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Labyrinth of Davaathia

Started by almighyxcavus, September 14, 2017, 11:54:01 AM

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almighyxcavus

Labyrinth of Davaathia

Age: unknown
Location: Solitary island filled with a dense jungle. The beach port is lined with bone trophies of gathered by the Davaathian family tribe.
Known Depth: 50 levels
Actual depth: ??

Entrance
The center of the jungle on the island has a cleared area in the form of a perfect circle. Four adventurers must stand at rock pedestals. One representing each element: Fire, Water, Air, and Earth. A giant disc covered in moss lies underneath the whole area. Towards the center is the pedestal where the blood of a Davaathian must be given in order to open the labyrinth. The disc starts to cascade into itself forming a downward staircase.

Origins
The labyrinth's origins are completely unknown to this generation of mortals. The only family with any sort of connection to the labyrinth are the Davaathians. They are the only beings to be born within the labyrinth and escape to the outside world. Whether it was by will of the family itself or some higher being no one knows.

Aspects of the Labyrinth
Once a group of adventurers enter the labyrinth an instance is created. Every creature that is slain within that group's instance of adventure, will remain dead until they leave the labyrinth. Every level the monsters get stronger by a fair margin, every level is a different environment from the last (no two instances are the same! Thread XYZ would have a completely different level layout than thread ABC), every 5 levels appears a boss monster, every 10 levels there is a town "checkpoint" for the adventurers (this is the only thing that remains constant throughout the labyrinth in terms of environment.) The towns always remain on the same level each instance that is created. Each town is unique with their own culture, people, etc. Each town also has certain benefits, the lower a group goes the better the benefit.

Davaathians
The Davaathians were a family tribe that lived in a level far past the known depth of 50. They lived in a jungle environment, using what the labyrinth provided to sustain themselves. After living in the labyrinth for thousands of years, one Davaathian set out to explore the environment, after bumping into what looked to be the air. He questioned where his family had been living for thousands of years. He followed the wall back to the entrance to the level, he made it all the way to the entrance on the surface, catching a glimpse of the real sun. As he climbed the last step he was stopped by an invisible barrier. He tried everything to break it, magic, weapons, chants, anything. Nothing worked. He rushed back down to his tribe explaining everything. After showing proof of his explorations, the tribe sat on the idea that this wasn't the true world. After one year they made the decision to leave. They trekked through all the levels, coming to the last step once again as a whole tribe. Shamans started chanting, warriors began smashing, all in an attempt to break the barrier. Nothing worked again. About halfway down the staircase a woman's water broke signaling her baby was arriving. The tribe's chief escorted the woman to the last step other's gathering around to help with the birth. The tribe's chief thought for a moment, he positioned the woman to have the child born into the barrier. With much struggle the child was born. But his mother was not able to hold him. For the barrier had let him through. The tribe's chief comforted the mother as they all proceeded back down into the labyrinth. Within minutes the child was crying hysterically desperately looking for it's mother. A being with cat-like features and walked on two legs appeared, it touched the child giving it the same features and a beautifully white fur coat. It sealed away the entrance with five pillars, each representing a natural element, where the fifth was reserved for the blood of a Davaathian. The figure then carried the child back to it's hut. The child's name was Ravathos.

Currency

No outside currency is accepted within the labyrinth, although each town has the concept of what gold, silver, and copper are, the only currency that is accepted are Crysts. A Cryst is a gemstone with a energy circling within it to signify that it is from the labyrinth, they are dropped when a monster is killed. The color of the gemstone itself determines the value (as shown below). A red environment will always drop a red gemstone, and so on. Any sort of boss token (dragon horn, Skull lord sword, etc) is practically priceless depending on the size, but most token's disappear as soon as the boss is slain.
Red cryst = 100
Purple cryst = 10
Blue cryst = 1
Green cryst = 10
Yellow cryst =100

The rare pink cryst is valued at 100,000.

Typical expense range for services (such as forging repairs):
1-10 = a steal
10-50 = cheap
50- 500 = cheap/fair price
500-1000+ = expensive

Reasons to enter the labyrinth
Anything can be a reason! Be creative! Whether it be a rite of passage, a training ground for a guild, punishment, attempting to explore deeper levels anything! It is the MOST dangerous structure in Le'ranna so trying to conquer it for any multitude reasons is acceptable!
(If 10 more levels are explored then please notify me so I may develop a town for that level, unless you would like to develop it yourself, in that case do not hesitate in doing so just notify me is all! There must be a thread confirming the deeper levels as proof.)

