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avalonmods ([personal profile] avalonmods) wrote2020-09-27 12:57 am

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Map of Current Accessible Area:
Map of Avalon Accessible Areas
Full Map - Map was made with Inkarnate.
More areas will open up as the game progresses. Descriptions will be added for those areas as they are unveiled through events.

NOTE: The calamity is now visible in the north area of the sky regardless of where in Avalon you are. This occurred during the February event: Sugar and Siege.


Player-Created Locations
Players are encouraged to handwave specific locations within the overall areas. However, if you have a particular location that you would like to mark as notable within locations on the map to flesh out the setting and want others to know about it, as of 9/2021 you can add those locations to the spreadsheet: 
Add a location! View Player-Created Locations
*Note: This is not for character-run businesses and we are not accepting new cities / large-scale locations, only fleshed out details for current ones. Thank you.


New Camelot

The Bay of Avalon (Arrival Point)

Within the Lake of Avalon, the Bay is full of crystal-clear waters and full of magic. This location is where the Lady of the Lake brings in newcomers, it being the only safe waters to do so that do not interfere with drinking reserves or dangerous foes. There are many fish and the land is plentiful here, and the view is quite spectacular: Albion's White Cliffs can be seen along the white sand beaches for miles, the only obstruction being the Outpost at the tip of the peninsula. If your character cannot swim, fear not: The Lady of the Lake will pull them to shore before they drown as far as she can get without touching dry land.

Albion's White Cliffs
The White Cliffs are chalky cliffsides that line the beaches of the Bay of Avalon. They're a spectacular site and are host to the Walking Caverns, the entrances to which moves and disappears. While the White Cliffs are accessible from the outside, the Walking Caverns are not yet accessible. There is a staircase built alongside the cliffs to lead to the Rent-a-Ride Outpost.

Rent-a-Ride Outpost
Your character will be directed to the Rent-a-Ride outpost upon arrival by either the Lady of the Lake or their familiar. Rent-a-Ride is a horse farm and caravan service that takes all new arrivals to the Red Spring, then to the City of Camelot. The horses ride freely in the fields surrounding the cliffs for miles. The fields are enchanted with an invisible fence to keep them from fleeing too far, so if your character tries to steal one they may find themselves being flung from horseback at the edge of it when the horse abruptly stops.

Despite that the caravan is horse-drawn, the carts seem to be metal and made with good technology-- air conditioning when it's hot, heating when it's cold, and there seems to be a mystical shield to protect from bugs. Before leaving with a caravan, the owner will distribute smart phones to everyone and some ear buds (as well as a warning that anyone not using them to listen to something on their phones will be left in the field for rudeness and have to walk). If characters make the journey back to the Rent-a-Ride Outpost, the owner will happily teach them horseback riding if they purchase a horse of their own from him. They're relatively affordable as the primary non-walking form of transportation in Avalon.

The Red Spring
It is a long day's ride from the White Cliffs to the Red Spring. The Red Spring seems to be a booming resort town as the half-way point to the city of Camelot. The villagers who live there work at inns surrounding the Red Spring itself. Though the spring appears normal most of the the time, full moons cause red crystals at the bottom to reflect red light and change the spring's waters a blood red tinge. The Red Spring has mystical properties that can have unpredictable effects during full moons, but may also be used to enhance potions and ritual effects. Outside of the full moon, the waters have restorative properties that help horses and travelers recover quickly when drunk. It is known to relieve stress, improve energy levels, and mildly accelerate healing.

The City of Camelot
The City of Camelot features modern-day architecture infused with nature. The magical elements of New Camelot have long since kept the natural world developing alongside technology in order to keep the world appropriately alive and healthy. A full-fledged and bustling city at this point, you can find just about anything you may need in the township surrounding the castle from bakeries to hospitals. At its center is the Castle of Camelot, where King Arthur lives and and attends to matters of state. On the outskirts heading toward the Dusklight Woods are large stretches of farmland that supply the city, the Red Spring, and the Outpost with a steady food surplus.

There are public stables available for those who purchase horses and taxi services similar to small versions of the caravans that travel around the city only. Because of the large size of the city, Farm Tomes are available for purchase to quickly teleport from the castle to the farmland. They are a little pricy, but characters may eventually learn to make their own tomes to save on travel time. (See rewards system for details.)

  • For character-run businesses within Camelot's borders, see here. If you are looking for a particular type of general sales business, please feel free to handwave its existence as long as it fits within the setting (so no cars, airports, gun shops, etc.) If you aren't sure, feel free to ask.

