Ghanima Atreides (
atreideslioness) wrote in
fandomhigh_ooc2010-11-28 05:11 pm
Entry tags:
BDE: If she'd 'ave kept on goin' down that way she'd 'ave gone straight to that castle.
So, we mentioned that the island will be transforming! Under the cuts, you can find descriptions of some of the Labyrinth's more distinctive sections, its residents, and where you'll be able to find them!
The Places
The Castle
The Creatures
Just a reminder: sign-ups for the BDE will end on December 1st at Noon CST (because CST is the best NYAAAAAAAH).
Questions, comments, pie?
[OOC: MAD PROPS to
furnaceface for being a screen-capping MADWOMAN and filling all our picspamp0rn needs.]
The Places
The Labyrinth Entrance |
The entrance to the Labyrinth will appear behind the ring of Weeping Angels at the stroke of midnight on the Saturday evening, and will remain there until the conclusion of the plot. That is the ONLY place you can enter the Labyrinth from if you tackle it on foot, although the walls will grow out and out and out, until they encompass most of the island. Flyers and teleporters might almost be better off entering the Labyrinth from the door as well. The Labyrinth twists and distorts the reality within it, so taking for granted that you're going to end up where you want to will only result in you teleporting to the last place you would ever want to be, or flying in circles until you give up and land, or choose to leave again. You're entering a tricksy mess of walls and magic, and it doesn't want to play by your rules in the least. Larger Image: here. |
Sir Didymus' Lair |
A giant tree by an old bridge, you won't want to linger for long. While home to the small fox and his faithful steed, Ambrosius, it also has a distinctive smell. A very nasty smell. This possibly has something to do with the fact that it's located in none other than the Bog of Eternal Stench. As such, it won't be appearing until Tuesday, along with the Bog. Larger Images: one and two. |
The Bog of Eternal Stench |
Located around the school as of Tuesday, Dec. 7th, you don't want to go swimming in it. Dip one toe in the bog, and you'll smell bad forever! Any clothes you get damp are ruined forever, too. Oh, and the bridge is not that sturdy, so take care. Larger Images: one, two, three, and four. |
The Fire Gang's Camp |
Located in the Preserve starting on the 6th, this simple campsite consisting of little more than a campfire is home to a bunch of hotheads who know better than anyone just how to chilly down. Larger Images: one and two. |
The Junk City |
The Junk City is pretty much exactly what it sounds like. Located almost at the very center of the Labyrinth, this is the last obstacle before you'll find yourself at the gates to the Goblin City. Home of the Junk Lady and others, everything here is rubbish, garbage that sprawls on and on for as far as the eye can see. And if you look around here long enough, you might just stumble across things that you once owned yourself, that have long since been lost to time and parental cleaning binges. Larger Image: here. |
The Goblin City |
Located just past the Junk City at the center of the Labyrinth in-theory (although with an ever-shifting maze, 'center' is relative), the town is the last obstacle before entering Jareth's castle. It is filled with narrow, winding streets, strange-shaped buildings, and lots and lots of very hostile goblins who don't want you there. Goblins with swords, goblins with guns, goblins with heavy artillery that fire chickens... you get the idea. Business owners, if you'd like your shop to be relocated by Goblin Magic into the city, please feel free to do so at any time! Larger Images: one and two. |
Oubliettes |
An oubliette is a dark pit, a dungeon with no doors. Its name is based on the French word for "to forget", because people left in the pit were supposed to be forgotten. The only obvious way in or out of an oubliette is through a hole in the ceiling, which is also the only source of light for any of its occupants. Jareth drops people who annoy him into oubliettes without hesitation. These will be scattered around the island in growing numbers right from the beginning of the plot, and are all located well underground in Fandom's temporarily transformed sewer system, which will change back to normal at the end of the plot. You can fall down one at any time, but you'll have to have help to get back out! For those that get stuck in an oubliette, food will magically appear when you're asleep, so you're in no danger of starving to death while waiting for rescue. Larger Images: one, and two. |
The Castle
Jareth's Castle |
Unless you've gotten an escort by Jareth himself, you won't be able to reach his Castle without first navigating his sprawling Labyrinth and dangers unnumbered. Those showing up without an invite will have to contend with Jareth's goblin guards, all forces to be reckoned with in their own right, so approach with caution, would-be rescuers. This is the only place on the island that's really off-limits until the finale for those who haven't been kidnapped. Larger images: one, two, and three. |
The Throne Room |
Located within the castle proper, this is where Jareth's kidnapped princesses and princes will be spending much of their time, unless, of course, they give Jareth reason to put them elsewhere. Those who are staying in the Throne Room will be provided with blankets and pillows, fine food, and... entertainment, more or less, in the antics of the goblins surrounding them. The kidnapees are Jareth's guests, after all, not his prisoners. At least until they decide they want to leave. Larger Images: one and two. |
The Ballroom |
The Ballroom is only accessable to those that eat the peach dishes on December 6th. It's a place where time stands still, and the children that Jareth has abducted since the dawn of time can be found there, spending eternity in one fantastic party. Larger Images: one, two, and three. |
The Illusionary Maze |
A three-dimensional representation of M. C. Escher's Relativity and one of the last challenges within the Labyrinth. You must reach Jareth to confront him, and the law of gravity and that of physics do not apply here. At one moment, you might be crawling across the ceiling, in the next Jareth might be catching a crystal bouncing up a flight of steps. This maze will only be available to those who get sent there courtesy of Jareth during the finale. Larger Image: here. |
The Creatures
The Goblins |
