MORTAL SOULS

MAIN REGION: MIRAGE OF STRIFE


Art by Zdzislaw Beksinski

First Visit:


Atop the Sanguine Court, the sun sits at the peak of a lone-standing staircase. The sun sits before you, resting above a castle, in the sky of an underground ruin.

You have so many questions that you simply give up trying to understand and attribute it to the eldritch magic of these Ruins. Like so many other things you've seen.

The sun is blindingly hot and bright, as would be expected, but out of the corner of your eye, you see... something... inside of it. You reach out your hand, but as the heat becomes unbearable, you pull it back. You curse, and glare squinting into the false sun. You might as well, you finally decide.

Even if you die, your Soul will endure as a Phantom. A little burning to death is not going to destroy your will to live. With a running start, and an involuntary wince, you leap off the staircase and into the sun.

The blazing light engulfs your body, and you suddenly feel the sensation of falling... falling... falling... until you finally land, tumbling out of the sky onto a bank of sand.

You open your eyes hesitantly, and find yourself prone in the desert. There is no sun in what looks to be the sky, merely a swirl of ever-changing drab greens and oranges. Are you... inside the sun?

The light (and heat, as your rampant sweating reminds you) seems to instead be omnipresent. You rise and walk towards a nearby stone hut, nearly crumbled but offering precious shade.

A figure beckons you closer, and to your surprise, it seems to be the hermit from the Lighthouse Dock.

"Ah, you made it. I feared that you might miss this place," You nod. Not many would be willing to throw themselves into the sun. "This... Mirage of Strife, floating in the sky."

He laughs sadly. "The Ruins seem to have a sense of humor. The sun-bleached sands, confined within a sun." He speaks of the Ruins as if they were alive... which wouldn't entirely surprise you.

"The desert is far too hot, and the only kind of 'shade' past here are those shimmering abominations you know so well."

"If you have no source of water, then you should prepare to boil. Hehehehe..." You rifle through your pack, searching for something that could aid you in this burning place. Otherwise, you have no other choice than to turn back...



-DESERT IN THE SKY-

You take a long drink from your enchanted Waterskin. You luckily found it among the Flowing Bridges, and it seems to never run out of water.

It is a small relief, however, in this barren place. Juggling your weaponry and your water, you dispatch Shades that emerge from the sand to attack you, descending past sandy cliffs to a wide expanse.

To your surprise, you see a crowd of people kicking up dust between the dunes. You creep near them, and sure enough, they are all Shades, albeit with two distinct variations on the uniforms they wear.

A skirmish between opposing armies. You watch the conflict in fascination, seeing the Shades on the front-lines fight, die, and be absorbed into the sand, only to reappear further back, and push ahead to the front once more.

You have no desire to become involved in the battle, so you walk around it, stepping onto twisting structures of glass that rise from the sands.

The desert is hottest here, as it focuses through great pillars of glass like trees, that stretch into the heavens. And below, through wayward gaps in the sand, you see images of the Ruins below, obscured by clouds...




Art by Zdzislaw Beksinski


AREA OVERVIEW:



The main hazard in this area is the extreme heat of the desert, which will steadily drain away at the health of Explorers if they have no Water source.

Becoming Drenched in the Desert in the Sky has no weight penalties, and is pivotal to survival.

Aside from the harsh conditions, the main threats are the bizarre Shades that inhabit this false sun and the gaps in the sand, exposing the world far below.

The glass structures that must be scaled to progress may have shattering bits that can crush and lacerate those who do not take care.





(Difficulty Level: [3] Dangerous)

APPEARANCE:



The Desert in the Sky is quite true to its name: it is a desert suspended in the sky. Dominating its expanse is a massive battle, ringed by twisting glass structures formed from melted sand.

They distort and focus sunbeams into deadly heat, forming only more of the glass below. The false sky of the Mirage of Strife is colorful and psychedelic, swirling in all manner of colors like a daytime aurora.



BOSS: GLASS CAVALRY (The Riding Revenants)



A transparent stairway leads up, over the conflict and to a plateau of solid, grainy glass, where a sandstorm rages, sweeping up dust from the battles below.

You look down in awe, heart pounding as your body tells you that you should be falling. But instead, you are walking on air, hundreds of feet above the hot sands below. A veil of mist, tinged yellow by the sand, lies before you.

You squint as you delve into it, grains of sand rattling your helmet. The ambient light is obscured in the center of the storm, but it is no less hot.

The air distorts above the concentric rings of glass that sit at the center of the rise, but at the moment, that is the least of your worries. For a moment, the storm thickens, and when it thins again, a lone horseman stands opposing you.

