Ame Damnee Requesting IC Locations

M

Meliodas

Guest
The title really says it all. If you have a location you believe should exist, please include it here. Some basic information that is required will be the locations name, which IC location (New Eden, Abaddon, or Oblitus) it will be designated to, a short description, and why you believe or for what purpose this location should exist. Try to present this information in an organized and structured way in order to avoid confusion.

Please try to make your locations as broad as possible. Everyone isn't going to have a specific thread for their house, or hangout, etc. I'd like to avoid clutter and consolidate smaller locations into larger ones. Exceptions can be made.


Thanks.

Disclaimer: Please be aware that many major announcements, as well as general discussion, is being held across Discord. Further, announcements are also made via PM.

~M
 
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The Victoria Amphitheater is currently home to various gladiatorial battles, wild animal hunts, public executions and sometimes formal duels to resolve a squabble between two parties. Constructed by slave traders for the purpose of entertainment and to cull the increasing slave population so that they would not gain large enough numbers that a slave revolt could threaten the authority of the slavers.

The arena became so successful that it was only a matter of time before the arena caught the attention of nobles whom desired to use the arena for their own ends or to just simply enjoy the hosted games, eventually becoming as much a place of politics as a place of entertainment.

There are eighty exits and entrances leading to the inside of the Victoria Amphitheater, seventy six of which are numbered with tickets being sold at each of these entrances. Two entrances used by gladiators or those participating in the games, one for the removal of the dead gladiators, the other used by victors or survivors. The last two entrances are reserved exclusively for the nobles. While outside an individual could view the colossal open arcades on each floor and statue filled arches.

The Victoria Amphitheater has three floors, each floor has three rows of seat for spectators except for the first floor as it has a single row of seats for the best view. The first floor is elevated by fifteen feet off the ground for their protection with a stone wall encircling the arena.

The arena floor was made of wood and covered by sand, the arena floor itself covered the elaborate underground structure consisting of a network of tunnels which housed the gladiators and wild animals before games began. Eighty vertical shafts provided instant access to the arena for caged animals and gladiators. The network of tunnels connected to nearby stables and the gladiators barracks, while separate tunnels were constructed for nobles so that they may enter and exit without the need to go through the crowds.
 
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A bakery in New Eden called Eden's Bakery! :p

Lorie the owner of the bakery tends to a series of large brick ovens --5 to be exact-- which are always going and have something in it. The ovens are located a few yards behind the front counters which functions as a display as well. All sorts of little cookies and pastries fill the glass enclosure that makes up most of the counter. Baskets of fresh bread sit on the counter and some around the front. She doesn’t let any behind the counter. In front of the counter are a few scattered tables with a vase of flowers on each and two to four chairs around them. The shop’s scent leaks out the partly opened windows and opened door onto the street to draw in customers with bellies needing to be filled.
 
Warden's Haven

Once used as a Warden's keep, the building was recommissioned almost ten years ago as a hospital for the sick and injured of New Eden. While the hospital does not visually impress, the small horde of nurses and menders ensure that everyone is welcomed and tended to with great care. Maxwell Tethir runs Warden's Haven with a fastidious touch and tends to patients and visitors alike when he can.

Tucked between the fringes of the residential district and the marketplace, the Warden's Haven is an unassuming white-washed building with arching windows and vine-covered garden walls. The entrance into the wall has a modest wood sign mounted on iron poles over the gate with the name 'Warden's Haven', the iron gate itself sits in a permanent open position ever since the hinges rusted tight. A cobbled path leads visitors from the gate, through a wild, overgrown garden, and to the heavy oak entrance. The room to greet them stands the width of the building, but only a third of the length. It is lit by the western facing sun or by the lanterns set between the arching windows. Inside the room are cots, benches, and chairs where temporary guests are tended to. An old desk is tucked in the far left corner, and shelves along the wall around it are organized with herbal remedies and colorful glass bottles of liquid. A hallway at the back of the room leads to long term accommodations, a surgery, a basement morgue, storage, and a series of small offices before exiting into the back garden.
 
