rubycitymods: (Default)
2017-06-18 02:17 am

EVENT: Trousers of Time

On Friday, June 23, Ruby City is going to be party to yet another weird happening. This one, though, is a little more expansive than previous events have been. Your lucky characters are going to have access to other worlds! At least for a little while.

ICly, the Trousers of Time event will start not with a bang but with a whimper--or rather a strange coincidence. Sometime the morning of the 23rd, your character will open a door to somewhere totally normal, like the bathroom, and find themselves staring into a portal. Unfortunately, they've already put one foot forward, so . . . guess they're falling through!

They'll find themselves in one of the worlds that once was the home of a character in Ruby City. For example, someone in the Tolkien cast might end up in Night Vale! Yikes. These portals, or Tears, will only remain open for a short amount of time, the duration of which can be anything from minutes to hours at player discretion. Your character will be yanked back to Ruby City when the Tear closes, so there's no danger of being left behind.

They can, however, bounce back to Ruby City with items from the worlds they've visited! Up to three new items, in fact, and that includes weapons--anything that's not gamebreaking. You're welcome to include items your characters would have deliberately picked up while in other worlds, as well as items they wouldn't have chosen but you OOCly want them to have.

Speaking of OOC, here's how this event works on a player level! Obviously every player won't be familiar with every canon in the game. As such, please fill out the form below to give your fellow players a brief description of your character's world as well as some ideas on how to play around in them. We strongly encourage plotting on this post! If you have canonmates and they get to the world description first, feel free to add your thoughts.

Don't be shy of asking your fellow players further questions. In addition, don't feel you have to get other people's canons perfect--just have fun with the information you have and have fun worldhopping!

Fill me out!
rubycitymods: (Default)
2016-12-26 12:37 am

Crane Game





Stationed along the boardwalk, the old-fashioned Crane Game is an enormous thing, large enough that it stretches from floor to ceiling. The glass is tinted, but if you peer in, you'll be able to see all kinds of small items: hair clips and chocolate coins, some bubble mix and an old pulp novel. Approach it, and the entire machine lights up, neon flashing brightly and a tinny old tune that gets stuck in your head for ages afterwards.

Settle yourself in front of it, and you'll notice it doesn't have a slot for money. There's no joystick, either. There's just a button, red and worn, next to a slot three inches wide. Press the button, and a little card will pop out of the slot. There'll be a riddle written there.

Write a somewhat acceptable answer to the riddle, and you get a prize. What it is depends entirely on the machine, but fortunately the game isn't rigged; you are guaranteed an item.

You can only use it once every two weeks. The machine simply goes dead if you try and use it sooner than that.

**

The Crane Game is a fun way for your character to win some pretty rad prizes! Comment here and get a minor item from the crane machine! Selections are random, and so long as your character provides a reasonable answer to the riddle, they'll get a prize.

✧ N A V I G A T I O N ✧
rubycitymods: (Default)
2016-04-26 07:14 pm
Entry tags:

The Mailbox



Standing at outer corner of the grove near the park, there is a wooden mailbox decorated in splashes of paint and childish drawings.

Built by the Girl and Afonso de Silva, the mailbox is there to function as just that - a place for people to put in their letters. They built it for the purpose of not sending mail between Ruby City's citizens, but a place to pass on messages for the dead or those not within the city.

Everyone is encouraged to use it as a place of mourning or reflection, or to add to the box's decoration as they see fit.



This post is OPEN and can be used by anyone currently in-game to 'send' messages and/or items.
rubycitymods: (Default)
2014-06-27 01:50 pm
Entry tags:

The Emporium



The Emporium is currently OPEN.
It is currently located in the park, next to the forest.


The Emporium stocks objects and curios that moves around the city, presumably when no one is watching. It appears in various different but specific location on the city map (marked by gold stars).

It's difficult to see anything through the windows, but on entering even the least-attuned person would be able to feel the energy buzzing in the air. Everything stocked on the shelves and in the glass display cabinets is strange and foreign... but wait, doesn't that one item look familiar?

Perhaps it's a personal trinket, or that last piece needed to complete a project, but picking it up and carrying it out of the store won't work and if you try, it will dissolve into dust. Maybe it will appear again next time, if you're lucky. There's a price on everything here, written in cursive script on a paper label attached with string in a simple loop. Bring what's requested and place it in the box by the cash register marked 'donations' and the label will disintegrate into embers, leaving you free to take your... purchase.

* * *


The Emporium seems simple in function - you walk in, you find something that you recognise or something that belonged to you once upon a time, and you make a trade. In fact, the shop works on an internal system that almost qualifies as self awareness. When you find something in the store, its importance to you and how exactly you know about it has already been evaluated and is reflected in the price ticket found attached to every item.

Though not a definitive guide - as every request is judged on an individual basis - the outlines below should help you to see just how difficult it might be to get what you want.

Easy Requests
  • Minor, non magical requests such as food items (canon or non-canon), and objects with little to no particular canon or non-canon significance.
  • Items that belonged to the character at any point in their known canon.
  • Items that belonged to close friends/family that they could have easily laid hands on at any part in their known canon.


Medium Requests
  • Items that the character has seen in their own canon but has never touched or owned themselves.
  • Items which will belong to the character at some point in their future.
  • Items that the character knows about in their own canon but has never seen for themselves.
  • Pets and companion animals.


Difficult Requests
  • Items that do exist in the character’s canon, which the character knows about but cannot prove the existence of.
  • Items that do exist in the character’s canon which the character is unaware of.
  • Anything in the above categories which may have a potential larger impact on the game setting or characters therein.


Prohibited Requests
*note: characters may try to find these kinds of items, but they will simply not appear in the store
  • Fourth wall breakers that would give the characters a vast amount of knowledge about their futures/canon universe that they would not ordinarily have.
  • Items which would have drastic impact upon an entire cast. These may be considered if full cast approval has been gained.


* * *

Character Name:
Desired Object: Name and general description/picture if one is available.
Importance: How important is this object to your character? On a scale of 'I just want this thing' to 'my father gave it to me on his deathbed and every day without it is painful'. If it's a specific part of a project, tell us about it!
Would you like to include other characters in trade possibilities? Opt-in. If you answer 'yes', there is a possibility that the price may require a trade with another resident of the city (for example, the label may read 'three alicorn feathers', with the only alicorn available being Twilight Sparkle). This is an opportunity for CR, but we understand that not everyone would want to go down this route. Responding 'no' will exclude this option, but responding 'yes' will not guarantee the involvement of another resident, rather it will leave the possibility open.

