makehistoria: (❦ no one on the corner)
Last updated: July 30, 2017

Business District West City East City Outskirts



CENTRAL DISTRICT








The Devil's Nest


The Devil's Nest sits roughly in the very center of the city, and at first glance it's nothing much: just another run-down, seedy, neon-lit bar, all ragged walls and dark corners. There's probably ten in the Central District alone. But more observant eyes will soon notice this: it doesn't look like it's built into the city. It looks like the city was built around it.

If you've got business with Djävulenstad's monsters, it's the Devil's Nest the city's residents will point you to.




Illuminati Park


Lovingly christened by Heather Mason, "because of all the nice lamp posts," Illuminati Park is a small spot of green in the middle of the busiest part of the city. It's not very well tamed - if it's gardened at all - but it's still not a bad place to take a walk. Especially when your alternatives are, well... the rest of the city. There's a tiny stream somewhere in there and everything, come on, you'll like it.

Notable residents: a tiger named Duchess. Do not antagonize the tiger.




Crowsnest


The city's got a lot of glittering night-lights. But apparently, one little patch of trees in the central district is determined to out-sparkle everything else. Nestled up high off the ground (and decorated with as many colorful lights and shiny trinkets she can find) is the Crowsnest, roost of the notorious (at least among those familiar with the Devil's Nest gang) little harpy known as Mason. It's clearly a house meant for someone with wings-- the only way to get up is by wing or by precarious rope-ladder, assuming she's in the mood to have the ladders down to begin with!





The Clocktower








Dante and Lady's Place








Xander's Place








Hell's Court


Where the Devil's Nest is the beating heart of the city, Hell's Court is... something a bit lower down. The place is blacked-out curtains and drab colours during the day, crowded streets and neon lights once evening falls, and when the sky is dark it doesn't really take breaks.

Let's put it this way: there are a lot of red lights. It's no East City bazaar, but if you're looking for some sort of experience, Hell's Court is where you want to go.




Afton Height


There are blackout curtains over the windows of the house on the hill; what glimpses of the inside you can get during the day glitter.

That said, there's a great view of the city from the top of Afton Height - the hill is steep enough to be called the highest point in Djävulenstad. And it's a nice hike to the top, breezy even on the hottest days. Maybe just... don't disturb the building's occupants.




THE DOCKS


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Give a man a fish, you can feed him for a day. Teach a man to fish, you can feed him for a lifetime. Steal his fish and well - you've got the town's lively docks. Most of the boats parked out here are questionable even at their best. What they're hauling, who runs them: they look like they've seen their fair share of time. Whether that's been behind bars, fleeing the scene, or merely pirating off of someone else's misfortune, it's hard to say. Most of the city's shipments come through here and more than likely, they've been given a five-finger discount. Is that a crate of liquor from Bavan? A carton from Vandare? Guesses are decidedly -

- yes. Yes, they are.

The shacks on the docks mostly belong to the residents that own them and you're likely to find some sort of activity going on. Gambling, food being chopped up and displayed. Like everywhere else, there's a lot of illegal activity here and if you're a tourist who's wandered off, the welcoming won't be too-welcome. If you're here because you've been looking to get away from the other cities and towns of Ryslig? Maybe you'll have a better time.

There is one rule: trafficking monsters or humans is strictly forbidden. Break the law and you and yours might find the citizens here are the least of your concerns.




WEST CITY


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There are a lot of apartments in West City. Most of them are families, not necessarily by blood, but by networking and a means of surviving. There are plenty of open places for rent and while some of the landlords aren't too great on the eyes, you can find some affordable living here, depending on who you know and what you have to offer. If you're new in town, looking for a place free of the Gods and a little more lax on law? This may be a good place to start. The apartments here are usually loud with less-than-stellar neighbors, but hey - if you need a hand? They'll probably offer you one.

Note: Priests of either God will have a difficult time getting a permanent residence in the West part of town. It's not impossible, but if they're open and trying to preach their cause, they may be given a swift eviction notice without warning. Or, at minimum, a jack on the price of rent.

