List of Digs
This page is a list of all Digs created on the MUSH. These use sortable tables for your ease of viewing. Digs are organized by the Chapter Act in which they opened -- note that they may still be available in later Acts!
- Standard - Indicates a dungeon with no particular time limits on availability outside game location. These may still eventually close ahead of the plot leaving the particular area they're set in, but there is no built-in time limit.
- Plot - Indicates a dungeon available for repeat runs during a set period, often as a part of a plot, after which it becomes unavailable for use again.
- One-Shot - Indicates a dungeon that is only run once. Whatever the particulars, a character running this dungeon only has one shot at it.
Introduced in Act 1
|Barfight (Filgaia)||Ruin||Drifter||Standard||This dungeon is meant to be used to simulate a barfight. It broadly represents trying to escape while everything goes to hell. It is fine-tuned for Filgaia, thematically.|
|Berry Cave||Ruin||Drifter||Standard||The Berry Cave is located in Adlehyde, in part of the land succumbing to the desert. Surf Village does its best to keep the cave guarded, after individuals have gone missing inside. Rumors swirl of monsters within -- but opportunities, too, for rare curative berries are said to grow inside. This lures Drifters to it, despite the ban imposed by the local village.|
|Ruins of Memory||Ruin||Drifter||Standard||The Ruins of Memory, located in the northern part of Adlehyde, is nestled against some mountains. These ruins are well-explored. The towering structure has been well-explored and emptied. However, pathways lead deeper, if one knows where and how to look. There, one can find relics of the past -- and grave dangers besides.|
|Leck Mines||Ruin||Drifter||Standard||The Leck Mines are an abandoned mine shaft. The interior is filled with twisting paths, dangerous rope bridges, and chasms. Part of it is crossed by the Parm Express, a railway that surges through this region. While Lacour considers it off limits, ruins of lost technology and abandoned ore lead more than a few Drifters to brave the mine shafts.|
|Ruins of Lahan||Ruin||Drifter||Standard||The town of Lahan was destroyed in a single evening. What actually occurred is unknown to many, other than the fact that this small rural town was completely flattened in a conflagration of fire and steel. The fires have gone out, and the people who once lived here are gone. But the mystery of what happened in this town remains, and the wreckage of destroyed Gears and other military equipment remains littered around the town. An exploration of the town may reveal something useful that has been left behind.|
|Sult Ruins||Ruin||Drifter||Standard||The Sult Ruins are an ancient Baskar structure that has long since sunken beneath the ground, leaving only a strange entrance in the shame of an elongated, blue and red painted stone head on the surface. There has been little interest in these ruins until recently, where mysterious forces have begun excavations of the ruins and have broken into previously unknown chambers. The identity of these strange soldiers is as much of a valuable bit of information as any relics which might be found in their depths.|
|Cucco Invasion||Ruin||Drifter||Plot||The Cucco, a chicken-like animal imported from Aquvy, seemed so safe and loving. The farmers of the Adelyn Ranchlands complimented them on their plumpness and docile nature. And then, tragedy struck. No one can be sure who caused the great wrong that started this war... but war has come. The skies are filled with the terrible white wings of the coming heard -- and their loud, piercing buckaws. Vengeance is coming.|
|Lolithia's Tomb||Ruin||Drifter||Standard||Also known as Lolitha's Coffin, the Tomb is a ruin that has been sealed for many years. Recently reopened during efforts to prepare for Adelhyde's festival, the Tomb sits at the bottom of a large crevice surrounded by a number of cranes and other pieces of excavation equipment. Those who wish to venture into its depths must be prepared for a harrowing journey downwards.|
|The Saucery Globe||Ruin||Drifter||Standard||Inspired by the recent shooting star that's descended far beyond the horizons of Filgaia, the Starfall Saloon has returned to the roots of its namesake and introduces its newest and wildest food challenge that will challenge even the staunchest of foodies: THE SAUCERY GLOBE.
Interested? Apply as a party and collaboratively take on a meal that will drastically savage Adlehyde's gross domestic product! Fats, sugars, proteins, carbohydrates... rise and become the ultimate food product that not even your wildest dreams can conjure!Not even the Guardians can save you now, Drifter!
|Old Petra||Ruin||Drifter||Standard||Old Petra -- as it is now known to Adelyn locals -- was once a bustling colliery village back in the heyday of the iron rush. But as the veins dried up, rumors of unsavory business and thuggery began to drive people away from the village. Bandits and monsters became a more and more common sight around this desolate village, and eventually, there was no one left to care for it. It simply became one of the many ghost towns that dot the wild frontier.
But more recently, rumors have been floating around about a resurgence of life in Old Petra. There are those who have observed people roaming around the town at night. Not a lot of people have bothered to look, as far out as this village is -- and the ring of danger still largely prevents people from wishing to come close. Is there something behind this unseeming village?
|Otherworldly Hollow||Ruin||Drifter||Plot||Once known as the Batical Grotto, this system of caves is situated to the west of Port Timney, carved into the rocky outcroppings of the coast. These caverns are intricate deep; many a person has been lost within the depths, yet for its natural beauty it had been, at one point, something of a tourist attraction to those who could afford such simple luxuries. Now? These caverns are dark and dank and twisted, reaching down to the depths where no light can reach and permeating with a sense of dread that reaches even the most mundane of spiritual senses. Something in this place is not right. Something in this place has been warped. And from the creatures that have come from far and wide around southern Adlehyde to make this place their lair, to the way things grow more anomalous the deeper the caverns go, one thing is clear: something in this hollow is very, very wrong.
NOTE: this place has been infested with Malevolence. Those without properly developed spiritual sense cannot see anything denoted as such within the Grotto. Time to get some hands-on training with developing your bad juju sense!
|Haunted Manor||Ruin||Drifter||Standard||The Haunted Manor is old. Records of its appearance go back thousands of years. Stories tell of a great mansion appearing on the edges of towns and villages where it clearly doesn't belong when the sun sets, and disappearing with sunrise. Never twice does it look exactly the same, and anyone still inside when it disappears is never seen again. Their haunted souls, folks warn, still inhabit the manor. If you see it appear near your city, the best thing you can do is not go in, but promises of riches have lured more than one adventurer into its depths!
The manor is composed of great halls and rooms which rearrange themselves with each appearance. Like a labyrinth, it's hard to tell for sure where you're going, and sometimes going back on your steps can even result in entering a different room than where you used to be. Its appearance is always far too grand for where it is. Appearing near a city may make it appear as a fortress, while being near a small village would have it as a proper mansion. Its ghostly sheen makes it difficult to spot even in the dead of night, but adventurers always have an eye for those things.It's hard to plan exploring this dungeon. Dedicated adventurers might prepare for years before finally encountering it, and most won't even get that far. Luck and how quickly you can get a party together play a larger factor!
|The Battle of Adlehyde||Labyrinth||Drifter||One-Shot||The Metal Demons have invaded Adelhyde's crown city! Chaos and panic rule the day, and Metal Demon troops and the Adelhyde army clash amidst the burning buildings and ruins that have been left by the fighting. Amidst this chaos are thousands of citizens still trapped by the fighting - as well as a number of Drifters who were caught inside when the battle started.|
|Rujm el-Hiri||Ruin||Drifter||Standard||The megalithic monument called 'Rujm el-Hiri' is a Ruin of much fascination and interest to Drifters, particularly those who wish to decipher the secrets of the past. It rests at the height of a knife-edge mountain range and presents a rather steep challenge to the inexperienced. Known to the Baskar locals as the "Singing Ruins" for reasons soon to become obvious, the monument appears to house hundreds of tombs from ages past. What secrets lie within this enigmatic Ruin?|
|Temple of Rejection||Labyrinth||Drifter||Standard||The Temple of Rejection is a remarkably well-preserved ruin from an unknown era just off the coast of Eastern Ignas. Nearest to Gounon, the temple was - and is - a destination for many of the human residents of the small winery town, who often offer apple wine up to the temple's entrance once a year in honor of the founder of their town, a man known as "Johnny Appleseed." The temple is a beautiful architectural marvel of days gone by, a naturalist achievement of form and function. Yellow and tan stone construct the massive temple, looking almost sacred as it builds up towards a tall tower at its center. The interior, in contrast, is a cool shade of blue throughout, almost icy in its design, with long winding halls and perfectly preserved pathways of designs strikingly reminiscent, yet different, from the Elw temples of old, making one wonder just where it might have come from and just how it has managed to be so well-preserved through the ages...
Though it is still frequented by sightseers, currently much fewer people delve deeper -- very recently, rumors have begun to spread that something has happened inside the temple -- something that has changed the place irrevocably. As if the place has come alive. As if the place is now filled with all too hostile, all too frightening intent...
Which, really, just makes it the perfect spot for Drifters. Right?BGM: https://www.youtube.com/watch?v=iFpvWupIyr0
|Lacour Coliseum||Ruin||Drifter||Plot||This dungeon represents an Exhibition Team Fighting match at the Lacour Tournament of Arms: Presented by Blastemol!® Teams of 3-6 can enter. The organizers are extremely vague about what you can win by entering...|
|The Tournament Globe||Ruin||Drifter||Plot||Lovingly crafted by the chefs of the Starfall Saloon, the Tournament Globe is a special edition of the Saucery Globe eating contest, inspired by the Lacour Tournament of Arms! It may not be as immediately dangerous as arena combat, but this ghastly gastronomic gauntlet presents its own, intense challenges. Available at the Starfall Saloon's Lacour Pop-Up Restaurant for a limited time only.
Sponsored by the Sparrowfeathers and Jay's Curatives and Curios. The Starfall Saloon will not be held responsible for injuries sustained in the process of consuming the Tournament Globe. All rights reserved.
|The Guardian Temple||Labyrinth||Drifter||One-Shot||The Guardian Temple rests in the far west of Adlehyde, not so far from the Great Aveh Desert and the town of Milama. The Temple had been buried under the sands for ages, but like many things, the arrival of the Sorcery Globe affected it. The sands have been parted, showing an ancient structure of stone that still stands after countless years. However, it seems that Drifters were not the only ones to have found this remote temple...|
|The Battle Front||Ruin||Drifter||One-Shot||The war has come to Milama. The incursion of Kislevi forces, backed by the Golem Sado, have broken through Aveh's forces. Now, Aveh forces -- with some Gebler support -- are fighting Kislevi forces, who are intermingled with the Metal Demon forces still in the area. As they surge, they block the way back east, leaving a flight to the west as the best chance for escape. The battle is threaded through countless canyons and between outcroppings of rock, along with trenches and fortifications hastily dug by soldiers on each side.|
Introduced in Act 2
|Krosse Kave||Ruin||Drifter||Standard||The Krosse Cave has long been a target for Adventurers and Drifters residing in the Kingdom of Krosse. However, a recent expedition opened up a new, unexplored wing in the Cave, with secrets yet to be found.|
|Great Aveh Desert||Ruin||Drifter||Standard||The Great Aveh Desert was the site of a major battle of the Day of Collapse - some say the final battle, in which Diabolos itself was struck down. Aveh and Kislev have been fighting over the desert and its secrets for years, but a small party willing to brave the dangers of the desert may be able to sneak in and claim some of its bounty for themselves...|
|November City Plant||Labyrinth||Drifter||Standard||Plants are the source of life for cities in the Badlands - ancient modules capable of spontaneously generating power, water, and even food. Given their obviously advanced nature, Plants can be a source of amazing technology.... but given how important they are to the cities they power, they are highly protected.|
|Serpent's Coils||Ruin||Drifter||Standard||The Serpent's Coils are buried in the sands of the Gunsmoke Desert. While built around a hill, the sand has covered the entrance entirely. The depths of these ruins, as a result, have not been fully explored -- and are notoriously hard to find.|
|Doomed to Obscurity||Ruin||Drifter||Standard||The evocatively-named Doomed to Obscurity is a massive stone complex located deep in the Badlands desert. The shifting sands have partially buried it, but local legend says that at one point, it was a shrine to the Earth Guardian, Grudiev. Though it's been picked over by Drifters, rumors persist of treasures still buried within. Other rumors claim that Doomed to Obscurity has become the site of one of the largest sandworm colonies in recent memory.|
|Cage Tower||Ruin||Drifter||Standard||Rising from a mesa deep in the desert, Cage Tower is a massive edifice that allegedly gets its name from the cage-like structure of metal girders poking out from its damaged stonework. Reportedly, it dates back to the height of the Metal Demon War, and it's rumored to contain both ancient technology and terrible danger. Inside, it's a mixture of stone, industrial steel, and strange crystalline technology.|
|Colisea Arcadia||Ruin||Drifter||Standard||The Colisea Arcadia is an ancient ruin nestled at the edge of the forests of Krosse. It is a huge, ramshackle structure on a flattened plateau, which has sunken into the ground. The entrances can be found in the rock, and require crawling down into access hatches on what used to be the roof of the place. The inside is a labyrinthine place.|
|Abandoned Frontier Town||Labyrinth||Drifter||Standard||The Badlands are dotted with small towns which are based around local mineral strikes, open pasture areas, or other valuable resources which can be exploited by a relatively small amount of people. Such towns tend to dry up and blow away on the wind once the strike is exhausted, or local conditions begin to degrade. This town, however, is not one of those towns. It has dropped out of contact with the outside world, and no one is certain why. It's up to the Drifters to discover why.|
|Mountain Palace||Labyrinth||Drifter||Standard||Located in the northwest of the Kingdom of Krosse, the Mountain Palace was the holdfast of an unknown ancient civilization dating back to before the Day of Collapse. While the ruin is abandoned, many Drifters have risked - and lost - their lives in search of treasures thought to lie buried deep within.|
|Nortune Sewers||Labyrinth||Drifter||Standard||The sewers beneath Nortune are dank, filthy, and oppressively dark. Few go down there if they have any choice in the matter, and rumors persist of strange creatures dwelling within. Most of the tunnels are canals of sewage, bracketed on either end by perilous walkways, but side-rooms connect the levels and house auxiliary pipes.|
|Gob's Hideout||Ruin||Drifter||Standard||There's nothing an organized group of outlaws like more than abandoned property. This particular manor, located south of Boot Hill, is as ideal as they come out in the Badlands. The aging wooden mansion endures the erosion of the elements admirably, proving a stable location in which bandits and ne'er-do-wells of all types like to go in order to rest up and appraise their ill-gotten gains. The location itself is named for one infamous bunch of Gobs that brought Boot Hill to its knees, as opposed to the name of whatever family once owned this property. There's always bound to be some decent bounty or haul of loot holed up here, as the metaphorical game of cops and robbers never quite seems to come to an end in these parts.|
|The Black Market||Ruin||Drifter||Standard||The "Gold Rush" is reported to be an underground network of illicit and unrecorded trades of all kinds of dangerous and highly lucrative substances. This includes but is not limited to alcohol, addictive substances, Dragon Fossils, Gear parts, and looted Mediums. Some even say the blackest parts of the network even deal in human trafficking. Little Twister holds one such outlet that could give you an in to this black market.