Brocéliande
A small forest just outside of camelot. A good place to hunt small game and find peace in nature close to home, but home to many mysteries. Occasionally, you may find paper ties crossing from tree to tree. Anyone you see will tell you not to break them, as they are guidemarkers for will o' wisp spirits to ensure safe travel through the woods. If a spirit gets lost, it may follow you home and cause mayhem and pranks on you for a week or so in revenge before another spirit comes and picks it up again. Beyond that, these woods are known to be host to a number of strange happenings and magical ingredients that may be foraged. It is cautioned against magic in these woods, as the mystical forces within tend to interfere and cause them to go awry.

The Edge of the Dusklight Woods
The Dusklight Woods are warned of as a dangerous place to go too deep into. Though there is good hunting in the edge area, it gets very thick and dark the deeper you go. It is not possible to travel through the Dusklight Woods without the assistance of magic and there are many rumors about what lies beyond, some of which is true and some of which is not.

The Ruins of Celliwig
Rubble where the city of Celliwig once stood. Its protective spells are no longer present. There is a significant amount of broken glass shattered across the ground given the architectural preferences of the city. It is recommended that you wear extremely thick shoes if you intend on entering. The only area left standing is the sacred fountain, Diamond Falls, though the water has turned black with ash that paints the diamonds black. The curse remains on the diamonds, but the plaque is destroyed.

Very shortly after the attack on Celliwig, small iron memorials will begin appearing somewhere in the vicinity of the ruins. They're smooth, dark iron and each one bears the date of the attack as well as a small arrangement of flowers. Every day there will be more, implying that the person placing them is doing so at night, and they won't stop appearing until they number the same as those who were lost in the attack. A man with blue hair concealed with a dark, hooded cloak can be seen placing them.

See the former location of "Celliwig" in the archived comments.

The "Brave of Soul" Cave
A cave just north of Albion's White Cliffs. No longer a part of the cliffs themselves, this outcropping goes underground and to a dank, dark cave. It is the only place which a special prismatic crystal grows. The crystal itself is hidden deep in the cave, which can only be passed by passing into a zone in which magic cannot be used. Characters who enter the cave will face an illusion of one of their greatest fears. Those frozen in fear will pass out and wake up outside of the cave. Those who run will find themselves turned out of the cave as well. Only those who recognize and face that fear will find the path forward. The fear will turn into a small light spirit, which will smile and reveal to them the crystals they seek.

The "Pure of Heart" Bridge
The bridge just past the town of Celliwig. The bridge itself is broken, only the ends in existence. The water itself is impassible, white rapids sweeping away anything that steps into it. Silver crystals are on the other side of the bridge, visible in an outcropping from where they are, but it appears there is no way around as magic does not work on the bridge. The only clue as to how to get across is a plaque in the dirt before the bridge that reads: "The pure of heart will form the bridge with a leap of faith." Though the clue may seem challenging, it is quite straight-forward. Characters who are pure of heart will find that if they believe in themselves, they will be able to step off the bridge and hardlight will form beneath their feet to allow them to step over the water. Those with ill intentions or those who are willing to harm others to get their way will slip into the rapid waters.

The Silent Shore
The stretch of land between the waters of Avalon and the Lands of Rot on the way to the Forest of the Fisher King. It is so named because after midnight, sound disappears until the sun rises. This makes it a frequent target of bandits and raiders during the night. The sound void only occurs on the stretch of land, as you can still hear screeches from the Land of Rot in the distance.

The Archivist's Home
Near the edge of the Forest of the Fisher King lies what appears to be an abandoned steam-powered traincar. Inside, it is filled with gadgets and gears and clocks, experiments here and there, and an elevator at the far end. The elevator is slow, rickety, and stops and stutters. Before it will open to the underground area, characters much answer three questions from a gnome: their name, what they seek, and a third question that can be anything the player wants no matter how serious or ridiculous. The only means to pass the door is to answer all three honestly, then the gnome will disappear and the elevator doors will open toe a dusty, underground library filled to the brim with books and references.

The Archivist stays largely in the underground area that is guarded by the elevator gnome, and is an older gentleman who wears a helmet of variable magnifying devices from over his head. Anything truly dangerous is locked up, but characters may be able to find information on magical creatures, tips and tricks for different types of magic, or different accounts of Arthurian legend, and more. Though photos are fine, no one may take or destroy anything from within the archive. Attempting to take items from the library will result in the elevator plunging into a magma room upon exit, destroying items will result in your character and their family both present and to come being cursed with the inability to touch books without them growing teeth and attempting to bite them.

