MORTAL SOULS

MAIN REGION: THE ROTTING STONES


Art by Zdzislaw Beksinski

First Visit (from Lighthouse Dock):


You walk along the furthest pier from the center of the Dock. Overhead, you notice the clouds clearing, and the sky shifting into a more natural light-blue color.

With your eyes pointed upwards, you fail to see what is rising from below until the planks below your feet splinter apart, rent by rising spires of rock. You stumble backwards, yelping in surprise, as the sea around dries up, leaving a wasteland.

You sprint back from whence you came as the rock continues to rise, but soon the rest of the pier fades into a dirt path, and canyon walls rise up around you. You turn around to see that your destination, or what you assume to be your destination, has appeared.

It vaguely resembles the magic academies of the world above, but carved from ancient stone by powers unknown.

The bulk of the structure is a great plateau, in which a massive stone acts as a gate, but above lies more ornate buildings and towers, stretching towards the heavens.

You arrive at the gate, but find it immovable. A raspy laughing alerts you to the presence of a man, leaning against the side of the rock.

Sure enough, it's the hermit from the Lighthouse Dock. If he is so frail, why does he venture from the Dock to you?

You begin to ask how he arrived here before you as well, but you swallow your curiosity. Surely, he is a mage of some sort.

"The gate is locked, Explorer," He says, shaking his head. "Hopefully you are not too shocked from this place's arrival to find a way around?" You shake your head.

"Maybe this was an opulent domain, in the past, ruled by powerful mages..." He sighs. "But now it is simply a collection of Rotting Stones."

"The knowledge of the ancient Mystics has all but faded away... Save for their sad history, etched in the very rock."

"Some still seek their power," He smiles at you and points back to the dirt path back to the pier, and to the Dock. "As should you."

You follow the path back to the center, and contemplate your next move. The fell domains of the Ruins are interconnected... perhaps there is another route...



-PAPER CAVERNS-

Your explorations take you elsewhere in the Aeon Ruins, and eventually you find yourself in the Icecrest Passage, where a warm side-tunnel catches your eye.

You climb through it, hearing skittering sounds further within. The tunnel is pitch dark, and the ground seems to be covered in a thick rope-like substance, which you slog through irritably.

The tunnel turns a corner, and exits into a huge, ruined library. Not a single book lines the immeasurably tall shelves, some of which have collapsed onto silky white mounds that cover the floor.

Light comes from huge skylights, illuminating the wreck. It doesn't seem like you're in the Aqueducts anymore... and as you turn to look at the other end of the library, it becomes obvious why.

A huge stone gate lies before you, with a massive lever next to it. A mighty pull, and the gate retracts into the earth, exposing a rocky wasteland, and a path back to the Lighthouse Dock. You smile, satisfied at your discovery.

You've discovered the way into the Rotting Stones, into this strange set of Paper Caverns. But, you feel movement around your feet, and look down to see the ground covered in gigantic insects!

You stamp on one with your foot, but the others click and swarm, emerging from their paper hives. You back away from them, onto a shattered staircase, and focus on the feeling of heat... you hold out your hand expectantly, and FWOOSH! A floating flame appears in your hand, as a magical extension of your spirit. You've shied away from magic during most of your time here, but you've learned some Pyromancy back at the Dock, just in case.

You toss a few fireballs into the swarm, but to your surprise, they halt in mid-air, instead spiraling into the maw of one of the insects, who grows in size, eyes gleaming with hunger...




Art by Zdzislaw Beksinski


AREA OVERVIEW:



The Paper Caverns, due to its inaccessible location, is one of the most difficult starting areas of any Region. When you are not contending with swarms of Magic Eaters, you are sneaking past gargantuan Mystic Knights, or else being pursued by them.

Strange enemies await within the library's walls, like Gel Disasters and Armor Arms, but thankfully, the overall layout is not too complex.

However, Explorers who rely on magic will encounter troubles in this and the areas ahead, where Magic Eaters devour spells and Mystic Knights resist the elements.





