Star Wars Roleplay: Chaos

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Approved Location [Netherworld] The Eversands

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OUT OF CHARACTER INFORMATION
SETTING INFORMATION
  • Landmark Name: The Eversands
  • Classification: Desert
  • Location: Netherworld
  • Affiliation: N/A
  • Size: Large
  • Population: Sparse
  • Demographics: N/A
  • Accessibility: Open, unguarded
  • Description: A vast desert landscape, the Eversands have no atypical appearance that would set it apart from a non-Netherworld desert. Even the creatures that can be found here are of typical desert fare; lizards, small burrowing mammals, and the occasional wild cat. None of them are particularly harmful, and somehow, no matter how swift you are, you’d never be able to catch one.
    One does not have to toil under the heat of the sun for long, weaving through nondescript rocks and dunes. The majority of the landscape is overtaken by a violent sandstorm that obscures the light of the sun and dims your vision. People have been known to experience illusions in this storm—hallucinating their worst fears or people they’ve lost.
POINTS OF INTEREST
The Edge- The edge of the Eversands skirts in all directions around the storm, less than a mile. Here, the sun is blazing, lucidity is normal, and heat can be felt.

The Storm- Appearing as a mass of clouds in the desert, this storm obscures nearly everything within the landscape. This includes rock structures and the occasional sandpit which may pose a danger to travelers.
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Within the storm, lucidity gradually begins to deteriorate and travelers begin to hallucinate. These visions often deal with a person’s insecurities, fears, and failures—they may see manifestations of themselves, other people, or events they have a strong, negative emotional connection to. The death of a loved one, the pain they’ve caused, and what they’re afraid of causing can suddenly come alive within the storm.

These otherworldly illusions are so potent that no one who has survived the storm has been able to identify them as deceptions until after they’ve left the sands. The only way to navigate through the storm is to come to terms with what has been revealed in these hallucinations. If one fails to do so, they’re doomed to wander the desert for eternity, becoming no more than a shuffling husk ensnared by their own grief. These wanderers tend to leave travelers alone, and can occasionally be heard or seen muttering, yelling, crying, and arguing with their visions. However, they have been known to occasionally approach travelers, having mistaken them for the person in their illusion regardless of what they look like.

The Dark- About midway through the storm, obscured by the wild sands, the Dark is a pitch black cave that one can take refuge in. Within the Dark, hallucinations fade and lucidity returns. The cave is rather shallow, but traveling a bit deeper into it reveals the luminescent glow of hundreds of pale blue crystals. These line the walls of the cave, and may have something to do with the lucidity of the environment. The crystals may be removed from the cave and grant a small measure of lucidity to whoever has one on their person in the storm. Their other properties, if there are any, are unknown.

NETHERWORLD INFORMATION
Lucidity: Within the storm that makes up the majority of this location, lucidity is poor. Strong hallucinations are inevitable and powerful enough that one cannot distinguish illusion from reality. The Edge and Dark have normal levels of lucidity.
Hostility: Low. The background creatures that live in the Eversands are harmless and will not approach travelers. Occasionally, wanderers through the sands will approach travelers, projecting their own illusions onto them. They may grab at travelers, and even try to drag them away, but they generally will not cause any bodily harm.
IC Rules: Regardless of skill level, inner power, tactical gear, species, etc., all travelers will be affected by these illusions.

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HISTORICAL INFORMATION
No one knows how long the perpetual storm of the Eversands has existed. Few travelers have been able to successfully navigate through the storm, and those that have made it out spoke of illusions that appeared unsettlingly real. Many have sought to conquer the Eversands in a sense, attempting to cross the desert without succumbing to the visions they'll inevitably manifest. Those that do return were either humbled by their experience or driven to madness by what they witnessed.

Now long gone, an ancient Jedi Master who successfully traversed the sands spoke of his experience. Already a humble man, the visions he saw forced him to relive some of his deepest regrets and failures, some of which he hadn't viewed as such, examining them from a new angle. It was said that the crystal he took from the Dark powered his lightsaber, but who knows how much truth there is to an old rumor.

 
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