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Dread Wastes: Locations

Discussion in 'Dread Wastes Lore' started by The Pantheon, Sep 13, 2018.

  1. The Pantheon

    The Pantheon Administrator

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    #1 The Pantheon, Sep 13, 2018
    Last edited by a moderator: Sep 25, 2018
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  2. The Pantheon

    The Pantheon Administrator

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    Lethe



    NORTHERN DISTRICT


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    BAZAAR

    Along the northern edge of Lethe lies a sprawling market. The center is filled with permanent stands where one can find exotic goods and foods, while the outer edges are made up of seasonal and temporary stands, tents, and tables. It’s a bustling area full of activity and a popular spot for citizens to congregate.

    Militia presence is heavy because there is a zero tolerance policy for violence of any kind. Offenders are arrested, then Tagged, then permanently banned. Anyone Tagged found attempting to barter and trade in the Bazaar is arrested on the spot and sent to the Pit.


    SOUTHERN DISTRICT


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    FIGHTING PIT

    On the southern fringes of the city lies a sizeable arena-like pit carved out of the surrounding bedrock. This place is the Fighting Pit, but more commonly referred to as the Pit. Most steer clear of it because those who are taken there are rarely seen or heard from again, though there are some who make a pastime out of watching fights and betting on who will win. Though not common knowledge, the arena and cells are lined with Prometheus Dust. Fighters are also forcibly injected with Prometheus Dust to inhibit their powers and as an additional precaution against escaping.


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    STEEL BALLS MEDICAL PRACTICE

    A small medical practice in the Southern District of Lethe founded by a strange man with a strange method of practicing medicine. If you need medical treatment and you can't go anywhere else, or you need somewhere that doesn't keep records, this is your place.


    EASTERN DISTRICT


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    COMPLEX

    To the east lie several factories where scrap metal is taken, sorted into salvageable and non-salvageable piles, and then either melted down and repurposed into usable metal or sent to the Bazaar to be bartered off. Massive water converters can also be found here, where contaminated water drawn from underground sources is converted into drinkable water, the only source to be found for miles. Lethe is also the only place in the Wastes that boasts electricity, thanks to the electric generators that are found here. The Complex is heavily guarded by the Undertaker’s Militia to discourage stealing, sabotage, and more.


    UNDERTAKER’S COMPOUND


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    UNDERTAKER’S COMPOUND

    The Undertaker’s Compound is found in the city’s center. It is surrounded by 10-meter tall, 5-meter thick solid stone walls, with only one guarded archway serving as its entrance. Areas that are open to Untagged citizens are: the Portal Platform, the Processing Center, and the Audience Hall, which are guarded at all times. Areas that are strictly off-limits include the Barracks and the Armory, where only the Undertaker’s Militia and Circle can come and go freely.

    There are rumors of a massive vault of valuable weapons and artifacts somewhere within the Compound, but they have never been confirmed.


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    ARMORY

    Located somewhere within the Compound, citizens who don’t belong to the Undertaker’s Circle or Militia are barred from entering the Armory, and any found trespassing will be arrested on sight. This is where the Militia stores its weaponry and it is always under heavy guard. On the outside, the building appears unassuming, but inside is a treasure trove of weapons of every kind and make you can imagine, ranging from weapons held together with duct tape and good will, and weapons in pristine perfection that members of the Militia first require permission to wield.


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    AUDIENCE HALL

    The first building you see upon passing through the massive archway and entering the Compound’s courtyard, the Audience Hall is where the Undertaker and his followers hold meetings with those not in his Inner Circle or the Militia. Citizens — both Tagged and Untagged — can petition to have an audience with one of the Undertaker’s representatives, and, if accepted, can meet with them here to discuss their case. This is also where the Undertaker himself meets with leaders or representatives of other settlements, though these meetings are typically kept on the down-low from citizens.


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    BARRACKS

    Located somewhere within the Compound, citizens who don’t belong to the Undertaker’s Circle or Militia are barred from entering the Barracks, and any found trespassing will be arrested on sight. The Barracks are where members of the Militia eat, sleep, exercise, or otherwise spend their free time when they are not on guard duty or out patrolling.


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    PORTAL PLATFORM

    Upon entering the courtyard, to the right is a platform where the portal leading to Pandopolis can be found. It is guarded by the Militia and passage is strictly limited to Untagged citizens. Metal pillars similar to those bordering the Wastes circle the platform, though they are 10 meters tall and their range is limited to 5 meters instead.

    Any Tagged citizen who approaches the portal will be assaulted by sound waves and electric charges, temporarily immobilizing them. Those who are caught are arrested on the spot and taken directly to the Fighting Pit.


