Difference between revisions of "Darlingverse/Areas"
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The Shadowed Reflection is a distorted, mirror-like version of a Waterdeep street, perpetually cloaked in a deep, unsettling twilight. It's a place where the familiar is twisted into the unsettling, and humor often takes a morbid turn. Buildings here don't just lean; they writhe slightly, and their facades are made of a slick, dark material that seems to drink the light. Streetlights glow with sickly hues, and reflections in puddles show unsettling things. | The Shadowed Reflection is a distorted, mirror-like version of a Waterdeep street, perpetually cloaked in a deep, unsettling twilight. It's a place where the familiar is twisted into the unsettling, and humor often takes a morbid turn. Buildings here don't just lean; they writhe slightly, and their facades are made of a slick, dark material that seems to drink the light. Streetlights glow with sickly hues, and reflections in puddles show unsettling things. | ||
In the shop windows, you won't find mundane wares. Instead, displays showcase macabre oddities and unsettling curios: dolls with too many eyes, clockwork devices that twitch with unsettling precision, preserved specimens of impossible creatures in murky jars, or jewelry crafted from what looks eerily like bone and gristle. Sometimes, the reflections in the glass show not the street outside, but fleeting, grotesque visions from | In the shop windows, you won't find mundane wares. Instead, displays showcase macabre oddities and unsettling curios: dolls with too many eyes, clockwork devices that twitch with unsettling precision, preserved specimens of impossible creatures in murky jars, or jewelry crafted from what looks eerily like bone and gristle. Sometimes, the reflections in the glass show not the street outside, but fleeting, grotesque visions from hidden anxieties. Streetlights glow with sickly, unnatural hues—a jaundiced yellow, a bruised purple, or a sickly green—casting long, dancing shadows that seem to have a life of their own. Puddles in the cobbled streets are not just water; their surfaces act as unsettling mirrors, showing distorted, often horrifying reflections of onlookers or even glimpses of monstrous forms lurking just beyond perception. | ||
The Denizens of the | The Denizens of the City found here are different from those in more stable domains. They are the manifestations of suppressed darker impulses, morbid humor, and the peculiar eccentricities that define someone's unique "weirdness." They might appear as gaunt figures draped in tattered, old-fashioned clothing, moving with an unsettling stillness, or as grinning, jester-like entities whose laughter has a hollow, unsettling echo. They often carry unusual, unsettling trinkets or whisper unsettling jokes. Unlike the more defined personalities, these citizens are less cohesive and more like fragmented aspects, reflections of thoughts one might push away during the day but that fester in the quiet corners of his mind. They interact in peculiar ways, often through cryptic gestures or nonsensical, yet disturbing, pronouncements. | ||
<!-- This area represents Darling's suppressed darker tendencies, his coping mechanisms through morbid humor, and the general "weirdness" that makes him unique. --> | <!-- This area represents Darling's suppressed darker tendencies, his coping mechanisms through morbid humor, and the general "weirdness" that makes him unique. --> | ||
Revision as of 01:20, 11 December 2025
Areas and locations within the Darlingverse.
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Voices 1 Kael: The Steadfast Protector |
Voices 2 Zee: The Silent Watcher |
Voices 3 Lysander: The Defiant Melancholy
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Pictures
Darlington City
The Darlington City, or "the City", is the haven of of relative safety and order in a large and mostly inhospitable landscape. The overall setting is a kaleidoscopic, ever-slightly-shifting metropolis – a distorted, surreal reflection of aspects of Waterdeep, but where geographical logic sometimes gives way to psychological connections. It's olden name, Dearthington, is really only a memory that Lyra still remembers. It's as if it's a psychic landscape woven from the insides of memories, traumas, and experiences.
Darlington is like a a dream-city where architecture and environment are somewhat fluid but follows inherent rules. Buildings might lean at impossible angles, streets might lead to entirely different districts than expected at times, and the sky could change color based on the general mood of world. The City is often beautiful in an unsettling, melancholic way, with pockets of stark horror and mirthful glee. There are glimpses of familiar Waterdeep landmarks, but always twisted, slightly off-kilter, and echoing with unseen memories. The City isn't a flat spread but has spiraling towers, deep chasms, flooded districts, and high, precarious rooftops, almost as if it's reflecting someone's mind.
