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ABRAXAS MODS ([personal profile] abraxasmods) wrote2023-10-12 09:47 am
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THE NETHER ◎

The Nether
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Climate
Volcanic, mountainous exterior
Population
Small (5000)
Economy
Isolated
Military
Small
Magic
Draconic Magic (Non-Arcane)
Technology
Limited
Fashion
Leather, metalwork accessories, draped fabrics
Travel
RESTRICTED. The Summoned may only enter with permission.
Dangers
Environmental hazards throughout the volcanic city and the frozen tundra above.
Overview
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◎ In the fall of 20,078, the Inner Sanctum invited the Summoned to visit, the first outsiders to enter the Nether in over a thousand years.

Referred to as daemons throughout most of Abraxas, the Draconae (or Draconum, singular) are folk from the Nether, a northern island next to Endsmuth. It contains an active volcano within which sits a sprawling city called the Obsidian Heart, or simply "The Heart."

Though small in number - their population has declined over the past few centuries due to the fall of their dragons - many of the Draconae have ventured out into the world, exchanging their highly sought-after skills in blacksmithing and metalwork for money. Absent from Solvunn, their presence is concentrated in the Free Cities and Nocwich. Some can be found trading magical artifacts for an unusual currency of bodily fluids in Thorne's black markets. Others, however, choose to remain in the Nether all their lives. Not much is known about them.
◎ The Inner Sanctum
The Inner Sanctum consists of five individuals who oversee the Nether. While The Overseer and The Guardian appoint the lower seats (The Warden, The Keeper, and The Flame), there is no formal selection process for the two leaders. Their position can be challenged at any time by anyone should they lose the support of their people - and they must also have the approval of the Nether's most important residents: the dragons. Out of reverence and respect for their dragons, exchanges of power are usually peaceful, though violent clashes have occurred in the past.

The current Overseer is Charis, and his right-hand Guardian is his mate, Aster. The Overseer can be immediately identified by a pair of regal gold-cast horns. Other members are Ermis, The Keeper of the dragons; Orion, The Warden of the Nether's fierce warriors; and Anneth, The Flame, who performs important ceremonies. See more.
Regions
Above ground, the Nether's territory is a frosty tundra. Ancient dragon bones can be found scattered across the land. Once barren, except for a handful of migratory birds, the dragons' increasing health and growing hatchlings have started to breathe life into the frosty tundra above. Nonetheless, the Draconae's primary home continues to be within the active volcano in the middle of the mountains. It often causes the earth to rumble.

A few ships sit along the harbor near the water's edge. Designed to withstand harsh weather, and possessing sleek and elegant craftsmanship, these ships lend to the theory that the Draconae have a limited ability to cast magic. When they want to travel to the rest of Abraxas, they must do so by boat come springtime when the frost melts.
The Obsidian Heart
The Obsidian Heart lies at the center of the volcano, and is where the Draconae reside. Made of stacking homes and walkways that spiral downward, it's a wonder how anyone finds their way. The Draconae have no maps, signage, or any form of direction. Their ability to navigate appears inherent. Surprisingly, none of the homes have doors that are barred. The Draconae view theft to be a great offense and have a mutual understanding that personal belongings and treasures are not to be disturbed or taken without permission. Blood has been spilled over even the smallest stolen object.

Although magma pours from the mouths of draconic statues and fills the ground below, the heat is bearable, and the air is pleasantly breathable. There's even a semblance of a sky from the smoke and ash that gathers above, forming grey clouds. The presence of the remaining dragons ensures that life continues to survive in the Heart...for now.
◎ The Citadel
Here, The Overseer and The Guardian reside alongside their three young children. It's also where the Inner Sanctum meets within the Solar to discuss important matters. The Citadel houses the Draconae's many secrets. As a result, its gates are tightly guarded. Some say fossilized dragon eggs, preserved scales, and ancient magic the Draconae can no longer access are all held within its walls. The sheer size of the Citadel tells of an older time when the Draconae and their dragons flourished.

Guests of the Citadel are relegated to the Hieran Wing. With its high ceilings and grand halls, this section is as imposing as the rest of the fortress. Along with its many plain but cozy rooms, the wing consists of a library which contains only fictional stories and poetry, a dining area that includes several firepits over which one can grill their own freshly caught meat and fish, and steaming magma baths.
◎ The Foundry
The Foundry is where the Nether's first forge was built. It stands to this day, and is where the Draconae learn all furnace-related trades: blacksmithing, metalworking, and glass-blowing. Techniques and methods are carefully protected, but visitors can enter the shop front to browse. Fiercely competitive, the Draconae host multiple annual competitions - not for a tangible prize but for bragging rights.

