Ps Reality

> *"*The Ps Reality is a strange and terrible place. There is no true geography in this cursed realm. Distance and time are warped beyond our comprehensions. The Ps set the stage, knowing a show is about to begin. Let us hope they do not become bored with the performance if such a thing is feasible.*" - Squad Leader*
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The **Ps Reality**is an alternative reality of purely psychic energy. It is the source of the Warp and known instances of so-called "Warp sorcery" or "magic" as well as the home dimension of the Spectral Ps. Beyond the boundaries of physical space, unrestricted by time or causality, there is a dimension incomprehensible to mortal minds. The psychic energy that makes up the Ps Reality is believed to be the direct result of the Ps who ascended here in pursuit of true immortality in a realm of perfection, just for them under the promise of their father and leader, God-King of Ps. When the Pure Ps ascended and crossed over into the new reality, their combined lust for power corrupted the reality, turning it into a demented world of madness and apathy.

## Realm of the Warped

Through the mere glimpses of mortal world, the changing energies are molded into a fantastical landscape and populated with twisted and broken beings. Timeless and ever-shifting, this damned world is a reality blocked off from our own, a universe devoid of consistency and unbound by the physical laws which govern space and time. It is a random, unstructured panorama of pure psychic energy, unfettered by the limits of physics.

## The Thinning Veil

The barrier between our dimension and the Ps Reality is not equally strong across the known universe. In some places, the veil is thin, allowing the influence of the Warp to breach through. Such areas might be permanent or temporary, and could be of nearly any size, the result of random chance or intentional acts. Some are the side effect of great psychic activity, while others are a great effusion of powerful emotion or death. In the such instances the waves of the Warp batter the shores of reality, weakening the barrier between dimensions.

Various disturbing phenomena can manifest in areas where the veil is thin, for the Warp and its influence are never predictable or consistent. Such places are often considered haunted or even cursed, for people might hear unexplained voices, glimpse movement out of the corners of their eyes, or experience nightmares or even visions. Clocks might run backwards, scanners provide inconsistent or contradictory readings. Individuals might feel a sense of wrongness that they cannot describe, random mutations also occur with each instant being worse than the previous one.

## Shapeless Barrens

The Ps Reality has no physical dimensions and is without limits or true geography. Often referred to simply as the Shapeless Barrens, the Land of the Forlorn Ones or the Chaos Plains are those regions who don't fall into the dominion of the Chosen and their fellow Spectral Ps brethren.

Much of the Shapeless Barrens is chaotically random, constantly churning and reforming: rivers of blood flow through petrified woodlands under green skies; great stairways lead into the heavens and reconnect themselves from below in an ever-lasting loop, pillars of tar gush high into the skies, castles made of ivory and fortresses of living stone stand amidst forests of waving limbs, and the departed spirits of the forlorn damned haunt the labyrinthine graveyard heaps.

The Shapeless Barrens are home to wretched creatures created by the mad whimsy of the Spectral Ps. Most are lacking anything but the most rudimentary awareness and instinct, though some can posse comprehension and even true sentience. The Spectral Ps grown powerful enough to instill a small measure of control over their surroundings also create their own abodes in the Barrens, each of these small islands of structure is a petty domain in comparison to the vast realms of the Chosen within the Ps Reality.

## Struiaylan Swamps

Amid the tangled swamps and fetid mires rise moldy ruins, mired temples to fallen deities, and whole cities full of blasphemous truths. Dilapidated avenues paved with crumbling stones, remnants of ruined empires, cut through these dense bogs, though they regularly succumb to unexpected floods of stagnant water. Through the sinking swamps are examples of the lands' countless ruins, overgrown temples and cathedrals, disparate crumbling monuments, and shrines upturned by the depraved whims of the realm's inhabitants. Most of these decrepit structures, emulated in their entirety from innumerable mortal worlds by the Spectral Ps, still hold artifacts and artistry from forgotten epochs, idols and icons of deities and divine forces from around the Wiki Universe.