The Shifting Aurora (usually just called "the sky") has a perpetual, slow-motion aurora borealis, alive with fluid, ever-changing colors that subtly shift with the mood of the city. During calm times, it might be a gentle swirl of pastels and soft blues. During moments of stress or anger, deep reds, purples, and stormy greys might bleed into the display. The "stars" are distant, shimmering pinpricks of pure thought, occasionally flaring with a new idea or memory.
- Adjacent to:
- #Shadow-Haunted Wilds
- #Mare Tenibris (the Deep Inner Sea)
- Contains: Most others
Grand Conjunction
- Inside: #Darlington City (inner city, the hub)
- Contains:
Well known to be the functional core of the City, the Grand Conjunction ties it all together. From the outside, the structure resembles an intricate observatory with a colossal clock tower, a testament to steampunk ingenuity. The towering edifice has riveted iron and aged brass, its surface adorned with intricate gears and spiraling pipes. Large, arched windows offer glimpses into the inner workings of the machine, while the warm glow of internal lights spills out, casting long shadows. The observational tower has a rotating array of lenses and focusing crystals at the top, subtly shifting and adjusting, suggesting the complex calculations happening within.
Inside it's a vast, multi-tiered chamber of impossibly intricate clockwork and shimmering arcane diagrams with a network of gleaming pipes, hissing steam, and spinning gears. Intricate mechanisms whir and click, and the air is thick with the scent of oil and ozone. Elara's glowing runes dance across the walls, while Flicker's tiny clockwork automatons scurry along invisible tracks, constantly adjusting valves or adding fuel to smaller furnaces. At its heart is a central, perpetually running steam engine, moving countless cogwheels at different intervals and speeds. The air hums with a low, constant thrum, the sound of countless mechanoid calculations happening simultaneously. It is a place of absolute efficiency, where every thought is instantly connected to every other.
Workbenches cluttered with tools and half-finished contraptions line the walls. Sparks fly from arcane devices, and the glow of alchemical lamps illuminates the scene. Elara and Flicker navigate this space, tending to the complex machinery and ensuring the smooth operation of all functions. Elara carefully treads the pathways between the gears, recalling memories, while Flicker meticulously diagnoses the state of the machine, ever vigilant for any signs of malfunction. The Grand Conjunction, in this form, is a testament to a complex and creative mind, a fusion of logic and artistry.
Abyssal Cradle
- Inside: #Grand Conjunction
Deep beneath the Grand Conjunction, accessed via a jagged, winding descent. It's a vast, dark chamber with a cold, hollow wind. At its center floats a monstrous, misshapen Flesh Heart – a pulsating, grotesque construct of fear and agony, bound by shimmering arcane chains and thick iron bands. Muffled, guttural whispers emanate from it, the suppressed screams of some victims in great pain.
This colossal, pulsating organ of distorted flesh and shadow rhythmically expels monstrous forms into the Shadow-Haunted Wilds and sometimes other locations, if allowed to reach them. There are no pathways the last thirty feet down to its floor, only tenuous, dangerous edges that threaten to pull any who linger too close into its crushing darkness.
It's a realm of pure, unrefined psychological chaos and profound despair, where the very fabric of reality seems to fray and unravel. The 'air' is thick with the unbearable weight of forgotten sorrows, and faint, distorted echoes of trauma ripple across its surface like waves on a lightless sea. It's the part of the world that the voices instinctively avoid and attempt to seal off, knowing that to directly confront it could mean the complete unraveling of their entire world.
The cradle remains a perpetually festering wound like a limb succumbing to gangrene. It's not just a surface injury; it's a deep, internal rot that poisons the whole system. The aberrations are like the spreading infection or the necrotic tissue that sloughs off, constantly threatening to consume the healthy parts. It needs to be constantly contained, lest it claim the whole.
Repository of First Truths
- Inside: #Darlington City
- Contains:
The Repository appears as a vast, imposing structure of perfectly white marble, carved with intricate, near-invisible runes that constantly shimmer with latent arcane energy. It is a monument to order, imposing its sense of stability on the surrounding landscape. The building lacks ornamentation, favoring clean, right angles and an intimidating vertical scale that speaks to the sheer volume of information housed within. The entrance is a single, immense set of bronze doors guarded by silent, humanoid statues holding blank slate tablets.
The interior is a silent, sprawling maze of narrow aisles and towering shelves that reach impossibly high, fading into a hazy, cool-blue distance. Every shelf is packed with millions of memory artifacts—not just books, but scrolls, glass jars containing captured smells, small mechanical devices that replay sounds, and labeled wooden boxes holding tactile sensations. The air is cool, dry, and carries the faint scent of aged paper and clean, unused stone. This space is where Lyra the Calculating Analyst primarily operates, ensuring that every thought, experience, and historical fact is correctly indexed, cross-referenced, and shelved according to logic and chronology.