(Note: If you are interested in this option but are worried about being pointed in the direction of a character/player that you don't want to thread with, let us know via PM in conjunction with your request.)

Price examples will range according to the importance of the object and the ability of the character and will include things that they can hunt or find in and around the city, as well as items that they can make or otherwise produce. They may be asked for something that they already own. It may be a certain kind of flower found in the forest, one of their own teeth, an honest written confession, a phial of water from the catacombs lake, or something as simple as a lovingly cooked meal.




✧ N A V I G A T I O N ✧
rubycitymods: (Default)
2013-09-03 06:38 pm
Entry tags:

Canon Update

Not every canon update requires notification, but if the change to your character is a significant one, as noted here in the FAQ, then we request that you let us know in advance so that we can be sure of your ability to remain IC after the canon update is complete.

Please fill in the form below if you believe that your canon update will bring significant enough changes to your character to require notifying the mods.



✧ N A V I G A T I O N ✧
rubycitymods: (Default)
2013-02-18 07:56 pm

The Boardwalk



THE BOARDWALK

The Ruby City Boardwalk is now open. The look and feel Coney Island in the 1960s, only much smaller!


The Boardwalk, located on the East Beach, is accessible at all times. However, it is only open on Friday and Saturday from 2pm-2am and Sunday from 4pm-12am. A small trolley will cut travel time from 2.5 hours (average human walking speed) to 45 minutes and begins running one hour before opening time each day. The trolley will only be available when the Boardwalk is open.


When the Boardwalk is closed, it will be like an uninhabited ghost town. All stands will be shuttered, and should those shutters be broken into, the stands will be void of the usual prizes, food, and other things that may be available. It might feel a little spooky...


While open, stands will be run by the Festival Ghosts from the summer festival. Unless we have announced a special prize opportunity, you will not require an NPC to moderate winnings from Boardwalk Stands. A Trash Ghost specifically for the Boardwalk can always be found tidying up, even when the Boardwalk is inactive. He wears a striped paper hat.


Certain stands are empty for now, but will be made available later on in game.


All items in the boardwalk will "require" tickets for trade, including food. However, machines at the front of the boardwalk dispense a fair amount of tickets as each patron enters during business hours, and winning more tickets is not difficult. Because of this, handwaving the appropriate amount of tickets is welcomed. Normal Prizes include kitschy Boardwalk appropriate things such as fake jewelry, candy, and rather 60s-esque cheap toys.



AVAILABLE STANDS

Various Food Stalls: Food such as hot dogs, cotton candy, ice cream, funnel cake, and other Boardwalk Fare are available all around the Boardwalk.
The Pier: As with most boardwalks, toward the end, patrons can take a walk down a pier that leads to a sort of dock. However, there are no boats at this dock, which can make it a little boring...
Merry-go-Round: A merry-go-round can be found right in the center of the boardwalk and is available for the low price of one single ticket. The available mounts cover most beasts from the bestiary, excluding those similar to human intelligence.
Skill Game Stalls: Currently available are Darts, Horse-shoe toss, Beat the Dealer, High Striker, and Archery, as were available during the festival.
Wonder Wheel: Just your average Ferris Wheel. Luckily, it doesn't even creak! Much, anyway.

UNAVAILABLE LOCATIONS

Arcade: Though it and its machines exist, none of the machines power on. All the available games seem to be storyless old-style games as well as other games of chance, but none appear to be working.
Wooden Coaster: It sure takes up a lot of space, but it says "under construction", and it doesn't look like it has any cars...
Romantic Lagoon: The Tunnel of Love seems to lead underground, from the location of its door, but it's also boarded up.
rubycitymods: (Default)
2012-01-30 08:39 pm
Entry tags:

RESIDENCES

residences )











Previous map can be found here.








OBELISK: (City's Center)
A towering ruby obelisk on an upraised stone dais in the centre of town. Nothing seems to be able to scratch its polished surface. Three wooden message boards surround it now. All three message boards are three-sided with 2ftx3ft publishing space.

TS: (Train Station)
Moderately well kept but almost always abandoned, the train station has a notice board on the platform with a few piece of information for new residents, as well as boxes containing blankets and a small number of basic supplies.

CATHEDRAL: UNINHABITABLE
An enormous building that has served as the main location for parties and the like in the past. One may advise against staying here (few living space is to be found, anyway), as those who lord over the city sometimes pay it visits.

THT.: (Theatre) VACANT
The theatre is currently inhabited, with living space in a series of dressing rooms that were remodelled into a nice loft apartment behind the stage. If you enter the theatre from the back stage door, you will walk down a long dark hall with rafters and the catwalk overhead. You will come to a blank white door, and upon entering, there is a small foyer that opens to the left into a kitchen with the basic appliances and cabinets. There is a bar that looks into the kitchen, and out into the living area. The living area has a few reupholstered pieces of furniture and high vaulted ceilings, and a place for the piano to sit when it's not on the stage. A simple staircase leads up into a simple loft sleeping area with a bed and bureau. The restroom is just behind the staircase.

BL. S: (Black Stallion Saloon)
It isn't so much a dive as it is that artful way of turning something rustic into something charming. Most of the pub is fashioned as a mix of modern and old-style saloon, kitch and knick-knacks that are reminiscent of an American West type of decor. A long bar stretches across the very back of the establishment, allowing any resident to go to and from the back storage and up into the second floor. For those nights where she doesn't wish to walk home, there's a small bedroom up a small staircase past the kitchen in the back. The storage in the back houses kegs and boxes of dry goods, everything needed to maintain the restaurant side of things.

CL: (Clocktower) UNINHABITABLE
It would be hard to find living space in this clocktower. Neatly kept though it may be, one may have to sleep in sleeping bags or else jam themselves into the stairwell.


GH: (Greenhouse and Apothecary)
Cleaned up and repaired by a former resident, this large greenhouse is open to anyone who wishes to use it.


PUB: (Pub)
A small pub that looks like it’s come straight from Ireland, old and rather run down as it was vacant for too long. It has been renovated to the best of the new owners‘ abilities and has an air of coziness about it, while it can only hold about twenty people at most. The bar contains a small selection of Japanese drinks, alongside several different kinds of beer and a couple of non-alcoholic beverages. The main room adjoins a couple of back rooms and a kitchen. A staircase at the back leads up to a three bedroom apartment with a kitchen and bathroom.


LIB: (Library)

Floors 1&2 - Library Proper

Floor 3: VACANT
A quaint studio apartment space on the uppermost floor of the library. It has a small kitchenette and a bathroom, and is dominated by the main window that overlooks the street in front of the building.



