pumpkinhollow (
pumpkinhollow) wrote in
ph_logs2026-05-09 10:15 pm
Entry tags:
May Event - Welcome to the Jungle
May Event - Welcome to the Jungle
To Kill a Dragon
Since its discovery back in March, the fossil dig up near Ripjaw Falls has seemingly progressed without many hitches. Dr. Coldwood and Dahlia Leeds head up the project, though there are a handful of other locals who have some degree or other of expertise on the matter--- people who came to the island long before the barrier to study and learn, who had put such things behind them in favor of survival until now. You'll hear about it on the news, periodically. Voices of arcane biologists or historians or dragon aficionados or occult specialists on the radio in an interview.
"We have reason to believe that this has been here since before Marrow Isle even meaningfully existed, possibly back when this was just sheer rock face in the ocean above a section of Hepogaia---"
"---and the type of ghost activity that's been reported has been really unusual, lots of non-human entities that suggest---"
"---really is surprisingly complete, most fossilized bones usually have some pieces broken off or missing. You almost wonder what might have happened to very quickly kill off such a powerful creature, possibly even in its sleep, and----"
Some of it is rather lofty, but from the bits you pick up while listening idly to the reports, it's easy enough to get the gist.
Then, one day, the answer to the question, "what killed the dragon?" is given. And if it could do that to a dragon, imagine what it can do to you.
"We have reason to believe that this has been here since before Marrow Isle even meaningfully existed, possibly back when this was just sheer rock face in the ocean above a section of Hepogaia---"
"---and the type of ghost activity that's been reported has been really unusual, lots of non-human entities that suggest---"
"---really is surprisingly complete, most fossilized bones usually have some pieces broken off or missing. You almost wonder what might have happened to very quickly kill off such a powerful creature, possibly even in its sleep, and----"
Some of it is rather lofty, but from the bits you pick up while listening idly to the reports, it's easy enough to get the gist.
Then, one day, the answer to the question, "what killed the dragon?" is given. And if it could do that to a dragon, imagine what it can do to you.
Evacuation Procedures
Alarm bells. Just after 1pm on an otherwise idyllic Saturday, they scream out, clanging their warnings. Phone and sending stone trees spring into action, the radio quickly picking up the memo and spreading it, Bizzyboys taking to the streets, all with one message--- evacuate now. Get to the north, to the mountain. Take nothing but what you carry. Go back home for nothing, gather nothing, whatever it is, it isn't worth the risk.
Any questions about what caused this frantic fleeing must wait, taking a back seat to the evacuation itself. If you see the diggers that are coming from the excavation site, however, the way they look certainly offers a few hints. Many of them must be carried, burned skin and maimed faces and exposed bone run rampant. Some of them are missing entire limbs, but they don't look cut or torn--- the ends appear to be dissolved. Eaten, one particle at a time. Some of them look due for a hard reset, as it were. The scene is grim. It's best if you look away. Behind you, as you flee, you can see an eerie fog blooming from the direction of the dig site, hanging over the town like a foreboding blanket in a strange lilac hue.
Paradesium, the magically sustained subterranean jungle discovered some years ago, is where you are led. Determined to be an overgrown cavern once belonging to the sprawling underground nation of Hepogaia, abandoned by its original residents several decades ago and then cut off from the network of cave-highways that connect Hepogaia by the barrier, Paradesium is rife with plant and animal life not typically seen on the rest of the island. But it's also a dangerous wilderness, and scarcely travelled save for the areas very close to the main entrance at the base of Crane's Ridge. The fact that this location was deemed the safest place on the island is beyond strange, and goes a long way toward speaking to the level and spread of the danger in the open air.
Despite the best efforts of constables, public safety board members, and Bizzyboys alike, the evacuation is clumsy by virtue of its unorthodox destination and haste. Not everyone ends up in the same place, splitting off into a few groups. But once everyone's settled in, that's when the details of the situation are divulged. There in the humidity and the mud, you learn what put you there.
At the excavation site, someone's pickaxe hit a pocket in the dirt that released a long-trapped gas beneath the earth. It caused the gas to burst forth, quickly revealing its nature as corrosive, devouring several diggers in seconds and accosting many more. The volume and speed of the gas's spread was daunting enough that the call was made to go to Paradesium, which is so humid and produces so much of its own oxygen from all the plant life that even if the gas were to make it through the entry tunnels, it would have a hard time making it very deep in. This seems to have been the right call, as in spite of the circumstances, everyone seems to be able to breathe easy down here.
In the kerfuffle of getting to safety, it was hard to collect actual data about the nature of the gas or what exactly it's corrosive to. Clothing and held objects on the diggers seem wholly intact, and trees and rocks were of course not impacted, but it's not really recommended for non-organic lifeforms to try their luck, as it wouldn't be unheard of for magical properties to cause the gas to be dangerous to anything sentient. Cleverer pets and Pokémon followed their owners down into the depths without issue, but farm animals weren't so lucky--- however, rumor has it that some people saw Serranai sprinting around the farmland on her powerful satyr's legs, touching livestock animals to turn them to stone. Old fables about this happening are common on the Emerald Isles, the Mother of the Land turning its creatures into the land itself temporarily to save them from disaster. One less thing to worry about.