Over the past century or two, a marketplace has sprung around the forge, selling various wares from jewelry to armor to odd potions. The Draconae earn currency from the outside world and will accept it. Amongst their own, they will barter and trade. Many of these items end up on black markets around seedy areas in Abraxas.
The Spiral
The Spiral refers to the outer rim of the volcano that runs around the Obsidian Heart. No one resides in the Spiral except for The Flame and her apprentices, but it houses a few important landmarks in the Nether.
◎ Echoing Halls
Built to represent the belief that reliving one's past can help provide clarity, the Echoing Halls contain crystals that reflect memories back towards you. The experience is not always intense, though it can be. Where some might seek to confront a painful past or heal their grief, others might come here just to see if they can remember where they left an important letter or key.

Supposedly, the dragons can absorb the memories deposited into the crystals and gain their strength and intelligence through them. The Draconae frequently release important or soothing memories into the crystals to aid the remaining dragons.
◎ Dragon's Glass
Said to be forged from the fires of Kruos, the Glass Serpent, this glass-domed temple is much more durable than its name implies. It is where the two remaining dragons currently reside while they are ailing, along with their clutch of eggs and a few precious hatchlings. Important rites and ceremonies are hosted in Dragon's Glass, including wedded unions and banquets.

The Flame and her apprentices are the only ones in the Nether to possess healing magic. In fact, The Flame's magic seems to be stronger than the others, possibly due to her proximity to the dragons. Because of their quick healing, the Draconae rarely fall ill or gain injuries too severe to recover on their own, but the few unfortunate enough to do so will go here to be treated.
Ashlands
Many will tell you that the Nether wasn't always brimstone and frost. There were strange forests, glittering rivers, and all manner of life. With each dragon that fell, more of that magic drained from the environment and the once-habitable areas receded around the Obsidian Heart. The Ashlands were what's left, a ruinous landscape buried deep under the volcano. Since the Summoned provided aid, the Ashlands have begun to recover.

As life continues to spring forth, new species have emerged, which the Draconae use for potions, grilled delicacies, and more. You can learn more about individual creatures in the Nether section of the Bestiary.
◎ Cinder's Core
Considered the Nether's greatest environmental tragedy, Cinder's Core was originally a flourishing jungle that relied on the volcano's heat and the steam from its surrounding bodies of water to create an impossible rainforest. When the Greenwood dragon perished several decades ago, the jungle withered, and the lakes dried.

While the detritus of a fallen ecosystem remains, new growth of flourishing green has arisen thanks to the young dragon Okenus. This includes the trees growing the unique kydros fruit.
◎ Featherhive
The Feathered Drake made her home here until her dying days. The plants that once bore a sweet fruit have turned poisonous, choking the birds. Bones and dried nests can be seen around the area. The Draconae have made the best of the situation, using the plants to create a poison in which they tip their arrows or knives.

The plants no longer threaten to push beyond the Ashlands, but Featherhive continues to lag behind in terms of recovery. The Draconae hope one of the newest hatchlings might soon be able to establish her magic here.
◎ Aetherie
Previously a lively village, the loss of a dragon released a noxious gas into the air, an event that occurred without warning. The miasma chased out most of the residents in a matter of hours. Escaping villagers were forced to leave behind those they could not save and seal the doors to prevent the gas from spreading further. The Oblivion is a painful moment in history for many. Few will go here unless they must, even though that entering the area no longer poses the danger it once did. The memories are still too severe.
The Tundra
Though not inhabitable for many decades, the are is showing signs of recovery. Stone huts built from the Nether's volcanic stone dot the landscape. Rather than permanent homes, these huts provide temporary shelter for the Draconae who venture above to explore, rebuild, and hunt or gather. The stones preserve an unusual amount of heat, meaning the huts are very warm.
◎ The Opal Flats
The flats are natural wonders that have recently come into being with the dragons' increasing strength. The pearlescent icy surface glows at night which makes it the perfect place for ice skating after sunset. Many Draconae also go ice fishing here. New species of fish are being discovered regularly, and eager chefs are experimenting with new recipes.
◎ Dusk Falls
A two-hour hike up some frosty slopes, Dusk Falls is a landmark inside a cavern at the peak. Inside are some beautiful frozen waterfalls. Unusual ice-like spiders infest some portions of the cave. While they're quite big (about the size of a wolf spider), they're harmless and seldom bite. On the occasions that they do, the bite is easily treated with a bandage and a few days to heal. However, they do have a bad habit of dropping down from the ceiling onto the heads of passersby wandering through the caves. The experience can be startling if you're not expecting it.