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    PROCESSING CENTER

    To the left of the courtyard is a building referred to as the Processing Center. This is where criminals brought through the portal, and where Untagged citizens who commit crimes, are taken to be fit with Control Tags. Individuals who are Tagged are injected with a small but potent amount of Prometheus Dust to facilitate the tagging process, which wears off a few hours later. The wall’s buildings are also lined with Dust, though this is not common knowledge.


    OUTSKIRTS


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    RADIO TOWER

    A little beyond the eastern outskirts of the city, a tall radio tower stretches to the sky. It is guarded at all times by the Undertaker’s Militia and serves as the primary source of communication in the Dread Wastes. Anyone is free to use the radio waves to broadcast or communicate, its range easily surpassing hundreds of miles in all directions, so long as they stay off the main frequencies. But anyone who wants to wrest control of the tower has to go through the Undertaker’s Militia first.


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    WATCHTOWERS

    Lethe is surrounded by Watchtowers, spaced at regular intervals that circle the entire city. Militia members serving here are on a rotating shift schedule operating on a 24/7 basis and communicate with each other and with the Compound via radio.

    Four watchtowers, placed at each city entrance — north, south, east, west — screen travelers who wish to enter or leave. Untagged citizens are typically allowed to come and go without too much fuss. On the other hand, Tagged citizens are scanned to determine whether they are on the run or not, but are immediately arrested if they are.
     
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  3. The Pantheon

    The Pantheon Administrator

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    Anarchy Road

    A long road that spans horizontally through the entirety of the Wastes, starting somewhere in the Blackridge Mountains and ending in the Twilight Marshes. It is the most direct route of travel without getting lost, with several outposts, settlements and the like set up alongside it. Anarchy Road even passes nearby Lethe, the closest thing to a city found in the Wastes, but it is also a prime target for bandits. Large groups in vehicles, or riding mounts, pursuing smaller groups is an altogether common sight. It is best to steer clear of them for your own safety.


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    SERATORRA

    A small town located next to Anarchy Road and several days away from Lethe, bordering the Scorch and the Blackridge Mountains, Seratorra acts as a primary checkpoint for travelers, caravans, and traders. There is a variety of weapons, food, and other items in its market, as well as a few motels to stay in for the night, that can be traded and bartered for.


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    TRADERS’ HAVEN

    A permanent camp along Anarchy Road, just on the edge of the Dusk Forests. Having gathered around a water hole, this is where traders from all over the Dread Wastes converge. Anyone can trade here, but the few traders who have made their permanent home here — complete with personal bodyguards — always have the first say. Travelers just passing through can spend a few nights at the camp, so long as they bring their own tent and don’t start any trouble. Of course, sometimes trouble finds them instead.
     
    #3 The Pantheon, Sep 13, 2018
    Last edited: Sep 13, 2018
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  4. The Pantheon

    The Pantheon Administrator

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    Blackridge Mountains

    A series of large mountain ranges that sprawl northwards as far as the eye can see. Some peaks are crested with snow and others spew dark ash into the sky. Rumor has it that whoever wanders from the path is never seen again, but whether it’s due to the uncharitable terrain itself or wild animals is anyone’s guess. Numerous caves lead to underground mines, where the labyrinthine tunnels can easily get you turned around despite the promise of riches and resources.


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    BRATTUR

    Somewhere in the west of the Blackridge Mountains lies a small village, fortified against the harsh elements. The locals are distrustful of visitors, especially if they are Tagged, but provide any passing through with food and lodging in exchange for them staying indoors after dark and leaving the next day. They are close-lipped and secretive, giving birth to rumors that there may be more to Brattur that lies beneath the surface the locals are unwilling to divulge. After all, how do they all wear such fine clothes and have plenty to eat, despite being in the middle of nowhere?


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    FOUNTAIN OF TRUTH

    Tucked away deep in a cavern somewhere in the Blackridge Mountains is a small fountain, the waters of which contain magical capabilities that are entirely unpredictable. The only surety is that it grants the one who drinks from it something hidden or missing, be it a secret, the inability to lie, or the restoration of forgotten memories. However, the water’s magical properties are lost the moment anyone attempts to take it outside the cavern, so the water needs to be drunk inside the cavern to work.
     
    #4 The Pantheon, Sep 13, 2018
    Last edited: Sep 13, 2018
  5. The Pantheon

    The Pantheon Administrator

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    Dusk Forests

    Southwards extend vast forests, where it’s easy to get completely turned around when every broken, twisted tree looks the same. For the most part, the Dusk Forests are dominated by deep, sprawling woodlands where the sun rarely peeks through tree branches and wild creatures that range from harmless to lethal.