Restrictions of entering the labyrinth
-Casting Immortal forces is strictly forbidden within the labyrinth, punishment  is immediate death by unstoppable decapitation. The mind or brain of the being is completely eradicated. The body is immediately turned into black smoke. Leaving the head as a reminder.
-Casting any kind of mortal magic now requires a cast time and the user is rooted in place until the spell is complete.
-Beings taller than 10ft or 3.048m are shrunk to a standard 6ft or 1.8288m
-The use of immortal weapons are forbidden
-A minimum of 4 adventurers with the approval of a Davaathian is needed to enter
-if you're character somehow has an immunity to any restriction the source is diluted, if they have a resistance to the restriction, they simply dont have that resistance anymore (ex. your character is immune to poison, upon entering the labyrinth they would only by resistant to it, if they were resistant to a poison, upon entering the labyrinth they would have no resistance and would succumb to every aspect of the poison.)
-Each level requires at least half a day's time to complete (Boss levels are the only exception to this since that is the ONLY enemy that will spawn on the floor.)
-Any PUNISHMENT dealt by the labyrinth is permanent and cannot be manipulated in any way shape or form to restore what damage has been dealt onto the punished, even death.
- Any person that is pregnant, whether they are aware or not, will be blocked by the barrier at the entrance preventing them from entering. The labyrinth will not accept anyone that cannot think and/or fend for themselves (ex. young children, toddlers, newborns, etc.) If a child is BORN in the labyrinth the child and all parents will not be allowed to leave.

MODIFIERS!
Modifiers do what they say they are, they alter some factors about each environment within the labyrinth depending on which one the group ends up with. Organized by color.

Environment rate to spawn-
Not all environments are equal! Some come more often than others!
FIRST:
Arctic - 9%
Desert - 9%
Grassland - 8%
Prairie - 7%
Mangrove - 7%
Lake/Forest - 6%
Tundra - 6%
Cave/Cavern - 6%
Tropical Rainforest - 5%
Wetland - 5%
Rock canyon - 5%
Marsh - 4%
Shrubland - 4%
Rainforest - 4%
Swamp - 4%
Savanna - 3%
River/Mountain stream - 3%
Bog - 2%
Woodland - 2%
Temperate deciduous rainforest - 1%
--------
SECOND: This set of environments have a chance to spawn only past level 30.
Volcano Meadow - 2%
Dead woods/forests - 2%
Meadow - 2%
Taiga - 1%
Ocean - 1%
Sky - 1%
Giant's Cave - 1%
Magma Cavern - 1%
Space - 1%
Spiritual forest/Ancient forest - 1%

Keep in mind the towns every ten levels overrule any environment that you get from the randomizer for that level. (Ex. If the randomizer gave you a sky biome for level 40, the town's environment would automatically overrule that environment.)

Use this link for randomizing your adventure!- Randomizer! pt 1
Each number corresponds to the level you will get! (Note* click the spoiler to copy and paste the list for the randomizer.)
Spoiler

Arctic
Arctic
Arctic
Arctic
Arctic
Arctic
Arctic
Arctic
Arctic
Desert
Desert
Desert
Desert
Desert
Desert
Desert
Desert
Desert
Grassland
Grassland
Grassland
Grassland
Grassland
Grassland
Grassland
Grassland
Prairie
Prairie
Prairie
Prairie
Prairie
Prairie
Prairie
Mangrove
Mangrove
Mangrove
Mangrove
Mangrove
Mangrove
Mangrove
Lake/Forest
Lake/Forest
Lake/Forest
Lake/Forest
Lake/Forest
Lake/Forest
Tundra
Tundra
Tundra
Tundra
Tundra
Tundra
Cave/Cavern
Cave/Cavern
Cave/Cavern
Cave/Cavern
Cave/Cavern
Cave/Cavern
Tropical Rainforest
Tropical Rainforest
Tropical Rainforest
Tropical Rainforest
Tropical Rainforest
Wetland
Wetland
Wetland
Wetland
Wetland 
Rock canyon/ Grand Canyon
Rock canyon/ Grand Canyon
Rock canyon/ Grand Canyon
Rock canyon/ Grand Canyon
Rock canyon/ Grand Canyon
Marsh
Marsh
Marsh
Marsh
Shrubland
Shrubland
Shrubland
Shrubland
Rainforest
Rainforest
Rainforest
Rainforest
Swamp
Swamp
Swamp
Swamp
Savanna
Savanna
Savanna
River/Mountain stream
River/Mountain stream
River/Mountain stream
Bog
Bog
Woodland
Woodland
Temperate deciduous rainforest
[close]
Use this link for randomizing your adventure past level 30! Randomizer pt 2! Copy and paste this list for part 2:
Spoiler