Two living skeletons, it seems, the rider's face frozen in death's grin. From below, yellowed glass rises up, covering its bones, and the bones of its horse. Like amber flesh, it gives them life.

Laughing with a spectral fervor, the rider raises its hand to the sky, and sand materializes into a rough spear, which it levels at you. You ready yourself for combat, knowing that a simple glass rider won't be difficult to shatter.

But as he rides, he shimmers, and from the storm, another rider appears... and then another... and on and on until their numbers become immeasurable...




Art by Zdzislaw Beksinski


BOSS OVERVIEW:



This battle exemplifies fighting in situations where visibility might not be ideal, as well as fighting on a team. For if the Explorer summons aid to this battle, the Glass Cavalry will summon allies of its own to even the odds.

It is incredibly swift, and has some tricky techniques, like melting down to teleport across the plateau, intensifying the sandstorm to cause damage, and summoning even more copies of itself for a group charge, but other than that, it is fittingly little more fragile than glass.



DROPS:



Melting Dust Soul
A warm Soul, with a sandy consistency. Yet, it sheds no dust.

The last remaining horses in the land were ridden and killed in the first battle, along with their riders. This wasteful effort left the rest of the soldiers to wander on foot across the scorching sands.

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

Connections:

Sanguine Court [FORSAKEN METROPOLIS]
Bloody Oasis

-BLOODY OASIS-

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

You sidestep the cavaliers as much as you can, trying to keep an eye on them through the screen of sand, swirling into your eyes. Which one's the real one...?

You carefully examine each one as they pass, but they're too similar to tell. You lash out at each one that passes, wincing as their spears stab and scrape against your armor.

Another horseman threatens to pierce your heart, but you slide past his spear and lodge your shield in its neck, sending cracks radiating from the impact. It reels back and attempts to strike again, but you let go over your shield, evading the hit.

With a battle cry, you grip your weapon with both hands, bashing it into your shield with a mighty CLANG. The glass shatters, sending bones flying as the horse continues to run, slowly falling apart into shards before melting back into the plateau.

Within seconds, the sandstorm ends, giving you a welcome view in the distance: an oasis! A slick walkway from the bluff leads to an array of glass tunnels towards the oasis, some of which dive beneath the sand.

They are warm, but compared to the sunburned wastes behind you, they are a welcome reprieve. Strange, almost musical sounds echo through the tunnels, but as you near the oasis, it becomes clear that they are the distorted sounds of battle.

The tunnel ends, leaving you between tropical trees. But there is no water to be found: the bulk of the oasis is blanketed in pools of blood, and a terrifying amount of Shade soldiers splash in it, sending up clouds of red mist.

You climb wooden scaffolding, attempting to escape the fighting, but some of the soldiers break away and follow you. You cough as you run over the very image of chaos, nearly slipping on the slick blood.

The smell of iron fills your nostrils as you crawl along, trying to escape the senseless violence...




Art by Zdzislaw Beksinski


AREA OVERVIEW:



The Bloody Oasis is the site of the violent end to the Mirage's war, and it is a close-quarters battle between two armies, leaving little room for you.

In the jungle-like terrain, Shades of all kinds will ambush you, and pursue you over and through ramshackle wooden huts and battlements.

The blood blanketing much of the ground is subtly poisonous, but falling into the center of the myriad battles between the Eternal Warrior Shades spells certain death.

Powerful enemies, like all varieties of Shadow Armors, are present and dangerous, often ganging up on you when you least suspect it.





(Difficulty Level: [4] Terrifying)

APPEARANCE:



The Bloody Oasis is a war-torn island of fertile earth in the middle of the barren desert. The fighting has taken its toll on the paradise, turning the water to blood and decimating what little natural life remained, fruit trees chopped down to make fortifications.

The sky is the same bizarre swirl of colors as the rest of the Mirage, but it is harder to see through the trees, which provide enough shade to make the air less sweltering.

Red mist hangs in places, hiding droves of Shades waiting in ambush.



BOSS: BISECTED EMPEROR (The Brothers Divided)



In the far end of the Oasis, past the fortifications clogged with blood-soaked Shades, lies a spring of pure water. It bubbles up from underground, and the water sparkles, radiant in the desert sunlight.

Just being near it makes the air feel cooler, but as you breathe deeply, the air turns sour. A shirtless, tan figure drops down from above, splashing into the spring. He holds a weapon in each hand: a damaged scimitar, and an opulent halberd; an utter mismatch.