Also, the neighbors might begin to ignore you. (No, they'll definitely begin to ignore you.)

If you're more lax, they'll be wary, but not entirely unfriendly. Just keep the preaching on the down-low.




EAST CITY


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Want, need: this is the place where you can find it. There are store fronts all around - offering odds, ends. Trinkets. Maybe you're looking for something particular, maybe you don't even know what you're looking for. Either way, someone will provide. Most of the businesses and apartments here run on a sense of community: one passed by word of mouth, by secrets kept and swindled like poker chips in a betting pool. Careful though - if you're a tourist, those pockets? They're ripe, oh just ripe, for the taking. But if you're looking for contraband? Something not entirely legal?

This is the place to go.

Every couple of months, a bazaar will pop up after the Fog. Why? Who knows. Tradition, maybe. But it's always offering up something: foods (for both monster and the not-so-much), bottles of liquor, makeshift street games you can play for something cheap. It's hard to predict just when it'll show up, but be it your lucky day, should it come around while you're in town.

Notable Businesses and Locations:
([personal profile] thischaos) | Monster Parts Pawn Shop
Li's Shop | Fine Solutions
You may have seen something similar in Bavan's poorer district. The building itself is jammed up in the alleyway and from the looks of it, it looks worn. Tired. But if the black market is what you're looking for, oh can he supply. From weapons to frozen corpses, Greed's contact from Bavan has plenty in store. The store front, for the most part, is similar to a traditional medicine shop, with some variations. Guns, bullets, knives, swords: they litter the inside here and there. Of course, most of it is to throw off a tourist or two. However, for residents (especially monster residents), there's a whole back room full of what you need. Just make sure to show the owner your tattoo and he'll give you a tour.




OUTSKIRTS


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There isn't much living out on the far edge. The buildings themselves seem quiet; as if the desert leading in has sucked them dry, leaving behind a remnant like that of ghost town wiped off the map. Because here, here is the gateway. The one way in and out. Ever heard the rhyme? City of Sin, City of Sin, you can only go out the way you came in.

There are people that live on this side of town, but how friendly they are? That begs the question. Most look rough, ragged, and if you're not a familiar face, you might feel eyes watching you as you pass. From a window, from the street corner. Because the citizens here, they know a thing or two and it's better the devil they know, than the ones they don't.

Show them your matchbox though, and they'll grudgingly let you pass. If yours has a tattoo, they'll be greeted with far less animosity. After all, even criminals have a sense of code.






MISC


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Tattoos:
All citizens, monster and human alike, have a tattoo. Some are small, others are grand. All have, secretly, a drop or two of the boss's blood mixed into the ink. Call it a card to citizenship.

If you don't have one, you'll have a hard time finding your way back in if you leave, thanks to Mana's magic woven around the city. You want to make a deal for a more permanent residence? Just ask around. Someone'll point you right to the 'Nest itself, where Greed will be more than happy to see you.

Tattoos can be any size, display anything you want, and they'll give you access in and out without the need for a tattooed monster guide. But be warned: should you betray that trust, there's a hefty price.

Matchboxes:
The Devil's Nest matchboxes are the one exception to the rule: hold one, and the way to the city's as plain to you as anyone with a tattoo. You won't need a guide to find your way to the borders.

Matchboxes are one-use only, though: as soon you cross into the city, the matchbox you're using will burn up in your hands. You'll need another one if you want to loop back out and in.

Candles and Lanterns:
There's an old saying in town: "A light for every moment, a candle for each event. Make sure to choose the right one and its worth is well spent." You might see them one night. Sometimes, it's only one - other times, most if not all the houses in town will have a candle or a lantern lit. The color depends on the situation and if yours happens to ask, someone might be willing to tell you what they mean.

For a fee, of course.