### The Forsaken Reliquary

Jutting from amidst this primordial mire is the Forsaken Reliquary, decrepit and ancient, yet still standing despite regular flooding by the encroaching waters. This gigantic monument is in fact, an failed attempt to copy the Temple of Ipshumin. Twisted and unholy by design, the Forsaken Reliquary serves as the lair of the Mire's Warden, a particularly viscous Ascendant who has adapted well to the murky waters of the Struiaylan Swamps.

### The Maze of the Profaned

Formed on the crumbling foundations of an ruined chapel, spreading out is a vast network of paths lined up with statues and monuments belonging to the countless faiths and religious dogma sprayed across the universe. All defiled and profaned with great acts of depravity and heresy.

It was here that the once great prophet, Candypops came to rule over this damned world after his initial temptation by the Ipsinomicon and his falling out of the Gipsen Ones' favour. Lost and without his faith, he became easy prey for the Warp, which swallowed him whole, bringing him over to the Ps Reality, now largely abandoned by most since Reborn Isen's corruption, save for a population of Alphaies who remained in Ps Reality. Driven mad by his abandonment of those he revered, his servants and his loss of power, Candypops soon had his mind warped as his resentment festered into bitterness.

In his madness, he took his frustration on the defenseless Alphaies. Utilizing newfound powers granted to him by the Warp, the once pure holy man became a corrupter of minds. The local Alphaies were no match for Candypops now known the "Dark Zealot", as he one by one corrupted them, enthralling their minds and binding them into becoming his new army of fanatical warriors, later radically altering the landscape to better suit his dark desires, in the end though he was defeated, freeing his victims and himself from his own madness.

The tragic legacy of Candypops still remains though, especially in regard to the Maze of the Profaned, for within the dark heart of the maze, lies several statues of the Ips in Yellow, but badly disfigured, near unrecognizable. The statues stand as testament to Candypop's failure. He's choice to resort to hate and power when he should be understanding and humble.

At the feet of these statues is a shrine, tended to by a mysterious being known simply as the Pale Emissary, an Ascendant that rules over a small group of Spectral Ps known as the Profaned, that conduct blasphemous rites in mockery of the faithful within the confines of the maze.

### The Poisonous Vale

Within the Struiaylan Swamps, lies a remote expanse of otherworldly moorlands, notorious for its peculiar nature. The venomous bogs of the Poisonous Vale are the creation of two Ascendants, lovers and partners in crime. Jesebal the Fen-Queen, an extremely confident creature and Festerlord Zularan, a ambitious and cunning figure that rumor has it turned on his own master. When the two first met, they were foes but fell madly in love with one another. The two scheming rouge Ascendants later usurped control over the marshes from the local creatures with little effort thanks to their combined might. Yet fearing for the security of their newfound territory, the two concocted a grand scheme. Utilizing their powers, they condense a tidal wave of poisonous bile to flood the surrounding swamps, creating vast noxious moors of pollution that block access to their home. The two pleased with their achievement, were preparing to repeat the process but a hundred times more potent in order to expand their territory, but before they could do so, they hit a snag in their plans.

### The Black Slough

A vast expanse of murky, rotting, marshland overgrown with willows, cattails and strange fungi. Many creatures call the swamp home, some mundane while others utterly bizarre, such as the fiendish Kepzuns, Nymoxs, Okies and the cowardly Chaukkra.

### The Sunken Amphitheater

All that reminds of a round amphitheater dedicated to some forgotten deity is a series of crumbling marble columns that once supported the round dome and passages to underground housing, all of which has since become flooded by the swamp along with the rest of its surroundings.

### The Temple of the Angry Ocelot

An ancient temple of Woodblockian origin situated just above the stagnant depths of the mire, in a dense cypress and cattail grove and hidden by thick vegetation. Mostly bare inside, the main altar has been defiled, dried blood has stained it. Amid the ruins, is a statue of an ocelot bearing its fangs which has been overgrown by ivy and is totally covered by a filthy shell made of muck, mold, and rotted plants.