Where it steps, the water thickens and turns to blood, until the bubbling is slow and gruesome. It stares at you silently, through empty sockets that blaze with bright blue flame.

It stands still as a statue as you trudge through the boiling blood, not even reacting as you raise your blade and slash into his skull. But disturbingly, you find that the transit of your blade lacks resistance... and instead, it stops every so often with a twang, as your blade snaps the thread holding the two halves of its body together.

Its head unfolds, revealing only shadowy material within, a blue flame erupting in the neck-hole, rushing down and exposing its entirely bisected body, shining in a line down his chest. He splits apart, each half bearing a weapon, each half standing on its own.

They shouldn't be able to stand. And yet they do, as if they were both whole, with half their bodies simply invisible...




Art by DalSifoDyas


BOSS OVERVIEW:



The Bisected Emperor is in-fact two foes in one. When they divide, each one of them carries a separate weapon, and attacks differently than when they are together. They actively flank Explorers, becoming more aggressive when behind them.

Their weapons also have special properties, with the halberd able to emit scorching beams of light, the scimitar able to split apart and attack from afar, and when wielded together, they both spray poison blood in a wide area.

They are hard to approach, and harder to face upfront.



DROPS:



Frenzied Soul x 2
Two linked Souls, docile unless brought together.

The leaders of each side were twins, and they fought each other in pitched combat, in the middle of the oasis that had became their battleground. They were evenly matched, but the younger brother sprung forth with demonic fury and slaughtered his sibling with strength that was not his own.

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

Connections:

Desert in the Sky
Saltstorm

-SALTSTORM-

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

With a final blow, you knock one of the halves into the other, and they tumble into the blood together, their own shadowy blood leaking out into the pool. They shudder and shake, letting out a loud, low moaning sound, but eventually they stop, and all goes still.

They sink below the ripples of the blood, and the spring runs dry, leaving you standing alone on crimson sands. Troublesome grains cling to your blood-soaked boots as you venture out of the Oasis, stinking of death and sickness. You kick a nearby wooden post to knock the sand loose, and continue on your way, walking between towering dunes.

A breeze drifts around the corner, carrying with it the overwhelming scent of salt. The ocean? You follow your nose around the dune, and are met by... well, you're not entirely sure what you're looking at.

A white haze, almost like fog but not quite, hangs over the entirety of your vision. It seems akin to a sandstorm, but it is far too white to be the sand of this desert. Wooden posts, leaning at haphazard angles, litter the ground for miles around, leading into the cloud, fading to white.

The winds are stronger here, and disturbingly, you feel a sort of suction to the wind, as if it were pulling you in... And you follow that wind. There's no quick transition from air to salt.

The air becomes heavy, and your armor is battered by the cutting wind. You can hardly see two feet in front of you, but a figure appears in the distance. You raise your weapon, but... it's simply a wandering Shade, seemingly docile, and covered in bandages from head to toe.

Never before have you felt such desolation in these Ruins... though you have hardly been in friendly company, you have never felt more alone...




Art by Zdzislaw Beksinski


AREA OVERVIEW:



The Saltstorm is the largest area in Mortal Souls, even more so than the Sea of Souls. It is largely desolate, but visibility is terrible, leading to ambushes by unseen foes and a real threat of getting lost.

To make matters worse, the salt is abrasive, VERY slowly eating away at Explorer's health. By navigating landmarks, following foes, and marking their paths with Resplendent Jewels, they may just make it through.

There are some reprieves from the never-ending salt in the form of recesses in the ground, and small huts, some with evidence of heinous acts. But beware what hints you follow, as some may lead you only deeper into the storm.





(Difficulty Level: [5] Mortal Danger)

APPEARANCE:



The Saltstorm is covered in swirling, grainy white. The sand below ripples with the barrage of salt, mixing with it and building up against the frequent posts that mark the earth, almost like gravestones.

Forlorn pieces of cloth mark some of them, marking paths to either traps or safe areas. Strange creatures and tricky foes, like Shadow Armors and Spectres lurk in the storm, existing only like silhouettes before they approach, or vanish.

A massive wooden wall divides the storm from the ocean, and yet on the other side, the shore is eerily calm. Then, where does the salt from the storm originate, and what purpose does the wall serve? Perhaps it is merely a quirk of the Aeon Ruins, the result of conflicting memories.



SOULLIGHT DEMON: THE DEMON OF DESICCATION (Eternal Thirst)



You are forced to walk between the countless posts on your way forward, past this horrible storm, but you feel your strength waning. Where are you even going? And why?

