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Blood Well Arenas

on Fri Sep 01, 2017 1:45 am

To the arena combatants, welcome to the Redstone Estate.
Feel the growth of the red weeds overtaking the marshes. The creaking sobs of the weeping willows. Witness the defying structure that stands regardless of being in such a harsh environment. This rotted and moldy structure is known as the Redstone Estate; a manor as timeless as the marsh.

During your time in my world, you will have five days each between posts with time extensions allotted upon request.
Multi-Para Posting is required between each combatant.
This fight will not end until either one combatant or both combatants are slain. Death is the only end in this world.

Upon the Sixth Post, the marshes red water will begin to rise, creating a chaotic flood that will rise ten feet from the base of the manor. The consistency of the liquid is on par with a thick syrup. Avoid drinking the liquid at all cost. This liquid shall remain as part of the arena until the end of this match.

Good luck to you both.





To the arena combatants, welcome to the Leinaus Catacombs.
What you shall both experience in this massive chamber is the rot and decay of insurmountable corpses which scatter the room. From the floor to the very ceiling at quite a distance there are bodies which lay in this chamber until it ceases to exist. Along the walls, are openings stacked with corpses, coffins, and items to adorn the dead for all eternity. From the ceilings hang metal braziers assorted in many shapes and sizes. Each is lit and will remain so throughout the match. At the center is a large centerpiece that houses even more dead both upon and within the square structure. The top is flat and offers more than enough room to fight upon in addition to the chamber itself.

During your time in my world, you will have five days each between posts with time extensions allotted upon request.
Multi-Para Posting is required between each combatant. In addition, T-1 is the required combat ruleset of legitimate matches.
This fight will not end until either one combatant or both combatants are slain. Death is the only end in this world.

Throughout the fight, from above and from within the candlelit areas of the arena, a thick and slick wax shall continue dripping from the braziers and from the central structure of the room. This wax has properties similar to any ordinary wax, and melts and solidifies all the same. As this dripping effect will continue throughout the match and simulate a rain-like effect, by the fifth post, the arena floor will have a thin coating. Although avoiding the wax in unlikely, do mind it as you fight. Upon the eighth post, an additional change shall take effect in the arena. Await my post to make this change.

Simplified: The catacombs is littered with bodies and decay throughout. Within the chamber hang many braziers and candles within various areas throughout. The chamber itself is massive and tall with a large structure at the center containing corpses and candles. During the entirety of this fight, candles will drip wax from above and below in a rain-like effect over the entire arena. By the fifth post, the floor will be covered in wax. By the eighth post, an additional effect will occur as brought about by an arena judge.






To the arena combatants, welcome to the Candelabrum Cathedral.
Feel the musty air lingering from the burnt pages and wax that has melted upon these unholy floors. The match is set. Upon these grounds is a massive Cathedral with many stained glass windows, however, none of these windows lead to an outside. The massive halls of this building loom far overhead and the length of the pews spans even further in a cross shape towards a central raised altar. Filling the floors is a maze of mix-matched candelabrums. These dark metallic placements for candles are spread out enough to move through easily, however, they are obstacles throughout your match.

During your time in my world, you will have five days each between posts with time extensions allotted upon request.
Multi-Para Posting is required between each combatant.
This fight will not end until either one combatant or both combatants are slain. Death is the only end in this world.

Upon the seventh Post, the Candelabrum Cathedral will become ablaze with red light as all the candelabrums will burst into a scorching flame, engulfing the dark wax. The wax will burn for an additional four posts before smoldering out. Leaving the cathedral in utter darkness. Avoid the blaze and defeat your opponent no matter what the cost.

(Notes about the exterior of the cathedral, there is none to note, the Cathedral is surrounded by dark earth that possesses no visible view of the sun. The cathedral is lit intermittently by candles about the cathedral to start the match).

Simplified: The cathedral is below the earth, the candles in the cathedral are lit at various points along the hall to provide adequate lighting. Upon the seventh post, every candle in the cathedral will burst into an exaggerated scorching flame. Upon the eleventh post, every candle in the cathedral will go out and leave the room in darkness.)

The central altar area is void of all candles upon the raised platform.






To the arena combatants, welcome to the Flooded Town of Mehzu.
Watch the dark red liquid lap about the edges of each structure. This arena is one of the few which is submerged within the Blood of Mother. Each gothic-esque building protrudes the water below, giving combatants a place to meet in combat. The town is massive in structure but the waters below are surprisingly deep. A majority of the roof-work is made up of spires and angled shingles. Not ideal for balance and combat. Perhaps use some of the interior of the floors which are not exposed to the liquid below for more stable combat.