### The Debased Institution

The shell of an rehabilitation center, once a place of healing and care, now lies ruined. Strangling vines creep up from the soggy soil and coil the building's exterior. Corridors full of discarded and rusty equipment, rooms with rows of moldy beds and dried blood covering crusty walls.

In the courtyard lies what remains of a garden. Once opulent and well-tended by staff, now thick with vegetation growing damp and unrestrained. Rising out of the garden, is a towering honeysuckle the size of a tree, it is in full bloom with strange pale blossoms that leak putrid sweet nectar.

### The Hydra's Hollow

A seemingly small muddy hillock, but on one side is a gaping opening leading to a half submerged cave. It is here dwells a monstrous three headed Sythnorm that resides in the lower depths of the cave. The beast is said to devour all who dare disturb it and is believed to be one of the first of its kind.

### The Drowned City

Once a relativity large city that has been drowned by the deluge spilling from underneath. The city's streets and alleyways have been swept over, turning them into canals and waterways. Still standing buildings and towers are slowly being eroded as they are overtaken by tendril-like roots, becoming part of the bog itself.

### The Dark Ziggurat

A small stepped pyramid constructed from a black stone like material, that has managed to be largely spared by constant flooding and encroaching vegetation. The ziggurat is is at the center of a heated conflict between two warring tribes of Kepzuns, locked in perpetual war against the other. The conflict has been nurtured by a malicious Ascendant who manipulated the tribes against one another.

### The Deep Pits

A set of sinkholes and pits that penetrate deep into the loamy ground and soggy earth, coming all together into a expanse labyrinth of submerged, cavernous tunnels, some filled with underwater ruins. Strange and horrendous things, an loathsome combination of centipede, squid, lobster and even Spectral Ps haunt these ruins, and glide in the darkness of its stagnant depths.

### The Serpent's Fang

Much like the Forsaken Reliquary, this place was a temple dedicated to Ipshumin. Brought over to the Ps Reality, it has since been turned towards a dark purpose, where the souls of the faithful are held sway under a mockingly false cult by a monstrous Spectral Ps and his illusions.

### The Stone Fortress

A crumbling fortress built of stone, yet still sturdy enough to not permanently sink into the swamp. It's lone tower looms over the surrounding swampland.

### The Black Monastery

Rising out of the muck and water, is the now-ruined monastery. At its prime, the monastery was home to clerics of a holy order. Now after its fall to decadence and decay, it's halls are active once again. Echoes of cultish monks in black robes, perform endless reenactments of worship. Shrines of purity have been twisted and reshaped into altars that seep with corruption.

### The Deadmire

Stepped in the shadow of the Black Monastery is a thick waterlogged woodland. An eerie place for those who venture here, corpses and bodies can be found throughout the Deadmire. The trees themselves are adorned with them, wrapped in chains, thorns, and briars. Skewered with spikes and stakes. The remains of Commewnists, Sezonians, Voltzians, Trucians, Ipsens and even Inquisition soldiers are on full display.

### The Sanctum of Sorrow

One of the few dry areas, an immense cathedral fortress crowned with hundreds of barbed spires. A sprawling edifice built in honor to the powers of the Warp, by a growing order of fanatical Spectral Ps. Here they gather around shrines and relics of their profane faith. Empowered by their zeal and rituals.

Inside the sanctum's inner most shrine, the order's leader administers matters of faith to the devoted, an enigmatic being garbed in voluminous black robes with only flashes of pale skin and crimson eyes visible.

### The Manor of Deluded Lord

On the outer border of the Struiaylan Swamps, is the Manson of Deluded Lord. The mansion is an ancient structure of sagging timber and broken walls, overgrown with crawling poison ivy and thick mosses. The lavish bronze now coated with a thick coat of verdigris, the ironwork rusted thanks to the humid swampy air and mats of lichen cover the cornices. Within these walls, a lord works tirelessly.