The Repository is the mind's central ledger — a perfect record. Any misfiled or damaged memory can causes a minor mental glitch. Lyra patrols the aisles with a stern efficiency, using a unique clockwork indexing machine to keep the archives perfect. Her movements are silent and precise, in stark contrast to the occasional, loud clatter of a book falling from a distant shelf — a sign of a memory being misplaced or attacked by a distant Aberration. This space is less about active study and more about constant, tireless maintenance of objective reality.
Gallery of Shifting Memories
- Inside: #Repository of First Truths
The Gallery is accessible through a heavy, unmarked archway deep within the silent, towering aisles of The Repository of First Truths. It is a circular, domed wing attached to the main library structure. The entrance is always unguarded, but the air immediately feels charged with latent psychic energy, separating it from the purely factual order of the Repository. This is the place where pure, raw experience is reviewed, sometimes against the Archives' objective truth.
The Gallery is a single, vast, circular chamber defined by seamless, polished obsidian walls that reflect light in distorted, swirling patterns. The floor is smooth stone, and the domed ceiling is impossibly high. The chamber features concentric balconies that ring the space, reached by grand, curving staircases. On each level, heavy, ancient doors lead to small viewing rooms. These rooms do not contain books; instead, they are the projection booths for the memories on display.
The central mechanism of the Gallery is the projection system: hundreds of shimmering, iridescent orbs float within the space, each containing a memory from Darling's (post-creation) life.
The Gallery is always "on display," but for mysterious, subconscious reasons some viewing rooms are actively projecting memories at any given time. When a memory is accessed, a floating orb glows intensely and projects a vivid, three-dimensional diorama onto the obsidian walls. These projected scenes are constantly, subtly changing the memory being displayed, and sometimes, the sheer force of the projected psychic energy will cause the doors to the viewing rooms, or even sections of the balconies themselves, to temporarily move or vanish.
This is one of the few places Elara the Arcane Seeker tolerates the disruption of raw emotion. She often visits the balconies to observe the projections, using her magic to stabilize any memory orb that appears to be glitching or burning too hot, preventing its raw emotion from corrupting the factual records of the Repository. Darling's "core memories" are physically larger, intensely glowing orbs that orbit the room's central space.
Shifting Bazaar
- Inside: #Darlington City (fringes)
- Contains: #Jinx's Starry Stage
- Connected to: #Shadowed Reflection
The Shifting Bazaar is a sprawling, fluid district that constantly reconfigures itself on the fringes of the City. Its ever-changing nature allows it to subtly blend with the more chaotic, peripheral regions, often appearing just beyond what feels "normal." As one approaches, the orderly lines of the city begin to waver, and the air fills with a cacophony of enticing, unidentifiable music, distant laughter, and the rich, overlapping scents of exotic spices and impossible pastries. There are no definitive entrances; rather, the bazaar's pathways seem to spontaneously form and dissolve, inviting the curious deeper into its labyrinthine embrace.
Inside, the Bazaar is a vibrant, chaotic marketplace. Stalls overflow with impossible goods: shimmering fabrics that change color with your mood, pastries that taste like forgotten joys, tools that hum with unheard melodies, and trinkets that promise fleeting pleasures. The stalls themselves, their goods, and even the phantom vendors are in constant, subtle flux — a merchant selling dreams might suddenly be offering enchanted dice, and the structure of a stall itself could morph from canvas to glittering crystal in a blink. The light here is always shifting, ranging from a warm, golden glow to a cool, moonlit shimmer, and the air is thick with enticing whispers that promise anything a heart might desire, intertwined with an ever-present, unidentifiable music that pulls at the senses.
The Bazaar is heavily influenced by Pip the Curious Explorer (who often gets lost here for hours) and particularly by Jinx the Wild Card. Deep within this ever-changing labyrinth, Jinx's own domain, The Starry Stage, often appears as a grand, open-air performance space that can manifest anywhere the whims of the Bazaar decree. While it can be a source of temporary delight, the Bazaar's inherent chaos can be disorienting, and lingering too long can lead to a blurring of personal boundaries, as individual desires become indistinguishable from the overwhelming collective sensory impulse. It is a place of wonder and potential danger, a testament to the mind's endless capacity for both joy and distraction.
