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[personal profile] snowynight
  • It's a real known danger to be spirited away. People developed different rituals and customs to safeguard their travel, checking over almanacs and horoscopes for safe days and time to leave home. However, it's never enough. Songs to call the missing people back are popular.
  • The tree people love everyone!. They want to hug and befriend and take you home and you'll forget why you may want to leave.
  • The city of dead always welcome more dead people. In fact it constantly move to recruit new residents.
  • Sometimes people's obsessions and dream are so powerful that they manifest in reality and trap nearby people. According to traditions, you have to help them resolve their problems to save yourselves.
  • The largest dungeon in the world is said to be part of a deity's dream. In fact some argue that we are only the deity's dream fragments.
  • Bridges and crossroads can lead you to unknown places. Follow rituals and carry charms for protection.
  • Communities live and die in the same dungeon without knowing about the outside.
  • The Astral sea is the collective unconsciousness of the living, dead, aliens, gods, etc of multiworld only reachable through psychic projection. You can see psychics trapped inside their bubbles. Avoid them or you'll be the next victim.
  • The long disappeared elf queen 's abandoned magical palace still travels between mortal and fae world. The once magnificant garden wilt from neglect. The glasses are broken, but magic remains.
  • Several societies of dreamers secretly guard the dream realm for their own agenda. Conflicts seems inevitable.
  • Elves are said to disappear to escape from a monstrous invasion.
  • Ruins of lost dead civilization scatter in the land. Some people swear that they share a dream vision of an underwater city of coral and steel. Enticing lovely music played through a burnt cathedral.
  • Water spirits take revenge on those who offend them, demanding tribune and give fish in exchange for human children/service to maintain a crystal city underwater. Water tree branch can seal them in the water.
  • There is a dungeon built by a past demon ruler waiting for a successor. Only the desperate will be accepted as candidates. Then the ruler's loyal servants will test them to see if they can survive and conquer the dungeon.
  • You can play various games in the dark for insight and knowledge beyond death, a glimpse of other worlds, but you may attract monsters from behind the walls.
  • Lost souls have to redeem their memories to find their way back to their proper afterlife. Those given up lost their past forever and prey on other lost souls.
  • In the land of lost, everything missing eventually end up here. people, things, cities, deities, etc. Nobles and the wealthy pay handsomely for those items to decorate their home.
  • It's fashional to decorate your house and garden in dungeon fashion. People will pay a high price to take stones from old temples for their vintage walls. Sometimes they get more than what they pay for.
  • The moon protects, but its power change with its phase. Thieves and cutthroats go out in New Moon. Mages and scholars reach for estoteric truth in full moon. Beware of the red moon.
  • Rumour: the moon is hatching. Something horrible is about to emerge.
  • Dragon's remains change the nearby environment inevitably. People who consorts with the remains and survive can become dragonborn. They can turn into dragons if they survive the trial.
  • When dragon appears (subtle, can be missed), it brings an everlasting unforgettable sense of wonder words can't describe.
  • Mages go through rituals to forsake memory, ambition, love and eventually their selves to fit magic into their souls.
  • Drifters experiment and sculpt their flesh to make their bodies match their ideals. Most wander among towns and do odd jobs before driven out again, leaving graffiti along their paths to communicate with each other
  • A meteor has fallen and converts the surroundings into a weird zone.
  • Sometimes people return and whisper about worlds without death, lives, time or changes. They always come back wrong. Some argue that it's not exactly them, but demons or spirits wearing their faces.
  • Eclipses are dangerous: the sea turns bloody red, the stars rearranging themselves into terrifying omens, and demons romaming the land.
  • You should look out for the deities's subordinates. The death god may be indifferent, but their subordinates really hate you messing up their neat record of mortal death.
  • The gravedigger guild set out to give the dead proper burial. They settle the undead, and stop necromancy, earning respoct and renown.
  • In the goblin market, you can trade memory, sensation, body parts, etc for something cool.
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