Idle Echoes

The Abyssal Court

Magic and Energy · zone 9 of 10

This zone has not been painted yet.

No longer entirely in the same place as the rest.

A containment facility built for one kind of project, which then became a different kind of project. Magic and energy worked together at that scale produced an instability the containment was never specified to hold.

It stopped being a location some time before the work concluded. Distance and direction are not dependable here, and the things that hold court in it are the most concentrated the territories have outside the origin itself.

What the extraction madeThe Accord meant to take energy out. This is the other direction of flow, and what a century of it did to the territories.

What walks here

Some of it waits for you to come further in. An Armoured thing shrugs off steel and feels a spell; a Warded one is the reverse.

  • Court Usher

    and 3 others like it

  • Errata

    and 3 others like it

    • Quick
  • Interloper

    and 3 others like it

  • Standing Order

    and 3 others like it

    • deeper in
    • Armoured
    • Tough
    • Ponderous
  • Quorum

    and 3 others like it

    • deeper in
    • Warded
    • Hits hard

Who holds it

One of them is waiting at the end of every tier. Which officer you draw is only a name. The post is the fight, and each post fights differently.

  • Project Director

    • Tough
    • Hits hard
  • Dimensional Theorist

    • Tough
    • Quick
    • Hits hard
  • The Draft

    • Armoured
    • Tough
    • Ponderous
    • Hits hard

The names on the posts: Solenne, Vireo, Asch, Nocturne, Reva, Cassin, Oray, Lin, .

What grows here

Reagents do not travel. If a recipe wants something from this ground, this is where you come for it.

  • Veilspore
  • Fulgurite
  • Barrow Mossscarcer