NOTE: This Dig is suitable for parties of Drifters who're employing a subtle approach, using disguises and undercover approaches to try to find their way into the vast market and try to mine for intelligence against Gold Rush. It is also suitable for Antagonists who are interested in gaining a legitimate 'in' to the market and obtaining the elusive membership card, which would undoubtedly let you get a huge leg up in your dark efforts.The Dig is also not meant to be immediately sequential in time -- you may assume a small amount of time has passed between each Card if it would suit the narrative better.
|Stone Forest||Ruin||Drifter||Standard||Rising from a rocky section of the Great Aveh Desert, the Stone Forest, as it's known by locals, features densely packed stone pillars. Interestingly, a few rare spires are made of crystal and glow as they capture and store sunlight. Indeed, their glow lingers on into the night. Entry is difficult and the heat and weather harsh, but rumors swirl about secrets tucked away inside the place. It's said that this was once a holy site to the Baskar, but most of this place's history is lost to the ages. Perhaps something still remains in the heart of the Stone Forest.|
|Gourmet Quest Blackmoon||Ruin||Drifter||Standard||The Isla Delloro Trading Company is moving into the gourmet food market and needs reliable supply of the finest delicacies of the deepest wilds. Drifters, by contrast, need money and would probably like to get that money in a place that isn't a dire hole in the ground laden with arrow traps.
This dungeon brings you to scenic Blackmoon Forest, near Dazil town on the Aveh border, where you will gather eggs, meat, mushrooms, rare plants, and might even make a big new friend!
|Eerie Farmhouse||Ruin||Drifter||Standard||This farm, near the far northern border of Krosse with Aveh, has seen better days. Rumors swirl around the place about lost patrols, missing caravans, and the occasional spooky ambulatory evil carrot emanating from the place. It's been a few weeks since the place has managed to ship anything, either... maybe this is the kind of place a Drifter or four needs to check out, independent of Krosse's own investigations.|
|Akbar's Discount Dungeon||Ruin||Drifter||Standard||Everyone's heard of the great, massive temples erected to powerful gods, of the depths that protect untold treasures, of the catacombs that guard ancient evils and of the caves filled with forgotten wonders.
This is not one of those places.
Built by one of Filgaia's greatest businessmen, Akbar's Emporium was a renowned business center where one could supposedly acquire anything their heart desired for a modest to absurdly low price. The problem? This was hundreds of years ago. Little is left of the Emporium but its time-worn defenses and empty storehouses, having earned the ruins the nickname of Akbar's Discount Dungeon, a training grounds for new Drifters hoping that maybe, just maybe, some of the ancient, valuable merchandise once on sale still lies hidden somewhere inside.
|Wayside Wellspring||Ruin||Drifter||Plot||All of Wayside is buzzing about an ancient edifice rumored to be behind the qanat, far beyond the Waterway. Those Drifters who've braved the artesian current have mostly come back injured -- if they returned at all -- but a few are showing off mementoes they claim are from a ceremonial site. The place is tricky, they say, swarming with monsters and rife with mysterious puzzles. Could it hold more momentous finds? Only one way to find out!|
|Ghost Ship EX||Labyrinth||Drifter||Plot||There are many legends on Filgaia of sunken ships and their cargos. Almost all of them involve vengeful spirits and deadly curses. The Ghost Ship is an embodiment of those legends, a ship long since sunk by a beast but whose captain and crew keep afloat to continue sailing the seas - seemingly forever. Every rare once in a while, the ship parks itself at a port in the dead of night between the hours of midnight and sunrise, or idles just in reach of one near the horizon. No one ever comes off the ship - it just sits there, inviting brave fools onboard. And during this time of year, they say the forces of darkness are stronger than ever...|
|Haunted Library||Ruin||Drifter||Standard||An old ruined town in the mountains houses a mysterious library said to contain lost wisdom of the time before the Day of Collapse, but also--more worryingly--to contain the souls of the unfortunate librarians who once walked its dusty, cobwebbed halls!|
|Spirit Quest||Labyrinth||Drifter||Standard||The world of the inner mind is as much labyrinth as any ruin. Whether you got here through some kind of strange occult ritual, by being shunted here by supernatural power, or just by drinking some really shady booze, you've come to a place where physics are really more of a suggestion than a set of rules. Here, the only limit to your adventure is your imagination-- but be careful, because dark things lurk the corridors of the mind. Conquer your fears, wrestle with your demons, and you might just get something useful out of this long walk through the soul. If you fail, though... Well, you won't die, but you're going to have a hell of a nightmare to take with you back to the waking world.
(This dig is intended to be used for things like spirit quests, dream dungeons and other similar concepts that occasionally pop up in RPGs. Players are encouraged to take great liberties with how physics works and to give some thought into how their tools might manifest in a world dominated by dream logic over physical law.)
|Chase Sequence||Labyrinth||Drifter||One-Shot||You and a number of acquaintances of variable levels of familiarity find yourselves in a harrowing situation... someone or something you want is getting away from you! The harsh deserts of the Badlands become your racing grounds as everyone struggles to keep pace and claim whatever objective has their eye! (This dungeon contains a higher proportion of Agility challenges.)|
|Abandoned Hangar||Labyrinth||Drifter||One-Shot||A mysterious hangar, referenced in a journal recovered in Lahan. It took some time to find the way to it -- but now that they have arrived, Matilda and her friends may be in for quite a surprise.|
|Field Expedition||Ruin||Drifter||Plot||Eastbridge University is a prestigious school in Guild Galad, and its Department of Antiquities and Natural Sciences has once again sent a field expedition to Ignas. This intrepid group of researchers has picked up the torch from the last team, and hired additional guards. Though the expedition is well-staffed, there's a lot that needs doing, and its leaders are always on the lookout for skilled, respectable Drifters.
The investigators have a wide range of interests, and work at sites spread out across ten or so square miles of the Badlands. Their base camp sits in the center of this territory, and they make sure to return before sunset--before strange things start to happen. This place was a battlefield during the Metal Demon War, and rumor has it that not everything from that era is dead and buried.
|Seven Sages||Labyrinth||Drifter||Plot||The Seven Sages Ruin is deep within the Aveh Desert and buried under a layer of sand. Periodically the sands shift just right and reveal a staircase hidden behind a sand dune leading to parts unknown. Few drifters have challenged the Seven Sages Ruin and fewer have escaped it but what news that has escaped about it reveals that is haunted by spirits from the Zeboim era.|
|The Sword-Saint Sanctuary||Ruin||Drifter||One-Shot||Located up an isolated mountain path (as all good mysterious ruins are) lies what was once upon a time a secluded, albeit thriving, martial hermitage. This place, known only in whispered and ancient records as Wakatu Temple, was said to be home to a legendary Sword-Saint. These mighty individuals were few in number, only a handful alive at any one time, but were said to be so skilled as to have forged a perfect union between sword and soul. Now that hero and their students are long gone, but maybe their teachings - or treasures - still remain.|
|The Decaying Labyrinth||Labyrinth||Drifter||One-Shot||The Decaying Labyrinth is a place of decay. A stone ruin built into the base of a cliff, people have avoided the canyons around it for generations; the Labyrinth poisons the land around it, blighting plants and killing animals - even people who are foolish enough to try and live nearby. Only recently has anyone ventured into the blighted zone deeply enough to find the hidden ruin. Whispered amongst certain kinds of Diggers working for the Baskar is the rumour that a Statue might be found there... which turned out to be true, before the Statue of Duras Drum was sealed away.|
|Hadal Temple||Labyrinth||Drifter||Plot||Previously guarded by the statue of Schturdark, this unknowable Temple is saturated with the power of Muse, and subverted by an ancient presence that has twisted the environment around it. A black set of double doors lead to a dark and watery labyrinth, where light is scarce, and a sense of undeniable wrongness hangs in the air. The tunnels are carved into the dark rock, and decorated with odd, twisted interpretations of sea life and other watery motifs. The air is cold and clammy.
Beware of what lurks underneath...
|Winter Wonderland||Ruin||Drifter||Standard||A dodgy map leads Drifters to a land of snow-covered cottages, strange and cheery music, and gift-wrapped presents. Who is this "Santa" entity? What is the significance behind decorating an evergreen tree? Where is the teleporter that leads back home? Is this whole thing just a dream brought on by mulled wine and holiday stress?|
|Baskar Sacred Grounds||Labyrinth||Drifter||Plot||Odd things have been occurring in the aging, ancient sacred grounds surrounding Baskar territories in Western Ignas. A foulness in the air, the Baskars call it. They can -taste- it. Beasts behaving strangely. A slowly pervading sense of gloom that settles over the areas, seemng to sink into the foundation and slowly spread its dark roots. They are concerned.
And do those investigating, their concerns are well-founded. Malevolence has begun to crop up within various, old Baskar temples and ceremonial grounds; the decrepit walls of the ruins you find yourself in have begun to smoke with the barest signs of the foul corruption's yawning vapors. It has only just begun to settle in, but why here? Now? Just what does its presence signify? And why does it feel so strangely and distinctly sorrowful...?OOC Note: this dig represents a random piece of Baskar property, so feel free to make up whatever you want!
|Ordeal of the Nahual||Labyrinth||Drifter||One-Shot||A training ground for aspiring young Nahual from the village of Wehaca, this place has been here for longer than most can remember. Weaving itself seamlessly into the dangerous beauty of nature and stone-wrought structures and temple grounds, this achievement of architecture seems almost spun wholecloth from nature itself. It is here that the villagers of Wehaca come to train, come to eventually pass the sacred rites, to learn how to let the power of the Guardians become one with them.
And right now, this land is in pain.
A storm rages through the Ordeal of the Nahual, constant and ceaseless and unnatural. Rain pelts ferociously, wind howls relentlessly, thunder and lightning clap hellaciously. The Brothers' Storm, shades of the Guardians of Wind and Lightning can be felt throughout this natural phenomenon -- but it is all far too violent to be normal, and all contained locally to the Ordeal -- as if trying to push you back, force you out. Like a body raging against an infection. Something is here. And to the spiritually-inclined, it is easy to sense its foul presence, sinking into the increasingly swampy muck and mire of the elements-abused landscape. A distinct, hopelessly-flavored aspect of an increasingly all-too-common impurity: Malevolence. And its weedy roots of despair are spreading. Fast.OOC Note: Anything in purple indicates the effect of Malevolence in the area, and is only visible to the spiritual eye.
|Ruins of Garmia Tower||Labyrinth||Drifter||Standard||What remains of Garmia Tower still stands, somehow, even after a cataclysmic, unexplained explosion. Formerly under the control of the Church of Granas, this tower in the Arlian Woods is now overrun with monsters... and more. Radiating with both Malevolence and the dark powers of Valmar, the tower's influence is rapidly gaining on the surrounding forest. Brave the darkness and corruption within the tower and put a stop to it!|
|Ash Hare||Labyrinth||Drifter||Standard||Ash Hare is an ancient ruin in the far northwest of the Badlands, buried into the side of a mountain. The entrance is difficult to approach, requiring a long hike through narrow valleys and canyons. It is said to be truly ancient -- and the few who have approached it have often been turned back by rumors of a powerful guardian, said to lay low any who approach. Until recently, none had even managed to get inside of the ruin.
The inside is composed of stark, tall hallways built in a distinctive blue-grey metal. Many of the hallways have panel lines that remain darkened, and power seems to have been cut off from the area. Yet, some glow with a teal light. Even where the walls glow, however, darkness pervades the narrow, cavernous hallways of Ash Hare.
|Titan's Roost||Labyrinth||Drifter||One-Shot||Rising out of the badlands, this crumbling structure, a stone watchtower perched atop a mesa, is almost always surrounded by flying monsters of all types. It's said that it was once the home of the Great White Bird of Ignas, a terrifyingly huge flying monster known for abducting children and pulverizing cattle. Another legend suggests it is home to the ghost of a dead knight of ages past, now taken monstrous avian form. Whatever the truth, it's evident enough that the Roost has been infested with monstrous avians of all sorts - and the lingering miasma of dark power permeates the place. Many an adventurer has challenged this killer bird-infested tower and failed to return. What treasures might the Roost hide?|
|Hope Springs||Ruin||Drifter||One-Shot||An abandoned frontier town ravaged by a fire last year, Hope Springs has since been turned into a bandit camp. Seemingly affiliated with the Black Ties, the gang led by Tobit Calice has started terrorizing the region seemingly overnight. Even from afar, the spiritually attuned can sense traces of Malevolence in the air, and a disquieting aura hangs over the camp. Moreover, its inhabitants seem to be planning something big...
(OOC Note: Text in Malevolence purple denotes horrors only visible to the sufficiently attuned! Normal text is otherwise visible to all.)
|Fortune Gear||Labyrinth||Drifter||Plot||Perhaps you took a train ticket and said 'wherever fate will take me'.
Perhaps you closed your eyes and stepped through whichever door would take you. Perhaps you simply turned and wandered in whatever direction the desert unfolded.
Whichever the case may be, it is only with an embrace of the uncertain that one can find their way to Fortune Gear -- indeed, seemingly by the whims of cheer chance. But is it destiny that one find their way to this ancient Ruin, folded upon layer and layer of sand beneath the earth since olden times... or is it a stroke of true misfortune?
|Krosse Military Checkpoint||Labyrinth||Drifter||Plot||One of a number of military installations dotting the plains of Krosse, they have seen little use beyond checkpoints for the military thanks to Krosse's relatively peaceful recent history. Lately, however, these checkpoints have been seeing a large amount of incoming and outgoing activities, as outsiders and people without identifying papers of Krosian citizenship have been shuttled to and from these installations with increasing frequency. Where they're going from these places is an open question... but that's exactly what potentially hostile investigations are for, right??|
|Lost July||Labyrinth||Drifter||Standard||July was one of the Seed Cities, until it vanished in a blaze of light fifty years ago. No explanation has been found for what occurred, though it has been blamed upon Vash the Stampede. The damage inflicted to Lost July was severe, and the city is lost in the southeast of the Badlands. Buttressed against the mountains, the ruins of Lost July form a partial ring around a huge blast crater. How one man could cause such devastation?|
|Krosse Catacombs||Labyrinth||Drifter||One-Shot||The Krosse Catacombs have served a variety of purposes over many years. centered underneath Krosse Castle but stretching well beyond that, these underground series of chambers and passageways have served as a resting place for those who came before -- and as a prison for the very worst of Krosse's criminals. It's myriad of purposes are reflected in its alternating architecture, from grandiose stonework of old eras gone by to be remembered long into the future, to the drab, crumbling masonry that denies all light and hope and color. Of recent, rare, large subterranean creatures known as Crypt Wurms have made their homes in the long-abandoned areas of the Catacombs; largely sealed off and separated from the active portions proper, these massive, eyeless, limbless beasts are known for their horrifying tendril-laden maws and their tendency to hole up in forgotten, underground mines and ruins. Thankfully, they're as reclusive as they are rare.