Nacosec, the true master of the Struiaylan Swamps and the scholar among the Chosen. There he hoards unique texts and forbidden books written in obscure languages that detail delusions of the insane. The mad creature believes that by studying these works he will unlock some pattern hidden in the insanity of his brethren. Centuries of this kind of study has made the lord's speech and thought patterns quite abstract and byzantine, although his loyal servants seem to have no problems understanding him.

## Realm of the Bloody Reach

One of the largest of the dominions of the Chosen, the Realm of the Bloody Reach. The kingdom of Kruzgun, the Bloody Master. No subtlety has Kruzgun. He has no yearning for beauty of form in his black heart, for he is the Bloodreaver, the Bloodtaker. His immortal frame has room only for rage, blood-lust and conquest. So it is that the land of the Bloody Reach is one of constant battle and bloodshed. It serves no other function, for to Kruzgun all else is trivial and meaningless. Little more than league upon league of blasted wasteland, made ruddy by the blood split upon it. Here and there jagged canyons and craters break the uneven ground: the aftermath of a titanic clash where Kruzgun's servants battled among themselves or against the minions of other Chosen. The blood-soaked realm echoes constantly with the bellows of battle and the clash of weapons, the cracking of whips and the clarion calls of innumerable brass war horns.

### The Red Morass

On the outskirts of the Bloody Reach, lies once dry lowlands now mired in waters flooding into Kruzgun's dominion from Nacosec's realm. The water mixed and turned blood red, forming into an morass of bloody mud. The few patches of high ground available were claimed either by the Bloodreaver's forces or those of the Deluded Lord. Other inhabitants include several different tribes of Chaukkra who for what every reason are exceedingly violent, attacking anyone or thing that trespassed into their territory without hesitation.

### The Kennel of the Bloodwolf

The cavernous lair of Kruzgun's personal hunter, the Bloodwolf. When not on the hunt, the Bloodwolf spends most of his free time, down on the floor of his lair, gnawing on the bones of his prey, until his master calls for a new hunt.

### The Blood Citadel

The Blood Citadel is a structure within the Ps Reality, towering over the ageless desolation of Kruzgun's realm. The walls of this unholy bastion are jagged, thick with crusted blood and hung with gibbets and gallows. The moat of the brass citadel is filled not with water, but with the boiling blood of the victims of Kruzgun's conquests. Chained Khasmasu snarl from every parapet, hatred flashing in their eyes and boiling with bloody rage. The bloodthirsty Spectral Ps under the Bloody Master's command prowl the space between the outer walls and the keep, longing for fresh victims.

Kruzgun himself resides within a great vault at the heart of the citadel's central keep. The iron pillars vanish into the ebony gloom to shoulder the inconceivable weight of the throne room's ceiling. Each pillar is inscribed with one of the commandments of the Bloody Master, edicts that speak to the virtues of rage, power and conquest. In the center of the room the Master of the Bloody Reach sits upon a mighty throne of brass rooted atop a vast mountain of spoils of war.

### The Desolate Bastion

The outer realm of Kruzgun is surrounded by a titanic wall of the deepest red and blackened iron that stretches unbroken from one end of the horizon to the other. The Desolate Bastion marks the only entrance into his domain. Surrounded by pinnacles, columns, and arches of blood and carved bone, the Desolate Bastion is built as both fortress and prison. Damned souls, chained to the walls and steps in unbreakable bonds of spiked iron, scream and thrash at their imprisonment, hurling terrible epithets at anyone unfortunate enough to be of earshot. The steps are enormous and were never designed to be trod upon by mortal feet, for climbing them is more akin to scaling the highest mountain. The higher one climbs to reach the dizzying heights, the more horrors come to view. Gibbering voices can be heard speaking from the steps and walls, praising the name and deeds of the armies of the Bloody Master. The geometry of the stairs conforms to no logic or sanity and seems to twist and ripple into itself in confusing turns and gravity-defying angles as if to bewilder intruders.