Purple: It means someone is terminally ill, dying, or already dead. These are usually placed on the roof or in the nearest place that can easily be seen. For the people in town, it's a permission for the monsters that live there to take a family member. It's usually seen as a better alternative to burying or, in the event that one of them is sick, some households may opt to use this as a kind of peaceful end. Choosing instead to die at the hands of a soul-eater than spend day by day, suffering out an illness. More fanatic residents may see this a blessing, but those are rarer. Most just consider it just a part of how life is here. After all, what's taboo to others - here? It's just a part of the norm.

Yellow: If yours comes when there's yellow is town, it makes you a lucky fellow. There's something going on - a festival, maybe. Who knows. But it's worth the time to stick around. A lot of shops and businesses will extend their hours if this color's afoot. And boy, oh boy, do they know their avarice.

Green: Alert. This may mean a bunch of things. The Fog may be rolling in, there may be a threat from one of the Gods. Either way, green lights mean nothing entirely good. Followers of either god should take heed whenever these show up. Otherwise, if they're open about their alignment or preaching, they may be rounded up by one of the citizens themselves, looking for some quick cash. And where they'll bring them? Surely, you can take a guess.

Red: Red lights spread like a wildfire as soon as one's lit, and there's good reason for it - it's a warning for the city's own residents. There's something serious going down, something more immediate and urgent than the Fog rolling in or a general alert to be careful. Red means: hide away, and let the city's monsters take care of it.

Children's Games:
If you come during the day, you're as likely to see kids in Djävulenstad play Monsters and the Bloody Bones as they are Cops and Robbers. However, in this game, it's the Monsters that are the good guys, the Bloody Bones are the villains. Maybe this isn't all that surprising.

Sometimes, children will get masks or creative with the game. A paper bag that looks suspiciously like one of the Shades in town? A pair of horns made out of cups because their favorite monster is the local Minotaur? Maybe one has some colorful feathers and they're trying their best at a raptor walk.

Feel free to play with them. Chances are, if you're a monster, the kids will really dig you.

makehistoria: (❦ but it's feeling just like)
 


 
HUMAN FORM
MONSTER FEATURES

  • glowing white eyes
  • pointed upper canines and first premolars
  • skin/hair/etc grayscale (due to being solid shadow) not anymore, upgraded shapeshifting
  • arms tinted black up to elbow, clawed
  • shadowy tendrils and aura (intangible but exude cold)

DURING FOG

  • all of the above, and:
  • tendrils grow out into a 'cape'
  • largest tendrils tangible/prehensile
  • clawed feet
  • all teeth pointed
  • both arms and legs tinted black, up to torso

ABILITIES

  • partial shadow form (claws)
  • telekinesis
  • invisibility
  • electronic disruption
  • levitation
  • upgraded! shapeshifting

STRENGTHS/WEAKNESSES

  • resistant to light (in comparison to shadow form; sunlight/fire still damage)
  • vulnerable to physical damage, poison, etc
  • when wounded: bleeds black smoke

MISCELLANEOUS

  • much lighter than normal human
  • no heartbeat (static instead)
  • has only half a soul
  • the word "Sacrifice" is burned across his back
  • light marks on throat from Rotan poison
  • black Mountain God runes on hands/upper arms - nearly impossible to see unless you're looking for them



 
SHADOW FORM
MONSTER FEATURES

  • glowing white eyes
  • taller shadowy form (intangible, but exudes cold)
  • distorted limb proportions and visible ribcage
  • overly long, dagger-like claws
  • shadowy tendrils and aura
  • (usually) no visible mouth
  • static-y projected voice

DURING FOG

  • all of the above, and:
  • automatically shapeshifts multiple eyes
  • also a horrormouth (replacing ribcage)
  • also limbs/etc similar to cr he's interacted with recently

ABILITIES

  • all human form abilities
  • possession
  • slightly more power in most abilities