More pressing then, perhaps, is the presence of the Royal Guard here... and the overwhelming sensation of phobia-laced Malevolence that can be faintly felt even from the Catacombs' entrances...
|The Pit||Ruin||Drifter||One-Shot||The Ironbell Mines of Krosse have been long abandoned, and for good reason: the people who lived here, in their desperation, stripped all that they could of the area's natural resources. They digged deep, they digged greedily... and they went much, much too far before they ultimately gave up on any hope of sustaining their town's future.
Now, the mines below the town are a chasm that seems nigh bottomless. It is a long trip down from where you are dropped, deep into the very darkest depths of the mines, where not even the light of the outside world can reach. Nothing but soot and blackness greets you. Heat and fury and futility. This place is unstable, and the presence of Malevolence soaking through every inch of it has led to a wellspring of Hellions, living rock, and surges of discordant, spiritually-soaked lava from beneath the very crust of the planet, surging upward. It is like another world -- a world wreathed in the futile anger of a dead land, and the hopeless muck of the mire.Welcome to the Pit.
|The Pleasing Garden||Abyss||Drifter||Plot||The Pleasing Garden is an Elw Ruin hidden high in the mountains south of Lost July. Accessible only through a tunnel located underneath the destroyed city, this ruin is a true rarity: an Elw ruin with somewhat operational Elw technology. It consists of numerous floating platforms built high in the sky, floating independently. Some of these have buildings of ancient stone constructed upon them, and the namesake of the place is clear in the various plants that grow in still well-manicured plazas. The way between the platforms is through glowing orange teleporter tiles.|
Introduced in Act 3
|Big Trouble in Little Meribia||Ruin||Drifter||One-Shot||After the sudden transfer of a large number of people to Lunar, many have found themselves deposited in the middle of the port city of Meribia... on market day. Individuals appear in flashes of light, holographc Elw runes briefly floating in the air about them. This draws a lot of undue attention -- and it's time to make your escape from the guards chasing after you!|
|First Battle of Glaivend Basin||Ruin||Drifter||One-Shot||After the sudden transfer of a large number of people to Lunar, many have found themselves deposited in the middle of Glaivend Basin. A massive battle was being fought between the forces of the Kingdom of Hyland and the Rolance Empire. It seems that Rolance's forces have fallen, though, and this has led to a route. Individuals appear in flashes of light, holographc Elw runes briefly floating in the air about them. Both panicked, fleeing Rolance soldiers and vengeful Hyland soldiers have noticed -- and escape is paramount.|
|Aifread's Hunting Ground||Labyrinth||Drifter||Standard||Aifread's Hunting Ground is a remote wilderness area in northwestern Rolance. It is an area filled with dangerous beasts, located far from the more civilized, safer regions near Pendrago and Lastonbell. The monsters here are legendary and dangerous. Prized hunts are common, and hunters from all over Glenwood and Meribus will risk their fortunes and their lives to find the biggest game here. It is also said that the pirate Aifread hid his treasure here, but that may be just a rumor.|
|Weylish Ruins||Ruin||Drifter||Standard||The Weylish Ruins are located deep within Aifread's Hunting Grounds. The ruins are little more than a battered, windswept pavement with a few shattered pillars above ground. However, a large stairwell leads down to ruins from the Asgard Era. Strange, magic-powered seals make it difficult to explore -- not to mention the creatures that hide within, including a few particularly frightful Hellions.|
|Mystic Ruins||Ruin||Drifter||Standard||The Mystic Ruins are an ancient legend spoken of in the Magic City of Vane - supposedly a sanctuary for one of the most powerful mages to have ever lived on Lunar, thought lost after the fall of the city and the near-destruction of the Magic Guild. Now, rumours abound that the entrance has been found, with millennia-old secrets waiting to be discovered.|
|Sluice Forest||Ruin||Drifter||Standard||The Sluice Forest is a lake created centuried ago following the fall of the Magic City of Vane. The island's fall broke into an underground aquifer, which flooded a nearby forest. Vane has held back the flooding via the construction of a series of sluice gates, but these still need to be worked and repaired every so often for fear they will fail. That said, centuries of low-level magical effect fields make this a messed-up place.|
|The Bandit Butte||Labyrinth||Drifter||Standard||The Bandit Butte is the most lawless place on the Meribian continent; bandits and highwaymen have taken up residence here, far from the reach of Althena's Guard, who often offer bounties to would-be adventurers in the hopes of cleaning out the butte once and for all.|
|Starfall||Ruin||Drifter||One-Shot||The Tzadkiel, Gebler's most advance battleship, has taken significant damage in battle and experience a sudden shift in astronomical location the planet Lunar. Multiple critical ship systems are failing and otherwise going haywire as the crew frantically attempts to keep the ship functioning while losing altitude. Everyone must do their best to mend problems where they can!|
|Tintagel Ruins||Labyrinth||Drifter||Standard||Lost to history, the Tintagel were once a dragon-worshipping cult long thought to be completely wiped out. These ruins are what remain -- a dedication to the obscure practice of dragonism, these ancient pathways are still largely intact despite their age, the muted rust red and browns of stone architecture winding through many multi-level chambers caked with forgotten dirt, dust and moss... and riddled with deadly traps to protect ancient secrets long buried. Like it was some kind of ruin, or something. Crazy.|
|Meribia Sewers||Ruin||Drifter||Standard||The sewers beneath Meribia were laid down in the city's infancy, and have been in operation for well over a thousand years. Given their age, it's no wonder that they've become a haven for all sorts of strange beasts, and rumors persist that they also serve as a hideout for criminal organizations. While they're competently-designed and in good repair, they're still dark, dank, and full of unpleasant surprises.|
|Flooded Cavern||Labyrinth||Drifter||Standard||This cave network was revealed when part of a rock face in a river canyon was eroded by rising waters, both exposing a cave in the rock face and flooding that cave as the river lapped in. The caverns seem quite extensive - and some of them seem to have been carved by the hands of man, despite no record of a city or fort ever being here. In fact, rumour has it that whatever is in here is so old, history has simply forgotten it. To top it all off, the cave is reputed to be home to a Cave Dragon, a monster said to pull humans into the deep waters and devour their flesh. What secrets might these caverns hide... and what treasures lost to time might have been raised by the floodwaters?|
|Azado Quarry||Ruin||Drifter||Standard||This quarry has provided much of the stone for Azado's attempt at a new, massive shrine. Due to the disproportionate presence of Althena's Guard troops, however, rumors have swirled around the quarry's activities, with common suggestions including worker riots, hauntings, and archaeological finds. Strict information control from Althena's Chosen has made it hard to sift the truth from the lies. (Note: Dig assumes the party is *not* part of Althena's Guard.)|
|Trial Cave of Vane||Labyrinth||Drifter||Standard||Like nearly everything about Vane, the Trial Cave outside of the city has fallen into disrepair. Where once trainees -- and the fact that it was the only path from Lunar to the skybound city -- kept it mostly clear of monsters, now it has become a breeding ground for monsters. Unlike many things in the area near Vane, though, the Trial Cave has hardly been picked clean of its riches... Step on the Spring of Transmission and have fun! Remember, not everyone deserves to be part of the Magic Guild of Vane!|
|Gaferis Ruins||Ruin||Drifter||Standard||Lost underground amidst the fields of Pearloats Pastures, Gaferis Ruins was at one point a crypt used to preserve the soldiers and heroes who fought and died bravely in the many wars that have been inflicted on, or inflicted by, the Rolance Empire. A shrine to the fallen no more, Gaferis has been long forgotten, the earth-and-rust-colored stonework of this place is crumbling and decayed in many places, its former glory lost to the wages of time. Now a home to insectoid Hellions, lost dead, and angry, territorial Troll Hellions, there are still many treasures and forgotten secrets to be mined from these ruins -- for those willing to risk the dangers.|
|The Nameless Spire||Labyrinth||Drifter||Plot||Situated somewhere on the fringes of Rolance, hidden in Biroclef Ridge, the Nameless Spire is a mystery even to Rolance's citizenry. Only recently rediscovered, this place is abound with rumors, with many saying this place hails from a time before the mighty Rolance Empire even existed -- possibly, during the wars that led to its foundation. Rumors are all they are, however, as every claim has been unsubstantiated -- many who have tried to investigate the Spire have never returned, and those who have claim the place is haunted, that the entirety of the tower is alive. Which would be foolish. Right?
One need only approach it, however, to see the truth. The tower's structure changes, day to day, both exterior and interior, and the layout is never quite the same. But more importantly -- this spire is suffused with Malevolence, whispers haunting the halls of this place, a strange feeling of obsession carrying through every inch of it. The interior of the Spire is a tribute to the beauty of pre-Rolance architecture, Baroque in its stylings, and largely decorated in reds and golds as if to befit a nobleman, with an almost unhealthy amount of paintings and artwork found in this place amidst the spectral Hellions that dwell within it. Yet this place holds no adherence to the common rules or logics of the outside world -- and what is up is down here, what is down is up, rooms may be slanted in strange angles, and many times you may find yourself walking on the walls as easily as you would be the ceilings.
And all the while, SOMETHING haunts this place, whispered words filling the air as you traverse it: "where is she?!" "get her out of here!" "I'll kill her!" "she ruined me!" and many more flit past one's ear every now and then -- a strange, singular obsession that seems to dominate this place. But why? And who is the object of their fixation?(OOC: As noted above, physics and gravity and things like 'logic' do not apply here: you may pose walking on the floor in one room to walking on the ceiling in another, or any other similarly strange, MC Escher-ish happenings as a flavor thing if you'd like. Have fun with it!)
|Mount Zulan||Ruin||Drifter||Standard||Mount Zulan is one of the tallest mountains in the Zulan Massif, and supplied the town of Zulan with a variety of rare herbs. Recently, though, an unnatural winter has gripped the mountain and its environs, inflicting no end of misery on the population of Zulan. Rumor has it that a single, mighty beast is behind the change in the weather, and driving it off might provide the villagers with relief. This is no easy task. Mount Zulan is full of treacherous rock faces, dark caves, and dangerous wildlife. The unending winter has only made things worse.|
|Uzda Il-jam ~ Proving Ground||Labyrinth||Drifter||Plot||This place does not exist.
There is no map that indicates this island should be here. No history books that once mention its existence, let alone these pristine yet ancient ruins that seem to dominate this verdant land. One even gets the distinct impression that they would not even be able to find it unless it wanted to be found. And yet, here it is. Uzda Il-jam, a ruin in name only, for how well-preserved it seems to be.
A certain sense of pervasive serenity fills this place, a tranquility that seems to resonate at a spiritual level. This structure is ancient, its style not one that can easily be dated by any of even the most learned scholars of Lunar's storied history, a fact that just makes it all the more unusual -- like a building out of place, and out of time. An anomaly. It seems to blend almost perfectly into the nature that surrounds it, as if it were a part of it; stonework flows in almost unnatural smooth, rounded designs, and tree roots and other greenery weave in and out of stone walls here and there, as if they were support for the structure itself. Soft blue light runs through the entirety of the architecture of this place, ebbing with every faint pulse that seems to add to the soothing quality of the ruins. And yet, for however peaceful this place is, there are many things unusual and inexplicable about it: the fact that this structure seems far larger on the inside than it could possibly be judging by its exterior; that, unlike with many ancient ruins, the defense systems seem to mostly be incidental to warding out intruders and opportunists; that the challenges of Uzda Il-jam seem to hold greater purpose -- as if the place was meant specifically to -test-, as if the entire area served the challenges of its chambers, and not the other way around. A fact only exacerbated by how there seems to be much, much more to these ruins than even this large structure would suggest...
(OOC NOTE: To those who can sense it, Uzda Il-jam and the island itself seem to rest over an Earthpulse.)
(OOC NOTE 2: Any challenge cards marked 'Crucible' require group splits ICly. How you split up your group is entirely up to you, but it is a necessary part of the IC mechanics of the cards.)BGM: https://www.youtube.com/watch?v=Dse2ya1-iVM
|Linaweyul, the First Ordeal||Abyss||Drifter||Standard||Linaweyul, the First Ordeal of Uzda Il-jam. What is most striking about this place is how otherworldly it all seems; after stepping through the shining door within Uzda Il-jam's depths, one is transported into what seems almost like another world entirely: surrounded by a soft haze of bright, golden-white, giant yellow crystals float through the endless indistinct void around you like shimmering islands in a sea of shining nothingness. Currents of gold run upwards through the air like vertical streams pulsing lifeblood through this strange system. At the very heart of it though, where you stand, is a long road made of that same yellow crystal, smoothed down into a traversable path with only a singular, linear destination. It is a long, ascending path -- so long the end is not even in sight from its beginning, and one might wonder if it simply goes on for eternity.
But though it might be a straight path, it is not one without hurdles: interspersed throughout this crystalline road, one will find a series of shining, white-yellow barriers blocking their way, each carved with a strange and esoteric symbol. Upon touching the barrier, they and anyone near them are transported in a rush of light somewhere else -- to a challenge, a detour in the road with no branches, that must be overcome before the barrier blocking one's path opens up the way further into Linaweyul. Only by succeeding at this strange place's stranger tests can one make it further inward along their path. And if such strange wonders lie along the path, what, then, awaits at the end of it...?
(OOC NOTE 1: Linaweyul is a singular path with barriers that transport you to other locations to take a challenge. This applies to all of Linaweyul's challenge cards, including its entries and its finals. If you succeed at the challenge, the barrier fades and you proceed further until another barrier blocks your path. If you fail, you are transported back, unharmed (save for lingering conditions), and must touch the barrier again to be transported to another, randomized challenge. Only by successfully completing a challenge card does a barrier open and allow further progress!)
