Dungeons, Ice Age
... what crosses the threshold becomes reality, in the lands of forever frost.
Sebut Sekt, Goddess of Destruction, is a malevolent entity from Over-World, a hellish dimension of shifting, forgotten ruins; the remnants of ancient realms lost to Time. Over-World is a vast, eerie plane, with countless quasi-realms drifting like Spheres across its haunted expanse, each one containing echoes of forgotten Worlds. It lies beneath the Anima as a place where lost souls stray and perish, dwindled by decay and forbidden knowledge.
Sebut Sekt's realm embodies entropy and her insatiable obsession to breach the Corpus, where she can manifest her twisted, incomprehensible form. Long ago, she tore at the veil between the spiritual and physical, attempting to claw her way into reality. Only through the desperate efforts of Hoqon the Champion was she thwarted, and the rifts sealed.
Sebut Sekt's realm embodies entropy and her insatiable obsession to breach the Corpus, where she can manifest her twisted, incomprehensible form. Long ago, she tore at the veil between the spiritual and physical, attempting to claw her way into reality. Only through the desperate efforts of Hoqon the Champion was she thwarted, and the rifts sealed.
Sebut Sekt's progeny, the Eidolon, twisted these ruptures into something new: Dungeons, pocket dimensions existing between the tangible and the ethereal, each with their own dark rules. These anomalies, concealed behind barely contained portals, have since grown- a malignant reminder that Sebut Sekt's influence is far from vanquished. When a new Dungeon emerges, it signals a terrible possibility: that the Goddess's long-buried tendrils might once again reach out, pulling Pathon into her chaotic grasp.
Dungeons open, allowing the otherworldly to spread its influence. Creatures once bound to imagination are released by the Dungeons, causing mayhem. Left alone, the Dungeon contaminates physical space, corrupting and twisting the landscape. The only hope is to brave the Dungeons, and to close them once and for all.
Dungeons open, allowing the otherworldly to spread its influence. Creatures once bound to imagination are released by the Dungeons, causing mayhem. Left alone, the Dungeon contaminates physical space, corrupting and twisting the landscape. The only hope is to brave the Dungeons, and to close them once and for all.
Comments
Author's Notes
New Items, Materials, Species, Spells- there's all sorts of possibilities that I can't wait to explore!
MYTH X