alogos: (Default)
alogos ([personal profile] alogos) wrote2024-08-26 04:53 pm
NSFW

locations.

OREXIS
KARTERIA
Belle VilleBasileiosWater's EdgeSophiaGloriaEast Sophia


Image

Priding itself on its functional, futuristic, and nostalgic architecture, Karteria at first glance is pristine, untouchable, and beautiful. It samples heavily from Art Deco and Art Nouveau with just a touch of vintage Hollywood glam and a simplistic modern edge. Its buildings are tall, often teals, blues, golds, blacks, and brassy in color, with lights and splashes of other bright colors thrown in.

When you're in the city, you start to notice its splendor... fading. Karteria's less affluent districts are rough around the edges, any maintenance few and far between. Sidewalks may be cracked and full of ditches; the faces of buildings may be faded, stained, windows cracked or boarded. Some districts are outright crowded with makeshift shelters and abandoned vehicles, rendered unusable by governmental policy and resource scarcity. But not all districts are run down, just as not all districts are polished and well-kept.

Karteria is a mix of towering skyscrapers and stout, multi-floor complexes. At the outskirts of the city might exist some few neighborhoods with purely residential buildings, but you can expect that most buildings have multiple floors, with business and residential dwellings mixed together within the same street, or even within the same building.

Belle Ville
Contains: Low-Priced Housing, Moderately-Priced Housing, Luxury Housing

One of the largest districts in Karteria, and one that yet remains vibrant. While plenty of housing exists within the area, much of its zoning is committed to trades, and there's few streets here that are purely residential. And when it comes to business, if it's not too loud or too dirty, it's likely to find a place in Belle Ville.

In addition to craftsmen, alchemists, grocers, adventurers' guilds and the like, there are outright entertainment mini-districts, particularly towards the South, by the water. Complete with old theatres that have seen better days, there are bars known more for their live performances than for their drinks (though most stop by for both). There is little that is outright risqué on display, however, as social mores within the city lean towards the restrained. Belle Ville is prim and proper; its residents won't tolerate salacious storefronts and performance in plain sight.

To the west side of Belle Ville, and comprising the center of the city itself, lays the administrative heart of Karteria. Buildings increase in height, the density of offices increases, and artisans give way to politicians and bureaucrats.

Karteria is governed by an elected Council, with every district earning a certain number of representatives. Laws passed apply to the whole of the city, though each district maintains a limited amount of autonomy when it comes to distribution of resources. (The Augmented, at this time, have no voting rights.)

Reactions towards the Augmented are largely positive, or at least polite, though the size of the district ensures some amount of variability. But most who live and work within Belle Ville lean towards some flavor of middle class, a group that has largely warmed to the Augmented's presence amongst them. With sufficient means and connections, the Augmented are even permitted to operate their own business in the area! (Though it would be significantly easier to do so within East Sophia or Gloria.)

Karterians living towards the North of the district, skirting up against the more affluent Basileios, might have some of their aloofness rub off. But even if they're a touch less welcoming, they're not anywhere close to hostile. They're not brutes, and they hope that you won't be either.

Local politicians found in the area are likely to be distant, and avoid conversation. The lower down in the bureaucracy they are, the more friendly they become, having likely been on the receiving end of some amount of Augmented assistance. But the Government as an entity has become somewhat displeased with the Augmented. For the time being, favorable public opinion has kept that displeasure in check, and Augmented-run developments in farming is also serving to keep some voices on the Council on their side.

NOTABLE LANDMARKS & BUSINESSES

Council Offices — Some of the finest (and tallest) buildings in Karteria are these, and it's easy to see where the city's budget for maintenance has gone. There's nothing run down here, there's nothing untidy. Most politicians live in the finer parts of Belle Ville or even within Basileios, so you could say they're used to certain standards. Others might suggest that it's important for the seat of governance to look appropriately imposing, to impress foreigners. Still others grumble about the inefficiency and waste of it all (apart from the Augmented there are no foreigners these days).

While the Augmented can try to seek audiences with Karteria's administration, they're likely to be turned away, and redirected towards Patho-Gen. You are their problem, not the Council's. For those with the right legislative background and some luck, it might be possible to find work with the lowest rungs of the bureaucracy. It's progress! At first, they wouldn't have even let an Augmented in the building.

Patho-Gen HQ — This is where all new characters wake up. A tall building in its own right, it's not particularly massive, with slender corridors but enough space for labs and the like. With all Patho-Gen's responsible for, it's amazing that they manage to do it all in this one building, but they do! Scientific and medical innovation take place here.

The Valentia — Once a four-star hotel, The Valentia sold out to the Council a number of years ago to ensure financial stability. Now, the entire second floor is used as temporary housing for Augmented characters, and their amenities are available for use by them.

Peacock Theatre — The most glorious of theatres in the whole of Karteria, known for both its stylish decor (much of it peacock-themed, as might be expected) and the quality of its performances. It's true that the place has seen better days, as the economic downturn has put more 'frivolous' luxuries such as taking in a show out of the reach of many Karterians. Still, the place persists. And to be hired for a production here remains the dream of anyone stubborn and deluded enough to pursue a career in acting.

Some would claim that the Peacock's charm has only increased with the wear around its edges, giving it an attractively established feel. That sort of thing is acceptable for theatres.


Basileios
Contains: Luxury Housing

Why, when you stroll down tree-dappled streets, it's easy to believe there's no crisis going on in the world at all. And that's exactly how these residents like it.

There aren't too many shops around, but the ones that exist are more accurately described as boutiques. Jewelry, fine clothes, restaurants, artisanal bakeries—both the goods and the stores themselves are classy, elegant, and expensive. While the truly affluent have personal tailors and cooks, most still enjoy a bit of public browsing as an excuse for an outing.

While the use of robotic assistants is commonplace throughout Karteria, the ServiTons picking up the slack when it comes to the necessary drudgework involved in modern life, their incidence runs even higher in this district. The streets are kept clean, peaceful and neat; boutiques are staffed almost exclusively by machines. And rather than avail themselves of the local (and very fine) private school, the prestigious Basileios Gymnasium, some parents elect to have their children taught exclusively by ServiTon tutors.

For the residents here who still choose to 'work', their careers lay almost exclusively in administration, finance, or some other self-employed venture. Some of the higher-ups in Patho-Gen also hail from this district. And for all that gas-powered vehicles remain banned, if there's any who can afford to maintain a now-illegal car, they live here.

Opinions on the Augmented tend towards the dismissive, though not outright hostile. The only fur people here want to see is a fur coat, and a furry person is no more welcome than a stray dog: they're more likely to view this as a mark against whoever owns you (This is probably Patho-Gen? While more amongst the upper class have met an Augmented by now (or at least viewed one at a distance), they remain largely skeptical of the whole endeavor). Golem-types in particular will be condescended to and dehumanized, and assumed to be some manner of new ServiTon. Personhood is diminished, when not utterly disregarded. While this is true across all Karterian demographics, the upper class of Basileios are the most dismissive of Golems.

The people here are arrogant and easily amused by trifles. They dress in furs and golds, and often flaunt their wealth in these spheres to earn the trust of fellow rich folk. In their spare time, they enjoy lavish parties and talking finance with their peers, often looking for schemes to invest their money in.

NOTABLE LANDMARKS & BUSINESSES

Basileios Gymnasium — Even though some families have opted to homeschool their kids with the aid of ServiTons, the Basileios Gymnasium is host to only the best. Teachers, lunches, resources, this school focuses on rhetoric, sciences, debate, and government. Of course they offer a well-rounded curriculum, but students who attend this school often partake in social sciences as an extra-curricular activity, encouraged to strike up conversation and argue ethics, morality, and the notion of social and scientific progression. The Gymnasium teaches students zoned in Basileios from grade 1-12.

