cidofthelufaine: (Default)
World Setting

The name for the world in which the Conflict is fought is known as World B, though that is not common knowledge except to the Gods. It is removed from both the world where Cosmos and Chaos originated and from the worlds which they draw their warriors. There are distinct zones with their own unique landscapes, and the world itself is dotted with Gateways which are passageways through to other places in the world.



Gateways


Gateways are passages that fill the landscape of World B. Warriors will have to pass through these to move on towards the throne of their enemy's god. For the purposes of Nightmare Realm, there will be three types of Gateways: Open, Locked, and Conquest. The open gateways can be passed through with no opposition whatsoever. The locked gateways will remain locked for the duration of the cycle and cannot be passed through. However, during the two week session for the final battle, they will all convert to conquest gateways for the purposes of additional battle zones. The conquest gateways will unlock, one per week, throughout the cycle. Until they unlock, they will appear to be a locked gate, and must be conquered to move on. Below is a list of all the gateways and their current status. They are also flagged as being controlled by either Chaos or Cosmos. Each side will have to progress through enemy lines to reach the site of the final battle of the cycle. However, they are free to move through their own territory at will, save for the locked gateways.

Chaos Controlled Gateways
OpenConflictLocked
Southern Lufenia Gateway (1)Northern Lufenian Gateway (1)The Forsaken Lands
Forgotten Trail (2)The Flowing Spring (2)The Dragon King's Gateway
Eastern Mirage Gateway (3)Dreams of a Flying Castle (3)The Gateway of Wails
Northern Mirage Gateway (4)Gateway to a Micro Desert (4)Gateway of Artificial Life
Gateway of Trials (5)Conquered Trials Gateway (5)Recurring Tragedy
Conflicting Virtues (6)Inherited Memories (6)Gateway of the Great Will
Gateway of Sullen Eyes (7)Gateway of Lost Innocence (7)Gateway of Melting Snows
To a Foreign World (8)Confinement and Flight (8)Ryukahn Gateway
Gateway of Infernos (9)Pervasive Sorrow (9)Gateway of True Intent
Solitary Salvation (10)Edge of Discord (10)


Cosmos Controlled Gateways
OpenConflictLocked
Gateway to the Shore (1)End of Isolation Gateway (1)Beyond the Continent
Sage's Path (2)Legendary Lake Gateway (2)Gateway of Good and Evil
Hidden Darkness &
Gateway of Fools and Hope (3)
Gateway of the Damned (3)Chasm in the Rotting Land
Pravoka Gateway (4)Dried River Gateway (4)Land of the Stolen Crown
Sunken Lake Gateway (5)Gulg Gateway (5)Encounters and Treason
Frozen Continent (6)Snow of Sorrow (6)Solitude and Treachery
Great Forest Gateway (7)Omen of Destruction (7)End of Isolation Gateway
Gateway to Decay (8)Gateway to the Shrine (8)Crescent Lake Gateway
Southern Shrine Gateway (9)North Sanctuary Gateway (9)
Gateway to Departure (10)Forsaken Kingdom (10)


Note: Numbers in parentheses denote the gateway number assigned to that gateway for order of unlock. They can be used to cross-reference the date it will become available on the calendar.

Arenas


Arenas are fragments of the warriors' homes drawn into World B. How or why they are present remains a mystery, except to whomever initiated this war in the first place. In a practical sense, they provide a stage for interaction and conflict for the characters as they fight their way to the thrones of the gods. Players may decide at will which arena is present for their character upon entering a gateway. Below is a list of all arenas for Cycle 14:

Narshe Mines
Physical Description: The inner mines is a small, straightforward route, devoid of the frozen esper Valigarmanda as it was relocated to a bluff outside the mines at this point in time. The outer mines house a moogle camp and a 'checkpoint' room where a glowing orange light traces a path through a maze - the party must follow the path exactly to proceed. Straying will cause a field of blue light to surround them and the player must 'tag' the glowing orange light to disperse the field, or else face an enemy and be teleported back to the entrace of the room.
Media: Narshe Checkpoint, Inner Mines, Walkthrough of Mines, starting at 2:08, Continuation of walkthrough, Checkpoint area walkthrough starting at 2:48
Effect(s): Warriors of Cosmos will get a moogle assisting in battle every so often, either with a physical attack or one of Mog's terrain-appropriate dances. Warriors of Chaos will get an automatic assist from whatever manikins are nearby.
Music: Narshe Mines Theme, Battle theme, The Fierce Battle, The Decisive Battle