STRENGTHS/WEAKNESSES

  • resistant to physical damage, poison, etc
  • vulnerable to light - sunlight in general and fire on contact are damaging; other kinds of light often cause inadvertent flinching/flight response
  • when wounded: flickers, evaporates black smoke, shrinks

MISCELLANEOUS

  • black Mountain God runes on hands/upper arms - nearly impossible to see except when he's agitated, during which they'll glow faintly yellow or purple



 

☑ 1ST CHANGE
OCT. 31, 2014
  • pupils/irises start going white, glow faintly
  • upper canines become fang-like
  • bleeds black wisps with blood

☑ 2ND CHANGE
NOV. 4
  • aversion to light
  • shadowy tendrils start to form (visible only in sunlight)

☑ 3RD CHANGE
NOV. 16-18
  • fingers become clawed
  • soft shadowy aura appears
  • shadowy tendrils fully formed
  • eyes go fully white and glow brightly
  • ability to sense/rip out souls
  • hunger (esp. fully human souls)

☑ 4TH CHANGE
DEC. 13-16
  • electronic disruption
  • partial levitation (originally 2 ft)
  • eerie cinnamon smell

☑ 5TH CHANGE
JAN. 6, 2015
  • gains invisibility (non-shade emotions stunted while in use)
  • telekinesis
  • soul sensing range reduced w/ telekinesis
  • temporarily more intense hunger

☑ 6TH CHANGE
THROUGHOUT FEB.
  • shadow form + fake human form
  • shadow form shapeshifting
  • full levitation
  • possession
  • light causes damage

☐ FUTURE /ONGOING
  • ◆ fog form
  • ◆ must eat more often (shrinking from 4 weeks to 1)
  • ⬙ vengeful nature
  • ⬙ territorial towards unfamiliar soul-eaters (especially other shades)
  • ⬙ values unfamiliar souls over their owners
  • ◆ human form levitation range grows
  • is suddenly grayscale no longer applies

☑ MANA BOON
MAY, 2016
  • upgraded shapeshifting
TRANSFORMATION LOG



 
VISUAL/AUDITORY AIDS

REF SHEETS/ETC


ART OF STOCKE!!


WHAT DOES STOCKE SOUND LIKE?




makehistoria: (☾ i am peace and struggle)
please keep in mind this isn't updated as often as it should be, rip

DEVIL'S NEST/FEEDING/NPC NOTES
LOST MEMORIES (FROM DEATHS)

 



select an item



 
Sharp, well-maintained sword, meant for one-handed use despite traditional technique. From Yoru to Hiru, a former business run by monsters.

Replaced a katana obtained during Dr. Rainsford's monstrous game, then lost months later within Plaga's Peak.



 
Opens a matching lock on a door within the Devil's Nest; any rust has long since been rubbed off.

Stocke keeps it on a chain around his neck, along with a fake emerald made of glass.



 
Confusing communication device.

All of the physical upgrades are left inside Stocke's room; the laptop itself he sometimes lugs around with him.



 
A good six or so concealed on Stocke's person, plus another two that he carries openly (one at his side, one strapped to his arm) for a grand total of eight. (Holy shit buddy calm down.)

Of various sizes and styles.



 
Heavy, blood-coloured cloth, hooded and lined with hoary fur. Equally good at blocking out the sun and keeping someone warm.

Hangs in Stocke's room in summer.



 
A large pack, kept in a corner of Stocke's room at the Devil's Nest. Holds camping supplies and a constantly-replenished first-aid kit that sees... rather a lot of use.



 
Matchbook(s) might be more accurate. Usually has a way of starting a fire with him, despite fire being detrimental to his shade form.



 
Obtained from trading with a mysterious and suspicious old lady. Currently left in room (possibly in empty bottles from the bar below, make do with what you have, shh).

Includes: shade smoke, arachne leg, kelpie hoof, piece of demon horn.



 
He wouldn't be able to buy something huge, but covering a few rounds of drinks is no problem.

Also holds, folded: two handwritten pages (one each from Zel and Amelia's notes) and a letter.