Scintillant Park — The largest park in Karteria, existing along the southern edge of Basileios. Kept nicely maintained. People from all over the city stop by here for an outing, for a bit of grass and green, because it's not safe to find those outside Karteria any longer. Boasting the largest collection of trees in the city, it's too orderly to be strictly called a 'forest', and impossible to become lost within—but it's peaceful nonetheless.


Water's Edge
Contains: Moderately-Priced Housing

Earnestly middle-class, this region is clinging desperately to its hard-fought self-perception of being decent, proper, and educated. Many of the people here have jobs in administration, but can't afford to live there (and refuse to live amongst the bustle of the East side of Belle Ville).

In recent history, the district had been dedicated to heavy industry, and the richest families here made their money that way. They all attempt to downplay this. Though the pollutants have been largely cleaned up (and ironically replaced with the now ever-present arcane radiation), coastal property is still not seen as glamorous, high-status, or particularly desirable. Associations with sewage, bad smells, and the danger of the open ocean remains... but in reality it is quite nice. Factories converted into residences attempt to be both chic and old-world, and only add to an unintentionally eclectic style in the district. Water's Edge is trying to escape its past through any means available, but has yet to show any signs of succeeding.

Businesses within Water's Edge are infrequent, and exist as modest corner-stores, groceries, and the occasional small library. Quiet shops are all that's permitted, and nothing indecent either; if there was ever a district concerned about propriety and morality, it would be here. This is a position that has only sharpened over the past decade, as the problems with arcane radiation show no sign of letting up, nor the outside world becoming any safer. Some fear the return of heavy, dirty industry to the district, ruining their already fragile self-perception further (But with Katalyth unappetizing as an energy source these days, what else can the city do but return to oil and coal?).

Opinions on the Augmented are therefore on the more unforgiving side—as once you start showing fur, scales, or feathers, you become a tangible sign of change, and everything they're afraid of. With the effort the Augmented have put into helping the middle class the people here have warmed up a trifle. As in, they'll let you in their shops, and will avoid looking too uncomfortable about it.

One thing they do appreciate, if not entirely understand, is that the Augmented seem to have fewer negative associations with the ocean, and don't see anything repulsive about hanging around it. Their district isn't filthy (anymore), or dangerous—so why can't other Karterians see it?

NOTABLE LANDMARKS & BUSINESSES

The Waterfront — The heart of business in Water's Edge, both in the past and now, with only the nature of that business changing. Currently it is host to a selection of bakeries, small grocers, cafes, bookshops, and knickknacks. None of it is as upscale as it's pretending to be, but that's not to say that any of it is bad. It's a perfectly cute place to visit, if overpriced for the quality you get. And with many a bench conveniently situated to sit and observe the sea (or those shopping), going to the Waterfront on a nice sunny day isn't the worst way to spend a break.

Business isn't going great though, and never has. Only the residents of Water's Edge ever go here, as a perception of the water as dirty and dangerous persists, despite their efforts to clean up that reputation. Even the locals don't sit outside, and without that draw (truly, it's a disadvantage), why would anyone else go out of their way to shop here, when they could get the same things closer to home?

Old Factory Lane — The impromptu name for the area became the de-facto one, much to the residents' distress—though they pretend this makes it sound charmingly rustic, rather than rusty. These streets (as there's more than one, despite the singular 'lane') are somewhat charming despite this, if in a very self-conscious sort of way. Constructed largely from converted factories and mills, the style has been kept as deliberately 'industrial'. Exposed pipes are a given. Concrete is an aesthetic.


Sophia
Contains: Moderately-Priced Housing

Defiantly middle-class, Sophia has been trying for years to market itself as something exclusive, vibrant, and youthful. What it has attracted are the sorts of people who can afford to see themselves that way. Prices here are inflated considering what you get, as the standards remain solidly modest—but that's the cost of living somewhere 'hip'.

The shops here tend towards the boutique, the unusual, and ever since the economic downturn, they're largely not doing too well. Fewer and fewer people have the money to spend on novelty, and those that do can afford something nicer than what you'd find here. Which isn't to say that there's no gold to be found amidst the gilt—but you'll have to sift for it.

Or maybe you're there for the gilt. You wouldn't be the first.

Views towards the Augmented are amongst the most positive here, especially if your soul type lends itself towards bright colors or a fantastic pattern.

NOTABLE LANDMARKS & BUSINESSES

Library Sophia — As Sophia is the heart of all that is fashionable, exciting and popular—what encompasses all of those things but a library! As odd as that might sound from a non-Karterian perspective, this is absolutely the case. And while a multitude of libraries service the whole of the city, the Library Sophia is the grandest of them all. Sporting a multitude of floors to house their expansive collection, the building also contains rooms that can be rented out for club meetings, or small presentations. The interior itself is both grandiose and calm, with plenty of nooks for study or thought.

Literacy is near-universal amongst the Karterian population, and to be well-read is considered not just a favorable attribute, but the default. Even the poorest or roughest citizens know the classics, and would be able to debate the finer points with you. To be educated in this way is practically ingrained into the core of the city, a foundational attribute—something neither high nor lowbrow. To this day the Sophia sees a great deal of traffic.

The Black Dove — On the other side of things, you have the degeneracy of gambling. As degenerate as Karterians can get, at least—as The Black Dove is about as respectable as a casino can be. In addition to the games of chance available (cards, roulette, even some rather quaint slot machines), the Dove also offers a stage and performances designed to provide a lively backdrop to the gambling. Their well-stocked bar and attentive staff are on hand to celebrate with patrons on their wins, as well as distract them from their losses (and frequently one to the other).


Gloria
Contains: Low-Cost Housing, Moderately-Priced Housing

The old heart of the city. Gloria has seen Karteria rise, and right now it is seeing Karteria falter. But with much the same grim resolution as the city was founded upon, it is determined to endure. And to that end, most of the locals here hold a more pragmatic view of life, taking each day as it comes. Sharing a border with nearly every other district, this has led to more blending than many of the others have faced, and a more stoic acceptance of change.

The arrival of the Augmented has been viewed more cynically here than in most areas. They, by-and-large, do not believe Patho-Gen's claims that these newcomers will be the salvation of their world. Sounds like propaganda—and nothing but a distraction from the fact that no one has found a cure for the ills wrought by arcane radiation.

But as the Augmented have gone out of their way to look after the poorer members of society—which are largely contained within Gloria and East Sophia—many amongst this district have come to view these foreigners kindly. While no Karterian is truly friendly (not in any sort of outgoing way, at least), the people of Gloria are inclined to give new Augmented the benefit of the doubt. While there have been troublemakers, these Karterians have seen far more compassion towards their situation, and attempt to return it to the Augmented with the same grace.

Less prestigious and more dirty types of businesses have taken up residence in Gloria, as prices have fallen relative to other places in the city. This has made it less and less appealing to actually live here, but the district remains overcrowded. The population itself is a mix of families who've been there for generations, yet with little influence or power—and relative newcomers, who largely work in heavy industry (fled here from Water's Edge, unable to afford the district's increasing gentrification). Both have adapted to a similar cynicism, where the worst is accepted as an inevitability.

Bordering both parks, residents and workers here have a choice on where to abscond to for a small measure of semi-convenient greenery. The park to the Northwest is considered as part of Gloria itself, and is the preferred one for residents. Though less maintained than the other, there is even a hedgemaze, with a lovely statue of Peacock at its center.