Arctic
Arctic
Arctic
Arctic
Arctic
Arctic
Arctic
Desert
Desert
Desert
Desert
Desert
Desert
Desert
Grassland
Grassland
Grassland
Grassland
Grassland
Grassland
Prairie
Prairie
Prairie
Prairie
Prairie
Mangrove
Mangrove
Mangrove
Mangrove
Mangrove
Mangrove
Lake/Forest
Lake/Forest
Lake/Forest
Lake/Forest
Lake/Forest
Tundra
Tundra
Tundra
Tundra
Cave/Cavern
Cave/Cavern
Cave/Cavern
Cave/Cavern
Cave/Cavern
Cave/Cavern
Tropical Rainforest
Tropical Rainforest
Tropical Rainforest
Tropical Rainforest
Wetland
Wetland
Wetland
Wetland
Wetland 
Rock canyon/ Grand Canyon
Rock canyon/ Grand Canyon
Rock canyon/ Grand Canyon
Rock canyon/ Grand Canyon
Rock canyon/ Grand Canyon
Marsh
Marsh
Marsh
Marsh
Shrubland
Shrubland
Shrubland
Shrubland
Rainforest
Rainforest
Rainforest
Rainforest
Swamp
Swamp
Swamp
Swamp
Savanna
Savanna
Savanna
River/Mountain stream
River/Mountain stream
River/Mountain stream
Bog
Bog
Woodland
Woodland
Temperate deciduous rainforest
Volcano Meadow
Volcano Meadow
Dead woods/forests
Dead woods/forests
Meadow
Meadow
Taiga
Ocean
Sky
Giant's Cave
Magma Cavern
Space
Spiritual forest/Ancient forest
[close]

Players are allowed to develop any structures they would like within the environment! But be reasonable, I'm not going to find a giant tree structure in a pure sky environment, but I can find floating islands and/or temples in a sky environment!

Gravity-
Gravity is affected by the environment as well as how deep the group is (every 10 levels the modifier is amplified as shown below starting at level 1-9/10-19/20-29/30-39/40-49/50-??, of surface level gravity)
Red: heavy 150%/200%/250%/300%/350%/400%
Purple: kinda heavy 110%/120%/130%/140%/150%/160%
Blue: no change
Green: kinda light 90%/85%/80%/75%/70%/65%
Yellow: light 40%/30%/20%/10%/7%/5%

Rare monster rate (not-boss monster)-
Rare monsters drop special crysts that can either be used as smithing material or as the 100,000 currency constant. These crysts are a Pink color gemstone. Here are the spawn rates based off of environment color. This modifier does not change with how far down the group is.
Red environments have .1% chance to spawn a rare monster
Purple environments have .05% chance to spawn a rare monster
Blue environments have 0% chance to spawn a rare monster
Green environments have .05% chance to spawn a rare monster
Yellow environments have .1% chance to spawn a rare monster

Magic amplification/ de-amplification (monsters are affected as well)-
This modifier changes how effective a spell is, in an environment where magic is de-amplified for example it would take longer to heal a wound as well as the wound wouldn't be completely healed. In the case of amplification, the wound would heal significantly faster and rejuvenate the surrounding areas of the body. This also has no change for how deep the group is.
Red environments make magic/spells 200% as effective
Purple environments make magic/spells 50% as effective
Blue environments have no change
Green environments make magic/spells 50% effective
Yellow environments make magic/spells 200% effective

Weapon durability-
Will your weapon become as flimsy as a stick? Or will it be harder than diamond?

Harder
Flimsier
No change
Flimsier
Harder

Non-hostile Animals/monsters
In order for town's to supplement themselves, they need animals for meat, milk, and whatever other possibilities. Animals appear in levels 1-30, all towns have their own livestock/ things to hunt. These animals can ONLY be killed by beings that were born IN the labyrinth. If an adventurer attempts to intentionally harm one, their weapon will be immediately destroyed, if magic is used that particular category of magic (ex. fire) will be completely unavailable for the rest of the instance, if the character uses a part of their body (fists, claws, legs, etc) the part that caused harm will be completely eradicated (if a character attempted to punch a deer in the face, their entire hand would explode).

Monsters/Beasts
All monsters are made by the players! But be reasonable as to what spawns in the environment! But they ALL have glowing red eyes to distinguish that they are from the labyrinth.
Monsters do have their respective environments (you wouldn't find an eagle in an all ocean environment.)