(OOC NOTE 2: To those who understand the Ancient Tongue, 'Linaweyul' means 'cowardice'.)BGM: https://www.youtube.com/watch?v=2wZNrE7HNCo
|The Artificer's Workshop||Ruin||Drifter||Standard||In the wetlands of eastern Meribus sits a tiny workshop, long abandoned after the disappearance of its last caretaker. Rumour has it that it once belonged to the storied Artificer of Moor Anys, and within the workshop are the fruits of the Artificer's labours. It's hardly a large place, but ancient protections remain in place. Otherwise it'd be robbed blind by now.|
|Forbidden Canyon||Labyrinth||Drifter||Standard||Nestled deep into the mountainous peninsula south of Meribia is this deep, treacherous cleft in the rocks. Rumour has it that some incredibly enticing treasure waits for the brave at the end of the Canyon. However, nobody knows what it is, for the Canyon is populated by filthily powerful monsters capable of wiping out even the mightiest of adventurers with the greatest of ease. What manner of discovery might lie in wait?|
|Emrys Mire||Labyrinth||Drifter||Standard||Located far to the east of Lastonbell, most who travel in the direction of Emrys Mire do their best to avoid the place and the corruption that seethes within -- the fungus-laden Mire is known be cursed. Resonant travelers will surely recognize these phenomena as the work of Malevolence. According to tales of the place, once this swamp -- long before it was a swamp -- was home to a powerful mad wizard referred to only as 'the Wyllt' in tales, but whatever ultimately became of the wizard and his demesne is at best uncertain: the stories conflict on whether he was slain by a mighty hero or died attempting a great but evil magic. It's the legends of the evil wizard's treasure naturally that serves as an attraction to two audiences most of all: the foolish and the bold. But the swamp conceals far more than it ever stubbornly yields, and every year that passes, more history is consumed by the mire.|
|The Heist at House Armagnac||Ruin||Drifter||One-Shot||House Armagnac is host to a grand auction where priceless antiques recovered from nearby and far Ruins and labyrinths alike will be privy to the watchful eyes of Rolance's nobility. But the peace is stirred when the heir to House Armagnac receives unsettling news -- a calling card from la Fille du Temps, the Phantom Thief Amaranth! Quickly, the House Armagnac heir has recruited adventurers in an attempt to stop the thief. What will happen on the fated night?|
|Escape from Lastonbell||Labyrinth||Drifter||One-Shot||The siege of Lastonbell broke with the sudden destruction of part of the city's wall. The result is a surprise attack on a city that had not been prepared for it. Hyland soldiers swarm into the city of Lastonbell, seizing key points and fighting a Rolance garrison that is collapsing under its own weight, as the command structure is taken down by soldiers that rush into the breach.|
|Felkirk Ruins||Labyrinth||Drifter||Plot||Just a year ago, this small church town in the countryside of Rolance was abandoned when heavy rains washed out the village's farmland beyond hope of salvage, leaving behind only a few dilapidated buildings and an old stone church of Althena. Recently, however, odd occurrences have been happening in the area - huge surges of light, bizarre phenomena haunting the countryside, buildings physically moving, buildings there one second and gone the next, that sort of thing. Those few unlucky souls brave enough to explore it have variously not come home or returned on the brink of madness, unable to distinguish between what is real and what horrors live on in their memories - or worse. Even approaching the ruins is enough to fill the soul and heart with the first tuggings of lunacy. What could have happened here, and what secrets do the ruins hold?|
|Mount Manfred||Ruin||Drifter||Plot||Mount Manfred is the second-highest peak in the Zulan Massif, a desolate, windswept place where only the mad and desperate go. Even the hardiest Zulan foragers refuse to go there, fearing it to be cursed--and those sensitive to Malevolence can easily tell why. The entire mountain has been engulfed in a Malevolent Domain, and while its focus lies in some sort of structure atop the peak, its effects can be felt for miles around.
The only way to reach the structure, whatever it is, is to cross treacherous mountain paths strewn with the remains of abandoned settlements. A seemingly-eternal winter has blanketed everything in ice and snow, and the chill wind rivals the harshest winters on Mount Zulan. The air is thick with Malevolence, and its emotional tenor is cold, tense, and anxious.
|Burwich Village||Ruin||Drifter||Standard||Nestled high in the Goddodin Hinterlands, Burwich Village is an enigma. It receives more rain than Goddodin, but it also gets visitors very rarely. In fact, the Drifters who found their way there from a map in the Weylish Ruins find a peaceful hamlet that is untouched by war. It is a lovely place to relax -- and grateful for the help with day-to-day errands -- but something lurks under the surface.
NOTE: This Dig assumes you are spending a day or more in Burwich Village; it will, at times, imply a passage of time and takes longer (ICly) than most Digs.
|The Intercession of Saints||Ruin||Drifter||One-Shot||Plot dungeon for "The Intercession of Saints."|
|The Feral Menagerie||Labyrinth||Drifter||Standard||Located in the dense southern forests of the Glenwood, the Feral Menagerie was once part of a compound of laboratories and military holdings known as Withertallow Keep. The Menagerie was dedicated to the research of various plants and animal species, in the hopes of understanding how forces both malevolent and natural could influence their development. It has been years since the Menagerie has attracted the attention of adventurers, but rumors of monsters and mysterious machines roaming the aged facility have disturbed nearby villages. Worse, rumors abound that the Menagerie is not alone-- that a dark presence has fallen over all of what was once Withertallow Keep. It's said that the creatures of the Menagerie have taken up dominion of their former prison. Now, it is you, adventurers, who will be the lab rats. But there is a chance that some of their experiments might yet be reclaimed, and there is sure to be knowledge on topics both botanical and bestial held within-- and the unique nature of these creatures is sure to produce some very interesting material for study..|
|Common Sense ~ Castle Pendrago||Ruin||Drifter||One-Shot||A race to reach the Trial Knight within Pendrago Castle before they can enact whatever they have planned against the young Emperor of Rolance! A dig for the scene, Common Sense. Will be leading directly into Leviathan on Saturday!|
|Clair de Lune ~ West Nota||Ruin||Drifter||Standard||A beautiful moonlit garden that only unfurls its vines at the setting of the sun, when the horizon is tinged with the beauty of dusk. Within, all kinds of wonders can be found - to those perceptive enough to be able to sense the resonant guideposts leading to the centre of this blessed Domain. But beware, for rumours are abound that this place is connected to la Fille du Temps, the notorious Phantom Thief. Some have even said that it is possible to earn some of her treasure here... what mysteries and enchanting beauties await within?|
|The Soul-Alchemy Laboratory||Labyrinth||Drifter||Standard||One of the primary subjects of study at Withertallow Keep was that of the soul. Scholars at the Soul-Alchemy Laboratory worked fervently to understand the why and how of Seraphim and Man alike. Their ultimate goal is lost to time, but their experiments remain... Though now hideously twisted with the turning of the aeons. Or maybe they've always been that way? The knowledge to be gained here is esoteric indeed- spells and artifacts of old magic dedicated to the manipulation of the elements and the infusion of greater powers into inferior shells. Of course, there was also a lot of conventional alchemy going on as well, and anyone interested in learning a few new recipes could do worse than to come here. Just be careful, soul-alchemy is a dangerous business even when practiced properly-- years of neglect have left the test subjects and raw materials rather... volatile.|
|Sinner's Cellar||Ruin||Standard||Drifter||The Copper Rapier Inn, situated on a swampy road between Meribia and Old Vane, was a tavern of the most ill repute imaginable. Althena's Guard shut it down once and for all following the Goddess' ban of alcohol, and burnt it to the ground. The people of Lunar bid it good riddance, though a select few admitted - grudgingly - that the beer in its final years was one heck of a guilty pleasure.
While the tavern-slash-blight-upon-Lunar is long gone, those who have scavenged about the area have reported finding a cellar underneath its ruins. Those who return all agree on this: the cellar is unreasonably large, nonsensically mazelike, rapidly falling apart, and has a dreadful, Malevolent air that makes one feel resigned to one's misery. What riches yet remain stowed away by its previous owners may not be worth the risk, but an opportunity is an opportunity. (Hey, there might even be some of that beer left!)
|Castle Rabenstein||Labyrinth||Drifter||Plot||Castle Rabenstein sits at the very top of Mount Manfred, and is the epicenter of the Malevolent Domain engulfing the mountain. Constructed by some unknown party in years past, it has since turned into the largest upwelling of Malevolence on the continent of Meribus. Currently, the castle serves as the lair of three powerful Hellions, and their minions--ghostly, automaton, and otherwise--patrol its labyrinthine halls. The rooms and corridors inside seem to connect in arbitrary ways, often disregarding basic contraints of space. While it lacks the raw emotional resonance of the surrounding terrain, it is still a Malevolent Domain, and the traumas of its masters have taken on strange and frightening forms within its walls. Exercise caution.|
|The Umbral Mirror||Ruin||Drifter||One-Shot||Where are you?
Who are you?
Inside the Umbral Mirror is a strange, dream-like space that pulls people's identities apart into their component pieces. The landscape is a series of distorted, shadowy pictures, images from the lives of those who've been trapped inside it. The one consolation, perhaps, is that one's physical form is highly malleable, following dream-logic instead of anything more coherent. Perhaps it can help.
|Darkwater Cove||Ruin||Drifter||One-Shot||Darkwater Cove is a small cavern, located on Meribus. The Cove is a home for pirates, including unscrupulous ones who have been engaged in kidnapping. Alisha, Ragnell, Thessaly, Garan, and Ethius have followed the trail here...|
|Azado Burning||Ruin||Drifter||One-Shot||Mysterious Hellions, all of the fire elemental sort, have attacked the city of Azado. A firestorm rages amidst the city, putting all of those who live here at risk. Those either caught in Azado or coming to its rescue have a grim task: finding the ones they can save, and evacuating them to the sewers. Please note that this Dig should be followed almost immediately by 'The Flooded Ruins.'|
|The Flooded Ruins||Ruin||Drifter||One-Shot||This Dig can be done either after Leviathan Wakes or directly following Dig 119. It assumes that, due to a tidal wave that has hit Azado, you have been pushed underneath the city and ultimately presents a way to return to Filgaia -- and to save the people over Azado from the dangers above.|
|The Clockwork Observatory||Labyrinth||Drifter||Standard||Once, the astronomers of Withertallow Keep were some of the most well-versed on the face of Lunar. Now, their ancient workshops have been turned to the study of dark and ill-portuned stars. The Clockwork Observatory is at once a place dedicated to the study of the order of the celestial bodies as well as a workshop purpose-built to produce and maintain the machines at work all throughout the rest of Withertallow Keep. The mechanical monstrosities, enormous clockwork assemblies and the instruments they all power are as much of a threat as any of the foul spirits now inhabiting the place, but if you have need for records of what dwells in the sky or esoteric machinery that you can't find anywhere else, this is the place to look. But beware, a Malevolent intelligence has turned the observatory's mechanisms toward maintaining an order far more unnatural even than the endlessly ticking clockwork. Who can say anything of what the Withertallow Astronomers witnessed in their day-- or of what horrors may have followed them back from beyond the distant stars?|
Introduced in Act 4
|Profane Grounds of Linga||Ruin||Drifter||Standard||For decades, the Sacred Grounds of Linga have been a curiosity and a magical menagerie for the students and staff of the Academy City, but in the months that Ignas's strongest Drifters have been absent, the reeking stench of Malevolence has been belching forth from the cave, which has spawned a mutated brood of flora and fauna alike.
The Academy City of Linga has offered a bounty to any Drifters willing to brave the depths of the cavern and remove whatever is causing this affliction, thereby returning the Sacred Grounds to their previous glory.
|Krosse Kave - Kleaned Out||Ruin||Drifter||Standard||Krosse Kave has long been a destination for Drifters across Ignas... so much so that it has been totally cleaned out of every trap, encounter, and potential discovery! Seeing an opportunity, the Adventurer's Guild has laid claim to Krosse Kave, and is now using it as a testing ground for neophyte Drifters.
While these trifling challenges are far beneath your experience level, the Guild regularly hires veteran Diggers to reset the challenges and shuffle them around a bit - it's a nice way to earn some coin and give back to the community.
|Leck Mines - Flooded||Labyrinth||Drifter||Standard||Located near the outer edge of the Kingdom of Lacour, the Leck Mines have been abandoned for several years, though many a Drifter has gone into the depths in search of lost technology or abandoned ore. Shortly before Ignas's Drifters returned to Filgaia, an earthquake rocked the region, somehow diverting an underground river and causing the Leck Mines to flood.
The King of Lacour has charged the Adventurer's Guild to plunge the depths in search of the cause of this incident... but only the bravest Diggers would willingly plunge into a flooded mine, hopping from air pocket to air pocket, knowing that one wrong turn could spell their end...
|Cage Tower - High Security||Ruin||Drifter||Standard||One thousand years ago, Cage Tower was a laboratory devoted to the study of the Metal Demons' biology and technoloy. Its lowermost levels conducted clandestine experiments aimed at unraveling the secrets of Metal Demon physiology. With calamity on the horizon once again, the Tower has once again drawn the eyes of those who would understand the Demons and their motives. Dark, labyrinthine, and full of technological hazards, this former laboratory holds both great risk and great reward. Explorers must remain cautious, as the creatures that once killed the Tower's staff have reawakened along with their distant Mother.|
|Ruins of Altered Memory||Labyrinth||Drifter||Standard||Deep under the Ruins of Memory, another set of levels await. Here, the connection to ancient Elw sorceries and technologies is clearer, for a sorcerous effect in this portion of the ruins causes temporary alterations to one's memories -- and turns the very memories of those who enter against them...|
|Outlaw Shanty of Lahan||Labyrinth||Drifter||Standard||Far from being the ghost haunted ruin that had once been contaminated by malevolence, Lahan has regained some degree of life as a lawless waystation on the outskirts of the frontier between Kislev, Aveh, and Adlehyde. Getting in is hard, and leaving with your shirt is even harder - the town has become a rough and tumble shadow of its former self, and outsiders are rarely welcome inside of the shoddily constructed walls of the town. To enter is to take one's life into their own hands, but who knows what an intrepid group of explorers might find inside?|
|Bream Chasers||Ruin||Drifter||Standard||Lunata Croze has made a mistake.
Borne out of a pique of what some may only describe as madness, others pure brilliance, the Bream has escaped out of her oven and is now out at large throughout the world. Perhaps you've stumbled into it out of sheer luck, or perhaps out of a dogged pursuit after the ruby-red delicacy that is said to contain luxurious gastronomical pleasures like no other...
Will you be the one to make your Bream come true?
Bream Chasers is a light-hearted foodie dig containing bizarre foods and copious amounts of puns! WARNING: Don't come with an empty stomach!! (OOCly. ICly, you may want to be hungry.)
|Binding Depths of Serpent's Coils||Ruin||Drifter||Standard||Below the Serpent's Coils there is a network of glittering, pristine caves, just visible through cracks in the walls of the ruin's lower levels. Beautiful and majestic, these caverns are surely home to amazing, ancient mysteries.
Unfortunately, in the time our Drifters have been away from Filgaia, almost every part of that sentence has been made a lie. The caverns below Serpent's Coils now teem with strange monsters, creatures like pig and lizard beastmen but armed with crude, ancient weaponry and even cruder malice. Worse, the air is wrong somehow. It's not Malevolent, but the sense is oppressive; something foul has taken root here.
A large crack deep in the lowest levels of Serpent's Coils will allow one to enter these Binding Depths...
|Stalactite Cave||Ruin||Gear||Standard||It's a known fact that there are many hollows at points under the sandsea of the Great Aveh Desert. Mostly, these just become graveyards for sand cruisers unlucky enough to suffer damage at the wrong time in the wrong place. But sometimes, even a Gear can go missing. And sometimes, rather than a slow suffocating death, what's found is the network of stone caverns in the stone floor under the desert sands.
