Turn 0: NightfallPurple Blob: The Underworld
A dark, cool place inhabited by fell things. It's a convenient place for creatures of the night to rest, hide from the sun, and interact with those as foul as they are in a sanctuary setting.
Lower Forest: Forest of Woe
Also known as the Dark Forest or similar, this forest is unnatural and evil, presumably tainted by its proximity to The Underworld. Few dare venture in, and even fewer venture out.
Left Forest: Lightshade Forest
A forest somewhat known for its danger, but generally tolerated. Unlike the Forest of Woe, this forest does not appear corrupted by evil powers, though some say it has a fey character to it; indeed, some theorize that's what keeps the dark out. It's the main source of timber, meat, and furs for those inclined to forestry, but it's not a place for the unprepared.
Space Between Forests: The Plains
A stretch of fairly fertile but mostly uninhabited, fairly wide open land. It's not uncommon for trappers, herders, or others with an interest in grass to wander in, but there's little to entice anyone to stay for long.
Tall Tower With Spackles: Vonhome
Once a quiet, quaint little farming village, this place is now a mist-wreathed ghost town, inhabited only by the dying and the damned. It's rumored that a powerful vampire slaughtered everyone within not long ago, and now rules over its shell undisputed. Few dare venture there, for obvious reasons.
Tower-Thing: Nightwatch
This tower is the base of operations of the Nightwatch, a group that largely grew out of ranchers hoping to stop attacks on their livestock and farmers hoping for a slightly better life. They're lightly armed and more concerned with foul beasts than creatures with sense, but are dedicated to stopping evil nonetheless. Traveling through their domain is not recommended for the truly vile, but they are known to be a bit on the skittish side.
Shape With Lines: The Marsh
A fetid bog of no particular note. Few find reason to go near it, but it's not known to be actively malicious.
Lower House With Crops: Lower Farms
These farmlands, collectively known as Lourraine, are fairly fertile and about as peaceful as can be expected. The inhabitants are on the poorer end of the scale, but still rarely starving.
Upper House With Crops: Upper Farms
These farmlands, collectively known as Lourraine, are fairly fertile and about as peaceful as can be expected. The inhabitants are on the richer end of the scale as farmers go, but still not really "wealthy" as such.
Lower House With Fence: Lower Ranches
These grazing lands, collectively known as Lourraine, are fairly fertile and about as peaceful as can be expected. The inhabitants are on the poorer end of the scale, as ranchers go, but still reasonably well off.
Upper House With Fence: Upper Ranches
These grazing lands, collectively known as Lourraine, are fairly fertile and about as peaceful as can be expected. The inhabitants are on the richer end of the scale, as ranchers go, and many are actually quite wealthy.
Cross Shape: The Crossroads
This region is a crossroads of several different roads, including a small bridge. While it's not a good enough location to boast any real settlements, it is pocketed with inns, and a frequent stop for traveling merchants and other wanderers.
Coastal Point With Two Dotted Destinations: Port Town of Sheline
Sheline is a coastal city, making its money through fishing and trade. Passage may be acquired to numerous destinations, sometimes by less than reputable means. It's still mostly a pleasant place, with a relatively low scoundrel count, but one can only expect so much from the sea.
Inset Ship-Surrounded Island: Isla del Vaca
The pirate's haven of Isla del Vaca. Swarthy bandits and saucy wenches populate this amalgamation of scuttled ships attached to a small island. A whisper at the local pub carries rumors of treasures, dangers, and adventures, as well as some disparaging things about your mother's character and sexual openness.
Inset Vague Shape: Basecamp Bravo
Located on the archipelago of Phahooka, home to a massive volcano and suspicious ruins, this camp is supposed to be the starting point for grand expeditions into the interior. In practice, the current inhabitants are a bit jumpy about all the other vanished expeditions, and have thus been stalled somewhat.
Tiny Castle Thing With No Actual Point Attached: Never You Mind
Walled City Thing: Merchant City of Vaharas
Vaharas is a place of thriving commerce, guarded by some walls and a dedicated- and well paid- town guard. It takes advantage of its proximity to The Crossroads and various other spots, as well as encouraging business in more direct ways.
