the better it will feed. This comes at no cost to the creatures it feeds on, as them being simply present is enough to satisfy the house
-// +
-;#;"As it floats or stays, it has always been where it is but can phase from your sight at any moment and you will cry out that you have seen it since the beginning but have never seen it before"-A quote from [[religion:norgrazath|The Watcher]] wiki page. +
-;#; +
-//+
  
  
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 // //
  
-The House is always changing. it'rooms may change appearance, or move to a different locationOftenthey simply cease to exist within The House. If any one person spends long enough in the house they will find it harder to notice any Impossibilities, as their brain forces them to believe that The House was always like thisNot all Impossibilities will be listedonly enough to give a general idea.+//;#; 
 +"Once you dedicate yourself to the house and learn to coexist with it you will find that it'actually quite a nice place to be inThe house providesand you thrive in it."-Piranesiprevious resident. 
 +;#; 
 +//
  
-It must be noted that nothing in The House is magical. Using spells such as detect magic will not yield results, even if targeting an Impossibility. There is no better way of describing them other than simply being things that are true, even though they are not possible. 
- 
- 
-^  Impossibilities                                                                                              ^ 
-| The inside of The House is between 5cm-20cm larger than its outside. This changes daily.                      | 
-| Magic items lose their properties if left unseen for a short while                                            | 
-| A white door opening to the //Black Hall// appears in a random room                                           | 
-| New items appear in The House, though old residents believe them to always have been there                    | 
-| Items may disappear if they are left unseen for long enough. They may then appear inside the walls            | 
-| Animals disappear from within the house, and no animals can be seen in its near vicinity                      | 
-| Residents may forget their name or key facts about their lives, replacing them with other nonexistent events  | 
-| Compasses and Divination magic do not work.                                                                   | 
-| Illusion spells used to create an item bring the item into existence, though it quickly decays soon after     | 
 ====Dreams==== ====Dreams====
  
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 There is a single room in this version that is safe from the beast and the other effects of the house. In it are a multitude of books and many of them are in code. The books tell stories of other residents and can lead to insights regarding the house. This room can not be found in the real house. There is a single room in this version that is safe from the beast and the other effects of the house. In it are a multitude of books and many of them are in code. The books tell stories of other residents and can lead to insights regarding the house. This room can not be found in the real house.
-====The Black Hall====+=====The Halls=====
  
-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. 
  
-Inside the hall, and in any of the future rooms or other hallways that can be found, the only source of light is one provided by the creature. The darkness inside is maddening and has detrimental effects on those within it. +====The Hallway door====
  