L: (Laboratories)

The laboratories, located next to house #26, appear to be a normal house based on their exterior. Once inside though, the building splits off into four separate labs, with the second story containing four bedrooms and a bathroom. Each lab is lined with cabinets full of glassware for experiments, microscopes, and other equipment, with two central lab benches in the middle of the room. Lab one has an additional nineteenth century centrifuge, and lab four includes a large crucible that can be heated to extreme temperatures.

Presently, labs number one is used by Carlos, while two and three are unmanned. Lab number four is used by Waver Velvet.



SPI: (Spiral Training School)
Diarmuid Ua Duibhne ([personal profile] oathshackledbird)

Most of the building is be an open training area that can be used for all kinds of weapons/hand-to-hand defense training as well has having several smaller rooms for more specialized training, since Diarmuid hopes to get someone with magical talents to train those who want training in that kind of fighting as well. More information on teachers and the like can be found here.


The building is equipped with all of the usual training things like punching bags and the like. In addition, there will be some odd features in the training area in the form of some hanging rings, several tall poles, and balance beams. It obvious someone has a bias for acrobatic fighting styles.



In addition to the training areas, there will be a couple of small rooms where teachers and students can crash for the night. The rooms aren't going to be anything fancy, but they are there. Diarmuid will also be building a small loft up in the corner of the building to serve as his own 'living' space.



Despite the fact that the school is meant to teach fighting, the atmosphere is very open and relaxed. And, as if to reflect it's name, most of the decorations have some kind of Celtic spiral theme to them. The walls also have several posters on them that hold information about the other training areas in the city.



POL: The Ruby City Police Force
After some dissatisfaction with the Police Station's vacancy, a couple of now departed residents took over and cleaned up a bit.

The lobby is freshly swept at all times and home to office space where, despite the lack of computers, one can assume record keeping and consulting can be done. Less sensitive documents are kept in this room and, upon its creation, a list created by Remus to track who is in the city, in the catacombs, and no longer present.

Past the lobby is a lockable office space where most of the records Elena and her team kept. Across the hall from this room is a 'health room' equipped with a lavatory, clinic bed, small shower, and minimal first aid. A break room is located past that.

Four holding cells exist in the back, though one is being repurposed as a secure area for new arrivals or anyone looking for police protection-- or in case the staff needs a break. In it, three cots are suspended from the wall. There are three more holding cells with their original shitty locks, but at least the police station has excellent guardsmen...


F: (Forge) Julian Arken ([personal profile] arken7)
An old-fashioned storefront, two stories with a broken sign outside. Inside, except for the display window the windows are high, narrow, and barred. There is absolutely no decor as of yet, and now shelves, just a battered wooden counter along one side and a staff door leading to his workshop in the back, part machine shop, part forge, part chemistry lab. Scrap metal, charcoal, and guano are all stored back here, but the bullets themselves are not.
Ezio lives in the apartment above.

HTL. S: (Hotel Shinra Gaia)
Located close enough to the city center, Hotel Gaia is open to all residents of the city who need accommodations but don't want to live alone. Sporting two floors, a ball room, a formal dining room and all the "modern-ish" conveniences, there are plenty of rooms for anyone who wishes to use them.

GYM: UNMANNED

The gym has been cleaned and fixed up. Outside there is a full basketball court alongside a soccer field. That's fûtból for you non-Americans, And the grassy field has a set of nets rolled to each side so that tennis or volleyball could be played.

Inside there were several rooms of varying sizes. The basement was split into A locker room, a shower room, and a Japanese bathing room for each gender, as well as one large Japanese bath for mixed gender.

On the main floor was a large room that looked like the gym you'd see in any school, large, with an equipment closet, and the lacquered wood floor. There were basketball hoops, a tower seat for refs, and goals built into the walls which were otherwise covered with gym mats. There was a slightly smaller room with mirrors on the wall, and it's own changing rooms. This was also where the manager's office was. The floor looked like the floor in a traditional Japanese dance studio, the walls had mirrors and barres for ballet.

A smaller room was the weights room, and any exercise equipment they found that could be salvaged was moved into there.

The painting on the outside of the building was an odd playful mix of pink, blue purple, and black. No particular design, but it looked like the painters had fun, a mix of rollers, regular brushes and the strokes of little tiny brushes.

Here and there are signatures, a few names, but all of them hidden in different places: Nagihiko, Nadeshiko, Rhythm, Temari, Beat Jumper, Yamato Maihime, Seiyo Guardians.

A sign is on the door "See Fujisaki-san for membership information."


GROVE:
A grove consisting of fruit trees. They aren't always the same fruits, though.

Standing at outer corner of the grove there's a wooden mailbox decorated in splashes of paint and childish drawings. Built by the Girl and Afonso de Silva, the mailbox is there to function as just that- a place for people to put in their letters. They built it for the purpose of not sending mail between RC's citizens, but a place to pass on messages for the dead or those not within the city. Everyone is encouraged to use it as a place of mourning or reflection, or to add to the box's decoration as they see fit.

CLIN: (Clinic) Remus Lupin ([personal profile] thefivesigns)
A standard medical clinic, stocked with all the basics. There are a few beds set off in a small recovery ward down a hallway from a rather sparse emergency room and three private bedrooms. Volunteer staff can sign up and are kept track of here.
A small one-bedroom apartment upstairs is currently unoccupied.
The morgue is also located here, where some citizens will find themselves awakening after untimely deaths.

STBLS: (Stables)
Constructed by the residents, the stables are open to house any mounts that might enter the city along with their owners.

RES: (Restaurant) VACANT

OBS: (Observatory) VACANT
A relatively new addition, the observatory is a red stone building and Victorian in appearance, for those of the planet Earth who would recognise the time period. Thanks to the efforts of one Twilight Sparkle and those who assisted her, the building and telescope have now been restored and are both fully operational.

P: (Park)
Just inside the park is the Phantomhive Manor. It is currently vacant.

O-shapes: (Watchtowers)
These watch towers seem to be from before the wall crumbled. Maybe there were more once, but these are the only ones that still stand.

STARS: (The Emporium)

What the hell is this shop? And why does it keep appearing in weird places? The Emporium appears in the city on the last week of every month, stocking objects from the homes of the residents and other particular requests which can be picked up.. for a price.



Shop #1: Bike Shop UNMANNED
A small bike shop. In it, unfinished bikes and every part needed to customise them can be found. From stencils to gears, chains, extra seats, and even bike-rack stakes to hammer into the ground at one's residence.

