Explore the Capital City of the Underworld! Explore Illverness! Explore Illverness Between the corrupt Celestial Realm and the Mortal Realm, The Underworld rests in the shadow between the two. The capital city of The Underworld, where the Court of the Dead resides, is Illverness, a massive city ever-growing under the noses of the angels and demons. The city was built around Death’s Dark Deed… Soul Harvesting. In order to fuel the war between angels and demons, the entity known as Death has been tasked with collecting the souls from the Mortal Realm to send both heaven and hell soldiers and energy in equal share. Were he to stop, all the forces of the Celestials would turn away from each other and towards Death and his Underworld. And so, soul harvesting became a necessary evil. But an evil that Death would fight against in the shadows, slowly collecting the strongest of souls for his rebellion. You have been saved from the sinister cycle. You’ve been saved for the rebellion. You are a new mourner in The Underworld. Meanwhile, the rest of the souls are sent through the beacon to Celestial Realm called The Dirth Forge. So meander through the city. Explore what you will. Take your time, mourner, for you have plenty, and find your way to The Dirth Forge. Where to first? Safe. For now. The Vadlum Gates tower above you, climbing into the sky like fingers, keeping you safe in the hands of The Alltaker. The Great Gates were formed through the magic of osteomancy, for few things are sturdier than pure bone. Locked within the confines of the gate itself are the banished ancient spirits of the Baelreivers. Thoughts of monstrosities roaming at the edge of the Veil and the dreadsgrip spreading through The Wallows suddenly seem far behind you. You take a deep breath. The light from the city of Illverness draws you in. In front you, sounds of bartering, the clang of coins, and the smells of good food. A marketplace where you can find anything you’re looking for. The Curio Cryptus. To your right, you sense a solemn statuary. A place of reflection, and a grandiose display of vice. A place to learn more about The Underworld’s ways. Grendall’s Pillars. You have arrived at the Curio Cryptus. Where to next? The Curio Cryptus welcomes you in, practically grasping you in its narrow streets. Merchants and muses call you forward, eager to make a beneficial exchange. Everything that would touch the senses of soul and spirit can be found here. The experiences are enchanting, and before too long you find yourself lost in the crowd. As you continue to wander, you see two paths open up. One path leads to a familiar yet ever-changing place. The monumentous Theater of Memories. The other path meanders to a clocktower, that seems to be counting much differently than those old clocks of Earth. Life’s Ebb. Now that you’ve been to Grendall’s Pillars, where to next? Grendall’s Pillars are massive. Statues of great men and woman, each captured at the very height of their power. At first, their beauty was alluring, but as you walk closer their sickness becomes mesmerizing. These statues are far from hollow; they are alive, kept in place by a shell of pure bone. Displayed for their sins. It becomes clear that these are more than statues, they are a cautionary tale. If mourners are not careful then they too will fall to the overwhelming darkness called the dreadsgrip. You pass by a power-mad ruler who decorated his keep with the heads — fifty at a time — of his most loyal subjects. Next to him, you see a merchant who choked off access to necessities in a bid for higher station. Farther down, an architect who entombed her workers when not granted the deference she craved. Yes, ambition in the Underworld is welcome and rewarded. But UNITY always comes first. In front of you, sounds of bartering, the clang of coins, and the allure of spiritual sustenance. A marketplace where you can find anything you’re looking for. The Curio Cryptus. To your right, the largest gathering of stray spirits. A place of madness and a place of healing. The Hushhyde. Hushhyde. The Monastery of Malavestros. A collection of spirits whose hearts or minds have gone astray. Reason is left at the door. Unfortunately, Death has created a sanctuary for those more prone to detours from sanity. This sanctuary is private, to keep the mourners safe from others and safe from themselves. And so, your journey ends where Hushhyde begins. At the door. As you turn to leave, you hear laughter. The laughter of healing, the laughter of fools, and the laughter of madness. It echoes off the walls of alleyways and streets that you cross. You feel a laugh rumbling in your stomach. Still you press on. Where to next? In front of you, a clocktower, that seems to be counting much differently than those old clocks of Earth. Life’s Ebb. To your left, sounds of bartering, the clange of coins, and the smells of good food. A marketplace where you can find anything you’re looking for. The Curio Cryptus. One can get lost in the Curio Cryptus…. It seems that you have. You might not know what you need yet, but you’re surrounded in a sea of WANT. You’ll find what you’re looking for… You’ll find what you’re looking for… You’ll find what you’re looking for… You have experienced the Theaters of Memory. Where to next? You near the Operata Mortalis, the largest of the four Theaters. Your legs no longer guide you, but rather your heart careens you towards a flood of memories. Not quite yours. Though not quite another’s. A shared memory. A shared experience, directly in front of you on stage, and yet in your mind. Flashes of lives you’ve never lived. A phantom pain of love and loss fill your heart. A tangled jealousy and vicious rage extend to your fingertips. A luxurious summer breeze plants kisses your skin. Like every journey to the Theater of Memories, you leave…. different. Your story permanently changed by others. For what are you if not the sum of the stories you tell yourself? Even the worst of stories leave you a better person. Before you, a beam of Etheria rockets into the Celestial Sky. The center and initial purpose of Illverness. The Dirth Forge. To your right, a clocktower, that seems to be counting much differently than those old clocks of Earth. Life’s Ebb. You’ve arrived at Life’s Ebb. Where to next? Tick. Tock. Tick. Tock. No, time does not pass the same in The Underworld as it did in the Mortal Realm. A clock once signified a moment so grand it could change everything. In a moment, life begins and ends. Between the tick and the tock, the sun that once drew ever closer to its zenith. In the Underworld, there is no day or night. A moment does not have an inherent worth, it is given worth. So pause here for but a moment and reflect. You must give your every moment worth, lest your memories and etheria fade away. What will you do with your next moment? Far to your right, the largest gathering of stray spirits. A place of madness and a place of healing. The Hushhyde. To your left, a familiar yet ever-changing place. The monumentous Theaters of Memory. In front of you, a beam of Etheria rockets into the Celestial Sky. The center and initial purpose of Illverness. The Dirth Forge. You’ve arrived at the Dirth Forge. From its center, a pillar of pure energy extends into the Celestial Realm. The light emanating from the etheria lights all of Illverness with an unnatural glow. By-product from the harvest of souls ripples down the building and circles the Dirth Forge in fire. It is here that Death’s Court gathers for all meetings and essential decisions. This is ever-present inescapable landmark of The Underworld that few can ever escape. And those that do escape take pause and think of those who haven’t. The teal light glimmers and shines soft upon your skin, covering you in the warmth of the souls of the doomed. And while you bask in the light, they are guided towards their inevitable end. Every moment, souls are lost. There’s not a single crevice or hovel in the Underworld that cannot see the Dirth Forge rising into the Celestial Realms. This is an ever-present reminder of the crime of the Celestials. A monument to their oppression and their arrogance. It becomes clear to you now that this is why you are here. To fight against this atrocity. To rebel. You focus your eyes on the ever-bright pillar. And as you look towards the beam, you see him. Death. The Alltaker, floating amongst the souls he is forced to sacrifice. He extends his arm and lets the etheria flow between his fingertips. And while you can’t quite make out his expression, you sense… compassion. Regret. And in your chest you feel a call… a call to arms. A call for rebellion! A call to RISE! CONQUER! RULE!