NOTABLE LANDMARKS & BUSINESSES

Cherry's Club — A speakeasy-style bar that is a popular hub for all things drinking, socializing, and entertainment. With a modest stage, Cherry's Club features jazz performances many nights with an ample rotation of musicians. Every once in a while there's a vaudeville performance, with an entire line-up of acts from magicians to singers to dancers. Late-nite performances barely skirt the edges of propriety, but that's about as risqué as things get.

Ocelli Park — The preferred park by residents of Gloria, Ocelli Park isn't as glamorous as the Scintillant. It's less maintained, but there's a hedgemaze; at its center, a lovely statue of the heroic Peacock stands resplendent in marble, one hand over her chest and the other brandishing sharp claws. Her tail fans out magnificently behind her in delicate carvings, though some of the barbules and eyes of her feathers have been broken. Otherwise, Ocelli offers beds of clover and wildflowers in the spring, and patchy dirt and weeds in the winter.


East Sophia
Contains: Low-Cost Housing

Consisting mainly of buildings unfinished, or hastily completed to poor standard, this part of Karteria stands (or more accurately, slumps) as a monument to failed ambition. Hardest hit by arcane radiation and the faltering of the city's economy, no one remains here unless they have to. As it is also the youngest part of the city, there's little loyalty to the land, no heritage to be found in remaining in a shell that has always been derelict. Tattered billboards remain, largely graffitied over or otherwise weathered, but pieces of their slogans remain, advertising the promise of a better life....

The businesses here are small, very local, and with a greater reputation for dealing in illicit goods and services. Unlicensed doctors are the only kind of healthcare around, as the people who live here can't afford the real thing. The quality is variable, from outright fraudsters, to altruists operating on charity, to the unscrupulous looking for test subjects.

Crime is less rampant than what the upper-classes might imagine, but there's no escaping that petty thievery is at its most common here, particularly against anyone who seems new. Outright violence remains unusual—but it's also hard to get reliable statistics, as much of what goes on here is assumed to go unreported. If someone gets out of hand, the locals tend to handle it within the community.

If you don't cause trouble, and can take care of yourself, the people here are likely to leave you alone, and are more inclined to view the Augmented more pragmatically than most. And while they're not a group given easily to trust, the Augmented have made considerable inroads when it comes to earning their affection. The lower classes and impoverished who live here had little to lose and still expected the worst—and time and again, the Augmented have helped out, providing resources to people who weren't their own (and with it, the concept of class agitation, perhaps).

Times remain rough, and with no solution to arcane radiation in sight, they're expected to remain rough indefinitely. But the Augmented who walk these streets are accepted more readily here than anywhere else in Karteria.

NOTABLE LANDMARKS & BUSINESSES

The Grand Old Respite — Hotels of all shapes and sizes did not fare well once the realities of living with arcane radiation set in. Tourism from abroad dropped to nothing, and inter-city visits were hardly enough to sustain anything. The hotel industry collapsed, buildings cannibalized for parts, or restructured (with varying degrees of care) into apartments.

The Respite was not remade with care. Even at its 'height', the hotel had never been grand nor old. And the few who made the mistake of staying here would argue its status as a respite. And now... it is a derelict among derelicts, its remaining furnishings too gaudy and poor-quality to even be worth looting. Though a recent build, its floors are already moldering, its walls threatening collapse; cut corners and illegal wiring solutions are everywhere. A popular haunt for trouble-seeking youths, and the source of dozens of (contradictory) local legends, the Respite is arguably more popular than ever.

Car Graveyard — Cars can no longer be driven nor purchased in Karteria. Even when personal vehicles were at the height of popularity and possibility, little of the city had time to transition itself into becoming a car-dependent society. Yet many saw these machines as the future, the next stage of a technological revolution!

They were wrong, of course, as with arcane radiation leading to an overall resource scarcity, the materials for both the building and running of cars was restricted, and eventually forbidden. And while the richest citizens could squirrel away their vehicles in private garages, the middle class could not. And so they were abandoned in East Sophia, to become an eyesore for the lower class. This graveyard is only the largest collection of rusting, decaying cars, with individual machines dotting the district in places you might not expect. Some even resort to sheltering within these corpses for lack of anywhere else to stay.



Neglected & Abandoned: GREATER OREXIS

What about the rest of Orexis, the lands that lay outside of Karteria's protective shell? There is more to the island than a lone city, though when it comes to centers of population, arcane radiation has rendered them effectively a thing of the past.

Greater Karteria

Directly outside of Karteria itself, there remain the abandoned shells of homes and businesses, largely emptied of anything useful (by their former owners, or later opportunists, it's hard to say). It wasn't so long ago that the city had been a sprawling and thriving metropolis, taming and converting nearby forests and wetlands into human-friendly habitations. But when the barrier went up, not all of Karteria could fit within it, and the difficult decision was made to abandon all at the edges, so that the densely-populated core could be protected.

This choice was not without its detractors. No one wanted to leave their home, or abandon what they'd built at the then-outskirts of the city. In efforts to rehouse the displaced, whole sections of Inner Karteria (primarily within Belle Ville, Gloria, and East Sophia) were converted from single-family dwellings and duplexes, into apartments intended to fit as many as possible. While some monetary compensation was provided to all those affected, the reconfiguration left almost all in a worse place than before. The poorer districts became poorer, as more stress was put on dated infrastructure, and prices only continue to increase.

No one was happy with this. No one is happy with this. Yet while none were forced to leave their home in Greater Karteria, rising illness (and being cut off from water and electricity) finally forced the hand of those who initially elected to remain.

So that dense core of Inner Karteria is even more dense now, and the citizens who lost their homes in the compression (or who were made to share theirs with the displaced) will be none too pleased with the addition of more bodies.

Decaying Village — Life at the Edge

Not all of the buildings on the outside of Karteria's barrier are uninhabited. There remain small pockets of people determined to survive in an increasingly hostile (to humanity) landscape. The primary collection of these attempted settlers live Southwest of the city.

Their reasons for being there are varied. Some are conspiracy theorists wary of Patho-Gen and the Council. Some don't think the radiation is as bad as people say, and that clean living and measured exposure will enable them to endure it. Others can't consistently find a place to stay within Karteria, and shelter here, hoping to survive until their fortunes improve. And there's some few that just... didn't want to leave the lands they grew up in.

Officially outside of Karteria's jurisdiction, they are also outside of its laws, protections, and punishments. While these "defectors" receive no consistent help from inside the city, there have been some attempts made from both Patho-Gen and the Augmented to improve their living conditions. But it remains an uncomfortable, difficult time out there, a tangible look at what it's like to try and survive as a human outside the Karterian barrier.

Lost Towns: Phantasia and Doxa

To view a map of Orexis is to notice that Karteria is not the only named settlement on the island. But while the average Karterian might express curiosity or concern over the fate of Kelesis or Enochlesis, no one seems to care much about either of these more 'local' townships.

However, Augmented exploration to the North has managed to reconnect with the ailing population of Phantasia. More information can be found here on the town and its environs, but to summarize: Phantasia consists of around 500 people huddled around small farms and decaying buildings. Karteria helped to fund and build their barrier, which is a much simpler, less effective version of the one that shields Karteria. The population is extremely wary, watchful, and stoic. They feel certain that these are the end times. While not hostile to visitors, they want nothing to do with either Karteria or the Augmented.

Some overtures of material help have been made, if with limited success, given how withdrawn the population is. But teleporters have been set up closer to Phantasia, connecting Karteria to the Northern part of Orexis. While the Phantasians are completely opposed to leaving their home, they have suggested a reason for it to the Augmented who visited them: their ancestry ties them to Lupê, a culture who valued living with the land rather than taming it. Cooperation, rather than control. Karterian 'Calling' magic is anathema to them, as is the big city life. It's a wildly different interpretation of the fallen Lupê than what's said in Karteria. (As it turns out, their ancestors were not of Lupê, but this idea of their cultural mores persists, embedded deeply in Phantasian life.)