Mount Ordeals
Physical Description: It's a pretty typical mountainside, with a wonderful, high view of an unreachable land far below, and occasional caves. The chamber where one goes to be cleansed of darkness is absent, however.
Media: http://finalfantasy.wikia.com/wiki/Mount_Ordeals#Gallery
Effects: Darkness plagues the mountain in various places, representing the "darkness" that Cecil left behind and that Kain wished to conquer. This could have the effect of simply that- darkness/blindness making it hard to see at places, or it could potentially have a more sinister influence, stirring the darker side in characters who are prone to it. Along with the potential blind effect, curse or silence are possible, and sometimes occasional thunder (all of these representing skills of Scarmiglione, an enemy who is fought up there).
Music: http://finalfantasy.wikia.com/wiki/Mount_Ordeals#Music


Hulle Granz Cathedral
Physical Description: An abandoned cathedral that sits on an island in a lake of mist. A glaring red, misshapen-A that glows is carved into the altar inside. The area is always bathed in the glow of a setting sun at the brink of twilight.
Media: Video that shows the exterior and interior of the cathedral.
Effects: All light/holy attacks and magics receive a 25% increase, where dark/destructive attacks and magics are 25% decreased.
Music: Hulle Granz Cathedral constantly plays in the background here.


Neo-Arcadian Wastelands
Physical Description: A harsh, sundered, rocky and sandy wasteland located far away from the "utopia" of Neo-Arcadia. These badlands are covered in sand and the debris of civilization and cities lost long ago. It is hot, arid, and dry, and extremely inhospitable for human life of any kind. The air here is very dry and smells of hot, searing sand and the utter lack of life anywhere. This place is eerily silent, save for the cutting and brutal winds that blow. There are unstable rock formations and deep pits frequently in this badland, which often fall into deep underground chasms. Most of the debris in this area are made of metal, and upon inspection, it appears that there may have once been a city that was situated here, but one that has been lost to the wastes. A scouring war is likely responsible for the state of this region, but no individual or record here has survived to tell it. Still, there remain fragments of buildings around, useful for occasional vantage points or shade, but they provide little comfort from the harshness of this place. Sandstorms constantly batter this desolate place, often burying the ruins under deeper layers of sand and rock... along with people who dare to linger too long.
Media: Speedrun through this zone by Firebot.
Effects: Sandstorm. Occasionally blistering desert winds cut through the arena, stirring up sand, reducing visibility, and buffeting those who would fight here.
Music: Departure, from Mega Man Zero 2. (Or its very cool remix)
Crash, from Mega Man Zero
Zero's Theme from Mega Man Zero.

Rozalin's Palace
Physical Description: A very large and extremely opulent mansion, built to house the daughter of one of the most feared demon overlords in history. With polished marble floors and columns, gold trimmed doors, and only the finest of interior decorating, this palace would put many kings to shame; and this is meant to only be a princess's abode. Impeccably clean and pristine, this mansion is clearly cared for by a number of servants who work around the clock to keep it that way. Nothing appears out of place, throughout the dozens and dozens of rooms therein: sitting rooms, meeting rooms, libraries, kitchens, dining halls, grand staircases, foyers, bedrooms, the works. The temperature is a constant and comfortable level for whatever season it happens to be. Despite this, there is a lot of open space, because nothing says luxury than wasted, open space where works of art can be tiled into the floors and walls. The grand foyer itself is large enough to be quite a fighting arena, but battle may carry over to the rest of the house or into the outer courtyard. The palace is a perfect setting for major indoor brawls or outdoor slugfests.
Media: Rozalin's Palace (Outside View), Rozalin's Palace Interior (Do ignore the battle damage. That isn't present. Yet, anyways.)
Effects:
-Destructible and self-repairing terrain. Combatants can be thrown through walls, windows, and through any object in the palace, and shortly thereafter the mansion will automatically fix itself, allowing for more potential destruction. (And a more irate Rozalin when she finds out about this.)
-Warriors of Chaos will occasionally be buffed by a mysterious dark force that permeates this place, increasing their battle capability slightly.
-Warriors of Cosmos will see a slight increase in effectiveness of Gun and Fist Weapon/Unarmed attacks.
Music: Sinful Rose (Instrumental) [Adell's Theme], Visual Sensation