During your time in my world, you will have five days each between posts with time extensions allotted upon request.
Multi-Para Posting is required between each combatant. T-1 Rulesets are what judges will base adequacy upon.
This fight will not end until either one combatant or both combatants are slain. Death is the only end in this world.

Upon the fourth post, a tidal shift will take place, removing the liquid from the floor below revealing twenty feet of open floor with cobblestone streets. If you both make it to the eleventh post, you will both await an arena change in Blood Well as presented by one of the Judges.






To the arena combatants, welcome to Flusin Shrine.
Listen to the deep bellows of the wind and rain smashing through the open windows. An inch of water sits upon the tile floor. Candles grip to life as the wind violently batters them with heavy gusts, however, they remain steadfast. The shrine is not wide but it is quite a span from door to the altar. The ceiling looms forty feet overhead and subtle creaks echo from swaying chandeliers. Carefully painted figments depicting Blood Well's past loom upon the ceiling and pertain nothing to this current match. Be aware of your surroundings and keep your eyes appealed towards the changing conditions of the arena.

During your time in my world, you will have five days each between posts with time extensions allotted upon request.
Multi-Para Posting is required between each combatant. T-1 Rulesets are what judges will base adequacy upon.
This fight will not end until either one combatant or both combatants are slain. Death is the only end in this world.

The floor shall remain slippery as caused by the rain for as long as water remains on the floor of the shrine. Upon the sixth post, a gust of wind blowing into the shrine at a steady ninety miles per hour will break the remaining windows inward, showering glass and rain over the floor. The wind will continue to blow for the next four posts. If you both make it to the thirteenth post, you will both await an arena change in Blood Well as presented by one of the Judges.
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Re: Blood Well Arenas

on Fri Sep 01, 2017 1:49 am


To the arena combatants, welcome to the Zorren Cube.
Listen, taste, smell, and feel the unnatural presence of everything within. The Zorren Cube is known as a vault before entering Blood Well. Fixated in place by a universal tether, there is no leaving the Cube once inside. As I mentioned, the inside of the cube is entirely unnatural, however, you will see things that might surprise you. Upon your first four posts, the cube will be an empty void of dark walls and red candles littering the walls and floor at random. The inside is rather massive for a cube and holds no actual coordination to the setup inside. Ceilings can range twenty feet to a hundred and twenty feet high. The center of this Cube is the maximum height with an open segment that is thousands of cubic feet inside.

During your time in my world, you will have five days each between posts with time extensions allotted upon request.
Multi-Para Posting is required between each combatant. T-1 Rulesets are what judges will base adequacy upon.
This fight will not end until either one combatant or both combatants are slain. Death is the only end in this world.

Nothing is unusual about the inner workings of the Zorren Cube currently. After the first four post, the Zorren Cube will violently transition, the inner walls will burst into a blinding white light and place both combatants, regardless of position in the middle of a desert scape, without any end in sight. If you both make it to the thirteenth post, you will both await an arena change in Blood Well as presented by one of the Judges.






To the arena combatants, welcome to Festib Gift Mire.
Upon this saturated soil, you shall smell the inner working of both life and death. Blood seeps deep into the roots of the land, and the mud pulls deep. Like any mire, the floor below is infested with the unknown. The waters are murky and the floor plays fools for those that believe every step shall be made upon solid ground. Expect the ground to draw you in with every step, and expect what lurks below to be waiting for your misfortune as it takes advantage of your life.

During your time in my world, you will have five days each between posts with time extensions allotted upon request.
Multi-Para Posting is required between each combatant. T-1 Rulesets are what judges will base adequacy upon.
This fight will not end until either one combatant or both combatants are slain. Death is the only end in this world.

The mire is endless with what appear to be dead willows, blood red moss, and distant buzzing which occasionally appears with a sudden flash of yellow light. Upon the first post, both combatants will have to deal with the sinking mud that covers the land, both inside and outside the putrid waters. It is easy to become trapped in this land. Standing stationary upon the floor of the mire for more than three posts will result in your character becoming covered up to their waist in a dark and vile mud. Unlike mud, this vile mixture hardens with every movement you make. Breaking free will require all your effort. This effect will remain for the entirety of your match. If you both make it to the thirteenth post, you will both await an arena change in Blood Well as presented by one of the Judges.






To the arena combatants, welcome to Folgen Ter, the Underground Corridor.
Listen to the low and rolling moan of the ground, it echoes through these earthen halls. Winding and weaving. There are elements of prior stonework, those to which are present in the architect of Blood Well. The difference here is how overgrown the walls have become. Gardens which flourish in the darkness of the manor are ever present in these halls. At times the way is clear with ceilings rising in the hundreds of feet. At other times...the way is narrow, barely able to squeeze through at a crouch.