(Difficulty Level: [4] Terrifying)

APPEARANCE:



The Paper Caverns are the remains of a majestic library, albeit with all the shelves emptied, and the pages used by vermin to create hives made of paper.

The architecture is evidence of the Mystic Knights' struggle against this and other incursions into the library, with shattered staircases, ripped tunnels of parchment, and slash marks in the walls testaments to their encounters.

Deeper inside, blue magical torches light the halls, casting dancing shadows across the dusty floor.



BOSS: INFESTED ARMOR (The Loyal Swarm)



You sneak by legions of massive guardians, great animated armors who roam the empty halls of this place, and manage to slip through a misty veil, into a dim section of the library.

To your surprise, there are still some books on the shelves here, though the ceiling is low and the books are without title. Countless pages lay on the floor, emitting a mystic glow from their undoubtedly weighty text.

They lay, almost arranged, around a large glowing symbol on the floor that exudes foreboding. Between those, you get the sense that perhaps this area was a forbidden place, or at least limited to a select few.

A Magic Eater skitters between your feet and makes a beeline for the shelves, but before it touches even a single book... two lumbering steps shake the ground, and a massive blade falls on its neck.

Another sentinel, hidden in the shadows between shelves, has revealed itself, stepping into the light from below. But... it seems different somehow. Its body twitches as it retracts its blade, and you faintly see another one of the baneful bugs, running in and out of gaps in its armor.

And as it notices you, stepping closer, you start to see its irregularities in more detail: rather than a helm, it has a swollen Magic Eater's head, clicking and spitting, and wherever its armor chinks aren't holes from whence insects come, it is clogged with some sort of excretion.

For a moment, you almost pity the thing: a Mystic Knight, still trying to serve its dead masters after being made into a moving hive for the creatures who now infest this place.

And yet, it hefts its sword masterfully, even waiting for you to draw your own weapon before advancing. It may be hollowed out, and filled with writhing vermin... but it's clear to see who's really in control...




Art by Zdzislaw Beksinski


BOSS OVERVIEW:



With all the Magic Eaters in its body, it's pretty clear that it's a bad idea to try and use magic against the Infested Armor. The only way to best this foe is in a close quarters duel, enforced by the tight space it ambushes you in.

Even so, you must avoid the narrow spaces between shelves, where it's difficult to escape the Armor's blows.

Every so often, the sorcerous construct will burst open, releasing a swarm of Magic Eaters and moving pieces of armor, who attack with barrage of light blows.

Together, they are formidable, but if you manage to cut one off from the others, it's a chance to deal some quick damage.



DROPS:



Tainted Core Soul
A Soul that writhes like an insect.

The Mystic Knights that roam the halls of the Rotting Stones are not just mere constructs. The Sorcery of the Mystics were advanced beyond measure, and the Knights were infused with a sort of sentience, mostly limited to loyalty. The Infested Armor still guarded the way to the Monolith of Fate, even as the Magic Eaters tore it apart.

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

Connections:

Lighthouse Dock (Unlocks from this side) [HUB]
Monolith of Fate
Icecrest Passage [THE AQUEDUCTS]

-MONOLITH OF FATE-

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

You stab the Armor between chinks in its metal hide, twisting and wrenching the sword up, relishing each screech of the hateful insects.

The sentinel shudders as it tries to fight back, but the Magic Eaters that provide for its motion are dying, one by one, as you continue hacking away inside with your sword.

Its metal limbs fall to pieces, coated internally with yellow blood, and this time, they do not come back together. The large Magic Eater face coming out of its neck-hole glares at you, clicking its mandibles, and then falls slack.

Before you move on, you take a moment to bow to your opponent. It's mostly a show of pride, you admit to yourself, as you are unaware whether or not it would appreciate the gesture even if it was still alive.

You walk through the arch at the back of the library, and soon find yourself standing at a bridge to nowhere, stretching out into a huge expanse. It seems to be a large cavern, with spires of stone reaching up from the glowing depths.

Around the spires, and inset into them, are glowing sigils and crystals. Above, through cracks in the ceiling between stalagcites, the evening sky can be seen, still harboring the red clouds of sunset.