The Forest of the Fisher King
A forest at the edge of the Lands of Rot. Those brave enough to venture forward despite the man's warning of cursed lands ahead will find themselves surrounded by an ethereal magic forest. Everything is teeming with blue-green plant life, with life. There are strange, mirthful giggles that almost sound like echoes as you walk forward among the sounds of the forest. The wind rustles through the leaves, and sunlight only barely beams through a thick canopy of leaves that makes it impossible to tell how deep you've gone. There are mushrooms and lichen and all manner of strange and foreign plants, but certainly no creature that would seem to be venomous that's showing its face quite so easily.

Those with green magic will get a sense of mischief, perhaps even malice, from the plants around them. And a wrong turn around any of the gargantuan foliage may result in a sudden release of spores right near your face from some of the fungal residents of the forest. As it turns out, though the Forest of the Fisher King is the final resting place of the king, it is so named for two reasons: The inner forest is saturated with drug-like magic spores that cause euphoria, rapid (15-20 minute) memory loss, a desire to stay and become a part of the forest, and general submissiveness with anything except attempts to get them to leave (which will be met with violent resistance).

A special concoction that the Fisher King, who spent his life cursed to be in pain because of his sins, would've particularly found of use. However, the forest has another use for it than the loss of pain. The trees, animals, and fae in the forest are all carnivorous and eat those who are overwhelmed by the spores into becoming willing meals for the forest life. Turns out, the Fisher King is buried in the forest and created the entirety of the Land of Rot, of which the Forest is a part of, but the residents of the forest found a way to keep itself alive-- by creating a willing food source out of any of those who wander too deeply into the forest. It's well-known for drawing in treasure hunters with its myriad of precious resources like valuable herbs and rare ingredients, lost valuables, and sometimes is used as a hiding place for that which people want to remain hidden. Check out this event for more details, including how to overcome spores.

The Land of Rot
A vast wasteland that cannot support life, so only the undead live within it. The ground is cracked, and there are a lot of dead plants-- mostly shrubs that attempted to grow and died out. It's filled with zombies, living skeletons, and a number of other undead creatures or those that feed on their remains. There are wards placed at the edge that keep the undead from wandering out unless their attention is drawn by loud noises outside of the wards.

The Ruins of Lestari and the Southern Ash Mountain
Most of Lestari is covered in significant amounts of rubble, as the mountain had collapsed on top of it. Thanks to Camelot and the otherworlder's efforts, a lot of its people were saved. Finding anything in tact from the city is unlikely, but treasure is scattered throughout the rocks and sediment-- the abandoned hoard of the dragon who once lived within a cave in the mountain. Alongside that, there is a lot of ore and crystals that formed within the mountain that are available. It is unlikely that the area will be habitable even if cleaned up, given the loss of structure and the invasion of creatures from the Land of Rot that have started snacking on the deceased and increasing their numbers. The area is not safe to live in anymore.

See the info for the previous location "Southern Mountain, City of Lestari" in its archived comment for reference.

Ash Mountains - Lotus Pod Mountain
Formerly the second mountain visible from Camelot, now the first that the Southern Mountain has crumbled.  This mountain is made of a variety of minerals that give it a strange tapestry of colors due to a high presence of labradorite in its composition. Because of this, it had been mined frequently for its Aurora Borealis-like appearance and magical influences over creativity and blood circulation. (For this reason, it is a favorite of blood mages who wish to increase their stamina while using their magics for an extended period of time.) The extensive mining had opened up a number of holes in the mountainside, causing the side facing the Dusklight Forest to resemble the surface of a lotus pod and earn it the name of "Lotus Pod Mountain." These holes aren't visible from Camelot itself, thankfully saving tryphophobics a lot of stress. The mines have been abandoned for some time, but still have a number of shafts and elevators (both stable and unstable) as well as minecarts that can be used to race through the mountain's various areas. A number of creatures have taken up residence in these mineshafts, including a variety of cave lizards, bugbears, mud slimes (will not take physical damage- must defeat with magic), goblins, and diaños.

