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Cobo Service ([personal profile] coboservice) wrote2022-08-29 07:36 pm

Elrianode

Central DistrictResidential DistrictWater Dragon SanctumTraining Grounds
The Debrian LaboratoryElrian SanctumThe Henir Barrier

Monsters & WildlifeResidents
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The place where the original El had fallen became the heart of Elrios's most powerful kingdom. A prominent location for many historical events, this large metropolis lived through the Nasod War and remained a place of importance til the El Explosion, after which it was sealed away by the Water Master Denif.

Elrianode, Sealed Capital of the Great Elrian Empire

With its beautiful white-and-gold architecture and broad walkways, one can imagine that at one point this city was bustling and lively as can be. Nowadays, it is a ghost town, with empty thoroughfares decorated with marble statues and sparkling crystals.

A beautiful chapel near the city’s heart remains unlocked through all hours of the day. In addition to a place of worship, this chapel also serves as a medical clinic run by the Water and Moon Priestesses when they're not occupied with other priestly duties.


Strange magitech constructs can also be found lining the streets. When money is placed inside the crystal, items and services may be dispensed in return—in other words, magical vending machines. Aside from food and basic amenities, these constructs provide weapon sharpening, simple item repairs, potion-making and cooking, all using the power of magitech.

Who refills the magic vending machines? Ariel claims that Cobo Service takes care of it all, but no one's actually seen her or anyone else servicing them (in fact, she seems to actively detest them)... maybe it's best not to think too hard about it.


At Elrianode’s centre lies an expansive, far-reaching tower stretching into the heavens itself. This is the aptly-named El Tower, which currently houses a large crystal known as the El. Try as they might, characters will find themselves unable to enter the Tower due to it being sealed with an especially powerful arcane lock.

Denif, Water Master

I'm afraid I cannot allow you in at this time. I'll only ask you once to turn back. I'd rather not have to resort to force to deal with trespassers.

If you need assistance at all, you should seek out one of the Priestesses. As it currently stands, duty binds me to the Tower.

Aside from the tower and the chapel, the rest of Elrianode's central district has been seemingly claimed by Cobo Service as potential high-end housing. If you'd like to not live on the streets, you're welcome to become a renter. Thank you for choosing Cobo Service!

Residential District

Unfortunately, as one moves away from the brightly-coloured and peaceful city heart, they’ll find that the rest of Elrianode is decrepit and desolate. Characterized by a malevolent purple tint and a low-hanging fog, the residential district is a shell of its former glory, with ruined buildings and toppled pillars giving rise to the thought that something horrible happened here. The buildings that are still standing are unlocked, and if they aren’t, they’re easy enough to break into, though there isn’t much left to take.

In many places, visitors may find the occasional broken building floating in the air, as if gravity itself simply decided to stop working. This corrupting aspect will worsen the further into the district they venture, where black pools of Henir contamination spread across the ground and the water begins to take on a sickly shade. Venturing too far may lead one unto the precipice of death, where stone angels that once stood strong now silently beg for adventurers to turn back.


Mutated and corrupt monsters roam freely throughout the residential district, making it necessary to send "clean-up crews" from time to time to keep the beasts out of the city center. Where are all these mutants coming from? If you're lucky—or not—you might spy one of the cloaked Henir cultists before they transform.

Ignia, Fire Priestess

Hey! You there! Yeah, you!

You're going to the residential district, right? ... Whoa, no need to get defensive! Ahaha, you look pretty strong, so I don't care if it's dangerous! You'll be fine, probably!

Anyway, if you see anyone who looks suspicious... say, someone in a black cloak hanging out with all the monsters... if you could try to follow them, that'd be great! Just try to be stealthy about it, okay? And don't get caught! Good luck out there!

Water Dragon Sanctum

Historically, this location has always been protected by the Water Dragons, thus the name. Within the heart of the Sanctum was once a fragment of the Primal El, an extremely powerful and important artifact, though it has since been moved to another location. Now, the Water Dragon Sanctum only stands as a monument to the last of the water dragons, and a reminder of the sacred duty they once held.

The Sanctum proper lies at the edge of the Henir Barrier, making simply getting to it a daunting task. The deeper one ventures into the Sanctum, the more of that familiar Henir corruption can be spotted marring the environment.


Of course, there's not much reason to venture into the Sanctum in the first place, aside from cleaning up the mess left by monsters. The wide canals and waterfalls do make for a good makeshift water park, though. Beings that prefer to live underwater will also find that there are large underwater rooms connected to the canals—there's nothing left inside to loot, but it's the perfect size for a water dragon's home.