It's possible to escape if stranded in the Stalactite Cave, but such a fortunate/unfortunate soul must keep their wits about them. Countless dangers await on the path ahead towards the surface once again, but it might just be possible to find down here what the desert has claimed throughout the centuries and take it for oneself.
|Monastery of Saint Syndaia||Ruin||Drifter||One-Shot||Built on a narrow ledge against a sheer cliff-face in the far north, this ancient, nigh-unassailable monastery predates the Metal Demon Wars and is named for an obscure saint nobody remembers anymore. But the monastery itself has since become a place of nightmares, forgotten to most but feared by those in the know, for a deep, unnatural cold has gripped both it and the mountain valley into which it faces, locking everything in snow and ice. It's said that a monstrous fiend has taken up residence here, and that any who venture into
the once-holy place are frozen forever.
|The Glint Mirage||Labyrinth||Drifter||Plot||Glint Valley was one of countless badland boomtowns that quickly went bust after its vein of precious metals abruptly died up. Left to rot on the frontier, it seemed inevitable that someone or something would move in and get up to no good...
The so-called "Glint Mirage" occupies the valley the town was named for. Once home to rocks, a gold mine and a dried-up river, the valley has now become a shining beacon in the mid-day sun -- literally. Travelers spy it from a great distance, but no one can approach it without being misled or struck blind by the gleam off whatever now fills the valley. Approaching at sunset seems to be the easiest way to get there, but it would take a certain kind of courage for an explorer to delve blindly into such an unknown...
|Titan's Roost - Revisited||Labyrinth||Drifter||Standard||Rising out of the badlands of Ignas, this crumbling structure, a stone watchtower perched atop a mesa, is almost always surrounded by flying monsters of all types, most of them violent and crazed, some of them not. Once the home of a terrifying white bird which haunted the countryside, in the past year another creature has taken it as its home: A dire raven of demonic attribute and unfathomable power, which has been known to trick villagers into giving it their children and adult daughters. Rumour circulates in this part of the Badlands that just recently, a fair maiden from a local village has been taken, just the latest of several - and a bounty has been put out as the villagers plead for her return. But what brave adventurers will climb the tower to seek to rescue the Fell Raven's victims?|
|Drowned Sanctum - Outer||Ruin||Drifter||One-Shot||This dungeon is for a Caravan Kinship sidequest.
Located deep underneath the sea, the Drowned Sanctum was once an academy floating on an island, dedicated to researching Sorcery and the planet. It has long since sunk to the bottom of the sea, however, where it remains. A powerful sorcerous barrier prevents water from intruding into the interior, making traversal safe as well as keeping the atmosphere regulated...though that may be of little comfort, with constant reminders of where you are through the windows. The Sanctums outer ring, styled after a great mansion or library, housed the plant-life that was kept and nurtured here...but with the disappearance of its human inhabitants it has gone out of control, overrunning most of the facility. Even in rooms closer to the interior, it is not uncommon to see vines or entire bushes poking out of the walls.
|Drowned Sanctum - Inner||Ruin||Drifter||One-Shot||This dungeon is for a Caravan Kinship sidequest.
Located deep underneath the sea, the Drowned Sanctum was once an academy floating on an island, dedicated to researching Sorcery and the planet. It has long since sunk to the bottom of the sea, however, where it remains. A powerful sorcerous barrier prevents water from intruding into the interior, making traversal safe as well as keeping the atmosphere regulated...though that may be of little comfort, with constant reminders of where you are through the windows. The interior segment of the Drowned Sanctum houses all of the machinery that kept the Sanctum afloat back when it was still in use, as well as some of the more intensive experiments. It differs greatly in appearance from the outer ring with a much more industrial look. The security systems have been deactivated, making traversal easier.
|Stone Forest - Storm Season||Ruin||Drifter||Standard||While typically dry like much of the Great Aveh Desert the Stone Forest, a natural feature of the landscape rising from a rocky section of the Great Aveh Desert, is infrequently met by fierce rains particular to this region. Even now, the storm clouds are gathering above the densely packed stone pillars and few glittering crystal spires. It is said that once this was a holy site to the Baskars but has long since been abandoned. Who can say what the torrential downpour might help unveil? Of course, such a terrible seasonal storm will make navigating the site even more treacherous than usual.|
|The Mad Manse of Baron Faughter||Ruin||Drifter||Plot||Baron Faughter was a self-declared nobleman who controlled lands in the foothills of the mountains west of Nortune during the early post-Collapse years. As the Kislev Empire gained strength and prominence, the lands controlled by House Faughter slowly shrank in size, eventually absorbed wholesale into the Empire following the death of the childless, heirless baron.
The baron's abandoned manor has always prompted stories of strange lights and noises, but in recent days rumours have abounded of a sudden flurry of activities. Could the place be haunted, or infested by Malevolence? Only one way to tell...
(Note: this is our annual Hallowe'en-themed novelty Dig and, as such, is intended to have only the loosest grip on what can be described as canon.)
|Xibalba - Catacombs of the Nahual||Labyrinth||Drifter||Plot||Tucked away in the mountains near the village of Wehaca are countless gravesites dedicated to the Nahual who led and protected the people living there for generations. One in particular, however, is unlike the others. Legends speak of a temple among the graves, a place where the spirits of the Nahual still stand watch over the holy ground within. But in recent days, an unsettling malaise has settled over the sacred burial sites. Strange beasts lurk nearby, and miasma fills the air every evening. Wehaca has suffered enough, and the proud people have finally asked outsiders to do what they can't, and locate and eliminate the cause of this recent corruption. But challenging the temple-catacomb of Xibalba is no simple task. Not only does it bristle with deadly traps, but deep within, dark forces churn and fill the temple with dangers of a more supernatural kind.|
|Ship Graveyard||Ruin||Drifter||Standard||Deep in the western ocean, several oceanic currents converge on a single spot of calm. They bring with them debris from all across the world, including the hulks of abandoned or half-destroyed ships. Over time, both currents and marine life have knit these vessels together into a single drifting mass. The Ship Graveyard is a perilous place, but the possibility of ancient ARMs and lost treasure are a potent lure for daring explorers. Anyone who dares set foot in the Graveyard had best be prepared for the hazards that await: territorial marine life, unstable decks, and--it's rumored--even the souls of those who died aboard the ships within.|
|Lost Village Fereshte||Ruin||Drifter||Standard||A long time ago, the village of Fereshte was one of the most prominent steppe tribes within the Arctican region of Elru - they were nomads and healers, travelling around the frozen wilderness with an open hand and a strong heart. They were vital to the continued survival of the scattered tribesmen of the tundra, for their worship of the Guardian of Life, Odoryuk, allowed them to provide crucial services in such unforgiving lands. Central to this service was the chosen of Odoryuk, called the Heritor, who wielded a Medium of Life and devoted their life to the service of the Guardian.
This all vanished when the Veruni descended upon Filgaia.
The tribe was reportedly vanquished overnight, their lands and people eradicated. The Heritor was slain, and the Medium reportedly lost. Those that escaped the slaughter were absorbed into other tribes, and the name was lost to the annals of history...... yet, why does the village stand before you, as if nothing had ever happened? They say "Life will go on," yet... by no means should life continue in this way.
|Memorial Sanctuary||Labyrinth||Drifter||Standard||For a long-abandoned ruin, located deep in the wilderness beyond the city of Laila Belle, this place has a staggeringly high level of tech. From the steel walls that see less rust and decay than they should for a ruin of this age, to the star-spangled corridors, to the shadows cast everywhere as if from a magic lantern projector, to the Elw-like design sense, it makes one reflect on just how many secrets have been lost and buried with the decline of Filgaia.
For the longest time, it was impenetrable thanks to a strange password prompt at the only known entrance asking for the name of the hero who wielded two guns and brought the world together, but it seems a certain team of Drifters finally decoded it. At least, /someone/ did, because the Memorial Sanctuary has seen signs of activity and possible trespass of late...
|Luna Temple||Labyrinth||Drifter||Standard||This is a temple long lost to time, embedded deep in the mountains of Elru, accessible only by a cave - forgotten since even before the time of the first Metal Demon War, and perhaps even earlier. To venture in here is to brave a confusing maze where which way is up seems to change every time you turn around. Beyond the creatures which dwell in this place, the temple itself is almost a single great trial, and the nature of that trial seems to change with every visit. What mysteries does this forgotten structure hide?|
|Hadal Depths||Ruin||Drifter||One-Shot||The wintery cavern that once imprisoned the Primarch of Muse is a nexus of powerful Ley energies--the same energies used to seal him beneath the earth. While Rahab has long since escaped, his presence still lingers in the rime-coated ruins. What dangers await those seeking the Ley Point within?|
|White Lotus Trials||Ruin||Drifter||One-Shot||The tomb of Luisa Rey lies deep within the catacombs beneath the White Lotus Falls Monastery. These strange, oddly-pristine chambers were laid down after the Metal Demon War, and may possibly have Elw influences. While more than capable of deterring tomb-robbers, their main purpose seems to be to test those who would seek out the legacies of long-dead heroes. Curious.|
|Photosphere - Alien Catacombs||Labyrinth||Drifter||One-Shot||The assault on the Photosphere has begun. Though the loyalties of many Metal Demons may now be questioned, Mother's control of the vast majority of the Metal Beasts goes yet unquestioned. Through a myriad of narrow hallways, creating a labyrinthine structure, the Photosphere's innards are open to infiltration and attack.
(NOTE: This is an assault through the Photosphere. For rescuing Tainted, please look at 'Photosphere - The Gutter.' You can run both dungeons, though it may take some innovation to explain how you get from one to the other, but this is easily doable.)
|Photosphere - The Gutter||Ruin||Drifter||One-Shot||With the assault on the Photosphere well underway, the squalid ghetto known as the Gutter is at highest risk from the collateral of the battle ongoing within. As errant bullets, explosions and other blasts from battles joined stray downwards, gantries and supporting structures all inevitably fall downwards -- towards where the most vulnerable and discarded of the Hyadean populace, known as the Tainted, struggle to survive.
This is not a place the Tainted can afford to stay anymore -- and it will be up to the Outreach and any would-be altruistic Drifters to help the disenfranchised victims of the Metal Demons' class strata to assist those that have been left by the wayside.
(NOTE: This is a Photosphere sequence dig aimed at those who have a preference at doing rescue and heroic, altruistic work. Drifters and their allies will be assisting disabled, victimised Tainted to evacuate and escape from the dilapidated ghetto that they've been long forced into.For more information on the Tainted and the Gutter, refer to https://dreamchasers.space/Tainted and the Gutter room description!)
|Photosphere - Escape||Labyrinth||Drifter||One-Shot||Escape the Photosphere before it comes down upon you! Or not!|
|Photosphere - Dive to the Heart||Ruin||Drifter||One-Shot||At the apex of the battle for the Photosphere, Riesenlied descends to an altar at the bottom of the Gutter where the Leyline gathers. She is to believe that Mother would provide salvation for the wounded heart of Filgaia, to mend the fractures present within the Ley, but the reality is much more different than can be imagined by one bereft of heart.
Descend, and take back who has been stolen from you.
Let not hate win today.
Now and forever...
|Photosphere - Shadow World of Shattered Cities||Labyrinth||Drifter||One-Shot||This is a new dig made by Id! He hopes you enjoy it.|
Introduced in Chapter 1: Epilogue
|Xibalba - Necropolis of the Nahual||Labyrinth||Drifter||Standard||Tucked away in the mountains near the village of Wehaca are countless gravesites dedicated to the Nahual who led and protected the people living there for generations. One in particular, however, is unlike the others. Legends speak of a temple among the graves, a place where the spirits of the Nahual still stand watch over the holy ground within. With the escape of the Primarch of Wing, the Catacombs of Xibalba should have gone silent, but the local Wehacans have found that something still stirs within the depths. The spiritual chaos which unfolded within its depths seem to have awoken the spirits of the ancient dead from their slumber. The gates of the underworld now stand open to receive challengers worthy of claiming the treasures that lay within.
Is it still grave robbing if the dead no longer sleep...?
|Arctica Castle||Ruin||Drifter||Standard||A panoply of crumbling spires still lies amidst the tundra of Elru, enshrouded by the silence of death as a waning Filgaia slowly reclaims the land where once the proud Kingdom of Arctica stood. Few, if any, have laid eyes on what remains of this land since news of its swift destruction spread across Ignas, until now.
Drifters have returned to Elru, and there is little warding them away from the outskirts of the Kingdom. While the Metal Demons may have struck the place with the force of a falling star, their objective was a simple one, and much of human value remains hidden among the silent ruins for the finding. Yet, Drifters skulking through Arcticas remain may notice theyre not alone. Though none of the Kingdoms citizens still draw breath, shadows flit through alleyways in the gloomy twilight, and some say the tragedy of the Kingdoms collapse bears such power that it still binds a soul or two to this land
Arctica Castle is a ruin-level exploration of the remains of a land rent whole by the Metal Demons ire, almost frozen in time at the very moment it fell. One might expect to find some clue about the Metal Demons and Mother here, or some relics of a people lost to time. Its hard to tell: the Kingdom was a big place.
|Ancient Hillside Facility||Ruin||Drifter||One-Shot||These ancient ruins from the Zeboim era are only accessible by sea, involving a short dive in Gears before reaching the buried air-filled ruins. Consisting of a paramilitary facility originally set into a hill and now long-buried, it undoubtably contains technology beyond that easily available on Filgaia.|
|Wehaca - Homeland of the Godwalkers||Ruin||Drifter||Standard||Malevolence may be a common threat on Lunar, but it is an exceptionally uncommon one down on the Blue Star. One small desert community has had it worse than most in that respect, and the arrival and subsequent purge of Malevolent taint has changed the landscape and the lives of the people living there irrevocably. But the people of Wehaca are a hardy bunch, an offshoot of the greater Baskar culture who take a more intimate approach to their relationships with the Guardians. They are protectors of the land and the Baskar way of life, but in these trying times, they can use all the help that they can get. Helping them out may not be the most profitable enterprise in the world, but a good deed is a good deed, and you might find that the Wehacan wilderness has ample treasures to offer those willing to brave its dangers...|
|Krosse Castle - Military Wing||Ruin||Drifter||One-Shot||The way into the throne room is sealed -- passage inwards prohibited by an insurmountable magical seal. Information gathered suggests a means of breaking that seal might be found within the castle's military wing, where the fanatical members of the King's Royal Guard reside. Routing them may well prove an effective blow against the King's powerbase as well as providing a means to reach him and the Anomalous Orb nestled deeper within Krosse Castle...
... but the paranoiac Malevolence that slithers through this wing and its denizens will doubtless make this a most dangerous mission.
|Krosse Castle - Research Hall||Ruin||Drifter||One-Shot||The way into the throne room is sealed -- passage inwards prohibited by an insurmountable magical seal. But perhaps a means might be discovered to partially unseal the door and pass inwards, and perhaps the now silent and still research wing of Krosse Castle, until recently the resting place of the enigmatic Anomalous Orb granted unto the king, might prove a fruitful avenue of investigation.