You start to feel as if you've gotten lost. Maybe you've already reached the edge of this place, and there's nothing waiting for you here but death. You feel like one of those mummies, wandering aimlessly, taking shelter in sandy recesses... until you run flat up against a wooden wall.

You find that the wooden wall is tall... very, very tall. And its edges seem to fade into the storm in both directions. Is this it? The edge? You search the wall, hitting at it with your hands and equipment, walking down its whole length, until you feel as if you can walk no more.

But soon you find a gap between the heavy wooden planks, and slip through, not noticing your passage through the mist in the all-consuming whiteness.

With so little light before, the sudden orange glare of the sunset is blinding, and you wince, stumbling and cringing against the splintering wood. Once your eyes recover, you see that the visible world is bathed in a sickly orange, save for the ocean. Yes, the ocean...

You gaze down at it, the stark blue stretching across the horizon, eerily calm, with naught but the smallest waves. You walk slowly towards the gently lapping shore, and all you see at the border between sand and water are calcified corpses, prostrate in gestures of surrender. Or drinking.

And for a while, you are alone, with the salt-poisoned waves and the dead of the past. But a fell wind blows across the waves, and then you see it, rising over the horizon. Moving fast, faster than should be possible, it slides through the air above the water, disturbing not a single drop of salt.

And then it halts abruptly, just a few feet away from you. Like a comet, frozen in the sky. It resembles a mummified corpse, with its sun-bleached skin thin and cracked, its empty sockets staring without thought or reason, and its mouth agape with only a few scant teeth remaining.

An asymmetrical crown made of thorny driftwood rests on its head, hooded in the same wispy brown cloth that adorns the rest of its body, bound together by coarse threads that crisscross its chest.

Its bony hands and feet emerge from folds of cloth, never touching the ground, never feeling moisture. But that is what it yearns for, most of all. Its dryness is a palpable force, a wave of radiating corruption that cracks your lips and thins your cheeks.

With a raise of its staff, encrusted in sharp salt crystals, a great cacophony rises as a blast of salt rends the air as it blasts across the infinitely long beach, summoned from nowhere, and to nowhere it goes...




Art by Zdzislaw Beksinski


BOSS OVERVIEW:



The Demon of Desiccation is the most powerful Demon that has ever existed, and it has power to match. Any water based attack heals it immensely, and it can grab drain moisture from the exterior or interior of Explorers' bodies for the same effect.

It is the lord of the Thirsting Shore, and can manipulate each facet of the cursed beach, intensifying the suns rays, calling forth corrosive waves, or even summoning blasts from the Saltstorm.

To make matters worse, it can even reflect magic thrown at it, if it is not distracted.

It seems like an insurmountable challenge, but it does have a fatal weakness: its shriveled body is extremely vulnerable to fire.

If you do not exploit this weakness, then death is only a stone's throw away.



DROPS:



Dry Demon's Soul
The shadow-casting Soul of the Demon of Desiccation. The hands that hold this Soul become dry and cracked within seconds.

It was not born as a Demon, but as a proud human lord who profaned the moon. He outran the night, and attempted to steal the sun. He succeeded, but the sun's rays dried his body, without granting him death. Seeking shelter, he descended into a great sea, in which he found no solace. When he emerged, little of him remained.

Or at least, that is what the legends say. It's true nature is unknown... but it is apparent that this creature is no mere being of light and shadow.

Use this withered 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.

Despite the shriveling of your body, you can still face this horrible creature... but you cannot draw your sword. It raises its staff again, and the salty ocean surges to swallow you, but you raise your hand in opposition, summoning a fireball in your hand.

Though your throw is weak, the flame strikes true, and quickly engulfs the Demon of Desiccation. With a hoarse moan, it shrinks and falls, crumpling to the ground, adding its ash to the endless dust of the beach, and the salt of the ocean.

You are about to turn away, to make the long trek back to the Dock. The one place here you can call home. But driftwood floating to the surface of the water catches your eye. It fuses together into a ragged pier. And by now, you've come too far to turn back.

It leads you over the horizon, to a stone slab sticking out of the ocean. The gloomy orange glyph curved into it is familiar: another Soullight. You place your hand to it, and the slab crumbles as the now white light descends, into the ocean, down below the false sun.

Far in the distance, you can see a dry landmass. Briefly, you wonder if you could swim that far... but you put it out of your mind. You're done exploring here.

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




Art by Zdzislaw Beksinski

Connections:

Bloody Oasis

OR RETURN TO LIGHTHOUSE DOCK