MORTAL SOULS

MAIN REGION: THE AQUEDUCTS


Art by Zdzislaw Beksinski

First Visit (from Lighthouse Dock):


Though it feels impossible, you start to sense a sort of downward slope to the pier. And yet, it remains squarely above the water, no lower than it was before. You continue on your way, and the sound of crashing water becomes apparent.

The pier ahead of you seems to vanish into the water, but as you continue, you find yourself walking down grey steps. The sea around is as flat as ever, but it seems to come to an edge, where it suddenly drops off into a wide expanse.

You lean over the staircase, and get an immediate case of vertigo. Below are an uncountable number of bridges and aqueducts, connected by ornate buildings and diases. And some of the bridges seem to be turning, rotated by massive machinery. And on all sides, the sea-turned-waterfall pours down, into the abyss below.

"This place is known as the Aqueducts. Fantastic name, I know." The hermit again. He sits on a dias nearby. "Naturally, it is a cold and damp place. But I once heard it was the home of heroes."

"But all that is irrelevant. Down below, there's something you should see."

"If you desire answers, they await below. Once you see it, you will understand." You are intrigued by his words, but you can't afford to dwell on it. Not when still more challenges await you.

Ahead, there seems to be a patrolling battalion of powerful looking Shades. But past them, above a further part of the Aqueducts, a black castle seems to loom over a particularly unguarded spot. Perhaps there might be a way down from there...?



-THE FLOWING BRIDGES-

These bridges were not meant to be traveled on. Waist high in some places, knee high in the rest, water floods the whole structure.

It is immediately clear that these are, as the hermit said, merely aqueducts, intended to be waterways rather than load bearing bridges. Sickeningly often you have heard loud cracks, and spied crumbling stone from far away.

With your Soul bound to the Beacons, you are sure to revive from such a fall... but it would definitely not be pleasant.

You slog along, water creeping up your legs, chilling your body and slowing your movements. The Shades don't make it any easier, as they seem to be stronger here, and the narrow bridges don't leave you much room to move. You slather your body in Light Gels, mending your frequent wounds.

In the shelter of one of the small stone buildings, you spy a Beacon, and rest at it immediately. But its light does not shine, and within seconds you are engulfed in a foul smelling ooze, some kind of creature composed of corrupted Light Gels!

You fight your way out, gasping for breath, and manage to smite the thing. It leaves naught but an untethered Beacon where it once rested. You fasten it to the ground, and its welcome light ignites. You shake your head, wondering how much further humiliation you must endure...




Art by Zdzislaw Beksinski


AREA OVERVIEW:



The Flowing Bridges is one of the two main paths that an Explorer can take from the Lighthouse Dock, but between the Highlands District and here, this is definitely the harder route.

Particularly near the front, which is fortified with a battalion of Shadow Armors.

It is not impossible to push through, particularly for the skilled or determined, but the enemies here are definitely stronger than those in the Highlands District.

It is a tricky zone, with unique and powerful monsters, as well as the Explorer's first encounter with Water as a hazard.

As the Explorer is exposed to water, they will become Drenched, making it more difficult to evade attacks, and making them more vulnerable to lightning. It is also much more precarious compared to the Highlands District, making it effortless to fall off if you are not careful.





(Difficulty Level: [2] Threatening)

APPEARANCE:



An array of countless bridges, crisscrossing between stone towers, surrounded by a curtain of waterfalls. Massive hanging cisterns are chained to arcing supports, acting as both as walkways and water sources.

Most of the bridges carry water, some of them turning back and forth to transport water where it needs to go. However, the system has been in disrepair for centuries, and sometimes it may malfunction, leading to collapsed bridges or water buildup.



BOSS: SHADOWGATE (The Defiled Threshold)



A final fortified bridge lies between you and a low outcropping of rock, the one thing splitting the waterfalls surrounding you. Though it wasn't necessarily warm before, as you walk into the cave, the numbness of your body spreads, worryingly turning into warmth in some places.

A veil of mist blocks your path, but you step through it, hoping for the light of a Beacon. Instead, you step out onto a rusty metal grate, suspended by the cave walls. Below, a pit going down as far as your eye can see. You can hear rushing water from down below, but in front of you, a snarl of torn metal lies embedded in the wall.