-===Emotions and The Hall=== +After spending near a month in the house 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 specific numberinsteadit shows that the door is both ageless and ancientUpon opening the door, an dark hallway is seenThe 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 openingthough they can not see what lies on the other side.
- +
-Much like many other things in this section, exploring the Black Hall may be made easier or difficult depending on creatures mind set. If, for example, the creature accepts that it may never understand the hall or the house, is in state of mind devoid of feelings, and is not feeling anxious then they will have a much easier time exploring these hallsParts of this area may be shorter distanceif the creature is in a vehicle then they will seemingly go down hill in any direction they choose to move, the //Roaring// which will be soon described will cease to exist, the unbearable cold will be closer to comfortable breeze. It should be notedhowever, that if a creature accepts that it may never return, then it will never find the door again. The creature must then spend close to a month inside The Hall and only then will they see a window inside the hallAfter climbing through the window, the creature will appear in a seemingly random spot familiar to them. +
- +
-===Exploring The Hall=== +
- +
-If a creature enters through the door, it will be first greeted by an impossibly black, long, and uncomfortably cold hallWhatever distance they could estimate from the door proves to be doubled, and at the end of the hall there is a single turn to the right. The material this hall is made from, as well as the entirety of this section, is from a material unknown to them. The hall has many turns, and after leaving the hall they will be met with a large room. The darkness in this room is much thicker than the simple absence of light. Creatures with dark vision will find that they can only see up to half as much as they normally would be able to, and any source of light runs out twice as fast. This room can never be fully lit up, and creatures only know that it has walls because they assume it to.  +
- +
-Once inside the hall, a creature can choose to go into it or to go to the sides of it. If a creature goes to the sides they will find many rooms, some of which mimic those found outside of the hall. These go incredibly long, and a creature loses time when going through them. No items, chairs, beds, or anything can be found in these rooms. Any items left behind will disappear from existence in a couple of days. Eventually, if they have not made any sort of mark or anything in the efforts to mark the way they have come they will be lost. If a creature chooses to go into the hall, they will be met with a 1 day travel. At the end of said travel they will find an impossibly wide spiral staircase that takes them to a floor beneath. The staircase  have landings necessary for a creature to rest. The distance the staircase covers always changes when a new creature enters the room, it may be as long as a 7 day travel or as short as 30 minutes. This effect is further changed by the state of mind of a creature. +
- +
-Once a creature goes down the stair case leads to a single hallway. However, exploring the hallway can quickly lead any creature to conclude that this is a labyrinth involving many rooms and halls. Exploring this area can only lead to the window that can lead a creature outside. Once again, this window can only be found if a creature has the necessary state of mind for it. +
- +
-The hall's structure changes greatly depending on the state of mind of the creature in itIf the creature is uncomfortable or has any negative attitude towards the hall, exploring it will be highly inefficient. Halls will be made longer and more complicated, places the creature has passed through will completely change once they are out of sight. At this stage, exploring the hall will be based purely on luck. However, if the creature has either a neutral or positive attitude towards the hall it will also make traveling it much easier. Rather than being a labyrinth it will be a much more straightforward travel.  +
- +
-===Effects on Creatures===  +
-Once again a quote to explain in better words than mine the changes creatures will experience. +
- +
-“For some reason, you will no longer be the person you believed you once were. You'll detect slow and subtle shifts going on all around you, more importantly shifts in you. Worse, you'll realize it's always been shifting, like a shimmer of sorts, a vast shimmer, only dark like a room. But you won't understand why or how.” - Will Navidson, The House of Leaves+
  
-Creatures that do frequent excursions into the house will begin to change in multiple ways. The most often change is losing control over their own senses of individuality, as was briefly explained in the //What is the house?// section. Creatures with a strong ego, however, will simply experience changes within them. A creature that was previously calm and rational may suddenly experience fits of paranoia in which it will violently attack other nearby creatures. They may also lose all sense of reason and choose to run further into the house without taking note of their path. +====Infrastructure====
  
-Creatures may also gain the Elder Rot [[item:disease|Disease]] as well as lose the ability to see other things properlyThis could lead to, but is not limited to, seeing items that are not truly there, items that do not yet exist, the form an item was in previously (ex. seeing a white door as black if that was its color at some point in time)It should be noted that these are __not__ hallucinations. They are in the creatures perception of the world and they can interact with them if applicable. Only creatures with exceptional willpower will be able to understand that these things are not truly there, though they do not cease to see them.+After crossing the hallway door creatures will be met by a hall that they can not see the end ofThe hall lacks any light, but inexplicably creatures are able to perceive their surroundings as if affected by blindsight up to 30 ftAfter 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 Beast===+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's dynamic nature, these seem to be the some of the few things that are not altered. Each hallway is different from the others, and eventually lead to another vestibule, though it is smaller than the first one. 
  
-There is an ominous, spontaneous roaring which can be heard by any and all creatures inside the hallCreatures that hear this roar are immediately convinced that this is an impossibly large creature and refuse to go in the direction it originates from. Depending on creature's state of mind, they may believe the roar to be constantly getting closer to them which leads them to believe they are in mortal danger+In the middle of the first vesituble is also a great staircase leaving both up and downEach 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 good source of drinkable water
  
-The creature only exists while a resident has any form of negative attitude towards the house. It is not violent, and has no shapeIt roars merely for the purpose of creating dread and fear in anyone inside the black hall although it has no reason for doing so. If a creature is to die inside of the black hall, any other creatures that can see its body are frozen in fear as they watch the body be dragged into the darkness by seemingly nothingThe body ceases to exist as well as the soul of the deceased as soon as it is completely out of sight+The downstairs level is impossibly dark and coldCreatures with effects such as darkvision and devils sight are only able to see slighty ahead of their feetSources 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. 
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