Act 1 Locations In Detail

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humon

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This thread is for recording the layout of each of the location threads that players will be fighting through. After at least one player has explored a location or received information about it from an NPC, I will make a post here to describe how everything in the location is laid out, so there's no confusion about where things are in relation to one another. The information posted here is going to be very general, and may not include hidden places, etc. Players will still need to explore locations fully if they want to find everything.

Act 1 Overall Layout

The area of act 1 covers the western portion of Wraeclast's southern coast, from the Twilight Strand in the southwest to Siren Song Cave in the northeast. The region is bounded by open ocean to the southeast; treacherous harpy-infested cliffs to the west; dense mangrove swamp to the northwest; rough hills and cliffs to the north; and a very dangerous place to the northeast called Corsair's Rest.

The Twilight Strand is a half-mile stretch of rugged coastline where exiles typically wash up after being dumped in the sea. Many of them drown before reaching shore, and then they rise up as zombies.

Lioneye's Watch is the closest thing to a safe place you will ever find in this region. It's a ruined lighthouse fort where a handful of exiles have gathered and are trying to survive day to day.

The Coast is a stretch of coastline, mostly sandy beaches, that goes for 1.5 miles east of Lioneye Watch. There is a small tidal island towards the east end of it. Cannibals from the inland swamp often come here to scavenge for food.

The Mud Flats is a broad region of flood plains further east from The Coast. Multiple small rivers run through it, carrying freshwater from the northwestern hills out to sea. This area is the preferred hunting ground for a species of large flightless bird called rhoa. Similar to the ancient and docile moa which inhabited New Zealand in the days before humans first arrived and hunted them to extinction, the rhoa are a monstrous version that have been mutated by foul magic to become very aggressive and territorial.

Somewhere on the eastern edge of the Mud Flats is a Submerged Passage that leads into the hills to the northeast. At high tide, the passage is almost entirely underwater, but at low tide it can be navigated.

The Ledge is a region of high ground above the northeastern cliffs that overlook the Mud Flats. Here, goatmen roam freely, attacking and having their way with any human they encounter.

North of The Ledge are the ruins of an old prison called Axiom Prison. It was last used centuries ago before the Cataclysm. Now, it is full of undead skeletons. An old road leads north from the prison into the forests of Act 2.

The Ship Graveyard is a cavernous place on the coast east of Axiom Prison, accessible by a network of cave tunnels. Because of the currents and dangerous shoals lining this side of Wraeclast's coast, many ships end up being blown here during storms and wrecked upon the rocks. Their broken hulls inevitably drift into this massive cave and collect here.

The Cavern of Anger and Wrath is further east from the Ship Graveyard. It is also referred to as Siren Song Cove, because of the way the wind whistles through the cliffs and rocks so as to sound vaguely like a woman singing. There is a connection here to the inland forests of Act 2.
 

humon

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Jan 3, 2019
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Canada
Twilight Strand

The Twilight Strand breaks down into the following sub-regions
  • Lioneye's Gate -- this is the area within 100m of Lioneye's Watch's southern entrance
  • Hillock's Haunt -- this is a 200m stretch of rocky slope with a narrow footpath winding down it, and Hillock likes to wander up and down it all day and night
  • Treasure Cove -- this is a concave spot on the coast, maybe 100m long, where currents converge to bring more debris ashore than usual, and so that's where a lot of chests and trunks wash up
  • Rocky Shelf -- 200m of hard rock that's been worn down by wind and waves to be mostly flat but still uneven to walk on. This was where Xerephon washed up
  • Killer's Point -- this is a sandy patch around the corner from the rocky shelf, where Morganna washed up. It gets its name because zombies congregate here, because of the way the rocks obstruct visibility, so it makes it easier for zombies to catch scavengers by surprise
  • Sandy Shore -- around the corner again from Killer's Point, this is a 200m stretch of sand and pebbles and driftwood, where Anastasia and Irina washed up
  • Lower Beach -- a second stretch of sandy beach around a corner from the Sandy Shore. Thomas washed up in this area.
 

humon

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Joined
Jan 3, 2019
Location
Canada
Lioneye's Watch

This old ruin was originally a lighthouse, and then became a fortified outpost during a war against the Karui tribes three centuries ago. After the Cataclysm, it was abandoned, and only recently it was settled by exiles. The fort is surrounded by a crumbling stone wall and the remnants of some simple earthworks outside the perimeter, such as a trench running along the northern wall, and a broad sloping ditch beyond that, which would have formed the original kill zone when defending the fort from Karui attacks. There is evidence that this place was much larger originally, with an outer palisade wall and other buildings, but all of that has been wiped away over time, so that only what was made of dirt and stone remains.