Empty Space Between Giant Walled City, Vaharas, And Upper Farmlands: King's Road
The King's Road is the stretch of road leading to The Capital. The surroundings are dotted with various monuments and peculiar structures, and it's a popular spot for people from the city to go picnicking.
Thing In The Middle Of The Giant Band Around The City-Things: The Gate
The Gate is the rather large, imposing gate to the capital, and the only official way in for most people. In truth, numerous other entrances exist in the city's large wall, but many are guarded by various people up to no good. Travel through the gate is usually a formality, but sometimes turns into a ritual.
Lower Left City Thing: The Slums
The bad part of town. Not overly impoverished or dangerous, as decrepit slums go, but certainly not most people's idea of a nice area.
Lower Right City Thing: The Guilds
The waterfront of the city also serves as its guild district, focusing mainly on adventurers and other non-artisans. It's mostly a pleasant, safe area, owing largely to the presence of so many powerful, generally benign individuals.
Middle City Thing: The Gardens
The central section of the city consists of several gardens, statues, and open parks. It's a pleasant area, though sometimes intruded upon by vagrants and the like.
Upper Left City Thing: The Artisans
One of the nicer places of the city is dedicated to artisans guilds and craftsmen in general. It also has something of a market, for obvious reasons, though plenty more goods make it to different districts to be sold there.
Upper Right City Thing: The Nobles
The wealthiest district in the city is reserved for the upper class, who pay the professional guards well to keep out riffraff.
Upper Right Castle Thing: The Castle
The castle and palace holds royalty, courtiers, and other assorted business. It's strictly off-limits to commoners.
You all start in the dark, cool quiet of The Underworld. Night has fallen outside, meaning it's safe for you to venture forth again. The world isn't safe for you anymore- daylight is death, and those who know your secret mean to destroy you.
Still, hiding in this glorified cave isn't really a solution either, so you'll just have to be careful.
Iustitia Ombibus - A handsome, musclebound man with an almost literal glow about him.
Your power is Shapeshifting, allowing you to assume the guises of others or merely a more pleasing appearance yourself. You may currently alter portions of your appearance to be more in line with a given image.
Valenor Imanahan - A fine-looking man of noble bearing.
Your power is Everlasting Body, granting you a bonus to Dodge, the defense against melee attacks.
Barhorn - A friendly-looking man with pointed ears.
Your power is Charm, the ability to make others like you. You can currently become friendly acquaintances with neutral strangers relatively quickly.
Lady Genevieve Le Sombra - A beautiful woman with flowing black hair.
Your power is Hypnotism, the ability to enslave others' minds. You can currently plant simple suggestions in vulnerable targets' minds.
Polythemus - A tanned man with two colorless eyes and a third set in his forehead.
Your power is Perfect Sight, allowing you to remember every detail of that which you see. You can currently remember things especially well.
Annette Le Roy - A fiercely beautiful woman with a wild air about her.
Your power is Wildkin, the ability to converse and interact with beasts. You can currently make simple requests to friendly creatures that can be easily repaid.
Father Vunkel Von Vonhome - A squat, bald, rather ugly man.
Your power is Unnatural Mobility 1, the ability to maneuver with alarming agility. You can currently juke a novice trying to block you.
Iustitia Ombibus (Spinal_Taper)
Underworld
10/10 HP
Shapeshifting 1
Valenor Imanahan (Caellath)
Underworld
10/10 HP
1 Dodge
Everlasting Body 1
[Tiruin]
Barkhorn (Caerwyn)
10/10 HP
Charm 1
Lady Genevieve Le Sombra (Dwarmin)
10/10 HP
Hypnotism 1
Polythemus (UltraValican)
10/10 HP
Perfect Sight 1
Annette Le Roy (agentorangesoda)
10/10 HP
Wildkin 1
Vunkel Von Vonhome (Yoink)
10/10 HP
Unnatural Mobility 1
Tiruin can come in whenever he gets around to it, I guess. :I