Shop #2: Music Store Pannacotta Fugo ([personal profile] unholey)
A store filled with instruments--many are in fairly good shape. You may find all those which do not require electricity or other means to work. There are also picks or extra strings and tools needed in repairing/caring for instruments. There is a small back room in which there are unfinished instruments stored.



The second floor of the store is divided into several rooms--the kitchen, bathroom, one bedroom, and a combined living room/dining area, which is the largest out of all the rooms. There are a few windows in each room. It can be accessed from either the staircase in the back room in the store or by the stairs behind the building. The apartment has plenty of furnishings to be comfortably livable in, with chairs, the 'necessities' for cooking and eating (utensils, pots, plates, etc), a table, a dresser and a large bed. There is a refrigerator and stove in the kitchen that are in perfect working condition.


Shop #3: FLOWER SHOP Kurama ([personal profile] roseblooms), Yusuke Urameshi ([personal profile] asskicks)

There is a small greenhouse in back of the store that is big enough to maintain the entire store's stock (nowhere near the size of the main one within the city).

There is a vacant apartment above the shop.


Shop #4: Art GalleryVACANT
A smallish building with two big windows in front filled with artwork. Creative citizens are encouraged to come and show their skills off to the rest of the city! The gallery also offers two rooms inside that can be rented out to a single artist each.

Shop #5: Bookstore Byakuya Togami ([personal profile] heirdisqualification), Makoto Naegi ([personal profile] naeggs), Touko Fukawa ([personal profile] originalscissorsister)
A fairly small store; the books it carries are either those written by Fukawa herself or those that she has personally approved of. The ground floor is peaceful and almost perpetually silent, with full bookshelves on each wall and in rows down the center of the room in almost labyrinthine fashion. There are a small collection of armchairs in a reading room towards the back, looking surprisingly cozy and inviting. Above the bookstore is a small apartment featuring a study, a bedroom, and a combined kitchen and living room.


Shop #6: BAKERY Holly Kujo ([personal profile] berrynice)
A squat, charming little building finished all in dark wood with a glass front and a heavy dutch door that doubles as a service/pick-up window. A bell with a pull string hangs from the wall. The entire building serves as a kitchen but there are benches outside for passers by who want to wait on an order or enjoy the smells.


Shop #7: Grocery / General GoodsUNMANNED
A shop that carries most grocery goods-- not things that would be microwaved/canned but rather raw ingredients as well as meats and fresh fruits and vegetables. Sometimes familiar foods from home may show up though. You may also find things and implements for cooking, as well as miscellaneous goods such as batteries or cameras--though they are very old-fashioned and the film needs to be developed by the person.

Shop #8: Leather Store Rip Van Winkle [personal profile] singinghuntress
Rip runs a leather shop where she tans the hides of the animals she kills for whoever needs leather in the city, along with offering the butchered meat of said animals and a little taxidermy on the side.

Shop #9: STOREFRONT VACANT

Shop #10: Miss Fortune's Boutique Couture Meridiana Everett ([personal profile] occultigen)
A combination design studio and fashion boutique. Laid out similar in fashion to a bridal salon, the front of the house includes a comfortable seating area for consultations and try-ons, with modest-sized dressing rooms along one wall within easy walking distance of the three-fold mirrors. The back of the house is stocked full of self-replenishing fabrics in various types, patterns, and weights, an assortment of design tools, dressmaker's forms, sewing machines — essentially everything a budding fashion designer could need to put together as many collections as her little thrice-dead heart desires.

Shop #11: Celebrían ([personal profile] silvergift)
A clothing store with many assorted styles--from formal wear to casual wear, designed and made by those who choose to man the store. Though some ready-made clothing is occasionally made available, the styles are drab and pieces are often in need of repair. The Dolorosa and Celebrían have set up shop here and can often be found in the back of the store, working on any kinds of request for tailored clothing that come their way. A sign in the window reads 'PERSONAL TAILORING AVAILABLE ON REQUEST, INQUIRE WITHIN'.

Shop #12: STOREFRONT VACANT

Shop #13: STOREFRONT VACANT

Shop #14: General Hardware VACANT
Hand-made tools and carpentry items line the walls of the modest shop. It isn't anything fancy, but a basic array of tools are at the disposal for those who need them. Everything from nails to screws, hand-saws and hammers. At the front of the store there is always a supply of different grains of lumber for building purposes and for keeping warm.

Shop #15: The Coffee Joint Giorno Giovanna ([personal profile] digiorno)
Cared for by numerous owners, the coffee shop looks very much like the Celsius airship, with a small stage area, the counter and then an arrangement of tables and chairs. There are couches available so that people can come and lounge while drinking coffee. In honor of Gabumon, a prior resident of the city, it keeps a handful of flavors of ice cream on hand for customers. The ice cream is also used to mix with coffee for their new drink called Gabu coffee - coffee with a scoop of ice cream in it.



Above the Coffee Joint there are two floors of bedrooms adding up to six bedrooms. These are used for the temporary residence of new arrivals, and were arranged by a former resident.




img #1/img #2


Shop #16: Egress Dave Strider ([personal profile] callbacks)
A warehouse-turned nightclub, featuring a small bar, a few tables for gathering, and a stage for musical performers. As of December 2016, Egress boasts a sweet soundboard system, so keep party rockin'!

Shop #17: Le Café Anglais VACANT
The flat above the tea shop is quaint, but spacious enough and currently unoccupied. There's certainly enough room for a sizable collection to be built up, and everything is geared to comfort and a feeling of security, with dark wood and soft furnishings.


On the ground floor, a tea shop selling dozens of blends (custom available on request) of tea, and cakes and pastries is run by England. In the back of the shop, between the rear door and the interior stairs leading up to the flat, is a small bedroom for emergency use.


Shop #18: The Woven Widow UNMANNED
A store specializing in clothes and artwork woven from a previous resident's own Spider silk. There are pre made outfits and woven tapestries, and she also repairs clothes, but she specializes in requests of many types. The store itself has webs and spiders along the ceiling and on the outside, with her babies helping out with little patch jobs.

Shop #19: Toy Store & The Den Jotaro Kujo ([personal profile] starmark)
A toy store that was renovated during the stay of Nicholas St. North while he lived in the city. While the store still has its original array of common toys (from board games to slinkies, but nothing like video games), it is now chock full of toys North left behind and new toys built by Katherine Shalazar. These toys tend to be made of scrap metal and have a 'steampunk'-esque look to them, often consisting of clockwork. Now that she is no longer there, the toys do not move on their own. However, anyone who believes in her magic can still make those toys work.