Baron Castle
Physical Description: A grand, medieval-style stone castle with ramparts, towers and courtyards, and a moat surrounding the castle. Only the exterior of the castle will be available for a stage, except for any stairwells necessary to reach upper levels. Two moons are visible in the sky from dusk until dawn.
Media: Here, Here and Here.
Effect(s): All sword, spear and aerial attacks are doubly effective. The moat is a Bravery trap and will teleport you up to the top of the castle if fallen into.
Music: Kingdom Baron


Macalania Lake / Temple
Physical Description:
Macalania Lake is a barren, frozen place. The 'arena' itself is located beneath a thick layer of ice that can be seen from below. There are ruins littered around the ground, fallen pillars and various stone surfaces, portions of buildings... all from a civilization long forgotten. Although it would make sense to assume that the area is actually water-filled, that is not the case. One is able to walk on the ground, although it should be noted that the "ground" here is made up of a shallow puddle, which is the bottom of the lake. Depending on how tall you are, it might reach as high as your knees, or about mid-shin. However, there is air to breathe; it almost seems as though where the water should have been has long since dried up, leaving only the thick sheet of ice above in memory of what it once was. There are quite a number of pyreflies flitting about as well.

There is only one building to be spoken of, far out of reach from where any confrontations will take place. This is known as Macalania temple, where the distant hymn of the fayth can be heard if it is quiet enough, sung by the fayth of the aeon Shiva. There are various pathways overhead that lead to the temple, but they are not accessible from the bottom of the lake.

Media: 1 2 3
Effects: None
Music: http://www.youtube.com/watch?v=4LlZWkcz5qQ
http://www.youtube.com/watch?v=2wib5nUZeHA


Stardust Speedway Zone (Bad Future)
Physical Description: Built almost like a roller coaster, the Stardust Speedway was once a massive glittering brass behemoth, a true marvel of construction, built in a nearly idyllic setting where the stars would twinkle clearly overhead at night. Almost a dream come true for someone like Sonic the Hedgehog, this massive zone is filled with loop-de-loops along a track. Once adorned with instruments giving it an odd musical theme, time and Dr. Eggman's pollution has corroded away the once shining brass to a sickly green color. The stars, once the most remarkable view from this zone, are now blotted out by constant clouds and a never-ending electrical storm. The once sparsely populated zone has now become the site of a massive sprawling city, but one that reeks of decay and pollution. The only really remarkable feature in the city is a massive statue of Dr. Eggman, looming over the once beautiful land that he was responsible for corrupting.

This zone is not welcoming. Filled with broken and corroded pipes and railways, the track is also littered with spikes and other traps. Though deserted, the Stardust Speedway is now an eerie place that between the thick, polluted air and oppressive atmosphere may unsettle some.
Media: Video by KeathralKrisom, Metal Sonic Race (Bad Future)
Effects: Electrical Storm: Occasionally, lightning strikes the track. Being made of brass, this electrifies it and temporarily hurts those standing on it. Flight is also made more difficult by the frequent bolts from the sky. Lightning based abilities like Metal Sonic's Ring Spark Field or the spell Thundara are more powerful in Stardust Speedway.
Speed Boosters, Springs, and Spikes: Relics left from the past, these devices can be a boon or a danger to anyone in this area. Speed Boosters will launch people or objects forward like a rocket. Assuming they can handle the intense burst of speed, these may prove useful for evasion. Springs are dotted around the track, and hitting one will launch you away from it, either into the air or further along the track. Spikes are self explanatory; dangerous pitfalls that will damage anyone who foolishly lands on them.
Music:
Stardust Speedway Zone (Bad Future) [Sonic CD: US Soundtrack]
Stardust Speedway Zone (Bad Future) [Sonic CD: JPN/PAL Soundtrack]
Metal Sonic's Theme (Sonic 4: Episode II) [Remaster]
What I'm Made Of (Sonic Heroes) [Metallic Overlord Boss Theme]