Which leaves you to worry about yourselves. You have nothing with you except the clothes you were already wearing, your sending stone (if you were carrying it), and anything you normally carry on your person in your day to day. It's next to nothing. There's no plan, no real leadership, no contingency plans, no guessing how long this will take or any idea how to figure out when going home will be safe. Just you, your neighbors, and the jungle.
Let the fun and games begin.
Any questions about what caused this frantic fleeing must wait, taking a back seat to the evacuation itself. If you see the diggers that are coming from the excavation site, however, the way they look certainly offers a few hints. Many of them must be carried, burned skin and maimed faces and exposed bone run rampant. Some of them are missing entire limbs, but they don't look cut or torn--- the ends appear to be dissolved. Eaten, one particle at a time. Some of them look due for a hard reset, as it were. The scene is grim. It's best if you look away. Behind you, as you flee, you can see an eerie fog blooming from the direction of the dig site, hanging over the town like a foreboding blanket in a strange lilac hue.
Paradesium, the magically sustained subterranean jungle discovered some years ago, is where you are led. Determined to be an overgrown cavern once belonging to the sprawling underground nation of Hepogaia, abandoned by its original residents several decades ago and then cut off from the network of cave-highways that connect Hepogaia by the barrier, Paradesium is rife with plant and animal life not typically seen on the rest of the island. But it's also a dangerous wilderness, and scarcely travelled save for the areas very close to the main entrance at the base of Crane's Ridge. The fact that this location was deemed the safest place on the island is beyond strange, and goes a long way toward speaking to the level and spread of the danger in the open air.
Despite the best efforts of constables, public safety board members, and Bizzyboys alike, the evacuation is clumsy by virtue of its unorthodox destination and haste. Not everyone ends up in the same place, splitting off into a few groups. But once everyone's settled in, that's when the details of the situation are divulged. There in the humidity and the mud, you learn what put you there.
At the excavation site, someone's pickaxe hit a pocket in the dirt that released a long-trapped gas beneath the earth. It caused the gas to burst forth, quickly revealing its nature as corrosive, devouring several diggers in seconds and accosting many more. The volume and speed of the gas's spread was daunting enough that the call was made to go to Paradesium, which is so humid and produces so much of its own oxygen from all the plant life that even if the gas were to make it through the entry tunnels, it would have a hard time making it very deep in. This seems to have been the right call, as in spite of the circumstances, everyone seems to be able to breathe easy down here.
In the kerfuffle of getting to safety, it was hard to collect actual data about the nature of the gas or what exactly it's corrosive to. Clothing and held objects on the diggers seem wholly intact, and trees and rocks were of course not impacted, but it's not really recommended for non-organic lifeforms to try their luck, as it wouldn't be unheard of for magical properties to cause the gas to be dangerous to anything sentient. Cleverer pets and Pokémon followed their owners down into the depths without issue, but farm animals weren't so lucky--- however, rumor has it that some people saw Serranai sprinting around the farmland on her powerful satyr's legs, touching livestock animals to turn them to stone. Old fables about this happening are common on the Emerald Isles, the Mother of the Land turning its creatures into the land itself temporarily to save them from disaster. One less thing to worry about.
Which leaves you to worry about yourselves. You have nothing with you except the clothes you were already wearing, your sending stone (if you were carrying it), and anything you normally carry on your person in your day to day. It's next to nothing. There's no plan, no real leadership, no contingency plans, no guessing how long this will take or any idea how to figure out when going home will be safe. Just you, your neighbors, and the jungle.
Let the fun and games begin.
Settlements
The haste of the evacuation and the lack of information about Paradesium made splitting up inevitable, but there was at least enough communication to ensure that groups were able to gather. Ultimately, the town ends up divided into three distinct camps for the first leg of our time in the wilderness --- one at Action Park, the inexplicable water park along the paths near the entrance of Paradesium; one in a cave, at the base of a large waterfall in Paradesium's large and thundering main river; and one deep, deep in the wilds. Where have you found yourself?
Action Park Campsite
Last summer, a mysterious, strangely modern waterpark was erected close to the entrance of Paradesium nearly overnight. Those who come from worlds where the original Action Park existed filled others in on the context--- a recreational park known for its callously blithe approach to safety, beloved by its original attendees but notorious for the abundance of injuries.
The park remains, and has remained. It only makes sense that some people remember from the year prior that the roaring water and stink of chlorine kept hostile wildlife away, and an invisible staff run a small concession stand, causing appropriate fare from their menu to appear upon command. It's nothing glamorous nor healthy---- hot dogs, french fries, pizza, soft pretzels, a small selection of cheap cocktails and off-brand soda. But it is a guaranteed food source, which is nothing to turn one's nose up at. Water park cabanas and adirondack chairs make for unorthodox but reliable shelter materials, and the pools can be used for bathing--- the park even provides its "attendees" with a free swimsuit in its locker rooms.