Whispering Echo Chamber
- Inside: #Darlington City (fringes)
- Contains: #Skree's Echoing Aviary
The Whispering Echo Chamber occupies an older, decaying district on the periphery of the City, where architecture quickly turns from organized stability into neglected ruin. It is a dense network of cold, damp, perpetually shadowed alleyways and abandoned, echoing tenements. The brickwork is crumbly, and the paths are slick with unseen moisture. The approach is marked by a strange auditory phenomenon: sounds here are muted, distorted, or strangely amplified, making it impossible to discern the source or distance of any noise. This is a place where all the sounds one wished one had ignored are stored. The Echo Chamber often feels like a constant, low-level assault — a reminder of every hurtful word or every missed opportunity to speak.
The interior spaces are defined by silence and unsettling auditory hallucinations. Faint, ghostly murmurs drift on unseen currents—fragments of conversations from a different world, half-remembered fears, or indistinct whispers that promise dark secrets. These auditory ghosts adhere to the walls and echo through the empty rooms, ensuring that no internal thought or external phrase is ever truly forgotten. Scattered amongst the detritus and broken furniture are glittering discarded, shiny trinkets—objects and sounds that caught someone's attention for a moment before being tossed aside. The very air seems to hold a record of communication and noise.
This is the central auditory archive for the Darlington. Skree, The Cacophonous Voice, presides over this space from his nearby Echoing Aviary, using the chamber's acoustics to categorize and organize internal and external sounds. It is a crucial hunting ground for Skree, who collects the most expressive sounds to use in his communication, and a place where the unwary can easily become lost in the endless, distracting loops of noise.
Crucible of Wills
- Inside: #Darlington City (fringes)
- Contains: #Grut's Pit Throneroom
The Crucible of Wills is announced by the distant, rhythmic clang of steel and the guttural sounds of exertion that never quite cease. It is carved from a landscape of raw, dark volcanic rock and scorched earth, giving it a perpetually tense and aggressive atmosphere. Around the perimeter of the main structure are expansive, rough training grounds where ghostly figures endlessly drill and spar, their movements echoing without a clear, physical source. The entire domain feels solid, unforgiving, and built for eternal conflict and endurance.
The heart of the Crucible is a vast, intimidating circular arena, hewn directly from the dark rock and lit by huge, flickering phantom torches that cast wildly jumping shadows. The air inside crackles with palpable tension and the scent of ash and effort. At the center of the arena, spectral, heavily armored figures perpetually spar—not practicing, but fighting as if driven by raw, unyielding instinct. Their blows land with deafening, metallic clangs that reverberate through the structure. This space is where mental drive, aggression, and sheer physical resolve are tested and forged.
The Crucible is the domain of pure strength and self-discipline, a testing ground where inner conflicts manifest as actual, physical spars. Grut, The Raw Force, holds court here in his Pit Throneroom, presiding over the endless contests of strength. Borin, The Rock of Resolve, and Roric, The Swift Observer, also draw deeply from the energies of this place, ensuring that resistance to mental intrusion remains absolute. Any dispute among the Voices that requires a physical resolution, or any attempt to raise one's own internal defense rating, must pass through the uncompromising judgment of the Crucible. It is a place of enduring struggle, where only the toughest convictions survive.
Shadowed Reflection
- Inside: #Darlington City (transition)
- Contains: #Skree's Echoing Aviary
The Shadowed Reflection is a distorted, mirror-like version of a Waterdeep street, perpetually cloaked in a deep, unsettling twilight. It's a place where the familiar is twisted into the unsettling, and humor often takes a morbid turn. Buildings here don't just lean; they writhe slightly, and their facades are made of a slick, dark material that seems to drink the light. Streetlights glow with sickly hues, and reflections in puddles show unsettling things.
In the shop windows, you won't find mundane wares. Instead, displays showcase macabre oddities and unsettling curios: dolls with too many eyes, clockwork devices that twitch with unsettling precision, preserved specimens of impossible creatures in murky jars, or jewelry crafted from what looks eerily like bone and gristle. Sometimes, the reflections in the glass show not the street outside, but fleeting, grotesque visions from hidden anxieties. Streetlights glow with sickly, unnatural hues—a jaundiced yellow, a bruised purple, or a sickly green—casting long, dancing shadows that seem to have a life of their own. Puddles in the cobbled streets are not just water; their surfaces act as unsettling mirrors, showing distorted, often horrifying reflections of onlookers or even glimpses of monstrous forms lurking just beyond perception.