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    LAKE LOTIS

    Somewhere in the Dusk Forests lies a large lake surrounded by foliage, its pristine waters undisturbed and inviting to anyone after a long and exhausting trek. But as welcoming a sight as it is, beware of venturing beyond the shallows. For in the lake’s depths lurk mutant mermaids, with eyes that are too large, arms that are too long and gangly, and needle-like teeth that puncture flesh with far too much ease.


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    VALORFORD RUINS

    Deep within the Dusk Forests lie the remains of a small city. However, Valorford has long since fallen into disrepair and been claimed by nature. It is uncertain what exactly lies in there anymore, as few travelers have managed to return. Those who did reported large robots still following their original programming guarding the streets, shooting down anyone who tried to trespass. But those who managed to sneak into some buildings came back with tech in good repair and metals of the purest alloys. Who knows what else might be hidden in the Ruins of Valorford?
     
    #5 The Pantheon, Sep 13, 2018
    Last edited: Sep 13, 2018
  6. The Pantheon

    The Pantheon Administrator

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    Twilight Marshes

    Wetlands take up most of the south, beyond the Dusk Forests. They are dominated by marshes, swamps, and bogs, the fog sometimes so thick that sticking to the narrow paths is often a challenge. The atmosphere shifts the further you go, becoming bleak and suffocating. Watch out for innocuous sinkholes, dark caverns, and lethal flora that spew clouds of poisonous gas into the air.


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    ABANDONED HUT

    On the northern edge of the Twilight Marshes, from the outside this hut appears as if this hut is just as abandoned as any other. On the inside though, some may find a button to call upon an elevator which emerges from underneath wooden floor planks and descends into the unknown. Abandoned labs can be found in these labyrinthine underground tunnels, including the mutants that were created there. Tread carefully, or else you're not going to make it out alive.
     
    #6 The Pantheon, Sep 13, 2018
    Last edited: Sep 13, 2018
  7. The Pantheon

    The Pantheon Administrator

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    The Scorch

    The more inland you go, the more barren the land appears, with sparse and stunted plant growth. You’d be lucky to find the occasional spindly tree, trunks twisted by high winds. Temperatures are high and there are very few water sources, most rivers having long since dried up. Whatever pockets of lush vegetation and water exist are usually already occupied by survivalists who have hunkered down around them and claimed them as their own. Beware dangerous creatures, such as sandworms, that prey on unwary travelers.


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    MEDITH’S RUN

    Located in the far northeast of the Scorch, Medith's Run is over five miles of shifting sands, surrounded on three sides by high cliffs, with occasional pillars of rock jutting up from the earth. This is sandworm territory, home to creatures as small as five feet or as long as forty feet, ready to strike from beneath the sands, drawn by the faintest of vibrations. Sandworms only rarely travel outside of Medith’s Run, hunting for fresh meat every few months.


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    OZYMANDIAS’ NIGHTMARE

    The reward for those foolish, brave, and lucky enough to survive Medith's Run is a view into the frailty of man's ambition. A vast sprawling network of ancient ruins from ancient Earth and beyond, Ozymandias' Nightmare confirms the fear that time conquers all. Ancient secrets lie sleeping here that only the brave and foolish can discover, both mundane and magical. Beware ye all who enter, ancient powers desperately cling to what little they have left and even vie with one another. In the ruins that shift as often as the sands, the only constant is death.


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    PLAGUELANDS

    East of the Scorch lies a large expanse of land, where a town whose name no one remembers anymore was lost to a virus found in the nearby water. Anyone who drinks from it, or is bitten or scratched by someone carrying the virus, will get infected. While the infection spreads, your mind and body slowly rot around you, so Dreadlanders refer to anyone infected as a Rotter.

    Rotters are still technically alive, but their strength and durability means they are often sought after and traded amongst the Wastes’ various gangs and warlords, becoming the perfect guard dogs after proper training.
     
    #7 The Pantheon, Sep 13, 2018
    Last edited by a moderator: Sep 17, 2018
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  8. The Pantheon

    The Pantheon Administrator

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    Wilderness

    Many places found in the Dread Wastes are still unaccounted for, in no small part due to how vast and dangerous the region is. At least, until such areas have been explored and cataloged first. Until they become common knowledge, they are more rumor than fact, so treat them with a grain of salt.


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    HALLS OF HORIZON

    Some speak of a paradise to the south, far beyond the Twilight Marshes. A place where you don’t have to scavenge to survive and you can live free, though few are brave enough to seek it out and discover it for themselves. Nestled in a valley sheltered by small mountains near the borders of the Crystal Vales and fully self-sufficient, the Halls of Horizon are a safe-haven where anyone in need of shelter is accepted, Control Tag or no, so long as your intentions are peaceful.
     
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