Properties:
- 4 Banes (cheese vs. Food, a cloud vs. Choice, hunter character vs. Zombies, giant speedy Venus flytrap vs. Destruction)
- Borderguard (Lesser Destruction of Hostile Thoughts)
- Deviant Technology (blood/wine alchemy)
- Pleasant Landlord (zombie warlord)
- Primary target of Excrucians
- Provides service to Lord Entropy
- Two-way gateway to the Chancel of an allied Imperator with friendly Nobiles (Saknussemm)
- Weird Science (access to the technology of the Lost 500 Years)
- Need to reduce by 7 points
Entrances:
- In a backyard in Simmons's Anchor's backyard between two trees in Walnut Creek --> Food's island
- In a large tomb in a graveyard on an ancient battleground where Walnut Creek is now --> Zombie's graveyard
- In an underwater dormant volcano in the southwestern Atlantic --> top of tallest volcano near Destruction's rocket, where he has a lab
Description: At the center of Diyabh Lovaali is a lake, the deep purple of its grape-juice waters contrasting beautifully with the brilliant green of the grassy hills in which it is situated and the orange skies beneath which it dances with the wind. The first thing most people note about Diyabh Lovaali is that it is a place of Technicolor and intense visual saturation.
Flowing from out the lake, the juice begins to ferment, becoming wine, which grows stronger and stronger until it empties out into a sea of 40-proof waves. Another river joins the Mei River, as the river of wine is known, at the shores of this lake. The Ma'ida River makes the ocean's wine taste salty and iron, fortifying it with the blood that flows its length. No explorer has yet discovered the origin of the Ma'ida River.
As has been mentioned, the terrain of Diyah Lovaali is dominated by low, rolling hills and knolls, covered in a brilliantly green cover of grass. Occasionally, however, a steep, rocky mountainside will jut unexpectedly from the ground, their boundaries often unseen or unnoticed until they are but paces away. The peaks of these mountains reach far higher than most of Earth's, and they all -- every single one of them -- can burst with smoke and lava without warning.
Non-Noble Inhabitants: Zombies roam the land freely, sometimes singly, sometimes in bands. Some are the mindless destroying masses cutting swathes across the realm; most are more intelligent and band together in armies and civilizations. Of these latter, many have intellects towering above those of humans, though they run in slower and simpler ways. What humans live here have found solace in the face of this unliving horde in the arms of Mother Church, adorning themselves with crucifixes and armed with ready Bible verses in the hope that God will save them. Their churches dot the land, almost as crowdingly as the zombies who oddly leave the buildings intact and unmolested as they pass. They see divine succor in the few bear and deer amongst the many who make their home in the diyabh who are as intelligent as humans. These talking animals provide what protection they can to the mortals. As meager payment, those mortals build and keep homes for their gentle protectors, built from the same stone and with the same dried vine roofs as the mortals'. As meager self-preservation on the other hand, they maintain hidden caches of guns throughout the diyabh, such that three to six pounds of protective lead and explosives is never more than a half-hour's panicked run away.
Fire-breathing dragons and demons hide in the hills of Diyabh Lovaali, while dinosaurs pursue their prehistoric lives with vigor.
Giant man-eating Venus flytraps grow wild and dangerous here, tempting all who pass by with the rich and delicious smells of cooking food. Some power allows the flytraps to release the scent of their victim's favorite dish. Grapevines sprout at their base but then spread until they can spread no more. Some say their chaotic vines, largely untouched by the farmer's controlling hand, are searching for the Mei River, searching for something they lost. On the other hand, the giant spike trees seek for nothing in the legends and the tales of the natives. They simply steer well clear of their three-foot spikes.
Diyabh Lovaali's night sky is filled with stars, yes, but occasional flashes of fiery light blink for momentary jets among their fields, reminders of the flying fire-breathing werewolves that enact strange rituals far above the land.
Giant fire-breathing serpents swim their undulating dances in the depths of Diyabh Lovaali's one ocean. They must be privy to some great secret, the folk of the diyabh whisper, for their fires neither extinguish nor spread in those winey deeps where the serpents make their home.
Two diseases scour the folk of this land. One initiates a painful process, commanding muscles to detach and re-attach bones, reshaping the body into a horrifying wolfman form, and gifting its victims with a terrifying hunger for human flesh. The other is gentler, but perhaps more terrifying, for where the first shreds the intended construction of its victims' bodies, this lays waste to the patterns, habits, and foundations of victims' minds, leaving them insane and unpredictable. Mortals run from carriers of the first plague; they kill carriers of the second.
Locus Cibi: Simmons keeps his home on an island in the Mei River, whereupon he tends a garden containing one of every type of fruit bush and tree. Everything here is made of food -- his house is made of gingerbread and sweet ("Tradition, you know!" he says), his fence of dry spaghetti, his dock of rice bound and pressed into planks, and so forth.
Locus Destructionis: Anyone who looks up while within Dyabh Lovaali will note a very retro-looking rocket making slow circles in its tangerine sky. This is where Venom lives, the last remaining artifact from the Lost 500 Years. This fin-equipped conical home can only be entered by means of a single airlock covered in a vast array of arcane controls. If the proper procedure is not followed when attempting to open the hatch, why, anything could happen! Within can be found a very fine bed, a strange but well-outfitted kitchen, a TV, and a couch.
Locus Optionis: Bil lives in a castle with four doors, in the largest valley in the diyabh. A visitor soon discovers that the door leads to a bare room with four doors, one on each wall, each vastly different in form, material, and style. Going through any of the doors leads to another room, identical but for the design of the doors. Going back the way you came brings only to a room with four more, different, doors; a visitor will never see the same door twice. Only Bil can find his way into or out of the castle; the best anyone else can do is to stumble upon the Corridor, a fabled and endless hallway of doors. It is said that these doors each exit into the moment of some great choice, for good or ill (or perhaps the much more humble choices which bind the more dramatic ones), and that travel through time is thus possible here. Only Bil and Lovaali know if this is true.
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