Elrianode Training Grounds

hi rosso thanks for showing up to my photoshoot (this is a WIP, we'll fix it up later promise xoxo)


The Debrian Laboratory

Underneath the Elrian Palace is the hidden entrance to a massive laboratory, filled to the brim with advanced technology and forbidden research, Henir-tainted war machines, and even a portal that can cross dimensions... unfortunately, the palace collapsed ontop of the entrance when Henir's space went out of control. For now, it remains buried under a mountain of rubble.


Artea, Earth Priestess

... It's no good. If I used my magic to dig quickly, the whole lab could collapse. Master Gaia...

Please, I know you also have troubles, but if you could help Master Gaia... there's a portal down there that I'm sure could help all of you.

The Forgotten Elrian Sanctum

At the heart of the Elrian Sanctum is an Elriabrunnr, a sacred spring of pure El energy. In ancient times, the Elrians would travel to this place to face a trial of personal growth and fortitude... or, as some scientists might say, get high and hallucinate in a cave for several hours. It's very effective, apparently.

The cave has since become tainted with Henir energy, making it a dangerous and unpredictable place. The El Masters have decided it best to keep the entrance hidden, lest someone get lost in there and cause even more trouble.


Anduran, Wind Priestess

The Elrian Sanctum...? I'm sorry, but I really don't know where it is! Even if I did, I made a promise to Master Ventus. It's a very dangerous place right now, and there could be other dangers that got inside.

Master Ventus is taking care of it, so please, don't worry about it! If there's anything in there that can help all of you, I'm sure he'll let everyone know as soon as he gets back.

The Henir Barrier

Encircling Elrianode like a protective blanket is the Henir Barrier. Though it appears to be a solid wall from a distance, it's more like a hole—passing through the barrier is as simple as walking past the threshold that surrounds the city.

... except no, not really, because it's still a barrier. It is advised that adventurers do not walk directly into this unprepared, due to the fact that it can and will cause vivid hallucinations. Those who enter the Henir barrier must prove the strength of their resolve, lest they be consumed by the illusions of the void within. If they're lucky, they'll be dumped into Henir's space instead.


When not blinded by hallucinations, fragments of Elrianode can be seen floating throughout the barrier like pieces of a shipwreck at sea. Other than that, there is nothing tangible within it.

Ever since Henir's space went out of control, it seems that not even the Masters can cross the barrier.

Darkmoon, Moon Priestess

... Master Rosso never came back. I hope he's okay.

If you go in there... let us know if you see him.

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Monsters & Wildlife

If there was once wildlife here, it has been corrupted into a shell of its former self. Henir mutants now stalk the outskirts of the city and the Water Dragon’s Sanctum, eager to tear into any hapless adventurers and make them one with the void like themselves. It's said that these creatures were once human, though it's impossible to tell from a glance.

Worry not about killing these entities. They cannot be reasoned with, for whatever human intelligence they once had has been completely muddled by the void's corruption, and most of them lack the capacity to feel a single thing anymore. One can take solace in the fact that death is a better fate for those who have mutated. Even amongst the cult that brings about these mutants, the sentiment is similar: all things must one day return to the void, so there is no shame in death to further their cause.


Freak Leech A serpentine Henir creature that was once a Henir cultist. Slow-moving. Attacks by biting with its split jaws or by spitting Henir-tainted poison across a large distance.
Freak Defender A hulking four-armed behemoth that was once a Henir cultist. Attacks by striking victims with its hammer-like arms and firing tall pillars of malevolent energy from its body.
Freak Beast An agile animal-like Henir creature with human arms that was once a Henir cultist. Capable of teleportation, which it uses to aggressively chase down victims. Attacks by charging at high speeds, grappling, and radiating bursts of Henir energy from its body.
Skin Splitter A large hulking being with an even larger distorted arm. Yes, even this 10ft tall monstrosity was once a human cultist. Attacks by slamming things with its massive arm, tackling and bodyslamming, and can fire waves of exploding bombs of Henir energy from its arm.

The cultist mutants aren't the only creatures that have become tainted by Henir, however. With more and more outsiders pouring in from beyond the void... not everyone has been so lucky. Some creatures may bear resemblence to beasts of adventurer's homeworlds, now stained and corrupt by the blue markings of Henir. Some may even resemble people. Unfortunately, there's no saving these victims once they've reached this point—even if captured and kept alive, they'll die within the day from their affliction. They won't go down without a fight, though, and their clouded minds have declared everyone an enemy.