It seems to be a double-doored gate, with the counter-relief of a humanoid figure, divided between the two halves. But straight through its torso, a huge gash in the metal dominates the structure, as if something clawed its way out from inside.

But just as you are pondering this, a shadow seems to pass over the shattered gate, making it produce a horrible clanking noise. As the wall around it cracks apart, it wrenches itself from the rock, twisting back and forth, clamping open and shut like a huge mouth. It slams the ground, causing the grate to tilt back and forth, unsteady.

Behind it, an arm of Shade-matter connects it to its cavity, like a veiny elongated neck. It vomits murky water in a massive spray, and it's all you can manage to hold up your shield against the torrent...




Art by Zdzislaw Beksinski


BOSS OVERVIEW:



The Shadowgate is unique, in that it is one of the first bosses to mostly attack indirectly. From its mouth, it can send forth bursts of water, and it can tilt the grated floor to throw the Explorer around.

It can even go so far as to fully rotate the floor, dumping unwary players into the abyss if they do not flee to the safety of a central platform.

Up close, it bites with its metal jaws, but it is easier to attack it, compared to braving its volleys of murky water from afar.



DROPS:



Murky Core Soul
A sticky and moist Soul. It is uncomfortable to handle.

The floodgates of a Kingdom long past were destroyed by some kind of creature, and were never repaired. But somehow, the Kingdom itself found itself inside the Aeon Ruins. The gates were imbued with a rudimentary will by some obscure force, as if to guard what lied beyond.

Use this mildewy Soul to gain a large amount of Souls, or else create a unique treasure with its essence.

Connections:


Lighthouse Dock [HUB]
Icecrest Passage
Sanguine Court (Only accessible from other side) [FORSAKEN METROPOLIS]
Bridges of the Edge [WORLD'S END](LOCKED!)

-ICECREST PASSAGE-

SHADE DISPERSED
The shadow lessens.
But the light that borne it will never fade.

With a final strike to its neck, the Shadowgate shudders and dies, disintegrating into rust that drifts through the grate and into the dark unknown. Beyond the hole where it once stood, the cave grows ever darker, before opening to a cyan light.

Spikes of ice jut up and down from the ceiling and floor, and still more aged reinforcements litter the ground. The few that aren't destroyed offer an odd detail: they were pointed inward, as if attempting to stop an incursion from below.

You conclude that whatever destroyed them must have broken through the gate... but what could have the strength to tear through solid metal? Treading carefully over the frosted ground, you peer into the cold, dim mist...




Art by Zdzislaw Beksinski


AREA OVERVIEW:



The Icecrest Passage is nearly the opposite of the Flowing Bridges. Rather than wide open spaces and precarious bridges, the passage is entirely indoors, and filled with tight tunnels and bottlenecks.

Devious enemies, sudden pitfalls, and trapped tunnels that burst with torrents of water are common in this place, and spiky icicles from below and from the ceiling can impale those with tread recklessly.

It also involves the Explorer's first encounter with Magic Eaters, unique foes that are immune to magic of all kinds, eating it instead and growing stronger.





(Difficulty Level: [4] Terrifying)

APPEARANCE:



The Icecrest Passage is a cramped series of tunnels, mostly dark, but with blue light shimmering down from above, giving the entire passage the appearance of being underwater.

Pools of frigid ice are rimmed by razor sharp icicles, and slippery precipices tower over dark abysses. Littering the ground are age old pieces of debris, preserved by the frost and the Aeon Ruins.

Camps, battlements, traps, all old but still somewhat functional.



BOSS: STALKER (The First Fear)



You step through another wall of mist into a series of mazelike tunnels, but the first thing you notice is the overwhelming smell of mildew. The second is the feeling of being watched. Watched by a foreign pair of eyes, hungry eyes, from some dark damp corner.

It is warmer in here than the rest of the Icecrest Passage, but only for the lack of ice. You walk through the spacious tunnels, expecting to be ambushed at any moment. Then, movement! A torrent of water splashes through a side tunnel, washing over you, knocking you down and pulling you towards a deep, narrow pit.

But you barely hold on, coughing for breath. And yet, besides the frequent bursts of water blasting through the tunnels, there does not seem to be anything here. And yet, you still feel those hateful eyes on your back.

