As reported by Sin Today. After a disastrous flood, the Cabbala, led by the nefarious Daniella Travesty - The Silver Terror, has rebuilt the cavern into a dark paradise for the underground denizens. Cabbala's new home comes complete with cliff dwelling homes, a hanging arena, and a massive keep that is as imposing as those that live in the caverns. Without further adieu, Sin Today's very own travel guide: Mr. Noodle's Guide to the Cabbala Amartia* * Though presented in IC format, this is an OOC guide to the new Cabbala Rebuild. Like most oldtimey travel guides, this guide may be outdated as the build changes. _________________________________________________________________________________ Shared and Recommended Environment: Barcelona LZ TP Portal Image: Major Builds The Keep - The seat of power for the Cabbala. Mined from a cavern quarry made of obsidian, many slaves and mighty magic were used to build the new home of the Cabbala's Archon. The first floor houses both the offices of the Archon and their second in command, as well as the Throne Room above. On the second floor resides the Faction Lead and her 2ic's personal living spaces (Rentals). Beware the two main guard beasts Bob and Ross. The Cabbala College of Obscure Arts (CCOA) (Guild) - This mighty school of magic was built entirely by its own mystical arts, at the direction of their Headmistress, faculty, and students. It combines both new and familiar tones, housing the Verdant Branch healer's space in its basement below. It keeps a watchful gaze upon the new rebuilt cavern with its ornate stained glass window, overlooking the faction. Check out its updated library/classroom, and the new student dormitories. (Image shown above to the left) The Dark Merchants (Guild) - The third floor of the keep, only accessible by a dangerious cliff, with an entrance on the side of the Keep, or a high perch, houses the Dark Merchant's Guild hall. Where they do secretive and dastardly things in the name of Cabbala Amartia The Sentry Hall (Guild) - The last building that makes up the Keep's megacomplex, is the Sentry's Guild Hall. This is where they imprison captives, interrogate them, and house the factions most deadliest of guards. Made of the same stone as the Keep, its resident's are able and ready for dispatch at a moment's notice. It houses a mess hall, cells, torturing devices, and a place for the guards to relax. The Crystal of Power - Set in the central lake of the Cabbala, majestic in its power and simplicity. The Crystal of Power is the purest form of Arcanite Crystal, the Cabbala owns. It has a circle of warding to protect the crystal. The Crystal of Power is within sight of all the powerful denizens of the faction, any who dare to tamper with it, beware. Cliff Dwelling City - On the east end of the build lays the natural cliffs of the cavern, where, through magic and the backs of slaves, imps, and goblin alike, the residents made their homes carved into the cliffs. Both north and south are central plazas for gathering/socialization/torture. High above the buildings a high ledge runs along the length of the Cliff Dwelling City build for the more brooding and stealthy of types. This is where the Cabbala rentals are set, within the cliff dwelling build itself. Cabbala offers a small selection of apartment like rentals, and an equal handful of individual rentals spaced for privacy despite deceptive appearance. Buildings with no lighting in the windows are rentals. The buildings within the cliffs are broken up into Districts. Please reference under Landmarks....The Districts. The Arena - Held up by a great magical ritual, the magic constantly upkept by 6 large Arcanite crystals, of less purity than the Crystal of Power. Supported by giant spikes of earth, and massive chains in case the magic fails. The arena will be center stage to ceremonies and battles, much like the pit fights and monster mash fights of old. The Slaver's Tower/ Punishment Platform - The center for Cabbala slavery and punishment. This is where the Vinculum Servitas's head slaver trains other slavers and breaks slaves, providing the faction, and other interested parties a place to peddle flesh. Attached to the Slaver's Tower is the Punishment Platform. Used in the auction of slaves, and punishment for faction laws broken. The Bound Elf Cavern Tavern - One of the top social centers, where drink flows, to include the Tavern's infamous Hellfire Whiskey, the Bound Elf caters to all. Located in the sub-caves, near the main teleport entrance, and adjacent to the faction's Fool's Market. Whether you want to sit at a table with friends, cuddle up on a couch, or punish/torture a slave (on a stage or in a cage), the updated cavern tavern has it for you. The proprietor sits on their throne overlooking customers and employee alike. The Bound Elf has a full service (lewd) kitchen is regularly supplied by a small dock used for deliveries and dumping of bodies that the Kraken promptly cleans up. The Fool's Market - The main teleport entry for the faction resides at the end of the Fool's Market. A series of market stalls and carts housing an eclectic collection of wares. The market is split in two by a narrow rock wall, housing two lanes of stalls for buyers to peruse. The faction's magic shop sits at one end of the market. Player ran businesses can be ran out of the handful of available stalls for use. But beware, those that don't follow the market's rules are fed into the world famous Meat Grinder. As you leave the market, don't forget to say bye to Chompers, the later gater on your way out.Minor Builds The Hound's Den (Opium Den and Brothel, provides services in Spa Baths.) - A den of decadence, this is where one can come to buy a variety of drugs, drink, and prostitutes. Persian in theme, sample their wares either in dark private areas, in the rooms above (Themed: Punishment and Pleasure), or take them to the faction's Spa Baths to relax in a bath. The Den is owned by The White Hound, ex-faction lead, where she serves the faction now as its premier Madam. The Waterway - Under the waters, is a forest of red grass and kelp. Beneath the Crystal of Power, in the deepest of underwater pits, a kraken resides, sealed away below, ready to be unleashed by the Archon, at their whim. A sacrificial post resides on the seal, to release or strengthen