Stones, parapets, walkways... they all seem to float in the air, held aloft by ancient sorcery. And that gives you an idea. You walk to the end of the bridge, and a staircase rises to meet you.

Each step makes the floating slabs of the stairway bob in midair, footfalls echoing throughout this huge place. You suddenly feel as though you should not be here...




Art by Zdzislaw Beksinski


AREA OVERVIEW:



This place is a majestic gauntlet of battle, a proving grounds of sorts, where the trading of blows echoes through a vast expanse. It is dark in places, but Soul Sparks and Lightbugs litter the area, illuminating it as long as they are not killed.

A winding path leads to an eventual ascent, where the Explorer must contend with forces from above, and ambushes from below.

Many Magic-using enemies dwell here, though with proper strategy, they can be set against the Magic Eaters, who will focus on them instead of you.





(Difficulty Level: [4] Terrifying)

APPEARANCE:



The Monolith of Fate is a collection of rock spires in the huge expanse of the Rotting Stones, illuminated by the glowing runes that float in the air near them, and the crystals emerging from them that act as platforms.

Terrain rises up for Explorers as they journey through, but the footing is precarious. There are tunnels inside the cavern walls and through some of the spires, with some of them being completely hollow, acting as towers.

Smaller stones float in the air around it, glowing softly as they orbit the structure, suspended by age old enchantments. The spires rise up to a crack in the ceiling from whence the evening light shines. Above, the path leads through a crevice, to the mausoleum before the Hall of Mystics, where both the hapless intruders of the library and the Lich rest.



BOSS: LICH (The Death of Reason)



The sky is dark as you complete your ascent, finding yourself on the wide plateau of the Rotting Stones. The great citadel above lies before you, but in front of it is a series of chasms that the ground slopes into.

You step inside, the walls and cliffs towering above you, but it isn't long before the chasm is cloaked in mist. Though indistinct, you see the image of bodies, fused into the clay of the crevice... and shadowy humanoids, shimmering in the fog.

But then a more solid humanoid comes into view, crouched down, and robed in the cloth of the ancient Mystics. You reach out a hand in greeting, but he turns, and you see the face of a skull, the forbidden glyph carved upon his forehead.

He raised his arms and cackles madly, exposing the runes scratched on his bones, bleeding a bright green liquid. The humanoid figures whirl into the air, before vanishing into the cliff face.

The figures in the clay break out of their earthy prisons, crawling towards you, tumbling off of cliffs to get to you. The Lich himself teleports in a flash of green to an upper cliff, commanding his legions of dead from above, as the clay flakes off their bones...




Art by Zdzislaw Beksinski


BOSS OVERVIEW:



The Lich is physically weak, attacking from afar and siccing its hordes of undead on you instead. His sorceries deal massive damage, and he can immobilize you to make you easy prey for repeated hits.

It teleports around the arena, forcing you to chase it in order to fight it up close. Alternatively, you can have an old-fashioned duel of magic instead, but given his minions, your fight will not go uninterrupted.

A rather simple battle, but by no means an easy one.



DROPS:



Shriveled Sorcerer Soul
A Soul that constantly produces a mad buzzing sound.

An unassuming Mystic divined a spell that created a malleable universe in the caster's own mind. His peers took to it quickly, but decided to remain in their self-created realms, and let their bodies decay. By the time he realized what had gone wrong, it was already too late.

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

Connections:

Paper Caverns
Hall of Mystics
Insanity Towers (Unlocks from this side) [WORLD'S END](LOCKED!)

-HALL OF MYSTICS-

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

As you crush the Lich's severed skull under your heel, his undead minions collapse, returning to the dust which imprisoned their bodies and set their Souls to wander. You climb up higher now, to the vast citadel taunting you from on high.

The archway in is open, but the interior is dusty and deserted. Massive halls go mostly uninhabited, save for the odd Mystic Knight, or unknowable things skirting around in the fog.

You are hardened to the terror of being attacked by now, but the emptiness... the relative safety puts you on edge. A long, foggy hallway lies before you, lined by the mummified bodies of Mystics, clearly long dead.

