UNDERWORLD
- home to the power hungry -
ENVIRONMENT SETTING
Temperature: Below freezing point all year around. One year = 9125 Surface days. Often accompanied by fog that is heavy in the suburbs and uncharted areas and light (floating over the ground) in the cities, and storms aren't an uncommon occurrence.
Terrain: Generally Flat, with slopes so shallow and vast you can barely tell the difference in level; Elevations are rare, only taking form as soil cliffs. There are bodies of water present, but the ground is limited to soil and mud. Grass grows limitedly in patches.
Environment:
Generally dark, lit by street lamps, house lights, neon signs, the moon, and the occasional arcane/invocation sigil.
Civilization exists very similarly to that on The Surface at various times past the Classical era. Towns, Cities, and Villages exist, with particular themes and like-minded residents inhabiting them. Non-humanoids wander dark forests, swamps, and bodies of water.
Civilization Types: Mud Villages, Mega Cities (Overcrowded), Fortresses, Terrain Villages
The biggest hubs are Victorian towns and Metropolitan cities, all trapped in their night state.
Government specialties: Occult magic
Resident Species: Hybrids (Very Common), Demons(Very Common), Pure Beasts(Common), Undead(Uncommon), Demi-humans(Uncommon), Humans (Rare), Vengeful ghosts (Very Rare)
Resident traits and quirks:
Terrain: Generally Flat, with slopes so shallow and vast you can barely tell the difference in level; Elevations are rare, only taking form as soil cliffs. There are bodies of water present, but the ground is limited to soil and mud. Grass grows limitedly in patches.
Environment:
Generally dark, lit by street lamps, house lights, neon signs, the moon, and the occasional arcane/invocation sigil.
Civilization exists very similarly to that on The Surface at various times past the Classical era. Towns, Cities, and Villages exist, with particular themes and like-minded residents inhabiting them. Non-humanoids wander dark forests, swamps, and bodies of water.
Civilization Types: Mud Villages, Mega Cities (Overcrowded), Fortresses, Terrain Villages
The biggest hubs are Victorian towns and Metropolitan cities, all trapped in their night state.
Government specialties: Occult magic
Resident Species: Hybrids (Very Common), Demons(Very Common), Pure Beasts(Common), Undead(Uncommon), Demi-humans(Uncommon), Humans (Rare), Vengeful ghosts (Very Rare)
Resident traits and quirks:
- Differs depending on strain; see Types of Residents.
- Precious items are dealt in metals, with a defined absence of yellow gold, the specialty of the Overworld. The best metals are white gold at its finest, and silver at second best; the latter is mainly kept by government officials and is symbolic of their positions.
- Those that can, speak the tongue of the Underworld, known to residents of the Overworld through an often unwanted class in secondary schooling.
- Almost all residents indulge in the Seven Deadly Sins, others specialise in them.
- Due to the perpetually dark conditions of the world tier, all residents have tremendous difficulty accustoming their eyes to daytime on The Surface. As such, almost all tier travellers tend to choose night time to arrive and do tasks on the middle world.
- Humans become residents of the UW by dying on The Surface meeting less than half of the requirements for promotion to the Overworld.
- Residents to-be are purposely infected with a strain of virus that determines their status in the Underworld.
- Immortal in terms of ageing
- All residents are participant in a power struggle for promotion toward a higher tier; some aim to preserve memory whilst doing so.
- Overworld: 0-5%
- The Surface: 60-90%
TYPES OF RESIDENTS
Lesser Demons
Residents with lowest strain compatibility, mindless, tactless, and multiply at every opportunity. Certain areas of this world are specifically assigned for these residents, governed by their own clan leaders. Perhaps by their own traits, these are the least likely to progress or even aim for promotion, preferring to revel in jealousy over fellow residents and attacking when possible. Appearance Non-human - anything from smoke demons (formless) to hybrid beasts; often band together based on type. Traits - Consumed by envy of all other residents other than their own kin, will attack for as long as the enemy appears vulnerable - Incapable of speech, conversing in grunts, growls, or hisses - Intrinsic belief in clan-keeping; often maintain their own closed systems with separate rules determined by their own hierarchies. - Typically led by one demon deemed the most beneficial to the clan |
Middle to Greater Demons
Residents with better strain compatibility; these, unlike their lesser counterparts, possess the ability to have a more or less normal conversation. Those in the higher tier of strain compatibility inhabit the world as shopkeepers, dealers, doctors, etc. Some softer hearted residents occupy this tier. Appearance Possess some human traits but are dominated by demon-like appearances, requisitely having unusual coloured blood. Traits - Generally have a wider array of emotions, with a fair majority possessing psychotic and/or sociopathic personalities and its own share of paranoid residents (some over unknown causes). - Capable of speech, some more or less than others - The more complex, functional residents often occupy professions |
Government officials
Residents with greater to highest strain compatibility, lending into corresponding positions. While seemingly harmless, these are the most complex of the resident types, and the least likely to contain soft-hearts. Appearance - Minimal non-human appearance limited to only certain features such as hair, eye color, etc. In some cases, any difference to humans is non-existent allowing the official to blend seamlessly with residents of The Surface. - Often have a special sigil symbolic of their identity or position, often used as decoration or marking Traits - The widest array of emotions, generally tame (in an alarming sense) and capable of complex thought and deeds. - Locked in a power struggle against other officials, especially those in higher power than others. Higher positions grant access to stronger incantation books and valuable items, but reasoning isn't a necessity for any actions. - Respect and fear strongly come hand in hand. |
GOVERNMENT DUTIES & TASKS
TOWARDS THE UNDERWORLD
TOWARDS THE SURFACE
TOWARDS THE OVERWORLD
- Ensure smooth running of day to day activities of residents, including lesser demons.
- Maintain upkeep of the Underworld resident register/government rota.
- Organisation of Underworld events for Middle class demons, with the occasional invitation to lesser demons.
- Collect any materials from The Surface required for the events and activities in the Underworld, whether ingredients or simple pleasures.
TOWARDS THE SURFACE
- Ensure and carry out transportation and orientation of to-be residents.
- Ensure that the Underworld is not made known in doing so; any mishaps must be attended to in whatever means necessary.
TOWARDS THE OVERWORLD
- Do what is seen fit of stray Overworld residents in the Underworld region.
- Take hostage and/or otherwise manipulate stray residents in order to infiltrate or wreak havoc on the Overworld, considered miscreants in their own right.