But Malevolence crawls the walls of this place: surely such an investigation won't prove easy.
|Streets of Krosse||Ruin||One-Shot||Drifter||In the wake of Krosse's troubles last year, the capitol city faced a bountiful of trouble and violence. The city endured a lot of hardship and fear, and the situation reached a tipping point. Many of Krosse's citizens, now seeking refuge from the danger that plagued their Castle, are still trapped within the confines of their own city; as the Malevolent Domain persists, battles against Hellions and other menaces that they can scarce perceive are still common, and frantic barricading, looting and scavenging has turned the city into a veritable maze.
(The Streets of Krosse are part of the Krosse sub-plot along with the Krosse Castle Digs. It is meant to be more straightforward, heroic and slightly more light-hearted, with many opportunities to rescue refugees and clear a path through town to the Castle.)
|Fallen Sanctuary ~ Love's Cradle||Labyrinth||Drifter||One-Shot||The Fallen Sanctuary. Once a bastion for the Guardians, where the Baskar and even Elw before them communed with the Guardian Lords of old. Now, forgotten save or a handful.
But not everyone.
Deep within the Sanctuary, hidden pathways lead to secret wings dedicated to the Guardian Lords. Here, at Love's Cradle, beautiful stonework is erected in veneration of the Guardian of Love Raftina. Nature blends with hand-made architecture in the way of the Baskar and the Elw before them. A peaceful serenity could have been found here once, within the powerful pulse of the Ley...
... but for every beat of Filgaia's power, Malevolence nips at its heels, seeping from the Anomalous Orb resting deeper within. Twisting the fabric of things. And the combination of Ley and Malevolence dredges deep into the planet's memory and the Drifters who plunge into its depths, produces strange, anomalous knots in reality, figments of the past...
... challenges to be overcome.
Can you fight through it, to reach the Trial Knight and Ragnell at the beating heart of Filgaia's love?
BGM: Gods Bound by Rules - https://www.youtube.com/watch?v=9dcRIuBm0f0
(OOC Note: This is an event digger tied to the K.K. plot, and ICly leads directly into the scene Birth of a Wish!)(OOC Note 2: Any card marked 'Anomalous' represents a shift in reality brought about by the Anomalous Orb, using the Ley and the Drifters' memories to pull them into warped versions of previous events in Chapter 1! Failure on any card marked 'Anomalous' will result in the party being shunted back into reality, into a random part of Love's Cradle, further from the Anomalous Orb.)
|Birth of a Wish ~ In The End||Ruin||Drifter||One-Shot||What else is there, in the end of everything...?|
Introduced in Act 1
|The Luca Markets||Ruin||Drifter||Standard||Luca is the largest city on Spira. Its market matches that. Ranging from the stalls at the edge of the docks to the more fixed stores in the center of the city, Luca's markets are a labyrinth of stalls, stands, and storefronts that can cater to every need. If one knows where to look, one can find most anything on Spira. This includes copious amounts of trouble.|
|Besaid Trails||Ruin||Drifter||Standard||The island of Besaid is a remote, southern island in the continental archipelago known as Spira. While Besaid Village is the main settlement, it is nestled up high in the hills of the island, and a series of trails and switchbacks lead from the piers to the village and its Temple. Although the more well-worn routes are safe, Fiends are far from unheard of, and ancient ruins provide both danger and opportunity.|
|Cult of the Amen God||Ruin||Drifter||Standard||Rumours in Luca suggest an odd cult has set up camp on the old Mi'ihen Highroad, where strange lights and noises can be seen on dark nights; it is whispered that in addition to being heretics, these cultists may be using strange machina. Rumour places the arrival of this cult at roughly the same time Vinsfeld Rhadamanthus sent you to Lunar; whether it's Odessa or something unrelated, it may be worth investigating.
NOTE: This Dig prioritizes Wits challenges.
|Fiend Assault on Luca||Labyrinth||Drifter||One-Shot||In the midst of the Blitzball Finals, fiends appear in the city of Luca! With bursts of strange light, pyreflies coalesce into the monsters known as fiends. Some, hound-like, bound through the streets and stands... while armored, insectoid-like fiends rampage through tunnels, and bird-like ones swoop down from the skies. The fiends must be stopped and people protected, and Luca's local Warrior Monk detachment seems ill-equipped for the task.|
|Sunken Monastery of Gusong||Ruin||Drifter||Standard||The Sunken Monastery of Gusong is a three centuries-old monastery and training facility for the Warrior Monks, located on Kilika Island until Sin's coming left most of it flooded and the eastern side in rubble. The recent attack on Kilika has opened a tunnel into the Sunken Monastery, allowing this ancient place to be entered for the first time in nearly 300 years. However, many parts of the monastery are still underwater, and that makes swimming necessary to get through.|
|Mi'ihen Highroad - Night Mission||Ruin||Drifter||One-Shot||The Caravan Kinship has to move their titular Caravan to a place of safety. Thankfully one of their number knows a good place, but in order to avoid the watchful eye of Yevon and their suppression of machina, the Kinship must move in the dead of night...|
|Community Blitzball||Ruin||Drifter||Standard||There are times that men must fight. And there are times that everyone must play blitzball.
This is one such time.
This is your story.
Note: Win or lose, most rewards for this Dig are the friendships you make along the way.
|Mushroom Rock Road||Ruin||Drifter||Standard||Mushroom Rock Road is a section of the Mi'ihen Highroad. This off-shoot led, at one point, to the Crusader forward base... and the site of Operation Mi'ihen. That disastrous operation has left Mushroom Rock Road a dangerous place to cross -- as well as filled with many who have fled the operation's aftermath, and still require assistance.|
|Kilika Restoration||Ruin||Drifter||Standard||Kilika Island houses the famed Kilika Temple and a seashore village of the same name, recently struck in catastrophic disaster with the appearance of Sin. While the Sinspawn have been eradicated and the threat of Sin has passed, the village and surrounds are in dire need of recovery and assistance. The Althenan Guard and the Wayside Outreach are but two such groups, along with several local Kilika-bound fleets, and all of them are always looking for more hires to help with such efforts.
(NOTE: This is a light-hearted Dig involving sailing in to assist in repairs around Kilika village, with possible short excursions into the Jungle. Drifters are encouraged to decide which ship their group is coming in with!)
|Mi'ihen Highroad||Ruin||Drifter||Standard||The Mi'ihen Highroad leads northwest and then northeast from Luca, and is a major step on the road to Bevelle and many points of interest in the central and northern reaches of Spira. Named for the elevation of both its roadbed and its namesake, the Highroad is often haunted by Fiends due to its sheer scope. It is typically travelled by the fleet-footed chocobo... but if you walk it, you may learn more of Spira, and what has touched it throughout history.
There are rumors, however, that new troubles have haunted the Highroad, and some begin to whisper the name "Drifter" -- as if it were a curse...
|Luca Sewers||Ruin||Drifter||Standard||The sewers beneath Luca are dark, dank, and old--built up over centuries of habitation, they're a veritable labyrinth beneath the city proper, and connect to it in surprising ways. Lately, they've taken on a degree of tactical importance as well. With Althena's Guard occupying the city, would-be rebels use the sewers to transport material and people in and out. Tread lightly, though, should you choose to enter.|
|Thunder Plains||Ruin||Drifter||Standard||"Plains of lightning, plains of thunder, those who cross are torn asunder." So it is said of the Thunder Plains, sometimes called the Gandof Thunder Plains for High Summoner Gandof, an expanse that stretches between Guadosalam and the Macalania Forest. Marked by an eternal storm, this is a battered land where little dwells except Fiends. Once, a series of lightning rod towers were built to ease passage through this hostile landscape, but several have fallen into disrepair; travel here has once again become difficult. Still, for those who seek passage to Macalania Forest and beyond, there is no other choice.
And the plains naturally conceal their own share of secrets and mystery.
|The Battle of Luca||Labyrinth||Drifter||One-Shot||Following their attack on Luca's port, Althena's Guard begins their invasion and conquest of the city, aided by their strange and terrible machines. They must be stopped. The people must be saved. The city defenses and defenders must be assisted. Will you help?
Note: The cards assume participants are not with or allied with Althena's Guard.
|Mi'ihen Caverns||Labyrinth||Drifter||Standard||Though the chaos of war has masked their efforts, whatever dark forces have used the Mi'ihen Highroad as their staging ground have been working too long to go unseen. A party of Drifters can, with luck, pluck, and courage, descend into the limestone depths that stretch beneath the southern shores of Spira and find the horrid truth of the recurring bandit attacks.|
|Mi'ihen Highroad Battle - Against Althena's Guard||Ruin||Drifter||Standard||After Althena's Guard conquered Luca, it was only natural that the
conflict between the Guard and Yevon's Warrior Monks would spill onto the Mi'ihen Highroad. But Yevon needs assistance, and they are hiring any able adventurers willing to assist them in the countless skirmishes. They are, it's said, even willing to take on the aid of otherworlders, particularly after their assistance in the attempt to defend Luca...
(NOTE: This dig assumes that you are assisting the Warrior Monks/Yevon. Those fighting /against/ Yevon should do the other dig!)
|Mi'ihen Highroad Battle - Against Yevon||Ruin||Drifter||Standard||After Althena's Guard conquered Luca, it was only natural that the conflict between the Guard and Yevon's Warrior Monks would spill onto the Mi'ihen Highroad. The Guard -- and any hirelings assisting them -- are making moves onto the Highroad. Yevon is working to stop them -- and rumors abound of forces appearing behind the Guard's ranks, forcing them to investigate and put a stop to things.
(NOTE: This dig assumes that you are assisting Althena's Guard. Those fighting /against/ the Guard should do the other dig!)
|Lapisera Mines (Limited Edition)||Ruin||Drifter||One-Shot||In the foothills on the northern side of the Thunder Plains, the Lapisera Mines are a long-forgotten and longer-abandoned mineshaft that was worked by a Spiran city-state destroyed some seven centuries ago by Sin. The mines have portions that periodically electrify, thanks to the nearby Thunder
Plains. In the depths, though, something has appeared...
OOC: This Dig is a limited-run Dig for ARMS and Odessa.
|Macalania Woods||Labyrinth||Drifter||Standard||To the north of the Thunder Plains lies the Macalania Woods, a junction point for travelers seeking to reach Macalania Lake and its temple, the Calm Lands, or Bevelle. Current weather conditions -- in particular an early snow from the lake region -- have made a few of the destination points impassable at present by travelers and pilgrims alike, but for the explorer, the forest holds its own set of wonders... and dangers.
No less than an enchanted forest, Macalania is a mazelike growth of crystalline trees, thick with Pyreflies and thus Fiends. Many have ventured into the forest over the last thousand years or more for necessity or curiosity, but it's said that not everyone who enters necessarily makes it out again.
|Ride ze Shoopuf||Ruin||Drifter||Standard||Spira is at War.
The armies of Yevon's Warrior Monks rage with the faithful of Althena's Guard. Elsewhere, deadly Fiends roam around the most actively hostile of Spira's landscapes. And a shadowy army of Otherworlders have scurried along out of sight, enacting machinations that may have a dark shadow on the already-shadowed land of Sin...
But, you know, none of that matters today.
No one has infinite energy, patience, resolve, stamina. No one can be at it forever, Digging or fighting. Burnout is an inevitable end that Drifters and adventurers all strive to stave off, and it is important that one has a release valve to their dangerous lifestyles.
Which is why the Moonflow has been dazzlingly popular. For a limited time only, the Shoopuf Station is offering an Exclusive Degustation Course courtesy (??) of mysterious and weirdo chef "L.CROZE", offering an exquisite on-board dining experience of the plentiful bounties of Spira's fruits, vegetables, grains and meats!
So the only question now becomes.......Ride ze Shoopuf?
|Almaryyt Ruins||Ruin||Drifter||Standard||The history of Sin's wrath is best made plain by the lost cities it has left ruined in its wake. Almaryyt was one such city, once: only faded echoes remain of the building-made-city, the structure that stood strong and proud by the sea, another fallen to Sin for the crime of their fantastic machines. Recently rediscovered, mechanical life has begun to stir in the ruins of Almaryyt; bold adventurers have taken to the fracturing halls and layers of the city in search of what secrets and treasures it might still hold. But be careful: Almaryyt may still have a spark of life in it, but it is still a dying city filled with hazards.|
|Kilika Jail Bust||Ruin||Drifter||One-Shot||Mariel has been captured by the Guard. Those who captured her don't know who she is -- or why she is important... save for a few, who perhaps are not telling the others everything. The Caravan Kinship is helping free her. This is a limited, run-once Dig for Mariel's breakout.|
|Lapisera Mines||Labyrinth||Drifter||Standard||In the foothills on the northern side of the Thunder Plains, the Lapisera Mines are a long-forgotten and longer-abandoned mineshaft that was worked by a Spiran city-state destroyed some seven centuries ago by Sin. The mines have portions that periodically electrify, thanks to the nearby Thunder Plains and the remains of the mining rails that stretch throughout the tunnels. A recent incursion has opened the Lapisera Mines, but also caused a destabilization that has flooded some parts of it... and disturbed the resting place of an ancient and powerful fiend.|
|Clash at the Cliffs||Labyrinth||Drifter||One-Shot||Most unexpected help has arrived from the West. Lombardia, Queen of the Metal Dragons, has taken to the skies for the first time in five centuries. Now, off the coast of Macalania, she does battle with Sin. As mighty as she is, she cannot fight the Clysmian without help.
This is a limited time Dig, meant to be run once. It represents assisting Lombardia in her fight against Sin from afar. Please note, you cannot run this Dig and Dig 189, ARMS - To Macalania Temple, on the same character.
|ARMS - To Macalania Temple||Labyrinth||Drifter||One-Shot||ARMS arrives outside Macalania Temple, having learned that Cocytus, the leaders of Odessa, are present within. However, the approach to the temple across this part of Macalania Lake will not be an easy one for them -- Odessa has mustered their forces to prevent ARMS' entry. But ARMS will not be deterred so easily.|
|Lefay - Shrine of the Water Trial||Ruin||Drifter||One-Shot||ARMS arrives outside Macalania Temple, having learned that Cocytus, the leaders of Odessa, are present within. However, the approach to the temple across this part of Macalania Lake will not be an easy one for them -- Odessa has mustered their forces to prevent ARMS' entry. But ARMS will not be deterred so easily.|
Introduced in Act 2
|Ruins of Lab -Tishrei-||Ruin||Drifter||Standard||News has gathered all throughout Meria Boule of a new ruin that has washed up onshore upon the southern peninsula, at the peak of the Blunderbuss Coast. A curious derelict hexagonal in shape, Drifters and archaeologists surmise that it may be some kind of offshore facility -- and with that promise comes the scent of treasure. However, initial reports state that it is heavily infested by Reaverbots, and other bizarre, ancient technological dangers...|
|Kattelox Ruins||Labyrinth||Drifter||Standard||Decades ago, the sprawling underground ruins of Kattelox sparked a boom that attracted Diggers and Drifters, leading to the formation and growth of its modern Dig-oriented community. Today, surrounded by the urban sprawl of Kattelox City above, the Diggers' Guild continues to employ both new and seasoned Drifters alike still seeking to plumb the seemingly never-ending depths of its corridors... as well as to understand the mystery of the inexhaustible supply of Reaverbots within. Is the legend true, and the Mother Lode - a mythical refractor said to be able to power the world for centuries - hidden within?|
|The Thames||Ruin||Hybrid||Standard||The (in)famous Thames, depending on your point of view, is a well-known central hub within the Great Sea Region of Aquvy. Helmed by an eccentric walrus beastman who only answers by the title of "Captain", the idiosyncratic and lively citizens of this once-aircraft carrier turned operations rig make their living performing on- and off-shore salvage operations for ancient Gear parts and lost technologies, selling them off to the Ethos or the Diggers' Guild.