The Draconae
Little is known about the Draconae. Collectively, they are immune to telepathy and mind-reading. Thus, their secrets are impossible to pry from their grasp, leading to numerous rumors about them, from their unmatched cruelty to cannibalistic practices. The whispers don't seem to bother them. Possibly, they're a source of amusement. In fact, some of the rumors might've been started by the Draconae themselves to add to the mystery - or simply because they think it's funny.
◎ People & Culture
Easily distinguished by their horns, the Draconae are large in stature. The women and the men stand at an average of 6 feet tall, and there is no biological discrepancy in height. Their other features vary, possibly due to the mix of draconic lineage in each of them, as well as the fact that the Draconae are not against taking human mates. Pointed ears are common but are not always a defining aspect. Tails make an occasional appearance, and scales appear only in small patches over their bodies. Their hues range from light pastels to darker shades of burgundy, brown, and purple.

Strong and capable fighters, the majority openly carry their personal weapon and are eager to show off the craftsmanship if asked. They have a preference for axes, hammers, and swords. Bows are rare as wood is a scarce resource. Rumors say they have a blade in every crevice, but in actuality, a Draconum sees no reason to carry more than their main hand and possibly an offhand weapon. Being overly armed is a trait associated with childishness and insecurity. The youth among them are prone to this habit, but often outgrow it.

Despite their secretive ways and unsettling reputation, the Draconae have exuberant personalities. The ones who leave the Nether are especially adventurous, seeking bold experiences they can return home to tell tales about. They enjoy a strong drink and a good fight, and have a unique talent in craftsmanship. Even those who don't have a specialized trade can accomplish basic work at a forge. With the exception of Solvunn and, of course, the Feywilds, they can be found throughout Abraxas. Many prefer to settle in Nocwich, where the sunless sky is reminiscent of their volcanic home. They get along well with the werewolves, boasting a similar appetite for food and beer, and their high pain tolerance (some say they even seek pleasure in it) means they are equally welcome company among the vampires.
◎ Dragons
Dragons have not been seen elsewhere in Abraxas for centuries, and most of the world is unaware of the true relationship between the dragons and the Draconae. The Draconae don't speak of it, either, preferring to let everyone else make their assumptions.

The reality is that the dragons imbued the land around the Nether with its magic and granted the Draconae their power. As they died off, their magic died with them, resulting in catastrophic damage to the Nether's ecosystem and depriving the Draconae of much of their magical ability. While the remaining dragons sustain them, their greatest fear is that should the last two dragons fall, it will spell the end of the Nether and their people.

The two adult dragons in the Nether are Hierus, the Obsidian Drake, and Kruos, the Glass Serpent. Okenus, the Sea Dragon, is newly hatched. While incapable of producing more than a few puddles, the Draconae hope that as it grows, it will be able to introduce rivers and lakes back into the Nether. Unfortunately, dragons take many decades to reach adulthood and are incredibly fragile as a result while they're young.
◎ Language
The Draconae are never heard speaking their own language in earshot of outsiders. The only hint that they possess a mother tongue is that some will sign their blacksmithing work with a mark that doesn't appear to use the common word. The lettering consists of what might be hieroglyphics or a phonetic alphabet, but it's impossible to tell, and none of them will say. Anyone who asks is dismissed or may find themselves the victim of an extended practical joke where they're told "facts" about a completely made-up language.
Images
The images below are for your reference, but all players are invited to build on the details provided to construct their own descriptions and vision of the game's setting. Don't feel as though you have to adhere only to what's displayed!
Dragon Remains
The Obsidian Heart
The Citadel
The Solar
The Foundry
Echoing Halls
Ashlands
Dragon's Glass
Cinder's Core
Featherhive
Aetherie
CODING


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