The areas around Phantasia are absolutely inundated with Katalyth outcroppings, and both flora and fauna have adapted through rapid mutation.

While attempts to reach Doxa were similarly successful, the harbor town was discovered to be completely empty of its former human population. The original description can be found here, but to summarize: Nature has already begun to reclaim the abandoned Doxa. While there are some fragmented human skeletons around the town, there's no sign that any great number of people died here. There is sign that there was an orderly emigration from the area; the people who abandoned this town knew they weren't coming back.

There is presently no easy way to reach Doxa, as no teleportation platforms have been installed in that direction. Were seafaring ever revived, Doxa would be a reasonable staging point for an approach towards Ekklisis, the island to the West.

Other Lands & Features

What may be surprising to some, is that in the advent of arcane radiation, most forms of flora and fauna are... thriving? It's true that their lifespans tend to be shorter now than they once were. And mutations in their populations are becoming increasingly common (some benign, some less so). But to venture out into the marshlands, forests, and fields, you would not find a landscape bereft of life.

The Woods

To Karteria's West lies increasingly dense forests—creatively nicknamed "the woods". They're the only woods around, and the old habit of referring to them as such simply... stuck. While fragments of trails (and even parts of an attempted road network) remain, they have ravenously been reclaimed by nature. There's even the occasional campsite, or lonely cabin—but with no human visitors in decades, the conditions of either is questionable. Wild deer, boar, even bears can be found rooting about in the forests' undergrowth, protected from the sun by a thick canopy. Small predators also exist, such as foxes, stoats, and similar.

The terrain is rocky, even hilly, and natural outcroppings of Katalyth can be found as clusters upon boulders, or hidden in crevices. Their growth is not restricted to rock, however, and infestations of it have been found to wrap around the trunks of trees, bark melded into crystal. This direct contact does warp and kill the plant in question, and the sight of any dead or dying plant life is a sign to be cautious. Is this a normal blight, or is Katalyth about?

Patho-Gen & the Council STRONGLY encourage all citizens and Augmented to inform them immediately on coming across even small amounts of Katalyth in the wild! Clearing them up may not cure the world-wide pollution, but it might help everyone's immediate surroundings.

On encountering Katalyth, Patho-Gen asks all Augmented to use their Syntrofos to report it. For their convenience, the location of the character's Syntrofos will be transmitted automatically, and while there is also a field where characters are encouraged to write down any notable features of the sighting, the process is made as painless and simple as possible.

In addition, characters will receive some amount of money in return for each unique verified sighting.

Some old adventurers swear that they've seen trees move, that the borders of the forest are changing on their own. Considering that hallucinations are one feature of arcane poisoning, their accounts aren't taken terribly seriously. One thing that is largely agreed on is that the composition of these forests is changing, and not necessarily in a positive direction. Though there's plenty of life, the mutations are a worrying trend, and who knows where they'll stop?

Asphodel Fields

To the South of Karteria lays an expanse of wetlands. Barely above sea level, these lands are water-logged and difficult to traverse at the best of times, and outright deadly at the worst. A shallow pool can suddenly give way to a chasm, leading many an unwary walker to drown. The mud is sticky and easy to be trapped in, and with the land flat and fog common, it's just as easy to become lost.

These lands have never been particularly well-trod or well-developed. Some attempts have been made to drain the water, or even construct platforms to live above it, but neither approach showed much success. Even before arcane radiation became the problem that it is today, most of these attempts had been abandoned. No one wanted to live above a festering bog.

To go out there now, it's possible to still come across the skeletal remains of some abandoned building project. Harder to find are the skeletal remains of whoever built it, scattered and sunk deeper into the muck.

Presently, due to the effort of Augmented exploration (and some Patho-Gen guidance and materials), there are now multiple waystations breaking up the mess of marsh, providing places to rest and take shelter from the buggy climes. There are additionally teleportation platforms installed alongside some of these waystations, allowing one to skip directly from the origin point (Patho-Gen HQ, within Karteria), across the swamp—all the way to the bridge connecting Orexis to Eparsis. And even across it, with the furthest point being just outside the borders of Kelesis itself! Asphodel Fields is now a holiday destination for those who love bugs and muck, rather than a treacherous impasse for anyone trying to explore Southwards.

As in the forests, life of a sort thrives here. Insects and avians abound, as do a variety of reptilians. Arcane radiation has made its own mark on the land, as all mud and water here is deadly to ingest, at least for a human... and not recommended for the Augmented either. Simply coming in contact with the tainted materials invites rashes and fever, and to be bitten by the insects that live here is similarly dangerous. Physical masses of the arcane mineral are suspected to lay underneath the marshbeds, but who's going to go looking for them?

(Reptilian, Arthropod, Cephalopod, and Golem-types have an easier time in this landscape than others. Terra-types have it particularly rough, unless the particular plant(s) they're based on are comfortable in marshes and swamps. Aves-types can potentially fly above it... but will have to land eventually.)


THE BRIDGE BETWEEN ISLANDS — APARALLAXIA

Even in its current condition, the bridge connecting Orexis to Eparsis is a dramatic, imposing thing. Standing as a monument to the cooperative spirit between Karteria and Kelesis, it endures despite being empty and rotting. That is the good news—and it doesn't even appear to be in immediate risk of collapse. A quarter of a century without maintenance has turned its edges green, creeping vegetation from at least the Orexian side beginning to stake its claim on the structure, but it stands. The bridge was built wide and strong and sturdy, constructed as a means to travel on foot between the islands, and becoming a destination all on its own.

Even in the old days, when paths were better maintained, getting through Asphodel Fields could be exhausting. Inns grew up to provide travelers a better place to spend the night than a sleeping bag or their carriage. Simple food stalls were joined by whole storefronts, as merchants from both cities saw an opportunity to hawk their wares to a somewhat captive audience. Competition (and eventual cooperation) between them led to a sort of fusion culture, delivering goods found in neither city state. Meeting the needs of travelers, a sort of settlement once flourished at the edges between Orexis and Eparsis.

The permanent inhabitants named their home Aparallaxia, and it became a small town in its own right, populated by both Karterians and Kelesians (though not officially recognized as independent by either city-state). Of course, when arcane radiation began to become a threat, the bridge was temporarily evacuated... an evacuation which became permanent. Most of the former residents never had a chance to collect their things.


APARALLAXIA TODAY

What good is a rotting, abandoned bridge town? The Karterian government asks this question, but it hasn't stopped the Augmented from banding together to begin to reclaim the place for themselves, which has more information available here.

This collective effort to turn Aparallaxia into somewhere the Augmented can live, is located upon the Karterian side of the bridge, its original state described below. (The middle and Kelesian portions of the bridge have their own complications when it comes to trying to move in there properly.)


THE KARTERIAN EXPANSE

cw: mention of terminal illness

Amidst the abandoned, mildewing and rotting storefronts, are the remains of those who elected to stay—who perhaps, had no where to return to, in either city. Not that they're alive anymore.

You wouldn't be the first to disturb their bones, as the bridge is not without its signs of life. There's plenty of nesting and territorial seabirds, along with similarly nesting and territorial rodents. Small predators (fox-sized at the most, but weasels are more common) also exist, filling a niche just capable of supporting them.

If you don't mind looting these open graves, you might find small treasures (or at least, practical items) that haven't been blown out to sea, or rusted to nothing. Glassware, appliances with their cords gnawed by rodents, old keepsakes... If you're not in for practicality, some of it could be brought back to Karteria and peddled for a hundred numis or so.