 
Various objects, including:
- Vial of cinnamon scent, also from Rainsford's
  monstrous game (in room)
- Extra sets of clothes, made by Vietnam
  and/or Rohan
- A journal and an angular bracelet (in room)



makehistoria: (☾ i am peace and struggle)
Last updated, OOCly: ~July 2016, rip
To add: Bloody Bones interrogations. Lots of other stuff



A large amount of this is picked up from spying on the public network or handwaved from FAQ info he could plausibly discover; I've given up on linking to sources but if you want to dig through my large pile from before I gave in, go for it.
If you're getting this as notes from Stocke, it's only going to be copies of anything not marked as in cipher; he'd probably be willing to talk about the rest but that'd be in person. His handwriting looks kind of like this.

ALSO: Stocke has a group of hesitantly non-hostile Vandare natives that are willing to bring him info in exchange for favours - if you need an excuse to find out something about the city, especially the underbelly and its residents, he's a decent option.

ic inbox

Nov. 10th, 2014 08:49 pm
makehistoria: (♟ the truth can be exposed)
WELCOME TO YOUR PRIVATE CHANNEL, <MOIRAE>.

FOR SECURE COMMUNICATION, USE 44.78.67.42
 

• Stocke uses <swordpacts> and <moirae> interchangeably; the former especially for Devil's Nest business. Any of his friends/fellow Nest employees probably have his number.
 
• He's careful to use randomized names on the network the rest of the time; watch out for that if you want your character to contact him about something he said! (Basically just come up with an excuse for them to recognize his writing and all is good.)

makehistoria: (☾ i am what you run from)

STOCKE




AGE.
25
MONSTER.
DEATH COUNT.
3 (5)
ALIGNMENT.
RESIDENCE.
COINS.
51 (230 SPENT)

 
"HUMAN" APPEARANCE (DEFAULT)

  • glowing white eyes
  • pointed upper canines and first premolars
  • grayscale not anymore, upgraded shapeshifting
  • arms tinted black up to elbow, clawed
  • shadowy tendrils and aura (intangible but exude cold)
  • ( fog ) clawed feet, all teeth pointed, and both arms and legs tinted black up to torso
  • ---
  • much lighter than a normal human would be
  • no heartbeat (static instead)
  • various scars
  • black Mountain God runes on hands/upper arms - barely visible
  • ---
  • owns only half a soul
  • ( when wounded ) bleeds black smoke
  • ---
  • note: generally speaking, Stocke can use his upgraded shapeshifting to adjust any visual traits as needed. this "default," however, takes the least concentration.
FULL SHADE APPEARANCE

  • glowing white eyes
  • taller shadowy form (intangible, but exudes cold)
  • distorted limb proportions and visible ribcage
  • overly long, dagger-like claws
  • shadowy tendrils and aura
  • second pair of eyes (thanks parasites)
  • rarely a visible mouth
  • static-y projected voice
  • black Mountain God runes on hands/upper arms - glow white when near remnants of mountain
  • ( fog ) awful horrormouth stretching from face down sides of neck and torso (replacing ribcage)
  • ---
  • ( when wounded ) flickers, shrinks, sheds black smoke
ABILITIES/WEAKNESSES

  • intangibility
  • telekinesis
  • invisibility
  • electronic disruption
  • levitation
  • upgraded! shapeshifting
       common forms: default "human," various natives, demon, werewolf
  • weak to sunlight and fire; uncomfortable in and easily distracted by bright or high contrast artificial light
  • as of may 2017, unable to see properly while in a non-physical form - everything but souls within eyesight-range shows up as static. is still able to detect where light is bright enough to harm him and navigate in relation to souls
makehistoria: (♟ from an empire in the sky)
don't: godmode, powerplay, etc etc
do: tell me if i'm doing something you don't like, contact me to plot, etc
Player and character over 18

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HMD

Aug. 14th, 2014 11:25 am
makehistoria: (♟ and the sins of time will shift)


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