The Denizens of the City found here are different from those in more stable domains. They are the manifestations of suppressed darker impulses, morbid humor, and the peculiar eccentricities that define someone's unique "weirdness." They might appear as gaunt figures draped in tattered, old-fashioned clothing, moving with an unsettling stillness, or as grinning, jester-like entities whose laughter has a hollow, unsettling echo. They often carry unusual, unsettling trinkets or whisper unsettling jokes. Unlike the more defined personalities, these citizens are less cohesive and more like fragmented aspects, reflections of thoughts one might push away during the day but that fester in the quiet corners of his mind. They interact in peculiar ways, often through cryptic gestures or nonsensical, yet disturbing, pronouncements.
Mare Tenebris
Adjacent to:
The city's ramshackle docks give way to an expanse that is not merely water, but a boundless, cold extension of the unconscious. This is the Mare Tenebris, the Sea of Shadows or the Deep Inner Sea.
The water is a deep, dark ember black, absorbing light, seeming to drag the sky down into its depths, leaving no discernible horizon. The surface is most often unnaturally smooth, broken only by the slow, massive coils of unseen currents far below. A thin, silvery mist clings low to the shore, muffling all sound.
As you approach, a profound, soul-deep cold settles over you, chilling not your skin, but the marrow of your bones. The air carries a heavy, almost subsonic silence — a silence that is occasionally broken by a flicker of movement far beneath the surface, where deep violet and bruised crimson flashes erupt and vanish, hinting at titanic, slow emotional upheavals buried in the void.
Looking out across the Mare Tenebris induces a strange sense of vertigo. It is the color of everything ever suppressed, and standing on its edge, you feel the sudden, unnerving weight of profound loneliness and limitless, terrifying scope.
.
Mnemonic Veins
- Inside: #Darlington City (core)
Mnemonic Veins permeate the City and can be used as safe pathways between locations when needed. One needs only concentrate on a suitable wall near a vein with small effort to open a door to the corridor. Mnemonic Veins appear as grand, well-maintained hallways of polished stone or dark wood, subtly humming with energy. The walls might feature shifting murals depicting fragments of Darling's "core memories," or bookshelves lined books, scrolls and trinkets that shimmer with latent understanding. Light here is often soft, steady, and warm, emanating from unseen sources. Only a short walk is generally required to reach your destination within the inner city and infestation of Aberrations is essentially unheard of.
If you need to go further into the fringes of the City, the veins further ahead are called the #Whispering Labyrinths.
Whispering Labyrinths
- Inside: #Darlington City (fringes)
- Connects to:
- #Shifting Bazaar
- #Crucible of Wills
- #Shadowed Reflection (outskirts)
The Whispering Labyrinths are the natural, less direct extension of the #Mnemonic Veins, appearing when one ventures beyond the well-maintained inner pathways of the City. The transition from a Mnemonic Vein is fairly perceptible: the polished stone or dark wood of the Vein begins to warp, the soft, steady light flickers, and the air grows cooler and less predictable. A sense of subtle disorientation creeps in, and the walls might seem to press closer, shifting from clear murals to indistinct, shadowy textures. It is here that the mind's shortcuts give way to its more circuitous, less logical routes.
These are winding, often dimly lit, and slightly disorienting passages. They can appear as narrow alleyways between forgotten buildings, echoing subterranean tunnels, crumbling sewer systems, or even tight, cluttered stairwells that seem to lead nowhere in particular. The walls are not simply decorated; they are lined with shelves overflowing with forgotten desires, half-formed ideas, discarded sensory inputs, or strange, nonsensical "odd bits and bobs" from Darling's past. The air often carries faint, disembodied whispers or sounds that are just out of clarity—fragmented echoes of the outside world, distorted snatches of conversation, or phantom music that barely registers.
The Whispering Labyrinths connect the individual homesteads to each other, or link them to areas like The Shifting Bazaar, The Crucible of Wills, or the outskirts of The Shadowed Reflection. They represent the more circuitous, less directly logical, or emotionally-driven pathways of thought. Navigating them requires intuition more than intellect, as logical mapping rarely works. These paths are not inherently dangerous, but they are confusing, prone to misdirection, and can sometimes lead to unexpected encounters with benign (or mildly irritating) mental manifestations, if one is not careful to remain focused.