The whole place has a lonely feel, being a not-quite-literal ghost town. There's plenty of little signs of what had been daily life, of books left out, weathered into illegibility, with tables set for dinner with most of the cutlery lost or useless. There's children's toys, discolored glass bottles, plenty of broken ones, and fabrics dulled by the elements, or otherwise torn apart and used to line the nests of the bridge's new inhabitants.

What remains are left of citizens are pieces of their bones, incomplete skeletons. Little signs remain of what happened to them, but many died in their homes or in beds. It's not hard to wager a guess.


A BRIDGE BRAIDED IN TENTACLES

The middle section of the bridge is a more barren place compared to the portions on either side of it. It hasn't been wiped clean of buildings, but the ones here are in utter shambles, with splintered, wet wood and loose piles of stone all that mark what had once been homes and shops. It's possible that the weather has caused the ocean to strike this area hardest—that being so exposed to the open ocean has its price.

More worryingly, the presence of local wildlife has vanished, with even the circling of gulls avoiding this stretch of bridge. Apart from the sound of the waves, or wind hissing through the holes in dilapidated, moldering houses, it's silent.

Once characters have reached this area, the likely culprit of it all will make its presence felt—as a massive squid-like entity will poke its tentacles over the edge of the bridge to say hello.

What is this beast? A massive, indigo-toned squid, a behemoth monstrosity in the waters, there's little else to be made out other than the fact that it is a cephalopod of some sort. What may be most worrying of all to recognize, are the clumps of Katalyth stuck to the creature's tentacles, rendering them heavy, unwieldy, and more dangerous. Somehow, this beast has survived contact with the mineral, to the point of it even growing upon its body. Any glimpses of its beak and its maw show Katalyth-encrusted teeth, a bluish, sickly mineralization of its body.

But there's good news, for all the squid-fans out there: most Augmented interactions with the squid have been benevolent, even seeking to better understand, or communicate with the wayward cephalopod. In truth, the creature was just... lonely, having not had anything to socialize with in years. This led to some poor behavior, aggression mixed with curiosity as it tried to understand these new entities passing through its territory. It is much better behaved now, viewing the Augmented as potential friends, as similar to itself.

Which doesn't mean that the squid-like creature isn't still dangerous. Even being around it is miserable, due to all the Katalyth stuck to its body. In its excitement to commune with newcomers, its mental 'voice' can inflict migraines from the force of it. It might be a little too reckless with its tentacles and knock an unlucky person overbridge. But it means well.

But while you're in the area, why not give the squid a visit? It appreciates the company, and is doing its best to modulate its thoughts, to not overwhelm its new friends. While it is likely to show some caution to those it hasn't previously seen (and it has an excellent memory), it will warm up quickly to anyone even the slightest bit friendly.


THE KELESIAN EXPANSE

Just like the Karterian side, this eastern portion of the bridge has been retaken by the natural world, to some modest degree. If anything, its spread is even more pronounced, buildings supported by thick, water-hardy vines creeping up to reclaim wood and steel and bone. The closer one gets to shore, the more peaceful it becomes, and the weather improves with it. It's almost paradisiacal, provided one has a preference towards the lush and green. The Western side of Eparsis does have a reputation for being verdant, and it seems to be welcoming you in already.

The animals too are almost... friendly? Unlike the animals by the cenote (mutated and unafraid of humans), these ones appear healthy and normal as can be, but rather than indifferent to people, appear to genuinely love them. The deer (there are deer—miniature, delicate things) will let you pet them. The hares will let you pet them. The mice will cutely sit nearby wherever you're camping, and hope you'll drop them a few crumbs. Everything here is strangely easy to tame, and will readily follow after you, but they will ultimately refuse to leave the bridge (or venture into the squid-claimed area). You're a welcomed guest, apparently, but this is their home!

Anyone who kills, or tries to hurt any of the local wildlife will find this very easy to do, the first time. After that, they will avoid all contact with the hunter, and will be as slippery as smoke if pursued. Their trust has been broken, and they're quick to spread the word.

Should someone who has wronged them take a rest on the bridge, they will find themselves continuously forced awake, their body gnawed on by hundreds of sharp teeth. To swat at them is like striking shadows; there's nothing there. This will happen until dawn breaks—and despite seeming phantasmal, the result will be scores of shallow bites littering their body. This will happen every night until the character departs this portion of the bridge. It will resume, on any reentry.


MT. PNEUMA

From the middle of the bridge, if you're lucky enough to catch a moment when the skies are clear, it's possible to gaze Southward and find an island.

Comprised entirely of a mountain jutting out of the unforgiving ocean, it stands alone amidst the distant crash of waves. In the evening, the skies around Pneuma turn shades of purple and red, and the mountain faces themselves become dotted by thousands of tiny lights, flickering like candles. A local phenomena, perhaps.

Besides its moderately eerie appearance, is there anything notable about the location? Unfortunately... yes. In October, a multitude of Augmented were taken in by Patho-Gen and ruthlessly experimented upon. Those left behind could find no trace of them within Patho-Gen HQ in Karteria, and some of those kidnapped were able to steal a glimpse of the outside, revealing sheer cliffs and small lights. Collective input has determined that they were most likely taken to Mt. Pneuma.

While not visible from the outside of the island, the interior houses some manner of scientific complex, capable of storing scores of people at a time, along with enough space to perform a multitude of tests upon them. There is also an alarming amount of Katalyth kept here; is this where all the outcroppings collected from the wild end up?

The depths of the facility also houses a heavily corrupted Peacock-esque Augmented, who some characters encountered and heard sing. If this is the same person as Karteria's beloved savior and patron—what is she doing here? Karteria believes her to be dead. What does this mean for the rest of the original Augmented, long assumed to be lost in the war with Lupê?

Reaching Pneuma won't be an easy task, however. While Patho-Gen surely has some manner of teleportation available somewhere within their headquarters, its location in the building is unknown. And with staff readily able to force characters unconscious, getting into the right restricted area is bound to be a challenge.

And to approach it the long way—even Cephalopoda-types and Aves-types will discover that the island is too far to reach from the bridge. Aves-types, even the most capable of flight, will find the air currents steer them away from it; their wings will give, and they will fall into the treacherous waters below. Cephalopoda-types will find themselves weary, increasingly tired as they approach... until they're out like a light, let to drift at the mercy of the ocean.

But while the ocean is known to be dangerous, this localized ferocity is unusual, unnatural. Pneuma is being protected by different misdirection magics. Which isn't to say that it's impossible to reach its shores, one way or another—but it's not something to be attempted lightly. The part of Patho-Gen who occupies Pneuma—they're not exactly the Augmented's staunchest ally.


EPARSIS
To the Southeast of Orexis lies Eparsis, and with it the citystate of Kelesis. Travel between the two islands used to be fairly straightforward, with a bridge between them built and maintained by the two powers as a joint project. To know more about the current state of the bridge, see the prior section.

But what's there to see once you make it to the shores of Eparsis?

KELESIS

Patho-Gen has been encouraging Augmented Ones to chart a path toward their easterly sister city, Kelesis. Years back the city of Karteria lost contact with Kelesian officials; obviously, with arcane radiation rampant as it is, nobody has been able to visit Kelesis in over 25 years. Patho-Gen has been interested in reinstating contact with Kelesis; this is their sister city, after all. Isn't it reasonable to be concerned about their people?

Augmented Ones have been hard at work over these past two months erecting plenty of teleporters between Karteria, across the bridge of Aparallaxia, and toward none other than Kelesis itself. All characters have access to these teleporters, making it easy to join in on the action! But in June 2025, Augmented Ones found phantasmal nothingness where a city should stand proud.

In early July 2025, Kelesis 'decided' to open its figurative doors to outsiders. Characters are able to approach it without resistance, and there's even a sweet, coaxing invitation that tickles your senses, a psychic connection to enter Kelesis. To cross the threshold from forest path to city street is to find a Kelesis pristine.