However, despite the abundance of water, none of it is particularly safe to drink. It's chlorinated and has been used to house many bodies over the past year, thus making it remarkably unfit for consumption, and the concession stand for some reason cannot provide water. So water is something that will have to be acquired from elsewhere.
While this camp is likely the cushiest of the three, it isn't without its problems. Notably, the fact that the waterpark itself is rickety and dangerous, and the layout is bizarre, full of raised platforms and large staircases to reach. The slides and attractions are functional, but at least one contains a vengeful spirit and most of them are good ways to get hurt. Proper drinking water is a substantial trek away, as Paradesium's main water sources are much deeper into the jungle, and while the food is guaranteed, eating it constantly is liable to make you sick. Still, it's hard to deny that creature comforts like proper bathrooms, pools for bathing, and pre-assembled accommodations make the location comparatively appealing. The lack of wildlife encounters is assuredly a selling point. Surely a bit of foraging and hunting will make up for the trouble.
The park remains, and has remained. It only makes sense that some people remember from the year prior that the roaring water and stink of chlorine kept hostile wildlife away, and an invisible staff run a small concession stand, causing appropriate fare from their menu to appear upon command. It's nothing glamorous nor healthy---- hot dogs, french fries, pizza, soft pretzels, a small selection of cheap cocktails and off-brand soda. But it is a guaranteed food source, which is nothing to turn one's nose up at. Water park cabanas and adirondack chairs make for unorthodox but reliable shelter materials, and the pools can be used for bathing--- the park even provides its "attendees" with a free swimsuit in its locker rooms.
However, despite the abundance of water, none of it is particularly safe to drink. It's chlorinated and has been used to house many bodies over the past year, thus making it remarkably unfit for consumption, and the concession stand for some reason cannot provide water. So water is something that will have to be acquired from elsewhere.
While this camp is likely the cushiest of the three, it isn't without its problems. Notably, the fact that the waterpark itself is rickety and dangerous, and the layout is bizarre, full of raised platforms and large staircases to reach. The slides and attractions are functional, but at least one contains a vengeful spirit and most of them are good ways to get hurt. Proper drinking water is a substantial trek away, as Paradesium's main water sources are much deeper into the jungle, and while the food is guaranteed, eating it constantly is liable to make you sick. Still, it's hard to deny that creature comforts like proper bathrooms, pools for bathing, and pre-assembled accommodations make the location comparatively appealing. The lack of wildlife encounters is assuredly a selling point. Surely a bit of foraging and hunting will make up for the trouble.
Waterfall Campsite
For millennia, settlers and migrants across all planets and societies have been united by one tried and true practice---- when building a settlement, do so near a source of abundant water, and you will thrive. The same mentality was present when choosing the site of this camp.
There are a number of small lakes within Paradesium, but its main water source is a wide river that cuts through the center of the cave, carving a vein of life-giving water into the heart of the jungle. Clean, drinkable water, almost crystal in some of the stiller sections, as well as plentiful river fish and rich soil at its beds that vegetation favors. To the northern end of the cavern, there is a steep and thundering waterfall with a sizable cave not too far from its base, which is the perfect place to create a small campsite.
The benefits of this site are clear--- the nearby water source means that bathing, cleaning, and drinking are a given, and the noise of the waterfall and the concealed nature of the cave mean that it's a fairly simple matter not to attract any dangerous wildlife. There's also a pre-built shelter, which means that this campsite suffers no exposure to the occasional magically-possible weather events within Paradesium, and tents can focus on privacy more than durability. There are also enough ventilation holes in the stone that it remains safe to build a fire within.
However, food access is a little trickier. There are edible plants and places to fish down-river, but that means straying a fair way from camp in an area that's quite popular with large, hostile wildlife that's also come looking to eat. Larger creatures tend to spook off easier to hunt animals, which means that hunters must go even further afield than foragers to do their work. Thankfully, the camp itself is highly defensible, even if it does take a bit of extra work to get decent lighting.
There are a number of small lakes within Paradesium, but its main water source is a wide river that cuts through the center of the cave, carving a vein of life-giving water into the heart of the jungle. Clean, drinkable water, almost crystal in some of the stiller sections, as well as plentiful river fish and rich soil at its beds that vegetation favors. To the northern end of the cavern, there is a steep and thundering waterfall with a sizable cave not too far from its base, which is the perfect place to create a small campsite.
The benefits of this site are clear--- the nearby water source means that bathing, cleaning, and drinking are a given, and the noise of the waterfall and the concealed nature of the cave mean that it's a fairly simple matter not to attract any dangerous wildlife. There's also a pre-built shelter, which means that this campsite suffers no exposure to the occasional magically-possible weather events within Paradesium, and tents can focus on privacy more than durability. There are also enough ventilation holes in the stone that it remains safe to build a fire within.