The first floor is a bit of a showroom with a workshop, and the space above is The Den, a gambling lounge with tables for cards, dice, mahjong, or anything you choose to bring in. It's got a warm, if slightly shady atmosphere, and minimalist Japanese decor, including a wooden carving of a dragon over the inside of the door. There are also a pair of comfortable leather couches, a pool table, and a back room if you want to play a more private game with your buddies.

In March 2016, a new area was attached onto the first floor, and houses a modest assortment of classic arcade games. In the absence of currency, these games can be played via house-provided tokens, which are available in the front of the shop and can be received in exchange for a modest barter — a soda, a favor, or something of similarly inconsequential value.

Shop #20: Art Gallery Rohan Kishibe ([personal profile] nibs)

Shop #21: Lutece Labs Rosalind Lutece ([personal profile] originallutece)
A two-story affair. The bottom floor consists of two rooms: the front is a public store area, with three counters. Products are displayed there, ranging in quality from wondrous to mundane. In the back is the laboratory itself: a spacious thing, filled with laboratory equipment and research notes. The second story is reserved for personal use, and consists of four rooms: a kitchen, a living room (complete with fireplace), a bedroom, and a full bathroom. Most of the interior here is acquired from the previous owner, and includes cooking equipment and a spinning wheel.

Shop #22: MYSTIC SHOP VACANT
Currently under renovation, this is a shop filled with potions, spells, charms, odd trinkets, herbs, and other odds and ends used for rituals of a magical nature.

Shop #23: STOREFRONT VACANT
The store is closed up tight. It's in good shape, but not particularly welcoming. No one appears to be living there. There's probably nothing of interest inside.

Shop #24: STOREFRONT VACANT










House #1: Psycho Mantis ([personal profile] ginger_firebird)

House #2: VACANT

House #3: VACANT

House #4: VACANT

House #5: VACANT

House #6: VACANT

House #7: VACANT
House #8: VACANT

House #9:VACANT
The palace was constructed by Princess Peach, and is a two story, bright, happy building that is magically larger on the inside than it should be. It is mostly covered in pinks and pastels, though the previous occupants were working on toning that down.

House #10: Vacant
House #11: VACANT

House #12:VACANT

House #13: VACANT
A bit of a fixer-upper that has had some work done on it.
House #14: VACANT

House #15: VACANT

House #16: VACANT
House #17: VACANT

House #18: VACANT

House #19: VACANT
House #20: Future Home of Rosalind ([personal profile] originallutece) & Robert Lutece ([personal profile] uncertainrelation)
House #20 is one of the more solid-looking houses of Ruby City’s era— a spruced up Victorian manor with an excess of shrubs and spots for annual flowerbeds.

House #21: VACANT

House #22: VACANT
House #23: VACANT

House #24: Meridiana Everett ([personal profile] occultigen), Dave Strider ([personal profile] callbacks)

House #25: Noraki Kakyoin ([personal profile] lapidarius), Jotaro Kujo ([personal profile] starmark), Giorno Giovanna ([personal profile] digiorno), Holly Kujo ([personal profile] berrynice), Pannacotta Fugo ([personal profile] unholey)
House #26: VACANT
A standard 2-story house with a small overhang of a front porch. A previous resident turned the massive garden right around and has planted all sorts of herbs, flowers, vegetables, and fruits. It is not be uncommon for friendly animals to frequent the location.

House #27: Celebrían ([personal profile] silvergift), Erestor ([personal profile] asinglebook)

House #28: Lucy Steel ([personal profile] damasks)
A grand château of the late medieval style. Across from the house on the small stretch of grass beside the train station, a stone shrine to Jeanne d'Arc has been erected.
House #29: Turgon ([personal profile] hikikomori_king)

House #30: VACANT

House #31: VACANT
This rather odd looking house is somehow bigger on the inside, though the outside is so large as to make that hard to believe. And yet it sits on the same spot of land that the house they replaced sat. There are steps leading up to the monstrosity and then back down again, seemingly pointless. The entry looks like a museum version of a church with rounded arched windows and a matching entrance.



A large ornate carved stone pedestal, three people tall stood to one side, supporting a spherical light bright enough to illuminate the area. Another large pedestal was slender and decorated, supporting what looked like an ornate pinwheel that drew in energy when the wind blew. To one side was what looked like a large Japanese temple, except that it was dwarfed by the rest of the building. To the side and above that was something almost impossible to explain, it had to be seen. There was a bit that looked like the yellow submarine, and a part that looked like a Chinese imperial palace, and a clock tower like Big Ben, and a castle tower with it's own little tower like a growth of a crystal, there was a tall narrow tower thing that seemed to serve no function whatsoever, and some over large gears on the side that turned slowly throughout the day. Powering what.... who knows? There was, on the other side, a balcony with crenelations and a large satellite dish.


Most of the living space was found in the temple part. Perhaps one day the sisters would investigate what they had wrought elsewhere. In the temple was a room with a sign that said "Belldandy's tea room" in pretty Hirugana. It had a low table with cushions and was decorated sparingly but elegantly. The kitchen had tins of tea and tea pots and a pump sink that also ran the more modern way. There were snacks in the cabinets and a small fridge. The living room boasted another low table and some shelves and a small TV...which of course did not work here in Ruby City. The satellite dish is not THAT good.


There was a bathroom and a separate room for the bath, in an older Japanese style.


There was a good sized room with a computer and printer that have been gutted already, because Skuld got to them, which means she does not have as much to play with now. Dang it.


There was a room marked Ki's workshop that has Keiichi's futon and other assorted personal things, not that either Goddess is likely to check,


Belldandy's bedroom is unlabeled, but clearly hers, simple yet lovely, and neat as a pin. A basket of wool and some knitting needles sits in one corner.


Skuld's room is labeled "Skuld's labs" and is its usual disaster of a mess, with parts and tools scattered amongst toys and empty ice cream containers. Her futon is shoved into a corner, since she almost never uses it. There was also a small store of manga.


Past the sliding door labeled "Urd's room" was what looked more like a chem lab and pharmacy than a bedroom. There were test tubes and beakers and complex distillation contraptions. There were shelves upon shelves of bottles of potion components, mostly as solids, labeled with Urd's own code of symbols.


There were other bedrooms here and there, that had been used by various friends family members, and other Goddesses who have come to visit. There was also one storage room that epitomized "bigger on the inside", as one cannot see the far end from the doorway. Thankfully, as Keiichi discovered, DOWN is not infinite. Somewhere in that room, a lone boombox plays slow sad country music.