You start to search for an exit, oblivious of the thing behind you, crawling on the ceiling with its scythe-like arms at the ready...




Art by Zdzislaw Beksinski


BOSS OVERVIEW:



The Stalker is the only boss in Mortal Souls who does not fight the player head-on. Instead, it lurks around the corners of its hunting grounds, staying out of sight of the Explorer.

If somehow the Explorer catches sight of it, it will shriek, attempt to strike, then run away. While the Explorer can get a few hits in when it does this, it is much more efficient to lure it into traps.

In the arrays of tunnels that the Stalker inhabits, torrents of water periodically flood through, and if the Stalker is convinced you are unaware of it, it is possible to lure it into a trap and disable it temporarily.

However, locating it is easier said then done, especially when it flees. It can emerge from any angle, so its attacks are unpredictable.



DROPS:



Primal Horror's Soul
A Soul that pulses with a malicious aura.

The Stalker was the first demon. Whoever created it gave it a lust for souls, and an immeasurable lack of empathy. It was sent as an executioner, but sealed away for centuries.

Use this demonic Soul to gain a large amount of Souls, or else create a unique treasure with its essence.

Connections:


The Flowing Bridges
Sea of Souls
Paper Caverns [THE ROTTING STONES]

-SEA OF SOULS-

SHADE DISPERSED
The shadow lessens.
But the light that borne it will never fade.

The Stalker falls dead at your feet, leaving you dazed and drained from your battle. And yet it doesn't look much different alive or dead. You proceed onward, stepping uneasily around its corpse. You curse the thing, and the Shades, and the Ruins, and all your other hardships while you're at it. This place is muddling your mind.

Places and structures and creatures you could hardly dream of, existing in this place in defiance of sense. For a moment, you forget why you're even here. You're simply an Explorer, aimlessly wandering this nightmare with no purpose other than to subject yourself to further torment.

To perish and be reborn over and over until you finally decide whether to stay living or dead.

The tunnel you are in twists in spirals, down, down, down deeper than you feel you've ever been before. Deeper in the dream. There is a light at the end of the tunnel. A familiar, primal light, radiating from below. You step onto a stone beach, armored feet crunching down on it. The 'sky' is pitch black, only making the ocean seem more radiant. And what an ocean it is.

Far from the glasslike surface above, this sea swirls and undulates, writhing as if in a storm, but with no sound other than a deep moaning, a chorus of a billion voices, crying out from the waves.

There are others at the shore, and you stand with them. They moan and writhe, wandering the shore without their minds, or possibly their Souls. But you stand, stoic. And you bend down, to touch the stuff that laps at your feet.

You see a face in the liquid, but it dissolves at your touch. And then you feel a sickening sensation of absorption. Of an external force, joining with your own inner essence. Your Soul.

And that is when you recognize the ocean for what it is. And it is big. Too big. Too big to be what it is, and not confirm the cruel nature of this place.

You lay at the nearest Beacon and weep. Your face presses close to the beach's surface. In lieu of sand, the faces of nameless gods and goddesses stare back. Objects of worship, from ages past, reduced to rubble.

The hermit lied. You don't understand it at all.

You never expected the afterlife to be a cesspool.




Art by Zdzislaw Beksinski


AREA OVERVIEW:



The Sea of Souls is a huge, sprawling area dominated by a massive ocean, which Explorers must pass by venturing from island to island. Powerful eldritch creatures lurk here, some of which appear nowhere else in the Ruins.

Stepping into the sea itself is dangerous, but is required in some places, if the Explorer wishes to proceed or collect valuable treasure and Souls from within the spiritual soup.

In fact, almost the entire sea is shallow enough to walk through. That is, if the Drownsouls didn't pull unwary Explorers into it to dissolve their bodies...





(Difficulty Level: [5] Mortal Danger)

APPEARANCE:



The Sea of Souls is a shining, blue and white ocean underneath a black sky. Islands of stone dot the depths, composed of old statues and tributes to long forgotten gods.

Solemn stone boats provide passage between the islands, while Soulless creatures, or creatures who lack all but Souls, walk through the shallows, lost and forlorn.

It is a truly desolate place.



