Chuubostuck/ICWorlds

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An Operation DMC resource


About Our Worlds[edit]

Write up your worlds here. Share intel. Might provide useful information.

The Seven Gates[edit]

Each of your worlds contains seven Gates, rising up over your houses in a roughly straight line. Eventually, your houses should rise up to meet them, although with sufficient flight this isn't technically required. But it does make life easier for your consorts.

The First Gate[edit]

This Gate is just above your home when you begin, and is generally no more than two-three stories of construction to reach. It leads to the first major region of your planet, where there are fairly low-level imps, a consort village or two, and some easy dungeons and bosses. There are also return nodes to get you back to your house, but keep an eye out for one with a strange color. It'll lead you to your client player's house, and that can be a bit of a drop.

The Second Gate[edit]

The Second Gate leads to the first major region of your client player's planet, and tends to dump you out not far from a return node that you can use to reach their house. Note that this gate is two-way: if your client is out exploring, and finds the portal in question, they'll end up appearing in the air above your house. This is a good reason to build up to the gate fairly quickly. We don't need people charging through unknown gates like maniacs and falling to their deaths and having to be saved at the last moment by a time traveller.

Felicia.

The Third Gate[edit]

The Third Gate is getting quite far up, and leads to the second major region of your planet, where more difficult bosses, major Consort towns, and powerful treasures tend to be congregated. Reaching it can be considered unlocking the next phase of your journey, unless you're cheating and getting there some other way far too early like some people I can name in both sessions. If you are in your second region, be careful about hopping into random nodes without checking first, because one of them leads to your client's Fourth Gate. The Fourth Gate is plenty high up, and you could easily fall to your death if you walked through by mistake and there was no house built up forty stories to catch you.

The Fourth Gate[edit]

The Fourth Gate works a lot like the second; it leads to an area in the second major region of your server player's planet. This is a useful way for people with moderate fast travel to hop around without having to cycle through all six worlds.

The Fifth Gate[edit]

The Fifth Gate unlocks the third and final major region of your planet, although frankly by this point most people can get there some other way. It's faster and easier, though, and there's something to be said for entering an area from the point the game expects you to. By now, you should be well along the path to solving your world's unique challenges, and this area will help you out. The return nodes here are all safe.

The Sixth Gate[edit]

The Sixth Gate leads to a portal a distance above your dream tower on Prospit or Derse. From there, you can easily reach the moons, or hop to any other planet belonging to a fellow Dreamer. Honestly, I'm not sure how critical it is. Everyone has other ways of getting to the dream moons, after all, if only via the Veil, and it's so high up...

The Seventh Gate[edit]

By the time you reach this gate, your house is going to be a few times the diameter of your planet. Seriously. It's that far up. Even flying is tricky with most methods. Anyway, going through this Gate will take you to the hidden area of your planet where your Denizen lives, which is normally inaccessible. DO NOT GO THERE UNTIL YOU ARE READY. There is no way back except for confronting your Denizen.

Session A[edit]

Land of Song and Silence[edit]

  • Aspect: Time
  • Consorts: Hummingbirds

The Land of Song and Silence is a small planet, taking the form of a hilly world dotted with broken semaphore towers. Repaired towers reflect songs that echo around the world, and fixing towers is the primary dungeon type (with secondary dungeons including venturing into honeycomb mazes and dangerous plants to free consorts and repair hummingbird villages). Because tower repair has to be done in specific orders to wake Hephaestus, and because some towers actually have to be destroyed, or repaired and destroyed in alternate patterns as songlines pass by, completing the world before the end of the prime timeline is impossible. Generally, you have to use time travel and manipulate the towers after your first pass-through the timeline charted what songs were passing by, and when. So don't goof that up, younger Amber.

Some songlines actually broadcast to other worlds. This will ultimately be the only way for us to disarm some of the most problematic traps in Felicia's world and gain entrance to the Chantry of Rage, where she will find the tool to summon her Denizen. Won't happen very early, though.

Land of Rust and Frogs[edit]

  • Aspect: Space
  • Consorts: Pillbugs

Land of Storms and Dust[edit]

  • Aspect: Doom
  • Consorts: Bats

Land of Sin and Gardens[edit]

  • Aspect: Light
  • Consorts: Snakes

Land of Vines and Forests[edit]

  • Aspect: Hope
  • Consorts: Lemurs

Large planet. Sky canopy obscured by massive redwoods. Smaller trees with faces of people from Old Molder common. Small number of giant talking spiders; potentially non-hostile, purpose unclear. Abraxas appears as reflection in water, mostly lakes, occasionally reflects self in dewdrops. Major 'dungeons' take form of hostile jungle environments encroaching on forest.

Land of Traps and Tunnels[edit]

  • Aspect: Rage
  • Consorts: Fortitude Rats

Session B[edit]

Land of ?? and Frogs[edit]

  • Aspect: Space
  • Consorts: ??

Land of ?? and ??[edit]

  • Aspect: Void
  • Consorts: ??

Land of ?? and ??[edit]

  • Aspect: Light
  • Consorts: ??

Land of Fog and Dungeons[edit]

Charon is running things. There are ghosts everywhere, fog, huge spiders, and crystals that draw the life out of people. Umm, probably none of you should come here unless you can't avoid it. - Ayumu.

  • Aspect: Doom
  • Consorts: Spiders

Land of Mirrors and Briers[edit]

My shrine is here, and there's talking animals, and lots of shiny things, and hedges of vines with big thorns. Rose? Blackberry? Not sure. The huntsman doesn't like foxes. And has a big axe.

  • Aspect: Hope
  • Consorts: ??

Land of Flame and Rivers[edit]

Things burn, things grow and the rivers roar endlessly. My house is here, and there's B.A.'s tree castle too - he says he's a ruler here. Of life and the wild and growing things.

  • Aspect: Rage
  • Consorts: My friends and family - the people I saved from Little Island.