During your time in my world, you will have five days each between posts with time extensions allotted upon request.
Multi-Para Posting is required between each combatant. T-1 Rulesets are what judges will base adequacy upon.
This fight will not end until either one combatant or both combatants are slain. Death is the only end in this world.

As noted above, the Underground Corridor is an overgrown garden that has taken the underbelly of the manor as a flourishing nightmare. Plants of unusual shape and form loom overhead and below. The floor crawls beneath your feet. Depending on where you are in this section of Blood Well can vary whether it is a hot and humid jungle or a frigid cave. Every turn you make here will lead you to more turns and curves, unending and more confusing than the last. Starting off, you will find your characters in a humid and flourishing overgrowth of the Underground. The temperature here is well above ninety, the air is wet and the walls are slicked with damp moss and vines. Upon the fifth post, this setting will change immediately and drastically as frigid air is breathed into every cavity of the Underground. The plant-life will shrivel and die as it covers the floor in brittle pieces of its former self. Any damp walls and floor will begin to freeze as the air drys and freezes to negative two degrees Fahrenheit. If you both make it to the tenth post, you will both await an arena change in Blood Well as presented by one of the Judges.






To the arena combatants, welcome to Falsend Grove.
View the dense woods, filled to the brim with a varying assortment of leafy greens and shrubs. The trees here possess the aesthetic of that which has long since died, and yet, life seems to lurk beneath the pale dirt and monotone roots. The floor is flat, for the most part. However, be aware that the grove is overgrown with deathly woods and unkempt bushes and vines. Be aware of your surroundings and keep your eyes appealed towards the changing conditions of the arena.

During your time in my world, you will have five days each between posts with time extensions allotted upon request.
Multi-Para Posting is required between each combatant. T-1 Rulesets are what judges will base adequacy upon.
This fight will not end until either one combatant or both combatants are slain. Death is the only end in this world.

Upon the sixth post, the sky will begin to rain down a dark thick liquid at a downpour, steadily creating a thicker and muddier floor upon consecutive posts following. If you both make it to the thirteenth post, you will both await an arena change in Blood Well as presented by one of the Judges.






To the arena combatants, welcome to the Armory of Blood Well.
Listen to the gentle ringing as each blade and metal surface sings whilst their surfaces clash into one another. From the walls to the ceiling, you will not find a more impressive collection of wears. Fixed upon every wall and hanging from every ceiling are vast assortments of blades, axes, daggers, and weapons of the like. Although these weapons are removable, it will take much effort to pry them off the walls as they are fastened by hook and leather. These weapons have been here for quite awhile, some have not been clean, avoid the blades if you can, they are deathly sharp. In addition, the Armory is composed of hundreds of halls that are mismatched corridors and pillars. Light pours in from the windows, however, it is the molten glow of blade chandeliers overhead which light the inner workings of the Armory.

During your time in my world, you will have five days each between posts with time extensions allotted upon request.
Multi-Para Posting is required between each combatant. T-1 Rulesets are what judges will base adequacy upon.
This fight will not end until either one combatant or both combatants are slain. Death is the only end in this world.

Upon the fifth post, an event will occur that affects both combatants, for every blade on every wall and every chandelier will begin to spin in a clockwise motion, speeding up every post after until the tenth post. If you both make it to the tenth post, you will both await an arena event in Blood Well as presented by one of the Judges.






To the arena combatants, welcome to Knickt, the Broken Corridor.
Within these fractured halls looms remnants of the unnatural workings of time and space. This corridor does not obey the laws of what is or what should be. Overhead you will find pillars of stone, large wooden tables, chairs of all kinds, ornate decor that should be planted to the floor, and yet, within the air it drifts steadily. Your interaction with these objects shall not hinder their path. Nor shall your interactions force them to defer the course they were upon. Ceilings range fifty to sixty feet high and this corridor ceaselessly continues regardless of the many turns and doors to open. Each corridor is a few hundred yards long, always with the same ghostly effect to objects originally planted upon the floor.

During your time in my world, you will have five days each between posts with time extensions allotted upon request.
Multi-Para Posting is required between each combatant. T-1 Rulesets are what judges will base adequacy upon.
This fight will not end until either one combatant or both combatants are slain. Death is the only end in this world.

As noted above, the Broken Corridor will have objects floating overhead. These objects can be interacted with, however, no interaction made will hinder their current path or alter their course. Upon the floor shall be broken variants of the floating objects. Chairs, tables, and decor shall be smashed or shattered over the stone surface. Upon the fifth post, those objects floating in the air shall lose their floating effect and come crashing down to the floor. Remaining upon the ground for the remainder of the fight unless noted otherwise. Remember that these objects are extremely heavy, the chairs alone weigh, at a minimal, about a hundred pounds. If you both make it to the eleventh post, you will both await an arena change in Blood Well as presented by one of the Judges.
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