Shadow-Haunted Wilds
- Adjacent to: #Darlington City
Beyond the structured, if sometimes chaotic, areas of the City lie the Shadow-Haunted Wilds — the less traveled, untamed paths of the world. These are dangerous psychic badlands with dissonant traumas and the malevolent influence of the Abyssal Cradle hold terrifying sway. Here, Aberrations often roam freely, and the very landscape itself seeks to confuse, disorient, and instill dread.
While perilous, these wilds also guard vital, if corrupted, fragments of essence — powerful insights, forgotten strengths, or even remnants of hope that, if retrieved, could aid in the struggle against the encroaching darkness. Pockets of order and safety can be found at unexpected places in the wilds. These small sanctuaries are often the ruined, forgotten Homesteads of dormant or lesser Voices that still provide a faint, stabilizing anchor, allowing for brief rest or strategic planning.
The nature of these wilds is not singular; it shifts and churns, manifesting in diverse, nightmarish forms, each reflecting a facet of Darling's deepest fears and unresolved pain.
Twisted Waterdeep Back-Alleys
When the shadows take hold of the Dream-Coil City, parts of it warps familiar urban landscapes into an endless, claustrophobic maze. Narrow, curving alleyways are choked with refuse and lined with wet, weeping brick walls that ooze a foul-smelling, murky liquid. These passages lead into impossible dead ends or suddenly open onto vertiginous drops into unseen abysses. The air is thick with the scent of damp decay and unseen dread, and every shadow seems to writhe with imagined pursuers. It is a place heavily influenced by the constant, creeping fears of pursuit and capture.
Shattered Cityscapes
Further out the back-alleys turn into a bewildering spectacle of impossible architecture. This area often bleeds into the Twisted Back-Alleys, with solid ground suddenly giving way to floating fragments, or distant chasms filling with the mists of the Badlands of Despair. Grand Waterdeep buildings, or fragments of them, floating disconnected in a swirling, inky void. They are connected only by precarious, shifting bridges of shattered glass or rusted metal that groan under unseen weight. Distant, mocking laughter echoes from unseen heights and chasms, accompanied by the sounds of crumbling stone. It is a chaotic, disorienting landscape that reminds one self of grand ambitions twisted into broken dreams and the fragility of once-solid aspirations.
Badlands of Despair
Well outside the City you will find barren, cracked plains where the ground itself seems to weep dust and ash. Twisted, skeletal structures of unknown origin jut from the earth like broken bones, offering no shelter. A chilling, hollow wind constantly whips through this wasteland, carrying faint, disembodied moans of futility. Sometimes, the wind intensifies into a psychic white noise, temporarily blinding or deafening travelers before collapsing back into silence. The sky above is a perpetual, bruised grey, and the light is thin and oppressive. Movement here is slow and arduous, as if the very ground saps the will to move forward, manifesting as physical exhaustion or a profound sense of hopelessness that threatens to overwhelm any who linger too long.
Woods of Forgotten Sorrows
Some areas outside the city are less dead than others and where you instead find dense, suffocating forests where gnarled, skeletal trees claw at a perpetually twilight sky. Their branches are laden with leaves made of desiccated, fragile memories that rustle with unheard pleas and fragments of forgotten names. The ground beneath is often boggy and treacherous, filled with murky puddles that reflect distorted, weeping faces, pulling at the feet of the unwary. A pervasive, melancholic chill hangs in the air, embodying a deep, existential dread and the corruption of natural affinity.
Miasmic Swamps of Regret
Connected to the badlands or woods as well as the Dream-Coil City Estuary, Slow-moving, stagnant wetlands dominated by murky, heavy water that reflects only ghostly, weeping faces. The very air is heavy, cloying, and suffocating with the cloying scent of forgotten sadness and bitter disappointment. Prolonged exposure can induce an overwhelming lethargy and compel the traveler to sink into the murky water, seeking final, sad resolution. Ancient, dead trees stand half-submerged, their roots forming treacherous, hidden snares beneath the surface. Navigating this terrain is like wading through dense sorrow, each step burdened by the collective weight of unresolved grief and profound emotional stagnation.
Mare Tenebris
- Adjacent to:
- #Darlington (docks/fringes)
- #Kael's Estuary Shack
Zee's Panopticon Observatory
- Inside: #Darlington City (transition) / #Shadow-Haunted Wilds / #The Shadowed Reflection
- Contains #Zee's Attic Hideout
Zee (Senses/Observation) maintains her secret Panopticon Observatory & Chimney Nest hidden within the most shambled, outermost houses of the City, positioned to observe the transitions between the city, the Shadow-Haunted Wilds, and the Shadowed Reflection.