Mutated Monsters Creatures from other realms and worlds that fell into Henir's space and became lost to the void's power. Can be any creature, from any canon world, barring appable characters and major bosses (ask and we'll let you set up a cool bossfight instead). Retain all of their normal combat abilities and may be stronger than normal. Mutated creatures will always die within 24 hours of appearing in Elrios.

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Residents

The major NPCs Glave, Ariel and the El Masters may be found at this location. There are no unnamed residents, aside from pockets of cult activity at the outskirts of the city.

Please use the NPC Contact post to request a thread with an available NPC.


Luriel, Cobo Service Bank Manager
[personal profile] coboservice
Ariel's younger sister. Unlike Ariel, she is incredibly shy and tends to stammer a lot while delivering her greetings, but she tries her best to live up to her sister's reputation. Luriel is in charge of the bank, which is a free service provided to all adventurers. Items can even be transported across the continent using Cobo Service's top-of-the-line delivery technology!

STATUS: AVAILABLE
Interactions with Luriel may be handwaved without mod guidance. She will diligent store and take care of any items characters don't want to carry around or keep in their homes, including money. Thank you for choosing Cobo Service!


Camilla, Cobo Service Arena Manager
[personal profile] coboservice
Manager of the arena, which is also owned by Cobo Service for some reason. Need a place to spar? Repair your weapons? Pick a fight? Place bets?? Camilla has you covered, and she will eagerly commentate your match and cheer for bloodshed, provided that you sign a waiver first.

STATUS: AVAILABLE
Interactions with Camilla may be handwaved without mod guidance. Good luck in the arena! Thank you for choosing Cobo Service!


Ignia, Fire Priestess
[personal profile] sixprayers
Tomboyish, aggressively cheerful, and reckless. Loves spicy food and killing time at the Lanox hot springs. Greatly exaggerates the powers of a priestess, though she is genuinely skilled with both combat magic and spearplay. You wouldn't know she's a priestess from the way she acts, but she does take her duty very seriously.

STATUS: AVAILABLE
Interactions with Ignia may be requested or handwaved with mod guidance. She spends most of her time fighting monsters at the outskirts of Elrianode, assisting the El Masters, and will sometimes set up a fortune telling booth that charges exorbitant prices. Divine intuition ain't cheap!


Sasha, Water Priestess
[personal profile] sixprayers
The exceptionally quiet priestess of Hamel. She tends to keep to herself and her duties most of the time. She is, supposedly, a very distant descendant of the Denif bloodline, though her dragon blood is diluted to the point where it's hardly noticeable. No one knows how old she is. She's skilled at defensive and healing magic.

STATUS: AVAILABLE
Interactions with Sasha may be handwaved without mod guidance. She spends most of her time at the El Tower assisting Denif and the other masters, and acts as one of the healers of Elrianode. Be kind to your nurse.


Artea, Earth Priestess
[personal profile] sixprayers
The bookish priestess that hails from the capital of Velder. She has a surprisingly large apetite. KOG forgot to give her any defining personality traits, so that's all you get.

STATUS: UNAVAILABLE
Artea is busy assisting the El Masters and generally unavailable for interactions.


Anduran, Wind Priestess
[personal profile] sixprayers
The highly respected and precious little sister of the entire Caluso tribe. Extremely bad at math. Unlike Ignia, she really does receive prophetic visions on a semi-regular basis. Skilled at various types of wind magic, including teleportation.

STATUS: UNAVAILABLE
Anduran is busy assisting the El Masters and generally unavailable for interactions.


Gloria, Sun Priestess
[personal profile] sixprayers
A bit of a crybaby, but she is only 14. She's extremely close to the Moon Priestess and rarely seen without her. KOG also forgot to give her defining personality traits.

STATUS: UNAVAILABLE
Gloria is busy assisting the El Masters and generally unavailable for interactions, though she will sometimes show up alongside Darkmoon.


Darkmoon, Moon Priestess
[personal profile] sixprayers
The youngest of the priestesses, but surprisingly mature for a 12-year-old. She's extremely close to the Sun Priestess and rarely seen without her. Skilled at healing magic and acts as the primary healer of Elrianode alongside Sasha.

STATUS: AVAILABLE
Interactions with Darkmoon may be handwaved without mod guidance. When she isn't assisting the El Masters directly, she treats the injured at a clinic outside the El Tower. Be kind to your doctor.


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