You proceed down the hall, into the depths of this sacred place of knowledge. Ignoring the fluttering sounds behind you. Keeping your sword sheathed. Trying not to turn your head, and see the bodies of the rotted elders, dancing in the air like puppets behind you...




Art by Zdzislaw Beksinski


AREA OVERVIEW:



This empty place is populated mostly by magical constructs, and creatures that fight in sneaky ways, like Gel Disasters and Minor Stalkers.

The atmosphere is meant to evoke a feeling of awe and dread, as the Explorer walks down empty hallways.

When encountering the Empty Mystics, Explorers must either resist the urge to look back at them, or face a barrage of magic that will almost certainly kill them.

This place is the final test of the Lich, preying on the fear of intruders, testing to see if they are truly worthy of facing its final creation.





(Difficulty Level: [4] Terrifying)

APPEARANCE:



When the Mystics created their inner sanctum, they spared no effort in making it a shrine to themselves. Towering statues and sweeping ceilings dominate the architecture, and walls full of stone carvings display the alleged grace of their sorcerous prowess.

The Hall is blanketed by an ever-present green fog, and in some of its corridors, the end is not visible. Great baubles, curtains, magical devices, and decorations that serve no practical purpose litter the halls.

With the old masters gone, there is no one left to appreciate them, and no one to build more, leaving them as a monument to futile pride and wastefulness.



SOULLIGHT DEMON: THE ARTIFICIAL GOD (Eternal Hubris)



You ascend to the Hall's tallest tower, and traverse a blanket of mist into a room that crackles with magical fury. Immense stone statues ring the room, with concentric walkways raised above the ground.

But in the center lies a being you can only recognize as a deity. It has no face, but a star-field can be seen within his head, infinitely swirling.

It seems to have thousands of writhing arms, each making a sign or holding some talisman. And on its body are only pristine white robes, that constantly flutter in the air.

With a gesture of great magnitude, it retracts its endless arms, and throws them outward, releasing a wave of energy that pierces your shield, pierces your armor, and wounds your very Soul...




Art by Zdzislaw Beksinski


BOSS OVERVIEW:



The Artificial God has the combined magical prowess of the fallen Mystics, and the reckless will to use it. It can either be fought from the ground, staring up at its massive form, or from the twin staircases that line the arena, leading up to higher floors.

In the former, shockwaves and stomps threaten to destroy the Explorer, while in the latter, the deity has a better angle to fire barrages of magic, or strike with lightning swiftness with its ten-thousand fists.

There's no easy way to fight this thing, as even if more allies are present, it fires on them simultaneously, able to focus on many different targets at once.

Thankfully, the arena's properties are strange, allowing Explorers to survive falls from greater heights, though not undamaged.



DROPS:



Universal Demon's Soul
The shadow-casting Soul of the Artificial God. Stars can be seen within its celestial form.

Before the Lich consigned himself to undeath, he managed to extract the Souls of the rotting Mystics, and used them to create an omnipotent construct. He named it 'God', and wasted away, spending his last days alive worshipping the thing he had created.

Use this blasphemous 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.

You climb the stairways to the upper platforms, barely defending yourself against salvos of magic bolts that spring from the Artificial God's flesh.

You grit your teeth and leap from your perch, bellowing as you blasphemously bury your sword in the creature's flesh. A flood of starry black liquid is released, running down its body and coating the ground, as the deity seems to deflate.

It distorts and shrinks until it is erased from existence, leaving only its Soul behind, which you claim like all the others. A glowing circle appears, and as you step onto it, it lifts you into the air, to the face of a statue at the peak of the Rotting Stones.

To your surprise, the stars above are arranged in a perfect grid formation, and the stone face in front of you has been carved away, leaving only a glyph that swirls with vicious green light, surrounded by shadowy hands.

And yet you plunge your hand into it, releasing its power in the form of a bright white light that rises quickly into the stars, before racing away like a comet. You sigh with relief, and the enchanted elevator lets you down, starting off your long descent...

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




Art by Zdzislaw Beksinski

Connections:

Monolith of Fate


OR RETURN TO LIGHTHOUSE DOCK