Eris |
Description & Lore: Necropolis, the City of the Dead they say. This city houses countless undead beings throughout a large metropolitan expanse of districts that encompass a psuedodimensional plane. Rather than just sprawling out across space, the Necropolis sprawls out across layers of reality and time. Passing by district borders is a sheer and obvious difference, while being seamless, each district alone the size of an expansive city in and of themselves. The borders of each district mirror out endlessly making each district seem to continue on infinitely, hard to notice that the city beyond the border is just a mirroring, but passing the boundary reveals that the following district is new and distinct, finding ones self in an area with new architecture, city structure, and local population. Each city-sized district of Necropolis hosts its own individual identity as each district was risen up by an for different cultures and time periods, allowing all residents to live in an eternity they are comfortable with, similar to their living lives, and the borders allow each district to avoid their views being interrupted by other districts jarring changes in themes. The transition may not even be noticeable, but each district is scattered across space and time, appearing in different locations entirely while still being a part of a unified whole. Some districts are further divided, if not entirely cloned into separate districts, by race and not just culture. You might find an exact replica of another district, but find the inhabitants here composed mostly of wraiths as opposed to ghouls or vampires. Navigating the Necropolis is akin to navigating a multiverse of alterations and possibilities diverging out from the core concept city. Many believe that the true Necropolis is a district called Golgothica, which is depicted in the image above, and that all other districts are multidimensional replicas with changes and alterations due to how the city evolved differently to match the different styles of the individual settings. Necropolis is historically run and managed by a shadowy influence called the Fell Masters who are felt but never seen as cosmic entities that exist on the scale of omnipotent gods who's gaze stretches beyond infinity and who's motivations and actions are subtle and stretched across eternity as gods before gods, a higher power above what mortals call gods, with few proxies that have acted on their behalf over the eons until they themselves become Fell Masters and the cycle begins anew. Their current proxy was created, risen, or birthed many millennia ago and has taken Necropolis under her wing, Eris. Necropolis is not specifically Grim Heresy property and has no affiliation to the Cult of Sin, it has existed since the early days of sentient thought as a remnant of a multiverse before our own, a fragment of a shattered reality long past, the present reality not knowing what to do with it as it stands as a broken shard that cuts through its layers like a wound. As a result it often draws in, naturally and unnaturally through manipulation, the souls of the dead, torn away from their intended afterlives like a start drifting too close to a black hole. Eris being the present authority over the city however, the city is open to Grim Heresy and the Cult of Sin. Long since before she came to Earthland many followers have found their afterlife here, establishing a strong presence in Necropolis that works separately to the standard channels of authority and control over the city. Trillions and beyond claim home within Necropolis, each with their own long undead lives and personal goals and motivations to make their livelyhood here in this "city" that never sleeps. Countless individuals each with their own power struggles and sources of power, magic, curses, primordial influences. Necroplois is mystery and one could spend a thousand lives and never explore Necroplois fully. A city of impossible size, a city of possibility and the supernatural, anything can happen, anything can be found. Key Districts (Cities): • Golgothica: The "Central" district as seen in the image above, it is a very stone-crafted district full of gargoyles and gothic-victorian architecture with most individual buildings rivaling or exceeding the possibilities of human design in cathedrals, with most the buildings exceeding the height of modern human skyscrapers. It's the capitol district and houses a palace.
• Paradisio: A glistening city white and light, Paradisio is modeled after interpretations of heaven. Make no mistake however, Paradisio is still a part of the Necropolis and as such is more similar to hell than heaven. Its white pristine halls are a facade and the golden masked creatures of this place are just as insidious as other classical demons and undead monsters.
• Nephothotept: A sunken city in a dark abyss, there is no light here but the soft glows of artificial or supernatural lighting, no sky to be seen and no air to breathe. There is only dark endless waters full of monstrous aquatic creatures. The city itself seems to be made of stone and is well paved with monuments and temples abound, pyramids and monoliths in dedication to the Fell Masters and Eris. Despite being underwater, the water is very clear with little distortion in the city limits itself, allowing one to walk and see fairly regularly, while those more inclined to swim do so unhindered either.
• Agarthon: A vibrant city with a wide open sky and clear air, Agarthon is an unnatural echo of a legendary city. Argathon physically resides within a hollow earth in an alternate reality, the landscape here can be seen curling up over and away into the distances. Being a part of Necropolis however, as you might imagine there is no true life. However, it is full of necrotic alternatives. Plants of twisted flesh and bone, rivers of blood, and undead false fauna. The city here is a bustling steam and magic powered industrial society with copper, gold, and iron integrated into the towers and streets themselves.
• Shangarl-Raht: A burning barren desert landscape of shifting sands that surrounds a densely populated sandstone and black granite city lavished with gold and precious metals from Hadeonnius with great domed buildings, tall walls, paved streets and a network of raised aqueducts that run throughout the city. Given the undead nature, water is not necessary, and instead the aqueducts run with rich bloodwine formed from fleshy fruits that grow with skeletal leaves on spine-stalks in the gardens that dot the city often on the rooftops of buildings or private gardens and underground enclosures.