However, food access is a little trickier. There are edible plants and places to fish down-river, but that means straying a fair way from camp in an area that's quite popular with large, hostile wildlife that's also come looking to eat. Larger creatures tend to spook off easier to hunt animals, which means that hunters must go even further afield than foragers to do their work. Thankfully, the camp itself is highly defensible, even if it does take a bit of extra work to get decent lighting.
Deep Wilds Camp
The final campsite is well off any beaten path that remains, situated instead on a brand new one, forged by the island's most capable survivalists. Deep within the jungle, the location was chosen to get the group on somewhat higher, dryer, level ground a healthy distance from the mouth of the cave, eliminating any danger of fog. The mossy, soft patches of ground in the raised clearing make for decent bedding, and the nearby thicket of trees make for decent cover from any wild creatures that might make their way here. Food is fairly easy to find, some foragables growing close by and a reasonable amount of game near the perimeter if one makes a short hike. Water, as well, isn't too difficult to come by--- a nearby lake serves as an appropriate watering hole, but the camp is far enough from it that there's less chance of one of Paradesium's megafauna stumbling upon the camp by mistake.
The odds of this, however, are still not zero. And as it stands, the tree cover alone does not make the area defensible. Being exposed to open jungle on all sides beyond the thicket with no sides facing anything like a rock face, it must be protected manually by the combatants within its ranks, and because it was founded on a completely virgin patch of land, any accommodations must be built entirely from scratch. Tents, shelters, beds, cooking apparatuses, fires, fences, and more will need to be made by hand. Thankfully, some of Pumpkin Hollow's most capable are present, including the Chief Constable who spent the better part of a year surviving this very jungle, a pair of life-long wilders, and a smattering of special ops space marines. Their expertise will go a long way towards making things easier, but by no means will it make things easy. This is by far the most challenging place to camp, but for those with the chops to set it up, the effort will surely pay off.
The odds of this, however, are still not zero. And as it stands, the tree cover alone does not make the area defensible. Being exposed to open jungle on all sides beyond the thicket with no sides facing anything like a rock face, it must be protected manually by the combatants within its ranks, and because it was founded on a completely virgin patch of land, any accommodations must be built entirely from scratch. Tents, shelters, beds, cooking apparatuses, fires, fences, and more will need to be made by hand. Thankfully, some of Pumpkin Hollow's most capable are present, including the Chief Constable who spent the better part of a year surviving this very jungle, a pair of life-long wilders, and a smattering of special ops space marines. Their expertise will go a long way towards making things easier, but by no means will it make things easy. This is by far the most challenging place to camp, but for those with the chops to set it up, the effort will surely pay off.
Unified Camp (Occurs May 25th)
With many people still holding their sending stones and the potential for foragers and explorers to run into each other, it'd be next to impossible for people not to find each other eventually. In fact, it likely happens fairly early on, but the problem is less the knowing where other groups are and more the fact that none of the extant camp sites are large enough to house an entire town. Finding another one isn't impossible, but it would be a great deal of work, which only increases the more established each settlement gets. For the first two weeks or so, it is enough to send messages between camps and make the occasional delivery. Godpoke makes their home at Action Park, but they make daily rounds for deliveries between camps, clever little mail carrier that they are. But as time goes on, it becomes clear that it would be beneficial to find some way to reconnect.
Enter Emersay, a sphinx who has made Paradesium her home well before it became a part of Marrow Isle. She guards an abandoned Stenholm, a fortress city belonging to a dwarven clan, specifically the subterranean Bedrock Dwarves that live in Hepogaia traditionally. At the center of the city is a temple to Serranai, whose sacred flame still burns in its brazier under careful watch of Emersay. Some residents of Pumpkin Hollow already know her, but many still have yet to meet her due to how remotely she lives. Upon discovering the disaster levied against the town, she begins making repairs to the abandoned town where she can and clearing spaces for tents and shelters to be placed. Finally, toward the end of May, there is a space cleared.
The Stenholm, you discover, was once named Regnskog, and was home to a healthy population of Bedrock Dwarves who adored this place for its lush foliage and vibrant wildlife facilitated by the extremely rare Yllgara crystals embedded in the ceiling of the cave that simulate the effects of sunlight on vegetation but with a fraction of the brightness. Like most Hepogaians, they favored Serranai for her connection to the earth itself, and maintained a temple with a burning brazier whose fire was never meant to go out or be abandoned. For many decades, Emersay maintained this tradition, standing watch by the flame, but now she travels beyond it. This might come as surprising to those who know the significance--- until they catch sight of a glass pendant around her neck which seems to carry a living, burning flame inside the round fixture, framed on both sides by flower-shaped beads of carved stone. Clearly the doing of Serranai herself, a flame to carry always with her, relieving her of the duty to the brazier.
This campsite, being in a town, features far more creature comforts than any prior campsite, though they are all constructed for much smaller individuals than the vast majority of the town. Still, paved roads and stone shelters make for much easier days, and old bedding materials can be refurbished by those capable with a needle and thread. Not to mention that the fortress walls are far more protective than anything that could have easily been built in two weeks, even if they are a bit dilapidated.