For what's appropriate for a given situation, generally default to the US Version of the Stardust Speedway theme if Metal Sonic is not present. If Metal Sonic is engaged in a fight here, any of the four themes are appropriate, though What I'm Made Of is best used for significant milestone fights with Metal Sonic toward the end of a Cycle.


Mist Cave
Physical Description: The cave is named as such because it is shrouded in mist. At times the mist is thicker than at others, obscuring opponents -or allies- from view. The ground isn't level, but stairs or bridges connect such areas.
Media: Map
Effects: When the mist is thicker, it will act akin to a Blink spell, increasing evasion against physical attacks.
Music: Dungeon theme, Battle theme

The Beltline
Physical Description: There are two areas to the arena, the entry point which can appear as a courtyard with a large door, and the massive room beyond the door. Upon entry into the door one is instantly transported into one end of the room. It is largely a wide open room, but there are smaller areas within which to hide or lay traps within off to the sides or above the rafters by the ceiling. The windows look out into nothing but empty courtyard that cannot be reached, unless one is willing to breech the windows themselves.
Media: Entry point
Inside 1, showing the end of the room, part of the walls and rafters
Inside 2, showing the length of the room and walls
Inside 3, comparison view to show how high the walls are
Inside 4, a view of the area above the rafters
Effects: Everyone: A slow HP-drain upon entry that continues until one leaves, but any and all healing effects are hastened and moderately increased while there as well.
Music: N/A



Order's sanctuary
,i>Physical Description: here
Media: here
Effects: What is normally there.
Music: Final Fantasy OST- The Order Must be Protected



The Kukai Foundation
Physical Description:
Media: here
Effects: None, it’s an area of rest, shops, high tech towns

AM's Complex
Note: This isn't exactly an "arena" as it is a fragment of AM's complex. Access points are scattered around Chaos controlled zones, including gateways.
Physical Description: It's a terrifying place. First of all, one will notice the metallic floors and walls, then there's wires and ports everywhere. And lots of computer banks. But there's an ominous feeling about the area. Sometimes you might hear eerie laughter or strange voices, or you could see illusions. Perhaps dead bodies of people you love, or your own dead body. The temperature can rise and fall drastically, threatening hypothermia or frostbite, or giving you heat stroke or worse. Wires can come out and attack.
Media: (From John Byrne's comic adaptation) - Metallic walls, gleaming pillar. (From the video game adaptation) - The darkened landscape.
Effects: Please see AM's skill page. In addition, basically the arena can change environment. It can change to a lush forest or it can change to a molten lava land with horribly high temperatures. Or it can change to an ice cavern. Just... bad things, really.
Music:
- Gesang der Jünglinge (Song of the Youths) by Karlheinz Stockhausen
- Piano Phase by Steve Reich, as a purposely annoying one to distract fighters, perhaps.
- Stürmisch bewegt – Energisch, the fourth movement of Gustav Mahler's first symphony "Titan."
- Le Danse Sacrale (Sacrificial Dance) from Igor Stravinsky's ballet Le Sacre du Printemps (Rite of Spring).

Date: 2013-08-01 03:51 am (UTC)From: [personal profile] metallicoverlord
metallicoverlord: (Default)

Profile

cidofthelufaine: (Default)
cidofthelufaine

April 2013

S M T W T F S
 123456
78910111213
14151617181920
2122 2324252627
282930    

Style Credit

Expand Cut Tags

No cut tags
Page generated Aug. 5th, 2025 09:19 am
Powered by Dreamwidth Studios