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 Esmeray, 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 Esmeray. 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, Esmeray 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 Esmeray, 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 Esmeray. 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, Esmeray 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.

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A familiar flash of worry crosses her face, even as furrowed with frustration and exertion as it is—those goddamn headaches, why didn't he just say, they could've sent someone else out today, they could've... ugh, too late now.
"Freestyling always works," she says, reflexively, only to flinch at herself. She sounds like a child, throwing a tantrum that things aren't going her way. Taking a breath, bites her tongue and starts over: "...fine. Then— let's fucking plan. Maybe if I distract it you can actually line up a shot at the side of it's head, that seems less plated."
Tactician brain. (It feels uncomfortable, after the last time she tried to turn it on.) Distracting something this big isn't without it's risks, but, well, she'll be fine.
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If you'd told me before we fucking came out here— (shut up, shut up).
"I won't get hurt. I know what I'm doing." (God, fuck, stop being so defensive, he wasn't saying—) Teeth back in her tongue. She checks she's loaded her shotgun correctly, snaps the barrel back into place, and exhales. "Okay. On my mark. Three, two, one— mark."
She jumps out from behind the tree and fires a shot of pellets that must just feel like a damn graze to this thing, for how little it reacts, but it gets its attention. The beast's head turns to her and she moves backwards, putting as much distance between herself and it as she can as it tries to jab down at her.
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The gap between this thing's eye and its beak is slim. And that long neck moves a lot. North's a damn good sniper, normally that's no issue, but today, the anxiety, sleep deprivation, and migraine throw him off just enough that when he pulls the trigger, the fucking shot ricochets off that hard beak. "Son of a bitch."
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Words you never want to hear in a fight.
The low, almost painful sound it makes isn't pain of its own, but shock and anger, and its head whips back around toward the source of offence in an instant. Nothing South does, none of her panicked shouts of, "Hey, hey asshole!" or attempts to fire another shot into its abdomen do anything to deter it from changing targets. It springs back at North with surprising speed, with every intention of crushing his ribs with a kick.
Adrenaline alone fuels South to sprint after it (no, to him) as fast as her legs can carry her, frantic feeling of not again at the front of her mind.
(Fuck. FUCK.)
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Okay. It's fine. Contingency plan. This is gonna suck without his armor's power reserves or Theta, but---
Deep breath. A carefully directed thought. A spark at the back of his neck, and then just as South reaches range, a familiar golden dome shield blooms from North. The chip, which used to house both the shield and Theta's core program, appeared in Calloway's shop some time ago and was installed in the implanted chip slot at the back of North's neck the moment it was acquired and never removed. It's not really smart to use it much like this, but what choice is there?
Hopefully he can generate enough power from the chip itself and his own body to maintain it until this fucker gets lost.
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The sudden sensation of something above her kicks in instinct, has her skidding to the ground to dodge getting her head caved in a split second before the familiar sound pierces her ears, replacing it with a whole new kind of panic. What? What the fuck is he doing? He's gonna fry his fucking brain, he's gonna—
A powerful, clawed foot slams against the dome and South's heart drops into her stomach. It holds, of course it holds, the stupid thing is powerful enough to withstand multiple missile strikes, she's seen that more than once (once at her own damn hand) and still the terror wrenches in her gut.
She scrambles to her feet. "Shit— what the fuck, you're gonna hurt yourself with that thing!"
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The migraine worsens. North's vision tunnels and he feels nauseous. Any and all light burns inside his skull. "M---M'gonna have t-to drop it, I don't--- h-have a battery. Line up a shot."
Something hot runs down his lip. Fuck, North hasn't had a nosebleed since he was a little kid.
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"You— but— ugh!" Shit. Shit shit shit shit shit—
What she wouldn't fucking give for Theta to be able to do his thing, even as he is now. Being able to shoot out of this thing would be great right about now, but— can't do that. Can't do anything but grab the rifle away from North, reload and take aim, the underside of the jaw—less plating, less protection, wider target when they're already all but under the thing as it kicks at them like a shiny pinata.
Sniping isn't her expertise, but they both know how to do the other's tricks. That can't fail her right now.
"Three. Two. One. Mark."
The second she hears the sound of it dropping, she pulls the trigger and fucking hopes.
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She drops the rifle in an instant, lets it clatter to the ground and throws herself down beside it, grabbing at North to try and roll him over. "S-Shit, shit— Ditri, Ditri look at me, are you— how bad is it? Fuck, what the fuck were you thinking, you're gonna give yourself brain damage you're gonna—"
Panic, so much panic, but all so sharp. They should never have come out here today. Why the fuck didn't he—
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"Fuck, okay—"
She moves quickly to give him the space, even as she hovers, that horrible mix of worry and anger swirling.
cw: emeto
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South pulls a face, but she's back on her knees at his side almost instantly—fussing, again, the way she has so often lately (the way that used to be more his territory, and yet). Fussing, and yet clearly still so— frustrated.
"What the fuck were you thinking?! That could've killed you, that could've— for fuck's sake we should never have even been out here, why the fuck didn't you tell me you had one of your damn migraines? We could've stayed back! I could've brought—"
(Who? You know Lina doesn't trust you right now, either.)
"—someone else!"
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"No, no that is worth mentioning because when you don't this shit happens!"
To her scant credit, she does try to keep her volume lower, but the seal is broken. Cracked by that moment of bone-deep terror she was about to watch it happen again.
"You— You always fucking do this. You just— don't tell me things so we can make a damn plan you just— you just decide. You did it when we left the damn project, you did it in that goddamn dungeon, you— you're doing it now not telling me stuff I need to know so we don't get gored by the damn wildlife!"