House #32: VACANT

House #33: VACANT

House #34: VACANT
House #35: VACANT

House #36: VACANT

House #37: VACANT
House #38: VACANT

House #39: VACANT
The house is a low traditional Japanese manor house. The sort you just know has got to be haunted. It is surrounded by a low wall with an authentic looking gate. There is the steady sound of a water timer THOCKing to one side, and the soft burble of a pond to the other side. There were cherry blossoms just inside the wall, to either side of the gate.

House #40: VACANT
House #41: VACANT

House #42: VACANT

House #43: VACANT
House #44: VACANT

House #45: VACANT

House #46: VACANT
The large house is done up in the style of a traditional Japanese home.

House #47:

House #48: VACANT

House #49: VACANT
House #50: VACANT

House #51: VACANT

House #52: Julian A. Arken ([personal profile] arken7)
House #53: VACANT

House #54: VACANT

House #55: VACANT
House #56: VACANT

House #57: VACANT

House #58: VACANT
House #59: VACANT

House #60: VACANT

House #61: VACANT
House #62: VACANT

House #63:VACANT

House #64: VACANT
House #65:VACANT

House #66: VACANT

House #67: VACANT
House #68: VACANT

House #69: VACANT

House #70: VACANT
House #71: Rip van Winkle ([personal profile] singinghuntress)

House #72: VACANT

House #73: VACANT
House #74: VACANT

House #75:VACANT

House #76: VACANT
House #77: VACANT

House #78: VACANT

House #79: VACANT
House #80: VACANT

House #81: VACANT

House #82: VACANT
House #83: VACANT

House #84: VACANT

House #85:Kyrian Hunter ([personal profile] betrayedbylove)
A large house with columns in front similar to an Ancient Greek style. The shutters are all firmly sealed over the windows. The windows beneath are covered with a thick layer of black paint.
House #86: VACANT

House #87: VACANT

House #88: VACANT
House #89: VACANT

House #90: VACANT

House #91: VACANT

House #92: VACANT

House #93: VACANT
House #94: VACANT

House #95: VACANT

House #96: VACANT
House #97:VACANT

House #98: Diarmuid Ua Duibhne ([personal profile] oathshackledbird)

House #99: VACANT
House #100: VACANT

House #101: VACANT

House #102: VACANT
House #103: VACANT

House #104: VACANT

House #105: VACANT
House #106: VACANT

House #107: VACANT

House #108: VACANT
House #109: VACANT

House #110: VACANT

House #111: VACANT
House #112: VACANT
House #113: Blackarachnia ([personal profile] treacherous_widow)








#1a: Harry Dresden ([personal profile] in_the_book)

#1b: VACANT

#1c: VACANT

#1d: VACANT


#2a: VACANT

#2b: VACANT

#2c: VACANT

#2d: VACANT


#3a: VACANT

#3b: VACANT

#3c: Zarek ([personal profile] psychoassz)

#3d: VACANT


#4a: VACANT

#4b: VACANT


#4c: VACANT

#4d: Elena Gilbert ([personal profile] anadiplosis) & Jenna Sommers ([personal profile] gradstudent)







#1a: Diego Brando ([personal profile] raptorcious)

#1b: VACANT

#1c: VACANT

#1d: VACANT


#2a:VACANT
A small rundown apartment with several new locks installed. The interior has not been well kept, with claw marks on the surfaces of counters and furniture.

#2b: VACANT

#2c: VACANT

#2d: VACANT


#3a: VACANT

#3b: VACANT

#3c: VACANT

#3d: VACANT


#4a: VACANT

#4b: VACANT

#4c: VACANT

#4d: VACANT







#1a: VACANT

#1b: VACANT

#1c: Rosalind Lutece ([personal profile] originallutece) & Robert Lutece ([personal profile] uncertainrelation)

#1d: VACANT


#2a: VACANT

#2b: VACANT

#2c: VACANT

#2d: VACANT


#3a: VACANT

#3b: VACANT

#3c: VACANT

#3d: VACANT


#4a: VACANT

#4b: VACANT

#4c/d:VACANT
- two apartments merged into one.



✧ N A V I G A T I O N ✧
rubycitymods: (Default)
2012-01-28 09:12 pm
Entry tags:

PREMISE



You first glimpse the city through the window of the train.

What is the best part of you? What is the worst you can offer? As soon as you enter the Victorian-style city, the figurative powers that be know just what to expect from you. Your desires, your fears, your past and even your future are an open book from which the threads of dozens of stories can be brought forth and used to draw others in.

Nested near the centre of a large island, surrounded by an unnamed sea and ceilinged by an unfamiliar but star-filled sky, Ruby City is a place of constant change. From the moment they arrive, the residents influence the ebb and flow with their words and deeds, turning their new home into a mirror of themselves and the actions that they choose to take. Be it for better or worse, the vices and virtues displayed by every individual will impact upon the world around them, affecting the daily lives of everyone else who lives there.

Seven powerful beings hold sway over the city, though they too hail from a realm beyond that of the city itself. Their own pasts largely a mystery, they are tied heavily into the mechanics of their current world and are driven to test the residents of it for their own particular, enigmatic benefits.

In a place where a good deed means more than a smile in return, and an ill one can cost a life.. what will you become?

* * *

Ruby City is a pan-fandom jamjar experience that incorporates elements from most genres, including but not limited to: horror, adventure, survival, humour, and mystery. Characters find themselves brought to the city by train and trapped, unable to move much further than the surrounding island landscape.

Events occur twice monthly and while most are moderated, players are wholly encouraged to run game-wide events as well. Stretches of downtime between events are given for players work on personal plots and character development.

The game is slow to moderately paced, though this may quicken during busy events. Ruby City is a laid back game eager to welcome you, and much of it can be shaped by individual players -- from locations that exist within the city to suggestions for events.


✧ N A V I G A T I O N ✧
rubycitymods: (Default)
2012-01-28 04:35 pm
Entry tags:

BESTIARY

Bestiary. )</td><td>


The Adh Seid are Irish spirits who are never seen by those that have a clean conscience, and emerge at midnight. They have many different forms. Sometimes they are seen as frogs, other times a beautiful woman and at other times they are a black horse. They enter into peoples' houses to haunt them. Those who have done good deeds in life have nothing to fear. It is those who have done wrong in life who should watch out as the Adh Seid causes them to lose their sanity.