Why don't you join these fine folks of the sea in a day of their lives?
(NOTE: This is a Hybrid scale Dig taking place over the course of a full day on the Thames. Some cards are marked as Hybrid, which involve one or more members of your party using either their own Gear or a supplied one during the Entry assisting the on-foot members. For the purposes of your loadout, you may do this dungeon either as an on-foot mode or a Gear mode.)
|Under Traffic||Labyrinth||Drifter||Standard||The Under Traffic is a large underground cavern that leads between northern and southern Meria Boule. The main stretch of the cavern is a mostly straightforward path, with a few twists and turns. However, the side tunnels of Under Traffic are a complex network, some of which lead to more remote locations in both the Damzena Desert and Merian plains. These tunnels are home to treasure and dangers... and bandits, as well as unfortunates who have gotten lost in them and require rescue.|
|The High Seas||Ruin||Drifter||Standard||Guild Galad is hiring. Or more specifically, the cartographic institute is -- they're looking for Drifters to accompany an expedition across the many smaller islands of Northern Aquvy in order to map the region more accurately. Whatever the results, they'll be paying and you'll be fed -- and all you have to do is help the crew out on things they don't have the skillset to do (you assume this means handle monsters). Plus you get to keep whatever treasure you find, which is always a plus. Are you in?
OOC: This dig includes cards marked 'Land' and 'Sea' -- Sea cards take place on the sea, Land cards take place on an island. Additionally, since this is an expedition-type dig, you're free to assume it takes place across several days and doesn't necessarily happen all at once.
|Faraway Lands||Labyrinth||Drifter||Standard||"Faraway Lands" is the local name for a power station built during the Zeboim Era. This facility lay in the recesses of the Damzen region, and is said to hold a number of valuable resources -- but the dangers are so great that few have returned, and few have even managed to enter, because of its formidable defenses. However, for those brave (or foolish) enough, tremendous wealth awaits, including the substance known as Kizim Fire.|
|Seafloor Salvage||Ruin||Gear||Standard||Shipwrecks are a common occurrence in Aquvy. For those unable to be easily dredged, the only solution is to get someone with a machine that can go deeper. Something like a Gear, perhaps. The Thames is seeking Drifters with Gears (or similar machines) to assist them on some undersea salvage expeditions, making the offer of first pick of any salvage reclaimed to those assisting.|
|Desecrated Shrine||Labyrinth||Drifter||Standard||There is an ancient shrine a distance from the small farming town of Honeysday that has stood there as long as anyone can recall and local history can recount. It has been considerable time since the shrine has been used in any capacity and so it has long since fallen into disrepair -- or perhaps it might be more accurate to say the shrine has gone unused until fairly recently. Not only did the shrine allegedly have an inhabitant about a decade prior but it has become a nest for Gobs of late, which have taken to marauding and theft from Honeysday and its fields. This has put the villagers into an awful situation when it comes to making their crop quotas.
Perhaps someone might be willing to see what they can take back from the Gobs?
|Dragon Roost Cavern||Ruin||Drifter||Standard||Dragon Roost Cavern is at the center of Dragon Roost Island, consisting of the caves and tunnels around the magma-filled caldera at the island's heart. The cavern is hot, but its winding paths also offer the safest way to climb to the top. The paths into the cavern are hard to locate, which means few Diggers have managed to infiltrate its depths. However, rumors abound that Bokoblins -- minions of Ganondorf -- have recently moved in, and this has raised concerns about the safety of the cavern... and what it may be used for.|
|Meria Boule Festival Games||Ruin||Drifter||Standard||Every year, Meria Boule puts on a festival in town. There's of course food and vendors stalls and all the various things one would expect of a festival made available. And so of course there are festival games. For the price of a few tickets, one can gamble them to earn more and trade them for fun prizes. A light-hearted way to spend a few hours!|
|Mount Colshrie||Labyrinth||Gear||Standard||Among the mountains of the Sielje Region, one of the ones of note is Mount Colshrie. Constantly buffeted by storms and possessing of dangerous terrain -- not to mention height and cold -- most venture on it only if they have a Gear in which to do so. And they do so specifically because of a number of things: the luminescent crystals on the mountain, the large beasts with valuable pelts, the unusual geology, and last but not least, the ruins on the top. Named Cythraul the Demon Tower by scholars, the ruin is said to date to the era of the Metal Demon War... but confirmation of this dating is poor.
After all, very few make it to the top of the mountain.
|Fila del Fia||Abyss||Drifter||Standard||Lying in a crater in the Damzena Desert, the common story is that Fila del Fia was once a city that floated in the sky before some catastrophe occurred that sent the whole thing crashing down. In truth, this is just one story -- no one knows what rests within Fila del Fia, for none have returned to speak of it. Instead stories and legends continue to circulate about it like moths around a flame at night: some say a great power rests at its heart. Others claim that a terrible monster rests within and that the whole thing is best left alone.
Might you attempt to untangle the truth?
|The Shadow Vault||Labyrinth||Drifter||Standard||A temple dedicated to the Guardian of Darkness, Leitea Salk, located on a solitary island on the seas of Aquvy. The entire structure seems to have
been carved out of smooth, black stone lined with ancient writing, and no light is able to reach its interior. Though it has been sealed for countless years, it has only recently been opened once more...and no one yet knows what may lurk inside. Some say even the shadows themselves may come alive.
(OOC: In the Shadow Vault, your light source is tied to your Exhaustion, and may test it to its very limits! The Shadow Vault feeds on light. The longer you stay and the higher your Exhaustion, the weaker your light sources become...until they run out entirely. This doesn't have any mechanical effect on your performance, but feel free to reference this difficulty!)
|Altair's Farmstead||Ruin||Drifter||Plot||The sleepy farming town of Valparino near Meria Boule isn't anything particularly special. Just about the only thing the village is known for is its prolific exports of produce. Troublingly, it seems that exports out of the small farming community of Valparino have recently come to an abrupt halt, and the soldiers sent to investigate have staggered back to headquarters rambling about ambulatory gourds, rampaging scarecrows and some kind of possessed cornfield. Unconvinced, the various agri-businesses and grocers of Meria Boule have decided to pay for slightly more experienced explorers to figure out what's really holding up their deliveries.|
|Kattelox Ruins - Streamline Mine||Labyrinth||Drifter||Standard||Rumors circulate around Kattelox of a section inside the ruins, a vertical trench that spans miles underground. Cubic sections quarried out of the walls. Old minecarts, digging equipment for large scale mining. Much like other areas of the ruins below the island, it lay unused, left to the rigors of time. Giant Reaverbots are said to roam the tunnels in search of something. Not that that souldn't worry aspiring Diggers-- the primary rumor circulates around a found foreman command center at one end of the mine. It has a small refractor up for grabs if you can tussle with the advanced defense systems surrounding it, and is otherwise unprotected. Sounds like an easy enough job, and a good way to explore another section of what lies below Kattelox.|
|Crimson Castle - The Masterless Island||Ruin||Drifter||Plot||An island off the coast of Guild Galad where monsters roam. According to local legends, it used to be the home of a Crimson Noble whom has long since vanished from the pages of history. Of course, before you can visit that home, you have to find it. All that stands between you and it is the island itself which harbors its own dangers and secrets. The makeup of the island seems to be largely mountainous and forests but it isn't very large. How bad could it be?
First dig of the Crimson Castle series, it's suggested you run this first!
|Shae Ving||Labyrinth||Gear||Standard||Shae Ving is an ancient Zeboim-era ruin in northern Aquvy, in the Sielje Region. This ancient installation is part of Heoh Rott, a collection of long-sealed and remote ruins, not unlike Ash Hare. The entrance is high on a mountainside, and the ruin itself is a labyrinth of immense tunnels -- accessible by Gear, and by Gear-scale freight train cars that move through a network of tunnels to various stations. Those who explore Shae Ving might find ancient secrets -- though the dangers are considerable.|
|The Lifeweaver Beckons||Labyrinth||Drifter||One-Shot||It happens suddenly. The Lifeweaver's Codex abruptly flies open to a blank page, where a mysterious plea for help and a map rapidly etch themselves into the worn parchment. Someone is calling for aid deep within the infamous Forest of Moore, a supposedly enchanted woods in the far corner of Meria-Boule. It's said that nobody has successfully delved into the heart of the foreboding, perennially mist-shrouded forest, and those who have returned alive from the attempt have spread rumors of terrible mutant monsters lurking within. But if someone is truly in need to aid, then can the Caravan and its allies really turn them away...?|
|The Lifeweaver's Whorl||Labyrinth||Drifter||Standard||The Forest of Moore, also known as the Moore Feywilds, is a strange place. Anyone who's grown up in Meria-Boule knows the bedtime story of the enchanted wood and the fairy king whose jealous wrath once endangered the region-- and of the brave sorcerer who gave himself to the wood to seal the threat away. The forest has been a foreboding presence for as long as anyone can remember, even in these days of Filgaia's decline. The kingdom has ordered it sealed away for good reason. Its winding paths, persistent fog and strange magnetic field makes navigating the forest almost impossible, and the monsters within imperil even the bravest of explorers. And yet, in recent days, a change has befallen the forest. Some daring and foolish explorers have braved the fringes of the wood and have reported seeing a strange palace hidden in the deep fog. Perhaps there's a nugget of truth in the old legends after all... Or perhaps a more sinister secret yet lurks in the mists...?|
|Crimson Castle - Monster Party||Labyrinth||Drifter||Standard||You have found the Crimson Castle and gained entry! The main hall has become a haven for ghouls, ghosts, and assorted monsters, fiends, and assorted outcasts. Though not predominantly hostile to drifters and adventurers, the Dark Queen Marivel does not enforce any law but her own here and even that she has been lax on as of late.
The second dig of the Crimson Castle series, it's suggested you run this second!
Can you survive the Monster Party???
|Capel Coffa||Labyrinth||Drifter||Standard||Elw ruins are a rare discovery on Filgaia, and the ruins of Capel Coffa may represent a particular rarity: nearly-pristine and buried in a strata of rock, they are until-now unexplored by most of those who call themselves
Drifters. Located on a small island off the east coast of Meria Boule, closest to the province of Klein, Capel Coffa appears to represent some sort of memorial sanctuary for the long-gone Elw. But what did an ancient race memorialize?
|Crimson Castle - The Clocktower Chase||Labyrinth||Drifter||Standard||You have found a path leading to the Crimson Castle's clocktower... A place full of winding paths and spinning gears... but the clocktower has a terrifying and unstoppable mechanical guardian... If you truly wish to investigate this section of the Castle...well, it certainly must have its mysteries and maybe even a bit of treasure, but you'll have to avoid or escape the guardian to find it.|
|Jarnvidr||Ruin||Gear||Standard||Until recently, the forest that has come to be dubbed 'Jarnvidr' didn't exist, near as anyone can determine. Located on a small island north of Meria Boule and just south enough of the Sielje Region to not be coated in near-eternal frost, the forest has grown and rapidly only in recent weeks.
But more than its speedy growth and prodigious size -- or the fact that it has come to dominate the island -- Jarnvidr has one trait that makes it stand out: every single part of the forest, from leaf to root, is made of metal. Given this fact and the current size of the forest, only Gears or similar machines can hope to explore the wood safely. But what is inside?
|Avile's Tomb||Ruin||Drifter||One Shot||Avile's Tomb is a small cavern located high in the mountains of Kasutho Island, hidden away from much of the world. The cavern hides away Metal Demon construction, marking its former use as a weapons cache and outpost for the Metal Demons during the war. There is little of interes, but the Metal Beasts that remain still offer some protection for whatever has been secreted away inside of Avile's Tomb.|
|Mysteries in Baskar Village||Ruin||Drifter||Plot||Strange happenings have occurred in the remote Baskar Village on Kasutho Island. Rumors swirl of a newcomer in town, though only some of the village's youth have seen him. Other, stranger rumors also swirl, regarding strange beastmen and unheard of monsters. Those looking into matters will need to be careful; the Aquvy Baskar keep their fears, their worries, and their secrets to themselves. After dark, though, one might be able to learn the truth of things...
Because this Dig is an investigation, it has very few Combat challenges and is heavy on Wits challenges. Additionally, many Brute and Agility challenges assume that you are attempting these activities quietly. Please plan your Tool usage accordingly.
Finally, some cards will provide clues. These have no mechanical effect but may suggest what is occurring in the Baskar Village! However, if you are unsuccessful, you will not be able to gather that clue.
|The Enigmatic Facility||Ruin||Hybrid||Plot||East Blackrock is the largest island in the Narrows--a chain of islands south of Meria. Narrow, shallow channels make navigation hazardous, and as a result, the area has been ignored by all but the most adventurous. Explorers have long reported the presence of some massive ruin there, but until now, no one has managed to explore it. Using stolen artifacts, Odessa has infiltrated the facility, and is looting it for its secrets. Can you stop Odessa before they make off with whatever they're here for?|
|Billion Blade Barrow||Labyrinth||Drifter||Standard||Many great heroes would be lost without their loyal and constant companions. But too often, we forget the friends who we carry at our backs or sheathed at our sides. The Billion Blade Barrow is a sacred place to Equites' most devout followers. Not a mere grave, the Barrow is a resting place for those weapons which have served their masters with utmost loyalty, and for those stillborn blades whose smiths either deemed them imperfect, or who wished to consign their works to the Guardians. The advent of the Granasian Cathedral of the Sword Magess in Meria nearly consigned the Barrow to the dustbin of history, but a handful of enterprising explorers have rediscovered its location hidden at the back of a dusty old tome. It's said that the secrets of warriors long dead are hidden within the Barrow... where they are still protected by the spirits of their ever-loyal weapons.|
|Untitled Goose Dig||Ruin||Drifter||Plot||It's a lovely morning in the village, and you have to deal with a horrible goose.
Note: This Dig favors Agility challenges!
Also Note: Contents of this Dig are at best dubiously canonical.