Welcome to Kelesis. There is no city guard to stop anyone from entering. The city is brimming with people in colorful, breezy garb; Karterians chat over a leisurely lunch, take brisk strolls through the streets, or excitedly leaf through brightly-colored books. Their expressions are bright and authentic; there's no tension, no madness, no disparate castes, no decaying districts or struggling people. Most of all, there is no famine nor disease.

Take a tour of the city! There are all kinds of things to do: shopping, shows, amusement, relaxation, restaurants, bars, and even Karteria's least favorite, adult entertainment. Entry into the city means characters can always chat with Kelesians; they're friendly and welcoming toward Augmented Ones, their Shifts and Corruptions not at all disturbing to them. They're chatty, engaging peoples, curious with a general sense of optimism.

"Patho-Gen brought you here? We know of Patho-Gen," they say. "They brought you to combat arcane radiation? What a terrible ailment... I remember those days." "Good thing they gave us the technology to make that barrier in time."

"And we improved it."


THE MARVELOUS KELESIAN BARRIER

A marvel of Kelesian innovation! ...is not something any good Karterian would ever think to say, except as an insult. But here it is, true innovation all around you! To gaze upwards is to see no hints of the barrier, the unguarded heavens brilliant and vivid. There's no eerie translucence distorting the sun and stars, leaving the city beneath stagnant. There is no visible sign of a barrier—but its population is healthy as can be.

With elaborate pillars that are coiled and decorated with bright colors and brilliant glasswork, they look far different from the nondescript ones that spread along Karteria's perimeter. Downright artwork. And nothing feels any different... but the clear skies and healthy people are a testament to some kind of increased effectiveness.

The citizens, however, admit to a few quirks caused by their fine barrier. They've lost contact with the outside world; their fair city itself seems to have appeared... missing to the naked eye. They think that is chief amongst its unfortunate side-effects, but none of these trifles bother them. After all, it's keeping everyone safe, right? Why did Kelesis suddenly decide to show itself now? They have no idea, and don't seem to mind; there is no particular answer anyone has to give.

With a barrier that causes quirks in play, how does it interact with Augmented Ones? It's likely all characters will know quickly what the barrier does, and it depends on your soul type.

YOUR NATURAL SOULS BEHAVE STRANGELY, HERE
  • Universal: All Augmented Ones, once inside the Kelesian barrier, will find more of their soul-type expressed. Yes, even you newbies! Think of it as... the temporary exhibition of what a character's Corruption will look like, without all of the mental and emotional side-effects or loss of self that come with it! Those rabbit ears will be popping out, those tentacles will be twitching, and those claws sharpened. If new characters were having trouble figuring out what manner of entity they'd been fitted with, that concern will be a thing of the past. Everyone will know exactly what you are.

    It's up to you how much of their physical traits show up, and it can fluctuate while within Kelesis's barrier.

  • Aves-type... (click to expand)

    Those with an Aves-type soul will continue to experience strange behavior with their soul-sight powers. There are lights where they shouldn't be, reflected and distorted. Trying to concentrate on them produces headaches. Trying to interact with them produces splitting, increasing headaches. (As a note, all characters who may have soul-sight experience this if they try to peer too closely at these lights.) However, their ability to sway others through voice will be sharply enhanced—to the point of accidentally ordering others around, if they're not careful with it!

    The amount of refracting soul-lights used to be far more numerous, but as of October 2025, with the underground of Kelesis cleared of the misery that lay within it, the souls seen above are distinctly fewer. The same behavior occurs (inability to focus on any one, lack of clarity, headaches), but there's not as many.


  • Carnivora-type... (click to expand)

    It's always a full moon in Kelesis! ...Not literally, but for Carvinora-types, it feels that way. Carnivora-types will experience bolstered mood and strength. An energy to hunt, to howl, to be excessive. Be careful about any potential aggressiveness, as all that high-intensity living might try to express itself in some errant biting and snapping, if it's not indulged in. They could also just feel great and have a real good case of the zoomies. 🏎️💨


  • Arthropoda-type... (click to expand)

    Arthropoda-types will continue to feel a sense of bustling movement. Which makes sense—there are all sorts of people here!

    Especially because Arthropoda-types will feel particularly sensitive to ambient emotion. The world will be downright abuzz with emotion, and they may take some time and effort to tune out (or to tune into a specific one). Much like their tendency to swarm, to be caught up in the energy of a group, an unwary Arthropoda may find themselves flitting between feelings, or stuck in the sway of anyone who passes by.

    (A large portion of that movement used to come from the underground, and the misery that was discovered and finally put to rest. It is now more comfortable to walk around Kelesis.)


  • Cephalopoda-type... (click to expand)

    Kelesis has its own coastline and harbor area, and unlike Karterians, they have no fear of the water (although they still can't use sailing ships). And in warm weather like this there's plenty of people taking dips in the shallows. Cephalopodas will be invited in without reservation—and the more tentacles the better! The locals are delighted by them. And if your Cephalopoda had still been having nightmares after butting heads against the Kelesian barrier from the outside, to indulge in the water here will leave them soothed and uncommonly refreshed!

    Should they indulge, Cephalopoda-types will find themselves enhanced in another way, as all their enchantments will have a bonus, positive effect. How lovely! You really have a knack for this. ...Unless you were trying to whip up something nasty, because even an enchantment to cause someone cold symptoms now come with a stat bonus energy, radiance, or luck.


  • Ruminantia-type... (click to expand)

    That tendency towards revelry... well it's very pronounced now. The desire to drink, to party, to distract from all of one's troubles using one hedonistic method or another—it's in full force. Ruminantia-types will be unable to resist engaging in risky behaviors, and they absolutely need distraction at all times.

    But it's at least not made worse by anything underground. On Kelesis' first rediscovery, Ruminants were faced with a perpetual disturbance under their hooves, due to the misery that was found there and, and which the Augmented decided to put to rest, at the request of Kelesis itself (or at least, something that represents it).


  • Glire-type... (click to expand)

    Kelesis is a playful city, and the rabbits and rats will feel encouraged to indulge in it. Glires may find themselves drawn towards playing tricks on friends and foes alike, calling instinctively on their magical talents for shapeshifting, or creating copies of themselves. Their emotional instability might also be enhanced, causing them to view those friends as foes if they failed to show just the right amount of deference.


  • Terra-type... (click to expand)

    Kelesis is so vibrant and bright, that Terra-types will feel called to join in, which in their case manifests as a need to strip even more than usual and show off their most verdant blooms! The Kelesians are less prudish, at least, and won't think much of a half-nude plant person sunning themselves in a park.

    And now that there's a dearth of suffering underground, due to the Augmented's choice to mercy kill the insane Terras there, your own Terra can bask above in the light with that much more comfort!


  • Reptilia-type... (click to expand)

    What a lovely time of year to be a reptile! And with the skies clearer than they ever are in Karteria, Kelesis is the perfect place for a holiday. This early-summer weather is doing wonders for your scales, and the Kelesians are charmed by their sleek shimmer. Even the most threatening of Reptilias will have a difficult time making use of that grotesque presence of theirs, scaring others into stillness or stone—you're all too lovely for that! Who wouldn't be charmed by those scales, those magnificent claws?!

    So rather than scary, Reptilia-types may find themselves to be unusually appealing and attractive, to both Kelesians and fellow Augmented. This is particularly true in full sunlight, as the shine off of those scales practically charms anyone who sees it. It's not the same as compelling anyone into believing or trusting you—but they're far more likely to take what you say at face value, to give you the benefit of the doubt, to leave any encounter with a good impression of you.