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The Sanctuary

Located in the outskirts of the Residential District of Abaddon, the Sanctuary is a small humble building that didn't look exceptional at first glance. It does not even have a sign on it's front door. However, it is still a pretty well known place, especially for people who are sick or got hurt one way or another. The wooden door leads into a spacious room with plenty of beds lined with clean white linen sheets. The windows are large and open, allowing the sunlight to pass in and give the patients a view of the small garden at the backyard, filled with flowering shrubs and medicinal herbs--- a garden that is accessible through the back door. The Sanctuary gives off a peaceful, relaxing ambience, especially when the piano at the far corner is being played, filling the room with an enchanting melody. At the far wall is a counter and a couple of shelves lined with different types of dried herbs stored in jars, books, bandages and other instruments that are used for preparing the medicine.

The place is maintained by a young noble vampire, Xena Mythriel Al'vyon, and her servant. It welcomes anyone who needs medicine or healing, regardless of status or background, and that is why being admitted and treated doesn't really require any payment. While it has become an unwritten rule of the patients to pay with any amount they can or give any item of value, it wasn't required or necessary. The Sanctuary is open whenever the healer is available inside.
 
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New Eden Orphanage

Tucked on the other side of a large sparsely forested lawn from the hospital lays a large mansion. A long twisting path connects the two. A plaque next to the door of this house reads “New Eden Orphanage Home of the Children.” The place is lit by blue flames that float about lazily coming from an unknown source. The caretakers of this place are not well known except for by the children. Ms. Coraline Dandy is the one adult always found taking care of the little ones.

((Note: Ms. Coraline Dandy is a NCP played by RyunaSiege. ))
 
I would like to create the main town in the Oblivion that I will work out of. Being an old D&D DM I can create it and submit it for approval or wait for you guys either works for me.

I was thinking about a small logging town. Crappy wood palisade, a mill, an Inn, My shop, and few residential houses. Nothing special...
 
@Joshua Raxter : Just keep in mind, the town must be small. Oblitus was never designed to house cities anywhere close to magnitude as the primary two. Plus, most of the cities in Oblitus... like I wouldn't ever say there is a main town in Oblitus. Just a lot of small outposts, and pocket communities (tribes especially). People truly cut off from the world who probably survive without anyone really knowing they are there. With that in mind, feel free to create and go forth! Just send me a description, name, etc. for such a location.

~M
 
The town of FairHarvest can barely be considered a town. Only a handful of miles outside of New Eden in the wilderness. Under contracts from New Eden for wood this small logging village is home to seven people total. The town itself is very compact with packed dirt roads and a very crude wooden trunk wall around it. there has been a village here in some shape or fashion for several generations supplying the city of New Eden with their much needed wood. Relying on their proximity to New Eden and their otherwise solidarity for protection from outside forces.

Yuan MacCalo runs the mill and hold the contracts from New Eden, who he has the contracts with, he won't say. He has a small one room shack near the mill that serves as his home.

Gilcolm Maderel runs the small two room Inn that is in the center of this village. There is a main room with a large hearth and few amenities. He may have some food for sale if you ask, but it is more the two very simple rooms that he rents out. The only real customers he gets is from the loggers, their sons and the few people who come to see Toby. Gilcolm lives in a small house behind the Inn where he makes the liquir he serves in the Inn, from who knows what he finds in the wilderness.

Toby Brown (My character) Runs a small carpentry shop. He is the local carpenter being called to some of the tribes within Oblivion to repair or build things. He has a relatively small house with a workshop connected out back with tools spread all over.

Art Daniell is the head logger. He lives with his teenage son Albyn in a single room shack not far from the Inn.

Brice Carre and his teenage son live next to him as the rest of the logging crew contracted out by New Eden in their similar shack.
 
Martell Estate
Location:
New Eden

https://i.imgbox.com/3cVugOll.jpg

Description TBD

&

The Boiling Pot
Location:
Oblitus

https://i.imgbox.com/JBWxK5mM.png

A volcanic island located in a stretch of water known as the Boiling Pot, known for having a large network of underwater volcanoes that erupts with enough force to destroy entire ships, or kill entire crews with scalding hot water and air. On the East side of the island however is a safe stretch of water, created when the crew of the Fortune Slave dropped a number of weighted sea mines onto the underwater volcanoes creating a thin safe passage to the island. On the island is a natural cave that is large, deep and dark enough for the Fortune Slave to enter and hide in, and inside the cave is the entrance to a network of large tunnels and chambers that had been transformed into the crew’s base of operations when on the island. The island itself never goes below 80*F due to the active volcanoes on and around the island.