(Happy April Fool's Day!)
|Item World - Doom Bringer||Labyrinth||Drifter||One-Shot||He found it in a heap of trash, abandoned and alone, but as pristine as the day it was forged. A killing tool filled with curses, hatred and sorrow, the young man carried all this and more upon his shoulders, oblivious and innocent to his burden. Malice subjugated, wrath shackled, curses were piled upon curses, hatred upon hatred, sorrow upon sorrow, until at last the chains were broken and the wounds laid bare.|
|Claiborne Under Attack||Labyrinth||Drifter||Plot||It came out of the blue, and no one could have predicted such an event. But for the last few weeks, Claiborne has been under attack by strange metallic creatures. Though they have taken significant steps to fortify and protect the town, Claiborne finds itself in a continual state of danger and has called out for assistance from Drifters.
You are among those who have heeded the call. But, even as you arrive, you can tell that it is too late to assist them with their preparations. Claiborne is under attack.
|The Mysterious Laboratory||Ruin||Drifter||One Shot||Somewhere in the mountains of southeastern Kasutho there lies a certain facility, until-recently unknown to the world at large. Thanks to certain revelations following an encounter with misshapen metallic creatures in the attacks on Claiborne, both the presence of the wizard Timotheus Lovelace and
this very facility which he now manages have been made clear. But many questions yet remain, questions that will only be answered by finding the wizard -- and whatever dark secrets lie in this place.
|Crimson Castle - The Underworld||Abyss||Drifter||Plot||A new area opens up within the Crimson Castle that had long since been sealed away. A voice calls out to you, reaching into the deepest recesses of your mind.
It's quiet. You can barely hear it, though those with empathic talent have an easier time... but one does not need to be an empath to hear the pain.
|Aubefort Mountain||Ruin||Drifter||Standard||Standing in the mountain peaks to the southeast on Kasutho Island, the low slopes of Aubefort Mountain are known mostly to the local shepherds of the area who let their sheep graze there. The mountain is riddled with tunnels, however, which have largely gone unexplored: those who have ventured into the tunnels report crystal formations and strange sounds, perhaps from whatever monsters dwell within. Though, as it has been noted over the generations, that only accounts for those who have returned: some who go into the caves never come out again. What could there be in the winding depths?|
|Arastell Catacombs||Labyrinth||Drifter||Plot||This seemingly innocuous mound on the Merian plain had been reputed to hold some treasure, but it's recently been cracked open to reveal a buried Valmarian catacomb. Dark magic continues to fester here, infecting creatures and spirits that have been sealed up in here for hundreds of years - along with whatever treasures were left behind by the worshippers of the God of Evil. Beyond the wealth, though, there are undoubtedly secrets the cultists left behind...|
|Sacrificial Grounds ~ Desperation's Altar||Ruin||Drifter||One-Shot||Something wrong has afflicted the Sacrificial Grounds of Kasutho Island's Baskar. Something that seeps down to the very core of it. Something that has taken hold of the desperate necessity that has settled into the very bones of the shrine's history and turned it into something real. Something palpable. Something that reeks of an affliction.
Something growing. Swiftly.
Something wrong is gestating in the Baskar's Sacrificial Grounds. And with all else occurring within Kasutho, it is up to Drifters perhaps all too familiar with what is happening here to stop whatever is occurring before it can be realized.
Completing this Dig represents weakening ~whatever~ is going on at the center of the Grounds! After it has been completed a certain number of times, or a certain amount of time has passed, the next phase of the wacky festivities will begin!
|Jairon - The Lost Island||Ruin||Drifter||Standard||A small cluster of low islands and shallow reefs found off the main routes of Aquvy, Jairon was ignored and uncharted for centuries until it was recently located by Diggers. Jairon used to be one larger island but has partially sunk beneath the waves, along with the ancient ruined village that was built upon it... a ruined village that is claimed to be of the Elw.
Unfortunately, the sunken town and sand-shifted island means that the currents can be dangerous. During the day, it's fine, but during tides there are a lot of riptides and cross-currents. Ships can only stay nearby for a few hours before the currents shift and they have to leave, and so Diggers hoping to explore the place can only visit safely for a few hours at a time.
OOC: Jairon isn't a linear dungeon but a location to be explored for the length of about a half day, before the tidal currents force you to pull your transport back and come back another day. Cards involving Jairon tend to involve trying to locate places of interest, enter ruined buildings, or deal with wild sea life... though there are a few surprises!
|The Molten Scar||Ruin||Drifter||One-Shot||Lying halfway between Kattelox and Kasutho, the Sear is a desolate, rocky island with no resources to speak of. It sits at the center of a vast geomantic oddity--a region of Filgaia where the aspect of Fray all but drowns out the other facets of the Ley. The Sear's most distinctive feature is the Molten Scar, a wide, deep gorge that leads to a labyrinth of lava tubes. Their origin is shrouded in mystery, as there are few signs of volcanic activity elsewhere on the Sear.
The few explorers who have returned from the Molten Scar have reported even stranger phenomena inside: elaborate bas-reliefs wrought from volcanic glass, echoing voices, and warding structures that may be of Elw design. Is this an abandoned Ley-engineering project, or something far more ominous?
|Cardon Forest Sub-Gate||Labyrinth||Drifter||Plot||In restricted access territories throughout Kattelox Island, few ruins have such a high level Digger License requirement as the Sub-Gates. Ruins lacking discovered connections to the main network of old tech-riddled tunnels. However, unlike their much more common counterparts, these tunnels are very much active and alive. Machinery runs and churns within the walls. Reaverbots are exponentially more common, and deadlier variations of these constructs are ready to strike at unwanted intruders as they safeguard whatever may lay below. The few who return mention of a giant refractor below, shielded by a powerful forcefield. It is mentioned there is a release for it, but requires a series of keys to operate. No one has ever successfully recovered them and survived, however...|
|Warwing Varukias||Labyrinth||Drifter||One-Shot||Warwing Varukias is the flying fortress and mobile headquarters of Odessa. A Metal Demon Wars-era aircraft, once designed to provide command and control for the armies of human nations against the Hyadeans, it has been restored and taken flight again. Its stealth capabilities make it hard for even Solaris to find, but the Filgaia Summit has made its location unquestioned...
...and allowed Irving to strike. Using cannons that fire drill capsules, ARMS members and Drifters helping them can be sent to board and seize control of Warwing Varukias.
OOC: This Dig assumes you are hostile to Odessa. It would not be appropriate for a character who is not.
|Flight Through the Main Gate||Labyrinth||Drifter||One-Shot||The enigmatic Main Gate has been opened at last, thanks to the activation of the three sub-Gates, the machinations of a Solarian agent, and the brave sacrifice of a soldier of ARMS. But there's no time to explore this untouched facility--its caretaker, Megaman Juno, intends to enact a purge of
some sort, starting with the Drifters who have infiltrated his facility. This sterile, white-walled labyrinth is filled with deadly Reaverbots, but Juno's complete control over its systems may prove far more dangerous...
|The Battle of Home||Labyrinth||Drifter||One-Shot||Those fleeing through the Main Gate, and into an Elw ruin, are teleported onto the sands of an unfamiliar place: Bikanel Island. The evidence that they have returned to Spira is made clear when they find a combined force of Yevonite and Guado soldiers attacking the Al Bhed stronghold of Home. Fires
rage, smoke billows, and shouts of combatants on both sides can be heard. The attackers, however, aren't discriminating -- and fleeing Drifters are soon pulled into the fight...
Introduced in Act 3
|Battlefront - Bevelle||Labyrinth||Drifter||Standard||Althena's Guard continues to besiege the Holy City of Bevelle. Fighting between the two sides is sporadic but intense, with each side preferring running fights between small units over mass formations. The resulting battlefield is chaotic and dangerous. There are opportunities for teams from each side - or even Drifters - to join the fray in the hopes of influencing the overall battle.|
|Thunder Plains - Drums of War||Ruin||Drifter||Plot||"Plains of lightning, plains of thunder, those who cross are torn asunder."
So it is said of the Thunder Plains, sometimes called the Gandof Thunder Plains for High Summoner Gandof, an expanse that stretches between Guadosalam and the Macalania Forest... and now consumed with the conflict between the forces of Yevon and the forces of Althena.
Both sides seek control over this fractious land. Yevon seeks to use it to rescue besieged Guadosalam. The Guard seeks to use it to attempt to cinch their claim over Guadosalam. And here you are, caught up in the middle of it.
|Macalania Woods - Disquiet||Labyrinth||Drifter||Standard||To the north of the Thunder Plains lies the Macalania Woods, a junction point for travelers seeking to reach Macalania Lake and its temple, the Calm Lands, or Bevelle.
As Althena's Guard reaches and infiltrates into the forest, the Macalania Woods become a battleground, bit by bit; the woods have become an even less safe place for would-be pilgrims than they already were.
And then there is the sense that something else is afoot in Macalania woods. Perhaps, it is rumored, the forest itself is waging its own war.
(Note: Text of some cards implies you are working against Althena's Guard)
|The Calm Lands - Plains||Ruin||Drifter||Standard||Once, it is said, a fierce battle against Sin was fought in the Calm Lands, creating the deep ravine to the north now called 'the Scar'. Crossed by summoners on their pilgrimage to Zanarkand, the area of the Calm Lands is an unsettled one, a wide plain stretching between Macalania and Mt. Gagazet. While one can walk the distance, it's generally agreed that the easier way to cross is to make use of a chocobo, and indeed, an entire local industry has cropped up about chocobo travel. Why not take advantage of it and take a ride on one yourself?
(OOC: You will be riding a chocobo for this dig! Take a load off, and enjoy the ride.)
|Via Purifico||Labyrinth||Drifter||One-Shot||Via Purifico is an enormous underground network of tunnels, below Bevelle. Via Purifico is where heretics, apostates, and traitors to Yevon are sent: a trial by ordeal, to perish in Fiend-infested tunnels and show their unworthiness, or prove their innocence by escaping the maze. To date, none have proven innocence, and all have died in the half-flooded, forgotten tunnels of Via Purifico.
Some challenges of this Dig occur underwater.
|Lake Macalania - Solaris Control||Labyrinth||Drifter||Standard||Once, Macalania Lake was a neutral if nominally Yevon-controlled region of Spira. That was before the attack by Odessa on Macalania Temple -- or the destruction wrought in the lake area proper by Sin. Since that time, the damaged temple and the abandoned lake surroundings have been claimed by a group separate to the war between Althena's Guard and the Yevon faith: Solaris, the mysterious and powerful empire of Filgaia. Surely they're up to something in Macalania -- perhaps you can find out what it is, or otherwise stymie their movements here.
OOC: This Dig assumes that you are not affiliated or allied with Solaris!
|Treasure Coast||Ruin||Drifter||Standard||There's a particular coastline in Spira near a village called Kapalaran where, for generations, fortunate fishermen and anglers have been turning up curious artifacts. The things that end up in their nets are unlike anything seen in Spira - treasures that seem to have no known source, or that depict fanciful figures out of tales no one actually knows. Even those that seem utilitarian enough are beautiful and fantastic to behold, fit for the collection of many a treasure hunter or artifact fancier. With boats easily able to be rented from enterprising shrimpers and fishers at the Kapalaran pier, why not try your luck at diving for treasure? Perhaps a mystery or two will emerge.
(Keep track of some of the treasures you find during your dive! There may be story elements attached to them. Treasures with special significance will be noted in the cards in question.)
|Remiem Temple - Catacombs||Ruin||Drifter||Standard||Remiem Temple is an ancient, but forgotten temple in the Calm Lands. After the battle between High Summoner Gandof and Sin, the temple was sealed away -- but recent geological activity has made it accessible. The Temple's grounds are relatively peaceful, but stairwells that lead underneath it provide access to its catacombs. Here, the Guardians of Lord Gandof were laid to rest. However, fiends and other dangers make exploring this place a rather dangerous endeavor.|
|Machina Carnival||Ruin||Drifter||Plot||In spite of -- or because of -- recent events, the Al Bhed have gathered to host a small carnival far from the field of war and Yevon's reach. They may not have long in which to host their carnival -- in which Machina delights feature most strongly -- but they intend to make the most of it.|
|Calm Lands - Monster Arena||Ruin||Drifter||Standard||Nestled in the Calm Lands, the Monster Arena is a place where fiends from across Spira are gathered and kept. The strong travel here to test their skills in this underground arena, against a litany of dangerous fiends. Summoners, Guardians, former Crusaders, and Al Bhed have tried their hand... and so, too, can Drifters. Those who win against enough monsters will win prizes, but it is dangerous.
This Dig has a greater number of Combat challenges than usual.
|Training Grounds of Gusong||Ruin||Drifter||Standard||The Training Grounds of Gusong are a remote area in the western mountains adjoining the Calm Lands. A recent Sin attack dislodged the narrow mountain path leading up to the training grounds, which are a set of ruins where Warrior Monks once trained in the past. The ruins are infested with fiends and lingering Unsent now, and many of the trials here are still dangerous, but they may provide some insight into the events of the past.|
|The Shipboard Laboratory||Ruin||Drifter||Standard||The Shipboard Laboratory is to all accounts entirely abandoned. Drifting off Spira's coast, it shows signs of damage from Fiends but seems to have thus far escaped Sin's attention. In structure it resembles one of the ships Althena's Crusade took to Spira, but heavily damaged. Even the weather has been unkind to it, but most of all the damage comes from the strange, overgrown plant life that emerges from within to entangle almost the entire ship in thorny green. Exposed pipework and holes in the hull havent sunk it yet, but they afford entrances within for sunlight and explorers. What lies within its metallic corridors?|
|Hoel - Shrine of the Light Trial (First Visit)||Ruin||Drifter||One-Shot||Hoel, the Shrine of the Light Trial, is an ancient Althenan ruin that somehow was relocated to Spira. Like its cousin, Lefay, it is buried -- though deep within the sands of Bikanel Island. An excavation by the Al Bhed have uncovered it, though, and allowed its depths to be plumbed. It is said, at the lowest levels, it has elements of Elw technology -- much like the teleporter found within Lefay. However, the place is dangerous, with machina inside... and Hellions, buried deep within.|
|Elw Teleporters - Dreaming||Ruin||Drifter||Standard||The teleporter network used by the Elw allows for instantaneous travel across parts of Filgaia and Lunar. Although a Teleport Key is necessary to activate them -- and a venture into a dangerous ruin -- the process is instantaneous. When someone does, though, there is a faint moment where they feel someone is watching. Where they feel someone sees something... and perhaps they leave something behind. Those who use the teleporters, sometimes, dream of the past -- and see glimpses of other's pasts, who also traveled through them.
Characters who run this Dig are having a shared dream. We assume that any character can dream and contribute to the dreams, though you may opt out.
Characters can be in Gears or on-foot forms. Challenges can be written for either; characters without Gears for Gear-scale challenges are assumed to be in some manner of mass production Gear.Successfully completing the Dig and getting a Discovery card allows one character to submit a challenge, as described in the card text. Staff will determine if this challenge is an Exploration or a Final. Characters can only have one memory submitted as a challenge at a time. Staff may elect to remove old cards. They may also stop adding new cards if the deck size gets unwieldy too quickly.