The End of the World
An area of Avalon currently only accessible via special amulets created by Morganna at the northernmost point of the island. These amulets were bestowed upon ambassadors* by King Arthur, who can be contacted for trips to this location by anyone who wishes for proof of the calamity the multiverse is facing. The End of the World is the one place on the island that can be approached as there is no waterfall at this ledge-- only a cliff that peers out into space. Being a magical island that exists outside of normal dimensions, it is quite literally a piece of land removed from its original space. Looking out into the space, periodic shimmers will be visible where the multiple magical barriers keep Avalon from being torn apart by the vacuum of space, maintain its gravity, and keep Avalon from existing within time. Beyond the magic shimmers, far in the distance, a significantly sized explosion is visible: Caliburn's Collision, the Excalibur-fueled black hole that's consuming the multiverse. Even though time was frozen, if one looks at it with a telescope it is possible to see pieces of the universe fraying around it, glimpses of other universes tearing through like the pages of a book being torn in half together at the edges of the black hole. There is an installed telescope and a couple of benches toward the cliff's edge, but no railing, so be careful not to fall to your death.

Outside of the terrible view, there seems to be a vending machine gift shop with a lot of useless knick-knacks, snacks, and bottled drinks. It's unmonitored, but attempts to cause damage to the machines will result in a magical spell being triggered that teleports your character sans all (yes, all) possessions in the middle of a location in Avalon they've previously been. Possessions will be put in vending machines and can be repurchased on a secondary trip for 5000G per item. Unless you want to buy your underwear back for 5000G, don't mess with the gift shop. After the gift shop appears to be endless, empty sand-- the Perilous Desert. There is a reason you need an amulet to get to the end of the world-- the other means is, well, perilous. To go that way on foot would mean certain death-- if not by heat stroke or dehydration, then by sand maelstroms, sand worms, and many more mysteries of the desert. (Players can try to head out, but won't make it anywhere significant at this time.)

*Ambassadors TBD in-game based on NPC appointment request made. Will add characters shortly once determined.

Elphame

The Land of Maidens
To enter the Land of Maidens, you must pass through the waterfall at the gorge guarding its entrance. This will transport you to three floating islands connected by wooden suspension bridges.

The first island doesn't seem to be host to much besides ancient, gargantuan trees with roots bigger than most people and leaves shades of blue and turquoise. There are a variety of small birds fluttering around, squirrels, deer, rabbits, a friendly skunk- the basic Disney package. One particularly notable thing is that the animals are reactive to music, so if you start to sing, they will follow you around and participate in your activities. Among those large trees, there are a number of statues shaped like beasts, turned to stone by poisonous thorns hidden among the foliage. 

The second island hosts the olden-style castle, covered in vines and flowers and surrounded bya moat, with a gazebo in an overgrown rose garden. The building itself is clean and intact despite being covered with plantlife. The only residents of this island are 9 sorceresses, and they will welcome you with open arms and graciousness. There is an anti-violence spell placed upon the castle grounds. Any attempts to start fights, hurt anyone, or cause trouble, will result in the immediate transformation of that person into swine (curable if you beg Circe to return them or find a siphoner to remove the curse). The maidens may or may not be around when you visit, but they are kind and benevolent so long as you don't give them a reason not to be. Then, permanently turning you into a new pet or dinner may be on the men<i>you</i>.

To get to the third island, you must cross the Whisper Bridge, which can be accomplished one of two ways: blindly and face the mental challenge of hearing the sound of people you care about try to draw you off the bridge, or with your vision in tact but under seige by sky orcas. If you are blindfolded and fall off, the orcas will catch you and return you to the start of the bridge. If you are not, they will eat you. Across Whisper Bridge is the Island of Dreams, an island where anything you imagine will manifest as real so long as it remains on the island (within size limits- you can't recreate an entire city). (For more specifics about the Island of Dreams, check out the prompt on its introductory event here.)

Nicnevin
Through a second, much smaller door underneath the gorge's waterfall lies the capitol of Elphame. Cross the moat within on a small boat manned by what seem to be nutcrackers named Undante and Redd who speak simultaneously and will send you on impossible quests if you bother them too much. Nicnevin itself is a city within a giant tree travelable via staircase that passes through its trunk. The main district level is the gathering square, which is paved with flat stones and shops. Many of the keeprs seem to be sellers who have helped the Elphame Traders back in Camelot in the past. They are the only clear means to get food imported in from Camelot if you did not bring or forgot yours. These items will be on various fetch or enemy-fighting quests as Elphame does not accept G as payment. The castle area at the top of the tree is currently inaccessible. Note that anyone who visits Nicnevin can find Mari Lwyd and challenge it to a rap battle to have their primary magic updated. (See more details here.)