Notable Flora
Fenzon Orchid:
An exotic but dangerous flower. The flower is bright orange, yellow and blue with pistils covered in black pollen. When the pollen is inhaled, the victim goes into a deadly rage.
Gossy Weed: A weed discovered by the Fortune Slave’s Arsenal Commander, that is dark green and grows in soot filled soil. The Weed itself has been found to be rather decent for smoking.
Midas Willow: A strange tree, that is extremely rare, with currently only two being found on the island. They have golden, fragile leaves, but hard shimmering bark. When tapped into the tree leaks an amber sap to produce some of the sweetest syrup imaginable.

Notable Fauna
Fortune Slave Hawks:
A species of Hawks that have black coloring with yellow spots and a red head and beak. They’re known for catching fish and are attracted to shiny objects.
Therapy Toad: Rubbery and squishy toads found on the island, usually buried in the sand. They are grey with white bellies. Their rhythmic croaking has been found to be quite soothing.
Blackstone Crawdad: Crawfish found in the saltwater tide pools, they are completely black in color to blend into the dark rock and make a rather flavorful snack or meal.
Jeweled Hornets: A deadly hornet, rarely found only on the island. The hornets tend to be multiple colors of red, gold, blue, purple, green and orange, and nests on Midas Willows.
Ironscale Marlin: Red eyed Marlins, with hard dark grey scales found swimming around the island. The Marlins tend to thrash around when caught, trying to impale their captors, but makes for a hearty feast.
Magmaforge Dragons: Deep in the volcano lies a brood of Magmaforge Dragons.These dragons are but infants, despite the fact they are the size of horses. They feed of magma and lava and have been seen flying around, circling the volcano’s crater. They’re known to be very deadly as they will gang up and attack any and all who gets to close to their crater home.
 
Humm What is the purpose of the Martell Estate? Also, Pirate Idea is good for me.
 
The Abandoned Prison
Location: Abaddon, Wrath Precinct
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The prison is tucked away in the field's of Necropolis, near the graveyard. The Circle of Sanctity has used the abandoned prison as their headquarters for decades now; the prison is where the group holds their sacrificial ceremonies, conducts meetings, and is home to most of its members. The crumbling building is kept in shambles on purpose as to avoid suspicious or wandering people from entering. The building maintains its vision of abandonment from the outside and initially once you enter, however; upon further inspection and moving deeper into the prison, it is clear that it has inhabitants. There are several levels to the prison, including a basement where torture is carried out. The ritual room is a big room on the main level of the prison and is only ever used for ceremonial purposes.
 
Gates of Aeternia- In Oblitus, in Yadressil’s Forest, there is a hidden entrance that leads into a tunnel. This tunnel is interspersed with the glowing stones, and the farther you go into the tunnel, the more of these stones appear. At the bottom of the tunnel, there’s a small stream that gets’s progressively larger the farther along you go. At the end of the tunnel, there is an enormous cave with an underground lake, fed by a small waterfall that comes from another lake in the Faery city. Behind this small waterfall is a hidden tunnel that leads directly to the Faery city.

Aside from this, there are many tunnels that branch off from the cave, though no one is quite sure where they lead. The cave is filled with rocks that glow a soft blue color, both above and under the water. Littered around the lake are the bones of dead adventurers who had perished, leaving behind their equipment some magical in nature. In the lake, there is a large sea dragon named Hallvard, who is meant to protect the entrance, as well as the magical stones found there. Hallvard is serpent-like with no wings or legs; 4 ft. wide and 70 ft. in length, his body takes up most of the lake when he isn’t curled up sleeping on the bottom. If he rears up, his head can easily touch the roof of the cave.

The dragon’s scales are a dirty white color but have reflective qualities that allow him to camouflage himself under the water. Rather than breathing fire, Hallvard can shoot highly pressurized water out of his mouth; enough to rip the flesh right off your bones. This dragon can speak, but only telepathically.
 
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