Even so, it is a ruin, and far from perfect. Getting food and water from outside sources remains a concern. Hunting and foraging are imperative skills. Someone will also need to start investigating whether or not the fog has left periodically--- surely it can't stay forever. At least you hope not. But the only way to know is to brave the mouth of the tunnel.
Enter Emersay, a sphinx who has made Paradesium her home well before it became a part of Marrow Isle. She guards an abandoned Stenholm, a fortress city belonging to a dwarven clan, specifically the subterranean Bedrock Dwarves that live in Hepogaia traditionally. At the center of the city is a temple to Serranai, whose sacred flame still burns in its brazier under careful watch of Emersay. Some residents of Pumpkin Hollow already know her, but many still have yet to meet her due to how remotely she lives. Upon discovering the disaster levied against the town, she begins making repairs to the abandoned town where she can and clearing spaces for tents and shelters to be placed. Finally, toward the end of May, there is a space cleared.
The Stenholm, you discover, was once named Regnskog, and was home to a healthy population of Bedrock Dwarves who adored this place for its lush foliage and vibrant wildlife facilitated by the extremely rare Yllgara crystals embedded in the ceiling of the cave that simulate the effects of sunlight on vegetation but with a fraction of the brightness. Like most Hepogaians, they favored Serranai for her connection to the earth itself, and maintained a temple with a burning brazier whose fire was never meant to go out or be abandoned. For many decades, Emersay maintained this tradition, standing watch by the flame, but now she travels beyond it. This might come as surprising to those who know the significance--- until they catch sight of a glass pendant around her neck which seems to carry a living, burning flame inside the round fixture, framed on both sides by flower-shaped beads of carved stone. Clearly the doing of Serranai herself, a flame to carry always with her, relieving her of the duty to the brazier.
This campsite, being in a town, features far more creature comforts than any prior campsite, though they are all constructed for much smaller individuals than the vast majority of the town. Still, paved roads and stone shelters make for much easier days, and old bedding materials can be refurbished by those capable with a needle and thread. Not to mention that the fortress walls are far more protective than anything that could have easily been built in two weeks, even if they are a bit dilapidated.
Even so, it is a ruin, and far from perfect. Getting food and water from outside sources remains a concern. Hunting and foraging are imperative skills. Someone will also need to start investigating whether or not the fog has left periodically--- surely it can't stay forever. At least you hope not. But the only way to know is to brave the mouth of the tunnel.
Points of Interest
This general information about Paradesium and its structure and environment will be applicable throughout the event.
Paradesium is a massive cavern deep under Crane's Ridge. The cave is sprawling, the size of a city and then some, and full of lush vegetation both familiar and unique. Many of the plants here feature familiar tropical fruits--- this is indeed where most of the island's citrus comes from. Ferns and mushrooms are also abundant, as are other jungle trees and shrubs, river plants, and hot-weather foliage that thrives in humid climates such as palm trees, kapok, rubber trees, mahogany, gaboon, monstera, bromeliads, and more. There are even patches of thick bamboo in some areas. There are also some more fantastical plants, some of which bear unfamiliar nuts and fruits that it might be worth your time to try!
As for fauna, there are also plenty of familiar jungle faces, but the primary residents are of a more fantastical nature as well. During an earlier expedition, Dr. Coldwood and his team created a fairly comprehensive bestiary of all the unique creatures here, some of which are megafauna and not all of them are friendly. It's worth it to travel with care.
[Mod Note: Feel free to use existing creatures or "discover" new ones! Make up fantasy plants too! We'll canonize 'em. <3]
Entrance - The main mouth of the cave, located to the far Southwest corner of the cavern. A short series of tunnels which contain a multitude of evolutionary stones for Pokemon lead up and out of Paradesium.
Action Park - Located a short distance Northeast of the entrance (about a 10 minute walk on average). It is a surprisingly modern, if not somewhat slapdash, functional waterpark with working slides and a magically operated concession stand. It has a somewhat complex tiered layout with numerous pools. No lifeguards on duty.
Ventureheart River - The main central river that cuts a curve through the entire cavern, flowing in from outside the cavern through openings in the side of Crane's Ridge and exiting Paradesium through a drop off, ostensibly into a deeper underground reservoir that would appear to be where Pumpkin Hollow's wells draw from. It is incredibly clean, in no small part due to the fact that it flows over some of the magic crystals used to sustain Paradesium on its way in. There are a number of bridges, some stone and some wood and rope. They are quite old. There is a waterfall to the northern part of the cave.
Regnskog - The Dwarven Stenholm that has been abandoned for many decades, located toward the very center of Paradesium along the river. Once a small but thriving fortress city, now a ruin. Most of the stone bridges are near the citadel.
Collapsed Roadway - To the Eastern edge of the cavern, an entrance to the Underway, or the Hepogaian road network that connects the various larger caverns that make up the sprawling nation. It was collapsed when the remaining Dwarven residents moved on to prevent any monsters from following them.