  • Spectral-type... (click to expand)

    The days are long and bright, conditions that are traditionally unfavorable for these ghastly sorts who work best under the bleak and the black. And yet, Spectral-types will experience no daytime weakness within Kelesian borders. They're always at full strength, and even their ability to craft illusions works in full light. Not only that, but they seem to be capable of gently manipulating the area around them in subtle ways... More often than not, however, they can only do this unintentionally.

    For example, perhaps a fellow Augmented One was feeling a bit down in the dumps. If a Spectral-type wished for it hard enough, they might find their companion's mood suddenly elevated. Similarly, a Spectral-type in the midst of a fight might be able to pull off something impossible: with their adrenaline high, they might be capable of stopping a punch before it makes contact with them at all just by hoping for that outcome.


  • Golem-type... (click to expand)

    Kelesians treat Golem-types with full personhood. (This also extends to those who might be mistaken as them, such as robotic characters.) They don't see them as any different than any other person, and are assumed to have the full range of emotional expressions. (Even the local ServiTons—not that there's that many of them, far fewer than there are in Karteria—are treated politely.) Even if they don't demonstrate the full range of emotional expression, a Golem will never be viewed as dull or plodding or incapable of self-governance.

    Golem-types are known for finding satisfaction in tackling objectives given to them by others, but here in Kelesis, they'll become more leader-like—a complete flip-flop! They find great satisfaction in taking the reins and telling others what to do, successfully coordinating some effort or another. Be careful, however: Golem-types run the risk of becoming immensely bossy.


KELESIAN LOCAL ATTRACTIONS

cw: potential nsfw

Kelesis may not truly be a city that never sleeps, but it does its absolute best to give that impression! While most shops close for at least a few hours daily/nightly, plenty of activity remains throughout the night, both inside bars and entertainment venues and out on the street. The city is always lively with something to do. The lights never go out in the city center, flooding even the darkest of nights with light filtered through stained glass. Of course, at this time of year it doesn't get very dark anyway... but the impression is always one of light and life.

The city of Kelesis is simpler in design, compared to Karteria. Though it contains multiple districts, the center/heart of the city is where all business, shopping, and entertainment take place. This extends toward the water as well: the waterfront is a popular destination for locals to relax at! What do you mean, there's something wrong with the water?!

The outskirts of the city is purely residential, and while characters won't be prevented from walking private streets, if any Kelesians catch them, they'll be approached and asked if they're lost. Though it's all very friendly, they will try to encourage the Augmented to return to the city center. That's where all the fun is! Nothing to see out here, in these sleepy streets!

THERE'S SO MUCH TO DO IN THE HEART OF THE CITY!

Parlor Trick —— Karterians are no stranger to the theatre, and Kelesians are no different in that regard; they love a good show. The subject matter can be a bit more varied in Kelesis, however, with what counts as 'obscenity' having a far more lenient definition. (Which isn't to say that Kelesis only has adult options—far from it!—but what they're willing to put on and watch covers wider ground.)

Burlesque is a popular form of entertainment, and the Parlor Trick is the foremost purveyor for it in Kelesis. They also put on comedy shows and magical acts, usually with a risqué element, but they also do all-age shows.

Let's Ghost! —— The Kelesian equivalent of a maid cafe, except that all the (g)hostesses are dressed as sheet ghosts! The service and 'vibe' of the parlor is otherwise what you might expect from a ghost-themed maid cafe, as the ghosts and ghostesses offer friendly conversation and simple meals that lean heavily towards the dessert (and they're all cute). They also perform little musical numbers for the guests as entertainment, and you can also pay to have photos taken with them!

The Lucky Rabbit —— Karteria is not without its sex boutiques, but their inventory tends towards the modest, quaint, and literary. While sex is nothing inherently shameful, it's neither something to be encouraged. Kelesian attitudes are perceived as seedy, lurid, and depraved by comparison—but it's more that they're just less prudish.

If you're looking for a particular type of kink-related paraphernalia, accessory, or costume—the supply here is shamelessly vast and creative. The staff is similarly friendly and knowledgeable, and if a character is experiencing certain difficulties due to their corruption or Shift, they would be more than willing to workshop a solution. They even take custom orders!

By Its Cover —— Kelesians are also literate, though they're not halfway as literary as Karterians. Libraries and bookstores are far less common, and an interest in reading is seen as a more unusual hobby. It's not considered negatively, though if you're caught reading in a cafe or on a park bench, that's practically an invitation for someone to come up and ask you about it. (They will leave you alone if you don't seem interested in conversation, at least...)

By Its Cover is the largest of its kind within Kelesis, though it would be considered merely average by Karterian standards. The cafe portion of the store (because of course there is one) sees more activity than the rest. But to explore the shelves themselves, you'll find a lot that appears decorative. While there's piles of plain entertainment to leaf through, most of the stock consists of hardbacks made to look pretty. Things are organized by aesthetic rather than author or subject. There's the lacy and pink, the metallics, the jeweled—if you have a theme to your home, they can accent it!

It's not like you're there to read anything, are you? You can of course—there's nothing wrong with the books, but it's hard to find anything specific. Dry textbooks will be next to bodice rippers, will be next to poetry, united only by the color of their spine.

The Hummingbird Hotel —— Despite facing the same lack of tourism that shuttered the hotel industry in Karteria, the Hummingbird still remains open within Kelesis. How? The employees have no answer for that, but they're sure glad they didn't lose their jobs! And there's plenty of rooms available for the Augmented to stay in, at reasonable rates. (Though trying to stay for more than a week at a time will be met with polite, if firm, refusals from management. They appreciate your business, but you can't live here!)

The Hummingbird also sports rather esoteric decor on the inside, with their gimmick being suites themed around different concepts or landscapes. Deserts or the deep sea, or an obnoxious amount of pink velvet and glitter, there's a surprising array. Ask for something specific, and they may just have it.

(Maybe this is how they stayed in business with the borders closed...? Couples having a miniature 'outing' in a place that pretended to be somewhere else?)

(Being as it's a whole city, there's obviously far more than what's described here. Please feel free to create your own point of entertainment, or just lurk outside someone's office building.)


...AND OTHER ODDITIES

cw: unreality, body horror

It's not hard to tell that life within Kelesis runs differently compared to Karteria—but it extends beyond social mores. The whole city is peculiar, treating both their separation from the rest of the world and the concept of arcane radiation as nothing of interest or import.

But it can get pretty... weird.

"I DEMAND TO SPEAK TO THE CITY COUNCIL..."
  • Mechanical objects function strangely. Not in the sense that they don't work—as everything does, and hardly ever seems to break down (beyond the odd clock, here and there—something for the locals to sigh at and shake their head over; "Oh, we keep trying to repair it, but it just never sticks!"). But if inspected, most devices are just nonsensical on the inside. There's wires and gears and knobs, bits that glow and hum, but none of it seems to do anything.

    So for you technical sorts, wanting to snoop around in their machinery? Good luck making sense of it. There won't be anyone who can explain any of it, either. It's a nonsensical mess.

  • Conversations with locals can... lose the plot. While conversations with the locals are largely natural, the Kelesians do get quite bewildered the longer one goes on, to the point of repeating themselves, or they'll go on strange digressions. They often appear pained when this happens, and will complain about headaches—another consequence of living within the Kelesian barrier. Its filtering of arcane radiation is near-perfect, but they'll claim that it clouds their heads sometimes.

  • There is no food or material shortage. The Kelesian population is smaller than that of Karteria (450,000 verses 700,000), but is still a fairly large city to sustain under its own power. If the situation in Karteria is brought up, the locals will look very concerned, and suggest that of course they would be willing to help! No one seems quite sure how to organize such a thing, or who to ask in order to find out... but the spirit is willing, at least.