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"Yeah, well, join the fucking club!" (Don't say that, don't fucking say that— did you even know he was struggling, like that? How fucking terrible at this are you?) "And like hell you didn't. Maybe not— not like me, but you— always fucking pester when I don't follow your fucking lead! How many missions with you in my ear talking and talking and talking trying to tell me how to do my damn job—"
Stop it. Stop it. This isn't the time, this isn't fair, this isn't supposed to be coming out like this. She scrambles back a foot, two, suddenly scared of herself and yet unable to stop the tirade.
"You always know fucking best. You— you fucking shot me to get me off the Invention without telling me a fucking thing about what was actually happening until we were already off! In that evil fucking room you— you—"
(Shut up. Shut UP.)
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"Yep, keep goin'. I'm the source of all your problems, right? Go ahead, let me fuckin' have it, this is a great time to kick me while I'm literally fucking down," he accuses. "Don't stall out now, Natasha! Let 'er rip! Go ahead and beat that dead horse."
cw: allusions to suicidal ideation
Stop. Stop. Stop stop stop stop stop—
"You were gonna fucking make me live without you!" she snaps, throwing her arms out with such force she almost pants. "A-After— after everything we fucking said, after— after losing you fucking broke me! It fucking broke me, Dmitri! I-I walked into a fucking bullet I should've seen fucking coming because I couldn't fucking live like that and you were gonna make me do it again!"
It's insane. She's insane. She's still broken, saying this shit to him. He's sick and instead of helping him she's ruining everything again.
"All because you— don't ever listen to me. Because I'm the fucking irresponsible one, right? Always will be. Doesn't fucking matter where we are. Cause, no, you're not— you're never the problem. I'm always gonna be the fucking problem who made you think you had to fucking kill yourself just to coddle me!"
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(What else is new?)
"I wasn't coddling you. That's stupid. I already told you, I wasn't thinking rationally, there wasn't time. I was thinking fast. And you know what I was thinking about? I was thinking about making sure the two people I loved most in the world got to live, and both of 'em knew how much they fuckin' meant to me. I was thinking about the fact that my sister had a girl to get home to. So excuse me for not having enough time to consider all your goddamn baggage while I was saving your fucking life," North bites back, low and sharp, like a snake in the grass.
It hurts. It hurts his heart that he gave his life for her and she resents him for it. It hurts his head for her to go off on him like this. It hurts, it hurts, it hurts. But what does she care?
"It's fine, though. I'll be your villain. I'm sure you woulda found a way to resent me if I'd chosen to let Theta save me, 'cause we both knew it was never really Theta's choice. I was always gonna be responsible for whatever happened. I wonder what you'd be screaming at me if I'd done that? That I--- that I don't care about you, that I got my revenge and you hope I'm happy?" He's so exhausted and in pain that he doesn't even have it in him to regret being such an asshole yet. But he will. Waving her off, he grabs his rifle and starts trudging back to camp, grimy with sweat and mud and blood and spit and stomach acid. "I'm done with this. I feel like shit."
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She knew this would happen. This was always going to happen, the second she dared to suggest anything he'd ever done in all their lives was wrong, too. (But she said it all wrong. But it was never meant to come out like this.) God, it hurts. It feels like being torn open. No one can hurt her like he can. She wishes she'd never learned that.
"No, no you don't get to just— walk away from me, right now!"
She doesn't grab him, she won't, she won't let a single hand touch him even if it's not a closed fist, but she does get in front of him. Puts herself face to face with him, even as it burns.
Her voice is lower, again. "I'm not— I'm not calling you a fucking villain, I just want you to fucking listen to me. I don't— I don't wanna feel like this, I was trying— so. Hard. Not to feel like this. I—" a hysterical, pained sound escapes her and she drags her hands over her face. (Don't hit. Don't hit.) "I'm fucking everything up, I'm still fucking everything up..."
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North swallows hard, salt stinging his eyes unbidden. It doesn't happen often.
"I have a life here. A life I love. I want to live, I wanted to live. But I wanted you to live more. I'm sorry, okay? I'm sorry it hurt you, I'm sorry, fuck, I didn't wanna live without you either, and I never thought you were irresponsible. S'why I was so sure I could leave Theta with you. And fuck, I was right. But I'm back now. I got to live, and I spent that whole fuckin' night fighting to get to you so I could show you and take that off your shoulders and I can't sleep for the pain and the nightmares and the heat and I just want it all to fuckin' stop, please---"
The end of it comes out as more of a whimper, softening to very nearly a sob as his head drops.
"I just wanna be good again. I wanna help, I wanna protect my people, I wanna be competent, I wanna be a good brother and a good dad, I wanna be good again. I want to sleep. Please, I just wanna lay down. I'm sorry." He's rambling. He doesn't know where he's going with it, just that he's so sick and so tired and so hurt and he's falling apart.
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The fire dies out.
All that rage and hurt, all the feelings of failure and guilt, fade out to nothing but a flickering ember at the sight of him looking so... broken. At the words that take their time to pierce her skull but then refuse to leave.
(She knew, of course she knew, what he really meant to do. She knew. Knowing just didn't stop it hurting, or that hurt turning to rage. It's all she knows. Fuck, she wishes it wasn't all she fucking knows.)
"...I— I'm sorry. Fuck, I'm sorry. We— we can go back. I didn't..." Her teeth sink into her tongue. She breathes. "...this— this was never meant to fucking happen like this, I'm. I'm sorry."
Cautious, like she's scared he'll flinch away, she reaches out to touch his shoulder. Wants to hug him, but she can't bring herself to, too terrified of making it worse.
"...c'mon. Let's— let's get back. I— I'll make sure we don't get lost."