There are two entrances to Lioneye's Watch; one in the north, and one in the south. The south gate is referred to by the exiles as Lioneye's Gate, or just Lion's Gate for short. The north gate is called Louie's Gate, because it rhymes with Rooey, which is a common slur for Karui. Louie's Gate leads into a shallow trench lined with old rotten wood planks that runs east-west parallel to the outer wall. The west end of the trench is completely eroded away, but if it were still intact it would have overlooked the northwest approach from Karui territory. The east end of the trench overlooks The Coast.

The interior of the fort is set on two levels, with the northern half of the fort raised up a few feet from the southern half, in order to fit the sloping terrain on which it was built. The lower level, near the south gate, is mostly empty. Some shallow graves have been dug at the west end, and the east end is being used as a latrine and a refuse dump. The upper level, at the north end, is where the exiles go about their daily business. Two short staircases spaced a several metres apart connect the upper and lower levels.

On the northwest wall of the fort, connected to the upper level, is the old lighthouse building. The upper floors have crumbled away long ago, but there are still three intact floors that the exiles have reclaimed to suit their needs. The ground floor was once an officer's quarters, which Nessa has reworked into an infirmary. The second floor is used for dry storage, and the third floor serves as a lookout point. There is also a cellar floor underground, but nothing is currently stored there, because it gets flooded every time it rains.

The following locations of interest are also present in the upper level:

- In the center of everything, there is a shallow well that taps into a stream of groundwater flowing from the hills out to sea. This water source allows players to refill their flasks any time they are in town

- At the north end of the fort, just west of Louie's Gate, is a common sleeping area, which is covered by a makeshift roof cobbled together from wooden planks and canvas sheets. There were ten occupants of the fort when the game started, and nine of them sleep here, with the exception being Nessa, who sleeps in her infirmary at the ground floor of the lighthouse tower.

- Just to the east of Louie's Gate, along the north wall, Tarkleigh has set up a basic armory, where he trades in weapons and armour and gems, although his stock is very sparse. The wood-plank roof of his armory also doubles as a short catwalk, accessible by a crude ladder, from which the occupants of this fort can look out over the northern wall and deal with threats from that direction.

- Along the east wall, there is a trader named Monty, who also has a crude shop set up, which is little more than a few planks of wood nailed together into a box shape, with a cloth curtain drawn across the entrance. Monty is a tailor by trade, and so he can fix up clothing and footwear, as well as buying and selling salvaged items and materials.

- At the far east end of the fort are some wooden steps and planks that form a set of docks. At one point they must have been much more expansive, but time and the elements have rotted away most of the planks so that what currently exists barely touches water at all, and even then only at high tide.
 

humon

Member
Joined
Jan 3, 2019
Location
Canada
The Coast

The Coast breaks down into the following sub-regions

  • Louie's Gate -- this is the area within 100m of Lioneye's north gate, and more generally the area outside the fort's north wall and within range of sight of the fort's occupants (and within bowshot, if one should make enemies of them)
  • Dead Man's Rocks -- a 100m patch of big rocks and boulders where sand spitters always hang out. The name is meant to be a warning, that here there be monsters
  • Pisswater Point -- this is a stream that connects the sea to the western-most edge of the swamp. It gets its name from the foulness of the water that flows out of the swamp
  • Burning Dunes -- a 400m area of sandy beach covered in dunes. The name comes from how hot the sand gets at midday, and also because one will frequently find a type of monster here called Hellions, which are a weird sort of cross between a lion and a fire-breathing hellhound
  • The Zombie Garden -- a 100m stretch of swamp that divides the coastline. It gets its name from the fact that there's always zombies lurking among the dense mangroves, waiting to pull inattentive travelers under the water and drown them
  • Long Beach -- a 500m sandy beach where cannibals roam freely, as well as crabs, hellions, and all other monsters. The causeway that goes to the tidal island connects at this area
  • The Causeway -- A narrow path of rocks and dirt about 150m long that connects the beach to the Tidal Island. At high tide, the causeway is submerged underwater, but at low tide it can be crossed.
  • The Tidal Island -- A small island just off the coast that is connected by a causeway conditional on the height of the tide. During low tide, various monsters wander out onto this island and roam around looking for food. Most of them return to the mainland before high tide comes in, although some tend to linger on the island, particularly the zombies.
  • Blood Dunes -- 400m of sand dunes where many spitters lurk, because they make their nests underneath the dunes
  • Barren Rocks -- 200m of rocks and boulders, where zombies commonly lurk, and sometimes cannibals hunt here too.
  • Sandy Flats -- a 400m long and 200m wide sandy beach where cannibals are most active.
  • Birdbath River -- a 100m wide river that flows out of the swamp and mudflats and into the sea. It's very shallow and easy to cross at low tide, but its width effectively divides The Coast from The Mud Flats. It gets its name because rhoas like to wade in this river and eat the fish that swim all up and down it.
 
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