Unnamed Lakes - There are a number of lakes that dot the area, most of which don't have names, either due to never getting them in the first place or those names being long forgotten. They vary in size and speckle the whole area.
Fungal Hollow - A small offshoot cave to the Southeast full of mushrooms, a common source of food for Hepogaians. It's hard to tell what's safe to eat. There is also an enormous spider that frequents the cave.
Rubiginosa's Den - To the far Northwest. The Rubiginosa, or Thorned Wyvern, is migratory, but it has a preferred den that it tends to keep close to during breeding season. The great news is that breeding season is right now, so the four of them that live down here won't be migrating too much. The bad news is that they're more hostile while breeding in the interest of protecting their eggs. Do not get too close.
The Vinewilds - An area to the central South that is difficult to traverse due to heavy cover by vines of a predatory plant that grabs whatever it senses movement from. A good place to get eaten by an overgrown pitcher plant. There's a grove of delicious looking papayas and guava on the far side of it.
The Crack in the World - On the Southeast corner of the cavern, near where the river drops off, there is a starburst-like crack in the stone that emanates a strange pale light. It has a powerful energy coming off of it. Surely sticking your hand inside is completely safe.
Skulltree - To the south of the Stenholm, there is a really weird thicket where the trees have fused together into the shape of a skull. There's an eerie glow coming from the eye sockets. Signs around it are not in Emeran (the local language you were given fluency upon arriving at Pumpkin Hollow), but they appear to be warnings. Approaching it will cause a skeletal arm-like section of tree roots to emerge from the ground and attempt to kill you, but defeating it will cause the skull to crack open and present you with an enormous fruit that looks like a brain and tastes like beef for some reason. Success!
Strange Hut - Just a little further South than the Skulltree, you can find a mysterious hut. There are never any lights on inside, but there is a smoking chimney. Does someone live here?
Create Your Own! - Add more as you like! Paradesium is a big place.
Remember all those "May rewards or upgrades" promised to TAG OR DIE! participants throughout March and April? Here's where those come in. Occasionally, in seemingly random places in Paradesium, you may come across what appears to be an abandoned campsite that once belonged to someone else.
Inside their tents or crates, you can find supplies that will help you out---- conveniently sized clothing, tools, non-perishable foods, weapons, things of that ilk. If you have multiple rewards, you can stack them to make a single item higher quality or more useful (such as upgrading a small knife to a larger utility knife to a machete) or you can separate them out into multiple objects.
I leave it to the players to decide exactly how you classify an upgrade, but please use the above example as a frame of reference and do so in good faith. I am also willing to give a little extra leeway to something if it is funny. Items are encouraged but not necessarily required to be time period appropriate.
Additionally, due to achieving the stretch goal in TAGPOCALYPSE, there will also be a large cache of interdimensional care packages located near the Crack in the World! They come with three items from your character's home world, and there is a package for each character. TAGPOCALYPSE stretch goal contributors may pick one character to give five items to. These items can be nearly anything, but should be relatively small and/or wearable and should be small and light enough that the person they belong to could carry them all back to the unified camp (a fairly long distance) without aid. They also cannot be electronics, as the modifiers to make electronic devices powered by magic must be applied deliberately by someone who knows how.
General Environment
Paradesium is a massive cavern deep under Crane's Ridge. The cave is sprawling, the size of a city and then some, and full of lush vegetation both familiar and unique. Many of the plants here feature familiar tropical fruits--- this is indeed where most of the island's citrus comes from. Ferns and mushrooms are also abundant, as are other jungle trees and shrubs, river plants, and hot-weather foliage that thrives in humid climates such as palm trees, kapok, rubber trees, mahogany, gaboon, monstera, bromeliads, and more. There are even patches of thick bamboo in some areas. There are also some more fantastical plants, some of which bear unfamiliar nuts and fruits that it might be worth your time to try!
As for fauna, there are also plenty of familiar jungle faces, but the primary residents are of a more fantastical nature as well. During an earlier expedition, Dr. Coldwood and his team created a fairly comprehensive bestiary of all the unique creatures here, some of which are megafauna and not all of them are friendly. It's worth it to travel with care.
[Mod Note: Feel free to use existing creatures or "discover" new ones! Make up fantasy plants too! We'll canonize 'em. <3]
Landmarks
Entrance - The main mouth of the cave, located to the far Southwest corner of the cavern. A short series of tunnels which contain a multitude of evolutionary stones for Pokemon lead up and out of Paradesium.
Action Park - Located a short distance Northeast of the entrance (about a 10 minute walk on average). It is a surprisingly modern, if not somewhat slapdash, functional waterpark with working slides and a magically operated concession stand. It has a somewhat complex tiered layout with numerous pools. No lifeguards on duty.
Ventureheart River - The main central river that cuts a curve through the entire cavern, flowing in from outside the cavern through openings in the side of Crane's Ridge and exiting Paradesium through a drop off, ostensibly into a deeper underground reservoir that would appear to be where Pumpkin Hollow's wells draw from. It is incredibly clean, in no small part due to the fact that it flows over some of the magic crystals used to sustain Paradesium on its way in. There are a number of bridges, some stone and some wood and rope. They are quite old. There is a waterfall to the northern part of the cave.