Boss monsters/ Boss Beasts
Players also have the option to make up their own boss! But it must be a creature that is considered a "Boss" as in not a pigeon or tiny bird. Some examples include: Leviathan, Kraken, Magic-casting Giant Woman Plant Shaman, Giant-Gryphon, Giant-Chimera, Giant-Dragon, Giant Skeleton Demon Knight. Notice a theme here? Bosses are meant for a GROUP effort specifically, they shouldn't be able to be killed by one character unless they are dealing the final blow! Also be reasonable with the boss spawns! A Kraken cannot spawn in space, and a Plant Shaman Woman cannot spawn in a Sky(free fall) level. An example of a boss token would be part of the sword of a Giant Skeleton Demon Kinght, but they are HIGHLY rare since everything about a boss disappears after they are slain, most of the time (95% of the time). 

Towns of the Labyrinth

Town of Rhiannos(level 10)
Environment: forest
Location of town within level: Entrance
People: adventurers (not a species)
Religious practice/affiliation: none
Society: The first town is mainly compromised of adventurers from all over looking to go deeper into the labyrinth with every passing day. The town itself is mainly compromised of log cabins and such, with some markets and traders ready to meet any new group that has made there way down. Since adventurers populate the majority of the town, no specific religion is practiced. This town is where most get there startup and rest to prepare for the rest of the labyrinth.


Town of  Rimos(level 20)
Environment:
hot desert/canyon/prairie area with large mountains. Very very harsh climate with dangers large and small waiting to pounce and kill the most unsuspecting being. It takes group and knowledge of the to survive this place. It hardly rains and the temperatures can reach 90-110 F with no cloud in sight. When it does rain it seriously RAINS talking about floods here major flooding.
The prairie parts however do get the same temperatures but get a tad bit more rain like once or twice a year when drought sets in there are fires commonly and they are big depending on the area.
Winter is not easy either, the prairies get very very cold, in the negatives at times, and snow as more precipitation happens so does the dessert.
Location of town within level: from entrance, the town is 3 miles off to the right.
People:
Stalkkeri -
a subspecies of elf like beings. They have scales on parts of their body that offers protection from the beasts and other dangers of the area. Mostly on their shoulder blades, shoulder and outer half of their upper arms. Their collar bones are scaled along with parts of their legs and stomachs. Basically all the vitals are covered except the spine for agility and acrobatic purposes. The species comes in many colors regarding their hair and scales, blues, greens and purples being the rarest colors. Eye wise they are commonly found in amber, green and hazel. Platinum is the rarest.
Gender differences-
shorter than the males by a few inches to a foot. Their scales are usually lighter than their hair. The males scales are usually darker than their hair color.
Abilities: The predators have adapted to the heat and how to survive the climate and seasons by becoming ambush predators or opportunistic. They can burrow in the sand or snow while some hunt like eagles and hawks or even big cats. This made them develop a type of gene where they can see the auras of beings. Color of the auras vary from individual to individual. They can use this sight for minutes at a time as long as it's under around 30 minutes to an hour.
Weapons:
They use blades, swords, bow and arrows all tailored for the individual. (Think of the elves from the LoTR and Hobbit movies but with more variety) Their goal is to move fast and quick before a giant viper for example bites them.
Magic: Some do have it but they view it as a normal part of life since they have no control on who gets magic and what type they get
Religious practice/affiliation:
Pretty much none, though they do view the stars as gods of some sorts and their daily lives revolve around the stars. The location of the stars help them get a grip on time and what season it is really in the hot arid desert.
Society:
Society is kind of rigid in the sense that both genders have to join the hunters at the age of 17 to go out hunting the dangerous beasts outside their town for a living. After four years if they do survive may retire and go about their daily lives. Most don't and stay in their respective group hunting and living their lives, having children and all that. Gender roles don't matter as they are not important in a dangerous desert place as most of the worries are not on the roles of certain genders. It's all in surviving and living life as fully as possible considering their sometimes shortened lives. Homes are build out into surprising beauty. Made of many materials such as mud from the floods, dried sand and other natural materials these homes have been painted to look as homey and one can get in such a harsh area