The bulk of Jareth's army, these little guys are literal ankle-biters. They come up to about a human's knee, and will bite, scratch, and stab you! Don't let their almost-comedic antics fool you; goblins are dangerous and almost impossible to kill, as they are amazingly resilient! You can shoot one point-blank with his own cannon, and he'll just look at you and cough smoke before falling over. Any goblin-deaths should be shown as Jim Henson/Muppetish/Cartoony as possible. They will be the creatures causing the most chaos for the first few days, popping up watching people, terrorizing shops (at owner & staff desired levels), but NOT in the dorms. Goblins are welcome in Caritas, so long as they don't cause violence. ...being Goblins, they won't manage to behave for long. Goblins are completely moddable, AND there are NPCers awaiting for those who want a skirmish of some sort. Larger Images: one, two, three, and four. |
The Biting Fairies |
Tiny, female figures with gossamer wings and long pale hair, these fairies bite! Hard! They're concentrated outside the gates to the Labyrinth, but can be found anywhere on the island. They are completely moddable, same as the goblins. Larger Image: here. |
The Worm |
The Worm is one of the inhabitants of the titular maze. A cheery fellow with a Cockney accent and colorful scarf, he makes his home inside one of the labyrinth's walls. He only wants what's best for you, and won't hesitate to invite you in for tea with the missus, a challenging offer to take him up on since he's only about an inch long. His directions leave a little something to be desired, though. After all, it would be dreadful if you ended up going straight to that horrible castle. The worm is non-moddable, and will be played by one of the lovely NPC volunteers. Larger Image: here. |
The Fireys |
Located in the Preserve, these lanky beasts with flaming red pelts, they are hedonistic creatures are devoted to having a good time, which includes removing their limbs, heads, and other body parts. These easy-going guys don't want you to lose you head - just an arm or a leg! They're playful, but rough, and don't understand that humans can't just detach body-parts. Please request an NPC assistant for the Fire Gang. Larger Images: one and two. |
The Masquerade Revelers |
Once upon a time, these were all children wished away. Now they live forever in the goblin realm, always young and beautiful and laughing, with the weakest bit of goblin blood in their veins to keep them immortal and give them access to small magics. They love their home, and don't particularly care about being wished away. They aren't on your side, unless your plan is to find someone pretty to take home for the night. Masquerade members will be around for One Night Only! on December 6, and are completely moddable for hedonistic fun, or throw in a request in the NPC post. Larger Images: one and two. |
Ludo |
The original earth-bender is not high on Jareth's list of favorite creatures. Ludo is a sweet beast, if a bit slow sometimes, and loves to make new friends. He can also control rocks, and has an aversion to goblins with biting-sticks. Ludo is non-moddable, please request him in the daily NPC request post. Larger Images: one and two. |
Sir Didymus |
Didymus is brave to a fault, being the first to rush into a dangerous situation and the last to back out (if he ever does back out), with no regard at all to personal safety. He follows a strict chivalric code and once he sets his mind to something, one would be hard-pressed to get him to stop (although asking nicely seems to work). Sir Didymus is not moddable, please request an NPC assist. Larger Images: one and two. |
The Wiseman |
An aged human-like individual, the wiseman sits and awaits seekers of wisdom to whom he dispenses cryptic yet valuable advice. Doddering and probably slightly senile, he has a tendency to fall asleep easily. He has a slightly combative relationship with his hat, a more active and sharper tongued individual. The wiseman carries a small box to accept contributions. Larger Images: one, two, three, and four. |
Helping Hands |
These creepy creatures occupy vertical corridors through which people can fall, most of which tend to lead downward into one of the many oubliettes around the island, or into the winding underground caverns that surround them. The Helping Hands communicate by coming together to form faces (generally using 5 to 7 hands). They also hold people in place while they decide whether they'd like to go back up the corridor, or continue downward. Helping Hands are moddable or available as an NPC. Larger Images: one, two, three, and four. |
The Junk Lady |
The Junk Lady is one of the many Junk People piling massive amounts of miscellany upon their backs in the Junk City, just outside the gates of the Goblin City. The Junk Lady further disorients those who find her, offering recreated versions of their heart's desire in the real world with toys and other possessions, all meant to permanently distract her prey from reaching the castle. Junk people can be encountered in the Junk City within the labyrinth, but a few adventurous Junk people will be moving into the Junkyard as well. After all, you never know what sort of treasure can be found in a junkyard on an island as unique as Fandom. Junk People are moddable, but the Junk Lady herself is a non-moddable NPC. Larger Images: one and two. |
The Four Guardsmen |
Otherwise known as the Truth/Lies doors! One of the doors would lead to the castle at the center of the Labyrinth, while the other door would lead to "certain death". The bottom two guards are clueless as to which door leads where. The top two guards are the only ones who knew the answer. Is the red door the liar? The blue door? Just don't get cocky if you figure out the riddle, because the Labyrinth likes to mess around with people who boast that things were too easy. The four guards are non-moddable NPCs. Larger Image: here. |
The Door Knockers |
The living gargoyle-faced knocker guards the doors between the hedgemaze and the forest. One can't hear a word you say for the knocker-ring in his ears, and the other can't speak to you unless you're first kind enough to take the ring from his mouth. But then, good luck getting it back into his mouth if you want to knock to get the door to open. The Knockers are non-moddable NPCs. Larger Images: one and two. |
Just a reminder: sign-ups for the BDE will end on December 1st at Noon CST (because CST is the best NYAAAAAAAH).
Questions, comments, pie?
[OOC: MAD PROPS to

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