Regnskog - The Dwarven Stenholm that has been abandoned for many decades, located toward the very center of Paradesium along the river. Once a small but thriving fortress city, now a ruin. Most of the stone bridges are near the citadel.
Collapsed Roadway - To the Eastern edge of the cavern, an entrance to the Underway, or the Hepogaian road network that connects the various larger caverns that make up the sprawling nation. It was collapsed when the remaining Dwarven residents moved on to prevent any monsters from following them.
Unnamed Lakes - There are a number of lakes that dot the area, most of which don't have names, either due to never getting them in the first place or those names being long forgotten. They vary in size and speckle the whole area.
Fungal Hollow - A small offshoot cave to the Southeast full of mushrooms, a common source of food for Hepogaians. It's hard to tell what's safe to eat. There is also an enormous spider that frequents the cave.
Rubiginosa's Den - To the far Northwest. The Rubiginosa, or Thorned Wyvern, is migratory, but it has a preferred den that it tends to keep close to during breeding season. The great news is that breeding season is right now, so the four of them that live down here won't be migrating too much. The bad news is that they're more hostile while breeding in the interest of protecting their eggs. Do not get too close.
The Vinewilds - An area to the central South that is difficult to traverse due to heavy cover by vines of a predatory plant that grabs whatever it senses movement from. A good place to get eaten by an overgrown pitcher plant. There's a grove of delicious looking papayas and guava on the far side of it.
The Crack in the World - On the Southeast corner of the cavern, near where the river drops off, there is a starburst-like crack in the stone that emanates a strange pale light. It has a powerful energy coming off of it. Surely sticking your hand inside is completely safe.
Skulltree - To the south of the Stenholm, there is a really weird thicket where the trees have fused together into the shape of a skull. There's an eerie glow coming from the eye sockets. Signs around it are not in Emeran (the local language you were given fluency upon arriving at Pumpkin Hollow), but they appear to be warnings. Approaching it will cause a skeletal arm-like section of tree roots to emerge from the ground and attempt to kill you, but defeating it will cause the skull to crack open and present you with an enormous fruit that looks like a brain and tastes like beef for some reason. Success!
Strange Hut - Just a little further South than the Skulltree, you can find a mysterious hut. There are never any lights on inside, but there is a smoking chimney. Does someone live here?
Create Your Own! - Add more as you like! Paradesium is a big place.
Supply Caches
Remember all those "May rewards or upgrades" promised to TAG OR DIE! participants throughout March and April? Here's where those come in. Occasionally, in seemingly random places in Paradesium, you may come across what appears to be an abandoned campsite that once belonged to someone else.
Inside their tents or crates, you can find supplies that will help you out---- conveniently sized clothing, tools, non-perishable foods, weapons, things of that ilk. If you have multiple rewards, you can stack them to make a single item higher quality or more useful (such as upgrading a small knife to a larger utility knife to a machete) or you can separate them out into multiple objects.
I leave it to the players to decide exactly how you classify an upgrade, but please use the above example as a frame of reference and do so in good faith. I am also willing to give a little extra leeway to something if it is funny. Items are encouraged but not necessarily required to be time period appropriate.
Additionally, due to achieving the stretch goal in TAGPOCALYPSE, there will also be a large cache of interdimensional care packages located near the Crack in the World! They come with three items from your character's home world, and there is a package for each character. TAGPOCALYPSE stretch goal contributors may pick one character to give five items to. These items can be nearly anything, but should be relatively small and/or wearable and should be small and light enough that the person they belong to could carry them all back to the unified camp (a fairly long distance) without aid. They also cannot be electronics, as the modifiers to make electronic devices powered by magic must be applied deliberately by someone who knows how.
Return Home
At long last, the report comes in. Godpoke carries the message all throughout Regnskog and sending stones jingle throughout the camp with the good news. It's time to return home.
First thing in the morning on June 4th, you will be able to pack up anything you wish to keep and return to Pumpkin Hollow. Any animals left behind may still be stone for a few more hours before Serranai can come around to undo them, and you'll find that most things are undisturbed, but some thinner trees and swinging signs or lanterns were dissolved. It will be a few more days before research clears up that the fog would disintegrate anything that moved. Good thing you weren't here!
There isn't a lot of time to prepare for the Cucumber Festival when you return, but at least there's something to look forward to. It's been a long month.
First thing in the morning on June 4th, you will be able to pack up anything you wish to keep and return to Pumpkin Hollow. Any animals left behind may still be stone for a few more hours before Serranai can come around to undo them, and you'll find that most things are undisturbed, but some thinner trees and swinging signs or lanterns were dissolved. It will be a few more days before research clears up that the fog would disintegrate anything that moved. Good thing you weren't here!
There isn't a lot of time to prepare for the Cucumber Festival when you return, but at least there's something to look forward to. It's been a long month.