Benefit given to the player: Players can learn how to read and see Auras

Town of Zunnurra(level 30)
Environment: Sky
Location of town within level: at entrance
People: Fleytons
Fleytons are exactly like any ordinary human with one exception: IN-BUILT SQUIRREL SUIT. Fleytons have a piece of retractable flesh in between their arms that allows them to fly on wind gusts to the nearest floating island. They are a bubbly sort always welcoming and always wanting to have people ride on the gusts with them. They also tend to under value all of their services due to their welcoming personality. An axe that would normally cost 300 crysts to repair, would only be 30 for the fleytons, especially for adventurers that had just arrived within the level.
Religious practice/affiliation: Dralfs, when the Davaathian tribe passed through this level, one dralf from the tribe strayed away from the group to protect the fleytons from an attack from a giant air serpent. The beast was slain, and its head was mounted and immortalized in a statue of pure obsidian, with the dralf lifting the beats's head with one hand. The fleytons revere dralfs in every sense, and will do anything to get one to stay in the town once more.
Society: They are a very forgiving and welcoming people. Undervaluing all or most of their services to adventurers. They are trusting usually after the 3rd conversation or so, and can pick up on lies and malice within an instant. Marriage is sacred as well as intercourse, anything that occurs between two fleytons remains so unless both parties are accepting or releasing the information. Which in turns stirs up a lot of gossip throughout the town.
Benefit given to the players: Can make weapons more durable and magic more potent, to cancel out levels that make weapons flimsier and environments that de-amplify magic.

Town of Aeyturros(level 40)
Environment: Desert
Location of town within level: upon entrance to level
People: Vyper's- humanoid snake like-people, have no legs only tails. Scales can vary from family to family. Generally good people, high value for love and intelligence. Random fights break out almost on a daily over the smallest of issues. Considered pranksters but will never deliberately mock another being for cruelty.

Religious practice/affiliation: Dedicated to the true creator Rhiannon, boasts multiple churches across the town. Albeit small, but still significant.

Society: Vyper's have a very spontaneous society. In the sense that there is practically a new ruler each year due to a religious devotion trial. It's a religious monarchy that EXTREMELY values the color orange and the number 8. Everything is sold in pairs or halves or quarters of eight. Orange is a symbol of strength and respect throughout the town as well as a sign of nobility. Vyper's tend to steal from each other quite often, the bickering that ensues is even funnier. They are aware they are within the labyrinth, it was how Rhianon had made it so.   

Benefit given to the player: Players can develop/upgrade weapons and magic that are impervious to the modifiers above.

Town of Vashkubar(level 50)
Environment: Forested mountains - A beautiful mountain range that can be treacherous to those who aren't experienced. Tall, spacious trees with umbrella-like branches cover the mountains, offering safety and strategical advantages when it comes to battle.

Location of town within level: upon immediate entrance to the level, a wooden bridge leading to a vast network of treehomes within the branches of the trees.

People: Nedeer (singular), Nedeeron (plural) - This species of humanoids is rare and elusive for good reason. They have green skin, ranging in shade from spring buds to nearly black. They have pointed ears, more often than not pierced multiple times. Their eyes have vertical pupils and are most commonly black, gold, or silver, though violet pupils do rarely appear. Their hair is jet black, and they keep it in braids, as cutting hair is seen as being unsatisfied with what the gods gave them. They dress in clothing that are a combination between wood elf and primitive civilization style. Though, an Elite squad of Flyers dresses in elf-like flexible armor.

Religious practice/affiliation: The Nedeeron are spiritually connected to the world. They follow numerous gods and goddesses, (as the Ancient Greeks did) having a god or goddess for every aspect of life. Zulrav (Father of Storms) is thought to be the most powerful, therefore the most worshipped.

Society: based off of merit - unaware of labyrinth borders - Genders are equal in everything, as status and rank is solely based on merit. When a leader does or resigns, a new leader is chosen by a three trials. The one to complete them all first is named leader. They are hunters and gatherers mostly, with a surprisingly organized guard unit called the Flyers. They are superior forms of the Nedeeron (nobody knows what makes these advanced individuals occur) who are bonded with a Nectorial (a type of giant bird with a 200-foot wingspan that looks like a dragon/eagle hybrid). These birds were a gift from Zulrav, so the bonding of Flyer to Nectorial is seen as the greatest honor there can be. Any bonded Nedeer is required to be part of the Flyers.

Benefit given to the player: One Player may bond with a Nectorial if the town deems them worthy.

*NOTES- Characters or people made in these towns may never leave the labyrinth if they were born in the labyrinth. Which after many generations most people are. There is a unique birthmark given to each child as well. Always on the back of the neck.

Once a level has been completed, the monsters will not respawn until the next instance is created. Thus making the trip back out mush easier. Upon exiting the labyrinth no groups may enter for at least a month.


almighyxcavus

UPDATES!!

Environments past level 30 spawn chance has been changed! Now they are apart of the first set, but can only still be accessed after level 30!

Towns have been updated/finished.

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