Badgermoles are gigantic creatures found in mountainous areas and are capable of earthbending. While they have eyes, evolution has led to them being blind due to their habitat being underground. They use a combination of their claws and earthbending to dig tunnels through mountains, which they can change and thus lead to very lost people if they happen to wander inside them. Badgermoles can be tamed, though the ones found in the wild can be aggressive if they feel threatened. However, it seems that they like music.






Chocobos are large, flightless birds most often found in fields and forests. While most are yellow in color, rare breeds exist possessing different colors and abilities, such as being able to fly or walk on water. Chocobos are known for being intelligent and friendly, and are commonly used as mounts that can be called from anywhere in the world with a special whistle.





A sad, pale blob of a creature that spins psychic, semi-visible webs among the trees and waits for someone to stumble upon them. If caught, its prey begins to dream of something from home. These dreams are usually comforting, although not always, and intended to trap the user permanently. It's possible to break free of the dream, but it takes a great deal of effort, and if one eats the food there, they'll stay forever.

For its part, the drome simply enjoys watching its prey dream. Once they starve to death, it will eat them. Dromes will always be present in a person's dream, disguised as something else. They cannot speak, but their visual appearance is flawless. In addition, they can disguise their prey in order to confuse any would-be rescuers. They can be killed by beheading.






Living in small colonies in the forest, the fairies are rarely seen but often heard, usually as silver laughter or the sound of bells in the tree canopy. Here and there in glades clear of trees, fairy rings can be found, and stepping inside them will instantly transport the individual into the realm of the Fae. They are gentle, but mischievous creatures who will take any opportunity to celebrate, but it must be noted that to consume the food or drink they offer you will leave you trapped in their world forever. They can be befriended, but to remove one from its colony means that it can never come back. However, they seem to be aware of this, and if one should decide that you are worthy of such a thing, you are a very lucky individual.

Fairies are fond of sweet things, and gifts of things such as honey are always well-received.





Small, primitive dragons the size of large birds. Fire lizards come in a range of colours, and unlike most creatures present in the areas surrounding the city, can be tamed and "linked" with a single individual. In the wild, they travel in groups known as fairs and can be found in the lower areas of the mountains and on the cliffs and beaches. For more information, please refer to this post.

Please note that fire lizards can only be found breeding between the months of May and September.





Ruby City has a less than settled past, and of course the spirits of those who have died here are restless. Though not seen often, at certain times of the year or in certain weather conditions these spirits can be seen wandering the streets of the city, along paths they once took in life.

For anyone who can communicate with them, they will seem near-psychotic in speech, but they are (mostly) harmless.





These small creatures reside in the gardens/backyards of homes, and are generally considered to be harmless yet irritating pests, often infesting in large numbers. They are known to have toughened skin, oversized bauble-shaped heads, and large, gnarled feet. The most typical way to get rid of an infestation of gnomes is to pick them up by the ankles, swing them around several times to disorient them, and then fling them as far as possible; however, this is only considered a temporary solution and the creatures will inevitably return.





The Grindylow is a sickly green colour, with green teeth and small pointy horns on its head. It has long, strong (albeit brittle) fingers which it uses to strangle its prey, and is a rather good swimmer. They can be found in the bottom of the lake outside the city, and are very aggressive, with the habit of catching those people who swim too far from the shore and dragging them down into the depths. The trick to escaping them is to break their grip.





Kin of Amaimon, King of Earth. Hobgoblins are demons that possess rats, moles, and other small pests. As demons, they look similar to strange monkeys. These weaklings are mostly mischief makers, stealing people's possessions, eating their food, and causing mayhem for fun. Hobgoblins are metropolitan, found wherever their hosts are, and live in small colonies ruled by a large king or queen. Though they are not sapient, they do use crude weapons and tools. They cannot be seen by those who are not spiritually sensitive in some way (up to player discretion).





Kappa are roughly humanoid in form, and about the size of a child. Their scaly, reptilian skin ranges in colour from green to yellow or blue. They inhabit rivers and ponds, and have webbed hands and feet, able to swim like fish. They are tricksters, and their pranks can range from the harmless, such as passing gas as someone walks by, to the openly malevolent, such as drowning people and animals.

If captured by one, there are a few means of escape. Kappa obsess over politeness, and if a person gestures to them with a deep bow, they are obliged to return it, spilling the water from the lilypad-like bowl (sara) on top of their head, rendering them unable to leave the bowed position until the bowl is refilled with water from the pond or river where it lives. If a human does this, the kappa will serve them forever. Another weakness is their arms, which can be pulled from their body. A kappa will typically impart knowledge or perform favours to have its arms returned.





Kelpies are a type of fae that make their homes in the water. They live within freshwater lakes, streams and rivers. Like most fae, they care only for themselves and the environment around them - humans are either an afterthought or the next meal. Kelpies appear as horses walking up out of the water, beautiful and gleaming white, with skin that is smooth, a bit slimy, like a catfish. They will seem friendly, and often try to invite a human upon their back - but once they are touched, their skin becomes adhesive, and they drag their prey back into the water to devour them. You may have to lose a hand to get away alive.






The forest at the eastern edge of the park boasts only one leshen, but one is more than enough. Its territory is marked by small, strange totems attached to trees and even the dryads will hasten to warn the unwary that they should not pass that way if they can help it.

If provoked, the leshen is a fearsome enemy. It is able to summon wildlife to attack, and pushes its hands into the ground to cause roots to burst from beneath any target. Their weakness is fire, but it is not advisable to attempt to go up against them at all.






The monsters in the park are some twisted combination of humanoid and lupine. They are mindless in their hunger, competely feral and violent without reason or concern for their own well being. They often travel in packs, and while one may be easy for many to dispatch, a large group is significantly more lethal.






A small human-like creature with blazing red eyes, wearing a red hat and having a long white beard. Red caps have eagle claws for hands which they use to kill humans. They are called ‘Red Caps’ because they stain their hats with the blood of their victims. They wear boots made from iron but this does not slow them down, rather they are extremely agile and quick, jumping and running from one place to another. The Red Caps live among piles of rocks in the plainlands.

The best way to protect oneself from Red Cap is to recite the words from the Bible.






An enormous bird of prey, only two dwell in the mountains, and far from one another. If you see a bird’s shadow passing over you on the plains, you may want to freeze or else duck for cover.

They hunt the large wargs that roam about, but will not hesitate to go for a human or two. However, if their prey proves aware or else able to fight them back, they may quickly flee. They nest high up in the mountains, and beware if you stumble upon one.