• Perdavistus: An isle lost to time, a mountains ring shaped island in the center of the Lost Isles. It is said that ships lost at sea often find themselves slipped between the folds of spacetime to drift into Perdavistus, becoming trapped by the raging maelstroms surrounding the calm central waters surrounding the ring island. Inside the ring island is a mountainous network of ships stacked upon each other forming a great and largely singular structure, with walls taken out here and there to form larger rooms and more. Sailors, marines, merchants, and pirates alike populate Perdavistus, and newcomers slowly come to grips with the fact that they have died and are in a form of purgatory, unable to reach the Boundary to explore the rest of Necropolis, a dangerous task to pass the whirlpools. Occasionally visitors from beyond the Boundary make there way through, and ferry away those who pay passage when they leave.
• Infernatus: A burning city district located in a fiery hellscape, Infernatus is primarily built using obsidian, bone, and flesh. The undead here are far more demonic in nature and are the chaotic horrors you'd find at the site of sacraficial rituals and bloodbaths, the sort of horrors you'd see angels war against.
• Hadeonnius: A marble and granite city in a stoney cavernous landscape full of riches and gold veins, gemstones and other precious resources. Hadeonnius has a high population of spirit type undead but not exclusive to such. The architecture here resembles that of ancient Greece and the roman empire.
• Sovnglade: A frosty city that sits atop a snow capped mountain but is itself free of snow, full of false-life akin to Agarthon but looking more comparable to the natural versions. Sovnglade has a landscape spotted with the bones of colossal monsters, with giant bones being integrated into the black and dark red wood used in the creation of the buildings here. Spine bridges extend out from the central peak of the mountain to connect to floating offshoots surrounding it to add more landmass upon which to build large longhouses and residencies.
• Vermez'cunis: An interesting location located deep deep deep in a gargantuan cavern that seems to fall endlessly down, a single great plateau risen in the center of it all dozens of miles wide that hosts a crater in the center of that, a city built up around the rings and in the cliff sides around it. The city is made out of a hard wood-like mushroom that continues to live after processed, healing itself and spreading a soft white cloud that wafts off, the clouds flowing over the city and off the sides giving one a sense of fulfillment and uplifting peace.
• Lost Hope: A ruinous location where the majority of the buildings are overgrown ruins cast in an eternal gloom of twilight and silvery blue moonlight surrounded by dark misty dead forests filled with thorny brambles. The longer one stays in Lost Hope, the more they forget their life and are filled with a sense of whimsy and entertainment provoking one to partake in an endless dance in the ruins of a grand castle, the ruins fading into luxury beyond imagination and bright light. There are rumored to be hidden passages to Lost Hope in forests in the realm of the living, where by passing through the gateway one becomes Undead, and thus not aging during their time in Lost Hope- if they can ever leave.
Key Features: The Undead- The population is entirely undead. No living souls exist here, and most don't have souls at all, having given them to higher powers. Some literally are souls and spirits of the dead. Some do not know they are dead at first though they'd likely learn sooner or later depending on the mechanics of the district they found themselves in. The Lifeless- The living cannot exist in Necropolis. They physically cannot enter if they try, and persistence or somehow entering regardless results in a death they cannot escape from. The Boundaries- Each city-sized "District" has a "Boundary", a difficult to see or find border between one district and the next that seamlessly transitions one between districts into entirely new physical locations somewhere in the multiverse connected with one another across space and time. The boundaries prevent detection, including visible detection, and entry or exist by any unnatural means if one does not possess or is the originator of the Pact Mark. Natural means are: Dying and going to Necropolis. Being "Reaped" / "Claimed" by an individual with the Necropolitian authority to do so. Being granted official access.
The Scattered- Each district feels as though they are all connected and just a step away across a boundary, but each district is in fact scattered far and wide throughout the multiverse and different planes of reality. The Timeless- Each district houses people of any number of different time periods, both because of a literal time difference but mostly the sheer fact that they'e literally been dead for or undead living in Necropolis for centuries and beyond. The Hidden- Necropolis like any city has its secrets and it's dark alleys, but Necropolis is thick with the supernatural and literal vampires and monsters on top of being impossibly expansive and populated, there is always some mystery to be found, secrets to uncover. The Guard- Necropolis like any city or state has a governing body headed by Eris, and a large force dedicated to maintaining order and control throughout. Referred to as Sanguinites the present day policing force wear vibrant red dominated uniforms with some black and gold. Specialized uniforms exist to accommodate different body types and needs as well as functions of different Sanguinites. They are at minimum the equivalent of B-rank, but with no upper maximum both for Sanguinites themselves or the resources they can bring to bare against threats. The Possibilities- Necropolis is massive and has far more content than I could possibly write out, there are countless possibilities to your hearts content limited by your imagination. |
Necropolis
Grim Heresy-
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- Post n°1