  • When it comes to organized, governmental bodies, they are all bizarrely unreachable. There is no city hall, or administrative center. There is no one to grab onto who is 'in charge' of anything besides their own business. The Kelesians will claim that there certainly is a government, and if pressed for a place to find them, they'll say that they're at the edge of the city. Which edge? Kelesis is roughly circle-shaped so does it even have an edge? There's nothing out that way but housing, and Kelesians who will try to guide you away from it. The government is unreachable.

  • The housing situation. Were a character to insist on walking residential streets, but refrain from getting themselves into trouble otherwise (by trying to break in to anything), they might witness a few strange details. Stare into enough people's windows, and you might see them just sitting around for long periods, not doing anything. Or laying flatly in bed, with no blanket or duvet pulled over them. The lights are always on. When doing chores, it's washing dishes that are already clean, or floors that are spotless.

    Watch any of it for too long, and the observer will start developing headaches of their own, and an invasive sense of utter boredom. Don't you want to be anywhere else? Don't you feel guilty intruding on these stranger's lives?

  • The crowds themselves. Kelesis is bustling. It's certainly possible to find a quieter street, or a less popular store—you're not going to feel swamped constantly, or even regularly. But it has a feeling of a city full of life and action. And yet, were you to pick a random face in the crowd and choose to follow them... you'd be quite likely to never actually reach them. Others might get in the way, or the person might disappear into a store never to be seen again.

    The more stubbornly a character persists on tracking these singular background individuals, the more bizarre their nature becomes. They might disappear through buildings, and to focus too closely on the details of their face or clothes, the more distorted they each become. Blurred or stretched, their proportions wrong, or... just, too many fingers. Just to notice this much provokes more headaches.

    Persist, and you may catch glimpses of bodies tearing, distorting, flesh undone and organs reconfigured—but that was just a blink, an error. Your head is splitting now; something, somewhere, will coax Augmented Ones who have scrutinized their surroundings too far into slumber, until one of their fellows wakes them...


GREATER EPARSIS
Apart from a band of mountains to the East of Kelesis, and a smattering of shrubland to the North, much of Eparsis consists of wetlands, swamps, and bogs. It is unforgivingly moist, and renders the majority of the island unfit for human habitation. It is additionally dotted with lakes, further adding to the sense of the island existing barely above sea level.

To the far Eastern coast rises a long, and particularly rugged strip of mountain. Unforgiving in its own way, no attempts have been made to properly map the region, as merely reaching it is a task in itself. There are rumors of milder, drier (relatively) lands to the Southeast, but no one has had the means or any reason to investigate closely. Perhaps once Kelesis completely sinks into the muck someone will bother.

The condition of any of these lands is an even greater unknown than the fate of Kelesis itself. Are the swamps just as poisonous as the ones in Orexis? Do their sad shrubs have Katalyth choking the life from them? Probably, but no one knows for sure.

EKKLISIS
Travel between Orexis and Ekklisis has never been easy, or commonplace. Any attempt has largely originated from Karteria, with little reciprocal effort from the Enochlesian side. Even the shores of Ekklisis are unwelcoming, and the ways of approaching Enochlesis are few and unfavorable. Does one take a 'direct' route through the mountains, or circle around most of the island to approach through the forest? Neither is ideal.

ENOCHLESIS
Enochlesis does not want contact from the outside. And their city's position solidifies their decision to remain isolated, being surrounded on three sides by mountains, with deep forests protecting the last. Nor has Enochlesis made any attempt to build elsewhere on the island, in places easier for others to reach. They do not want to be reached, and they do not wish to reach anyone else.

From a Karterian perspective, little is known about the Enochlesians. They have a reputation for being rugged survivalists, and even more closed off socially than Karteria... but no one's actually met someone from the island, much less gone there themselves.

As for how they're faring now... that is a mystery. As with Kelesis, Patho-Gen engineers offered assistance when it came to the construction of their own protective barrier. While this help was acknowledged, there have been no updates since, no way of knowing whether they chose to utilize this manner of defense. This is not unusual on the part of Enochlesis, which has rarely offered anything in the way of voluntary communication. The Karterian assistance being recognized at all came something of a surprise to both Patho-Gen and the Council.

There used to be a bridge between Ekklisis and Lupê, suggesting that the Enochlesians were at one point on friendlier terms with the Lupêans. After Lupê unwisely started on its path to war, Enochlesis allowed Karteria use of their bridge to the island as a gesture of goodwill. They have not acknowledged its destruction by Karterian Augmented, and their only response to being informed of Lupê's ruined and irradiated state is one word: 'unfortunate'.

GREATER EKKLISIS
Covered almost exclusively by mountains, hills, and forest, Ekklisis is a challenging place to traverse, if not in the same way as Eparsis. Though some marshland exists towards the North of the island, the majority of Ekklisis rests at least partially above sea level, with most of its terrain rolling and better.

Mountains line a good portion of the island's already modest size, and though no mountain is easy to navigate, the ranges here are particularly dangerous. Boasting peaks higher than anywhere else on Pathos, their tips are one of the only places where it is consistently cold enough to see snow. What few records there are of explorations of the island spoke of their beauty, and also of the ever-present danger of avalanche—as it was rarely so consistently cold to keep the ground stable.

Yet the forests that comprise the rest of the island are no more welcoming of outsiders. With canopies thicker than the ones near Karteria, it's possible to travel for days without ever catching sight of the sun.

...Or so the records claim. It's possible they were exaggerating, and with the changes wrought by arcane radiation, anything that could be said about the island is so out of date as to be useless.

LUPÊ
THE RUINS
Lupê... once a small nationstate, and now nothing at all. 25 years ago, a militaristic faction seized control of the city, and set it on the path that led to not only its destruction, but the irradiation of the entirety of Pathos.

Their goal—as is understood, and conveyed to Karterian authorities via insurgents—was to utilize Katalyth not as a source of energy, but as a weapon. Karteria would be laid to waste, or would capitulate—and the same would go for the other citystates of Pathos. All would be united under Lupêan authority... an absurd notion.

It was around this time that Patho-Gen had its first successes with harnessing Natural Souls, and infusing them into humans. Karterian volunteers were Augmented, and none too soon—as it was only their developed defense against arcane radiation that allowed them to get close to the facilities on Lupê where the mineral was being fashioned into something capable of mass destruction. Bravely infiltrating these complexes at great risk to themselves, these Augmented forces were at the brink of ending the crisis before it began. Yet rather than surrender, the Lupêan military leaders chose to turn their developed weapons against Lupê itself, to wipe out the 'invaders', and bring ruin to the whole of Pathos.

This... was unfortunately successful, but still considered a better outcome for the islands, compared to Lupê's original intent of using their weapons on the other citystates directly. Now, though arcane radiation continues to erode the sustainability of life on Pathos, it has been slow enough to permit the hope and chance of developing countermeasures, cures... and the current Augmented initiative is the newest of those attempts to set things right.

As for Lupê itself: no one has been to the island since the disaster. The Karterian Augmented destroyed bridge access to seal off easy access to Lupê, and no one's had the means or reason to investigate by ship, when there are so many more problems closer to home. The radiation concentration there is assumed to remain at levels lethal even to Augmented, and with the disaster having already unfolded, experts at Patho-Gen have concluded that even were it possible to travel safely to the island, that there would be little to do there that would help to clean up the rest of Pathos. Lupê... is dead.

NetworkLogsOOC

Basics

PremiseRulesFAQReserveApplyTakenHiatus/Update/DropActivity CheckCalendarMod Contact

World Information

LocationsBusinessesHousingNatural Souls (& Wild Souls) • KatalythPatho-GenCultureTechnologyReputation