These spiders like damp places to rest, and can be found in the forest. While generally docile, they will lurk when hungry and jump out to grab their prey. These beasts are generally about ten feet high and covered in hair. They are different from other spiders in that their mouths are located on the underside of their bellies, away from their fangs. Young spiderlings are about the size of a large dog, and much faster than their adult counterparts, so beware!






Like dryads, spriggans are tree spirits, however, they are far more violent than their fair counterparts and will simply attempt to kill anyone who is unlucky enough to come across them. They can bend Nature to their will and turn nearby wildlife against the person they are engaging, and are a formidable enemy for this reason alone. Spriggans can be defeated easily using fire, and live in the deeper parts of the forest.





Found in the forest, thestrals are huge winged horses with white shining eyes, dragonish faces and necks, and skeletal black bodies. They are attracted to the smell of blood. Thestrals are invisible to anyone who has not seen death, and have an amazing sense of direction, able to move magically fast through the air. ( description from HP Lexicon )






The caves high in the mountains are not only home to dragons. Trolls can be found, living alone or in small groups of what can be assumed to be family members, and while they will not attack on sight, they will not hesitate to do so if their home is disturbed or if they feel threatened. It is best to simply keep away from them.





Shy and mysterious creatures, unicorns are horses of extraordinary elegance and grace, marked out as what they are by the slender spiral horn in the centre of their forehead. They will rarely approach anyone, but can be most easily found by those with pure hearts.

Unicorns are never seen outside of the forest, and anyone looking for one will have to spend a long time searching.






These creatures travel in packs of two and threes across the plainlands. They have a large territory range so, if you set foot outside the city, you’re already likely in their territory.

They’re only a bit smaller than a horse and once they lock their jaws around you, it’s near impossible to break.






The wendigo is a creature of skin and bones and hunger. It looks a bit like something dead, half desiccated. Its proportions are stretched, wrong and only a parody of humanoid. The creature's physical form is a temporary one, as it usually travels in a noncorporeal form, an out of the place breeze that raises the hairs on one's neck as it passes. The wendigo hungers for flesh, especially human flesh. Beyond the danger of being eaten, the wendigo also can possess its victim for short stretches of time, controlling that person and forcing him or her to commit horrible atrocities without any awareness, often leaving its possessed victim with blood on its hands.

Wendigos can be encountered near the edge of the forest, and rarely venture far onto the plainlands.






Will-o'-the-wisps are tiny, ethereal beings that manifest themselves and dancing lights, usually only approaching and appearing in the corner of one's vision. They cannot directly cause harm, but they are known to mislead those who see them, drawing them deeper into the forest and further from marked trails. Rather mischievous, they are not above leading the unwary traveler into dangerous situations.






In the caves in the mountains there live large, fur-covered, bipedal creatures. With large teeth. These are the yeti, which are rather territorial. They will not hesitate to violently defend their homes, and especially their young against any intruders. They are large, muscular and possessed of sharp claws and short tempers. They are generally solitary creatures, save when they have their young with them.




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An ill omen in any situation, seeing a banshee is a sure sign that your luck is about to turn bad. Associated with death, they most often appear after somebody has passed away.






Illusive by nature, the centaur herd lives a solitary life in the depths of the forest. They are half-wild, and attempting to ride one is seen as a grievous insult, punishable by death. They are, however, sentient and capable of intelligent conversation. The friendship of a centaur is difficult to gain, but once gained, they are incredibly loyal and will defend a friend even from others of their own kind.






Dryads are nymphs which are bound to certain trees in the forest. They are mischievous and will tempt young, virile men into mating with them so that they can reproduce. If the tree they are bound to is cut down or otherwise destroyed, they will die. It is not recommended to light a fire within sight of a dryad’s tree, as they do not react kindly to such things, and can set the flora itself to attack any kind of threat.






Living in the forest, the elves are small, humanoid beings with pointed ears and large eyes. They appear to be defenceless, but are anything but, and seem to be able to disappear and reappear at will. Someone venturing into the forest may find themselves being followed for some time before they happen to catch a glimpse of small figures moving from tree to tree. The elves use rudimentary weapons, but the blades and arrows that they are armed with are laced with a paralysing poison that places the victim into a deep coma.

While not unfriendly, they have no reason to trust anyone who invades their territories. However, unless you cause damage to their home, they will only observe you until you leave.






Living in the lake, the mer are intelligent creatures with a structured society, based somewhere deep in the dark waters. They can occasionally be seen near the surface, but will often flee at the sight of a human. It is said that dancing fascinates them, and they will come into the shallows to watch it. If they are captured and pulled onto land, their tails will turn into legs through a painful metamorphosis.






A type of nymph which inhabits fountains, small rivers, streams and brooks and springs, they largely keep away from the dealings of mortals. Each naiad is bound to a body of water, and if it dries up, they will die. Though they mostly keep to themselves, they can be tempted by offerings.






The Phoenix is a unique animal within the world that Ruby City is placed, and resides at its highest point. There is only one, and it is a creature of such beauty and power that even the captors hold it in high regard. Said to live for 500 or 1461 years (depending on the source), the Phoenix is a bird with beautiful gold and red plumage. At the end of its life-cycle the phoenix builds itself a nest of cinnamon twigs that it then ignites; both nest and bird burn fiercely and are reduced to ashes, from which a new, young Phoenix arises.

More commonly found in colder climates that hot, if you were to find it, these birds can mainly only be called forth by those who have a certain magic within them, and be asked for help, and if someone creates a powerful enough bond with a Phoenix, the bird can become their familiar. If the bird wills it.




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Both beautiful and terrifying, dragons inhabit high mountains and claim vast territories. They are highly intelligent creatures fond of riddles, and can be anything from utterly benevolent to entirely evil. Dragons are capable of speech, but not of lying (however, they can certainly twist the truth), often employing the use of cunning and pretty words to convince others.

They can indeed breathe fire, and occasionally descend from their lofty perches to hunt on the plains. It would be rare to see two in the same place save for when they are mating, which is a sight to behold in itself.





Terrible creatures of seafaring legend, there is currently only one kraken living in the lake, several hour's walk from the city itself. With a distinct lack of boats to sink, it is rarely seen, but those walking by the water in the dim light of dawn or dusk might chance to see several long, thick tentacles waving above the water.





The Leviathan makes its home in the subterranean lake beneath the city. It is of a size that is almost incomprehensible, and is capable of easily swallowing a person whole. Presumably a creation of the captor named Atien Moore, it does not react well to being disturbed . . .



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✧ N A V I G A T I O N ✧