SOULLIGHT DEMON: THE LARVAL PHANTASM (Eternal Madness)



You feel as if your spirit has been ripped from your body. The foes you have fought here are unlike the Shades above: rotted gods wade through the shallows, and the angry spirits of the dead rise from the waves and attempt to pull you down.

And now you sit on a stone boat, the vessel drawn towards some unknown destination across this Sea of Souls.

The rhythmic bobbing of the boat makes you drowsy, but you cannot allow yourself to sleep. If you began to dream, you might not be able to distinguish it from reality.

The horizon is distorted by the waves, yet clear. But as you close your eyes, the boat stops, resting at another stone shore. A small island, surrounded by a cloud of wayward Souls, meets your gaze, and you disembark.

Statues comprise the structure of the island, features and carvings indistinct, inlaid gems fallen out, littering the damp stone beneath. Innumerable statues of old deities, and the crumbling pantheons that housed them, lay washed up and eroded from the Sea of Souls.

All save for the center of the island, where a pulsating blue mass lay curled up in a makeshift nest of shattered stone, with debris orbiting above in defiance of gravity. The mass unfolds with a shriek, and shifts into a humanoid silhouette. You freeze and gape, realizing what you are looking at.

It rises into the air, power pulsing through its ethereal veins and capillaries, yet with no heart to hold them together. Where its head should be, is instead a point of light. This is the birthplace of the Phantasm, where it arose from the tortured Souls of the sea. And now another is rising.

You can only pray it is not yet powerful enough to take your Soul outright...




Art by Zdzislaw Beksinski


BOSS OVERVIEW:



The Larval Phantasm fights with all the majesty of a god, and it has powers to match. For much of the battle, it remains suspended in the air, out of reach of melee strikes, but while it is on the ground, it distorts the path of projectiles, sending them back at their caster.

This means that it must be fought on its own terms, which puts the Explorer at an immediate disadvantage. It attacks almost effortless: it walks quickly past the Explorer, kicking up massive shockwaves, damages them simply by touching them, and can even induce hallucinations.

It turns the world dark around you, teleports you against your will, creates illusory copies of itself, and bombards you with shattered pieces of godly statues. Its power is awe-inspiring, and there's not a single one of its attacks that does not harm the Explorer immensely.

It is easy to get overwhelmed, but the Explorer must remain calm if they intend to win.



DROPS:



Phantasmagoric Demon's Soul
The shadow-casting Soul of the Larval Phantasm. It is a writhing Soul, blazing with excess energy.

The Phantasm was born from a cradle of hateful Souls, swirling and stagnating in a great expanse. This Larval Phantasm was to be just as powerful, if it had not been nipped in the bud.

Use this dreamlike Soul to gain a large amount of Souls, or else create a unique treasure with its essence.

DEMON BANISHED
The Shadow's power has weakened...
But the Phantasm still approaches.

Existence seems to distort around you as you dispatch the Larval Phantasm, and with a bellow it disperses. Its aura vanishes, and the debris around crashes to the ground. You fall to your knees, sighing with relief. It's over. Or... is it really over?

This is only one branch of the Ruins, and the abomination you just destroyed is a far cry from the earthshaking entity above. Surely brute force will not avail you as it has here.

But... is there any real point in resisting it? If this is truly the final resting place of Souls, would it not be better to have your Soul consumed?

At least then, it would be spared from joining this cursed mass, deep underground in the Aeon Ruins. You don't know why you keep calling it a Ruin; by now, it is clear that it is far more than a simple wreck.

At the verge of despair, you force yourself back. You remember that you aren't just fighting for yourself. Even if you lose the will to live, you must resist the urge to share your torment. You are about to rise, and escape this dismal place, when the center of the creature's nest begins to shine.

A blue glimmer emanates from some sort of glyph, hidden in a puddle among the faded stone faces, whose mouths open and close in some semblance of screaming.

You drive your hand inward, through a puddle of gel, and touch the glyph. It blazes a bright white, and the faces are eroded away to nothingness. A wisp of light emerges from the nest, spiraling into the air, into the deep black sky... to the Lighthouse Dock.

THE SOULLIGHT SHINES AGAIN
From the depths of mortal folly, the memories of rebirth emerge.




Art by Zdzislaw Beksinski

Connections:


Icecrest Passage

OR RETURN TO LIGHTHOUSE DOCK