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LORE & SETTING & LOCATIONS
WELCOME TO DIM CARCOSA

( NAVIGATION )
GENERAL SETTING:
It appears bloody and abandoned; freshly so, if the still-wet blood is any indicator. The sky is white, the stars are black. There are two suns in the sky; one glows pale yellow, and the other is a color you can't quite name. When it becomes night, the suns sink behind the lake in the castle grounds. It's a bizarre sight and one that's unsettling to watch.

There are items to be found all over: it's almost as if those that walked there before knew something was going to happen. You'll find food and medical supplies and sex toys and restraints and the like, but they're a little limited. The food is mostly raw ingredients, but thankfully, the place is powered. Powered by what, no one will be able to guess or discern. At least, for now.

There will be a sense of dread and the air of a liminal space here in Carcosa; the architecture and the types of dwellings and establishments seem to span quite a number of years. You'll see old, decrepit Victorian homes, sleek and modern coffee shops, and everything in between and beyond. This includes the type of wares found inside. Some places of healthcare will have ancient forms of medicine, for example. Th buildings also switch around and jump from street to street often. It's not really consistent, and easy to get lost the higher your doom meter is.
THE TOWN:
Mostly homes and the aforementioned shops. Anything you want, you'll have to figure out how to make or work yourself. Or with the help of a coven-mate. The streets move a lot, as mentioned before, but the housing will remain in the same place, as though the city recognizes one's need for consistency ...
THE CASTLE GROUNDS:
There's a lake and gardens. It's dangerous to enter the lake at sunset or after, as it might induce either pain and a spike in one's doom meter, or it might grant physical healing and a sense of peace. Hard to say which will be which.

The gardens are labyrinthine, beautiful, and dangerous. Shadows whisper the moment you enter, and they become louder the further you get. It swells up into a cacophony when you're about to reach your prize -- quiescence. The area at the center will be whatever you need most at that time, whether it's respite, beautiful and lit up with airy lights and glowing flowers, or a place to get one's sanity back up through whichever means.
THE CASTLE:
Locked.
THE TEMPLE:
Locked.
THE OTHERWORLD:
Watch this space for an otherworld post + the tag when it's unlocked.
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