it at the Archon's whim. A stone underwater alter and seating available for aquatic denizens. Dark Primitive Conclave - Tucked away into the cliffs, there is an alcove that houses a primal crystal. Where there are pictographs on the walls of beasts and wild things. Dark underdark dwellers, with no culture or society worship this crystal, welcoming any who can give into their primal and darker instincts. A bonfire ever burns, casting shadows into the alcove's depths. The Blood Cave (Witches' cave/Cabal cave, dark ritual cave/deerskull cave) - Hidden within the cliffs in the cavern resides a cave. There is a rusted iron gate, and once you enter, you will soak your feet in the blood of many Cabbala enemies. Power is drawn from this blood and from the wood, much like the Traitor's Grove, has souls to be used in dark arts. It has been noted, it is a favored location of the current Faction Lead/Archon, Dani, The Mighty Silver Terror, as she practices her dark arts against her Faction's enemies. It is also good place to fuck in blood. The Dark Church - A general build to house cult and dark entity appeasement RP. The pews and alter are lewd. The Traitor's Grove - The enemies of the Cabbala can be venerated and respected, even if they fall before the faction's might. There is an even worse enemy than external threats, and that is those that fester within. The answer to those disloyal to the faction, and the ultimate punishment for treason, is Traitor's Grove. A grove of trees, twisted by dark magic to absorb the souls of all those that hang from their limbs. The left over corpses are free to eat by any of the citizens of the Cabbala, and those that are not are cultivated and eaten by the sentient trees that tend and guard the grove. The Watch Tower (Not what you think) - A deerskull building, open to all that wish to play or view the exotic scenery of the faction build. It offers a great vantage to view the waterfall, and other parts of the build, centrally located as it is. The Spa Baths - Open and free for all to use, these refreshing baths, offer seclusion and intimacy. The purple bath has healing properties, and there is a small social cove beneath the waters under the bridge for aquatic creatures. One may purchase any of the Hound's Den's services while relaxing in the Spa Baths. The Hedge Maze - The only naturally green thing cultivated within the cabbala. Grown with magic, not only do they look pretty, but they house deadly thorns. There have also been rumors that dark things travel the hedges. Some go in, and never come out. But that is only an unlucky few, inconsequential. Each dead end houses a fun little surprise, and at the heart of the maze is a pleasant social area to torture slaves and minions, while drinking a refreshments. Crafter Area - A general crafter's area for any to use. a Number of services is Blacksmith, tailoring, pottery, tannery as visual indicators. But this is an appropriate RP venue for any crafting RP, for example: carpentry, masonry, and glass blowing to name off a few. most of the stalls have some form of lewd furniture. Landmarks The Pride of Vaeros - A large phallus shaped rock outcropping that crowns The Mausoleum Graveyard. The name is fondly whispered when talking about the landmark, in name of their founder. Agitate the fauna at the tip to spew the ex-founder's glory all over the new Cabbala. The Districts - Sections of the Cliff Dwelling are broken up depending on the shelf fungus glowing high above. Facing toward the waterfall, from left to right you have: Red District, Purple 1 District, Blue 1 District, Green District, Blue 2 District, Purple 2 District. Each district corresponds to a crystalized mana fungus build near, whose magic is the cause of the surrounding fungal coloring. Food Stalls - Food Stalls are strewn throughout the cavern as a source of food to the people of the Cabbala. Details of Interest Crystalized Mana - As before, mana bubbles from the earth, and forms crystallized mana. There is purple and blue mana, which is common and in abundance throughout the cavern and in surrounding caves. Then there is the more rare green and red mana crystals. Cultivation and special rituals brought back these mana pockets strong than ever, influencing the surrounding local fauna. Mana can be seen bubbling out of the ground in glowing veins, which in turn are crystallized into glowing crystals. Surrounding each crystal cluster is a small scene of similarly colored fungus and mushrooms. Caves/Entrances - There are two entrances into the caves to the north, near the Slaver's Tower area on the first level. The second cave entrance is to the south, near the Mausoleum Graveyard. Much of the caves were the victims of cave ins, the only thing that remains of the extensive tunnel system is a path leading from north to south, an entry into Helheim's sewers, and a cavern where the Arcanite is mined. (Cave system will be a soon to be released update in a month or two time.) Waters of The Cabbala - The water flows from sources above, as a constant source of water that flows through blue mana crystals. Those that drink and swim in these waters feel no side effect, the only result is minerals being filtered and a bio-luminescent blue glow to the water. The waters are home to a few jelly fish like creatures, the Kraken, and any aquatic denizens in the faction. Way to Nascentia - On the east end of the waterway, under the waterfall, lays a tunnel to the waters of Nascentia. This will be a trans sim teleport to the second sim, Nascentia. Portal into Cabbala - At the south east end of the build, nestled within the Fool's Market, adjacent to the Bound Elf Tavern. All portals are redirected to this portal, except ones specifically tailored to bypass the main portal. Black Obelisks - At times, used to attune to the ley lines feeding into the cavern. The purpose of these monolithic obelisks are only known to the leaders of the Cabbala. Stalag Grass and Red Ferns - Due to the nature of the crystalized mana, small groupings of stalagmites and red fern has grown as a natural byproduct of the ambient magic of the cavern. Credits Builders: Mr. Noodle, Fantasy, Aigie
Builder Assistants: Bri, Seth, Noodle Asset Ideas and Donations: Daniella Travesty, Molly Comments are closed.
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