QUESTIONS/COMMENTS/CONCERNS
no subject
no subject
no subject
Simon Petrikov | Adventure Time
No time to think, no time to adjust. He was barely a day or two off the boat when alarms reaped chaos in this nonsense town. I mean- really isn't THAT much nonsensical in comparison to OOO but he wasn't IN OOO! Or Vampire World or Fionaworld or ANYWHERE he probably should be! Instead jostled and dragged into the unknown and deep growths of jungle and caverns with the rest of the befuddled and chaotic masses.. It wasn't that long ago Finn himself dragged him along an adventure like this but that had.. at least more of an air of whimsy to it..
Action Park - Beginning of the Event - OTA
Simon is.. at least attempting to make himself useful. This is both an alarmingly familiar and unfamiliar setting- the concept he got, he's even been to something like this before but he wasn't fond of dressing down then OR now to go for a splash or soak in the lazy river..
You can find Simon in various places during his .. efforts to contribute here.
For some time he picks at the almost-absolutely-not-Halal options at the concession. You might find him entirely dissecting one of those hot-dogs and trying to determine what meat is used in it more than making any effort to actually eat it himself. Maybe you see him rummaging through the stand itself- trying to determine how it functions in its magical means or where it gets the mixers for the cocktails- and what exactly is supplying the drink base or fluid for ice in general.
Otherwise, a week or so in he can also be found skulking around a bit suspiciously even around the actual mechanisms and boilers of the park. Most often lingering where others have made themselves sparse with a utility toolkit he seems to have pilfered from a janitorial closet. Sometimes, when it's late and only some sparse watch is posted.. Simon has seemingly resorted to trying to break into the filters for hot tubs or sauna attractions to try and pick out parts to use for actual water filtration for drinking rather than swimming.
The Southern Caverns - Mid-Event - OTA
It truthfully doesn't take too long for his feelings of insignificance to begin mounting to a frustrating degree. It's suffocating. He shouldn't have been so reckless. He should have watched his back as much as he was trying to keep Fiona and Cake safe- he has no idea what's becoming of them now or what he'd even return to once he earns his way out.. Earns it. He has to EARN it!
It feels futile, so he does what any person a little less than sane with too much to prove does- wander out on his own.
The first place he treks about is Fungal Hollow. He spends most of his time rummaging about the mushrooms and trying to apply any degree of his past experience foraging and mushroom hunting with Betty to use- whose to say if it's all backwards here but he does at least set up a small camp to try and test out distilling and picking apart, cooking or preparing- any number of things to test on the many mushrooms about.. maybe you're drawn in by the scent.
Maybe you come across him scrambling away from a giant spider too once he's lingered too long, or hear him wailing and thrashing about in an unfortunately placed web before it returns..
The second place he ventures out too is probably even LESS safe or smart. He'll definitely be in need of a guide through The Vinewilds. He could be approaching you to get help through it without being swept up into the vines. You could also be once again helping the damsel himself once he gets entwined trying to approach the tempting patch of Papayas across the way, he certainly doesn't seem to know how to swing a machete that well himself...
He also spends a bit of time staking out the Strange Hut.. unsure if it's worth the risk approaching it but with enough cuts and scrapes he seems to finally be mustering the courage to go forth and knock.
Unified Camp - Nearly the end... - OTA
People have hope. That's more than Simon can say. Even as camps gather and congeal.. he doesn't seem all that relieved by combined effort. He's lingering on the outside. Mostly seen stumbling about at night mumbling to himself in Serbian tongue with bitterness laced on his meek voice. He doesn't talk to anyone by choice- you'd need to approach him first. He does seem to idly spend time mending when he's about in the waking hours. Both of clothes and materials for himself but he also seems to hunker down and help patch up others beds or tents and things of repair need around the unified camp without prompting. His hands have enough bandages and gauze to show his pace is less than steady now...
The Crack in the World - ...But not soon enough - Closed to Nyarlathotep
Something lit a fire in him, just barely, just enough to CARE when he hears talk of those packages found near the Crack in the World. He thought about approaching it back when he was exploring but lost his momentum before he ever did. Now? Talks of things from their worlds, things that are helpful, or at least personal to them. What has he left to gain? What does he have left to save him? What is it he needs more than anything now? or when he finally finds his way back..
Simon ventures off in the dead of night, under the cover of dark into the jungle depths too quiet to be anything but eerie and uncanny. Still... in spite of the odds he makes it there in as much of one-piece as he has left after the arduous month. Nobody else is there- so far as he's aware. His eyes are drawn even past the crates and packages- many already rummaged and dug through. People taking their pickings as they came and go far before him.
He feels his stomach turn the longer he stares into the raw energy emanating in a starburst from the deep stone crevices. "..They called you the Star." He speaks quietly without thinking. Not even realizing he was making noise as he thought to Marcy of Vampire world. How he used to resent the crown for the life it led him with her.. only to realize before death itself it was the kinder alternative.
It's ironic.