The Desolate Bastion boasts smaller landings, some of which are of such a massive scale that a castle could easily fit on them and still have room to spare. Spectral Ps and other creatures of the Warp dance and cavort here, gleefully battling and killing each other in a wanton display of blood and mindless slaughter in order to gain favor and please their master. At no point, however, does any traveler see another normal living creature or beast once they take the first steps of the Desolate Bastion, even the vultures of the warp and other scavengers avoid the apparent bounty of fresh corpses and dangling bodies that line its enormous walls and steps.

### The Bloody Meadows

Journeying up the Desolate Bastion seems to take an eternity, the laws of time, cause and effect, and movement collapse under the weight of the Ps Reality. But still, there are those that somehow manage to reach the top of the bastion and find themselves again on flat ground, but this time within the inner realm of the Bloody Master, in the Bloody Meadows.

Unlike the insanity of the Desolate Bastions, the meadows are neat and orderly, but still madding and utterly horrifying. The meadows of Kruzgun are lined with row after endless row of bloody corpses lashed to stakes. Sickly black flowers, engorged on blood, bloom from the corpses; they are “watered” through a series of aqueducts and ditches filled with bloody gore. Untold numbers of Spectral Ps are charged with the upkeep of these fields, vomiting blood on the fruits and fertilizing the terrible flora with flesh and powered bone. New corpses are planted every moment, with a tenderness and concern that seems so out of place in such a uncaring place. The whole scene is one of scarlet blood, even the sky unceasingly burns an angry red. The stench of such slaughter and gore intermingles with the sweet scent of the blackened flowers and their ripening fruit.

### The Stilltear Glacier

A stark contrast with the rest of the Realm of the Bloody Reach, is a vast fort carved out of the heart of a snowy mountain within a huge glacier-ridden mountainous region that serves as the last stronghold of Skeghud, the Frost Hollow, who in fact once held dominion over the entirely of the land that would later be known as the Realm of the Bloody Reach.

Till the newly emerged Chosen, Kruzgun and his armies defeated the Frost Hollow's followers and ousted control from him. From that time on, Skeghud hides in his frozen keep, blowing a storm of cold fury as he awaits the time when he reclaims what he lost so long ago.

### The Grub's Folly

Standing still and silent, is the decaying husk of a colossal grub like entity. Perpetual ash blankets the surrounding land. The creature was once an Ascendant known simply as the Grub who emerged in the aftermath of Kruzgun's rise to power. The Grub used its mental powers to bend the will of others, putting them under its thrall, using this it usurped control over several of the Bloodreaver's legions. This would however be its first and final mistake.

In utter rage of having his own minions turned against him. The Bloodreaver personally dealt with the Grub, and easily crushed his challenger until only a shell remained. Kruzgun proceed to then cull those of his armies who he deemed so weak to fall under such a pitiful pretender's yoke.

### The Fungal Reach

An oddity in itself within the Realm of the Bloody Reach, the Fungal Reach is a thick forest of fungi, with tree-sized mushrooms and builder-shaped fungal growths. The origins of this unusual place are a mystery, with the most obscure theory it is some kind of infection of sorts. What ever the truth is, the very fecund nature of this place, inevitably provokes the Bloodreaver who sends his warriors to retaliate against the foliage, using brimstone and fire to burn away such growth. The fungus recedes, but its only a matter of time before new mushrooms take root and flourish, and the cycle begins once again.

### The Versan Wastes

A strip of desolate landscape with rocky terrain, sparse, stunted vegetation, muddy watering holes, winding canyons and jagged stone mountains as far as the eye could see. Once known as Versa, little has changed of it since the rise of the Chosen. Despite the harshness of the land, it still teems with life. Warp razorback herds, flocks of hungry Kazalors, their much larger cousins the Raxadors, Warp-spawned vermin and the most dreaded of all, the intelligent serpentine Verslashi. Kurzgun's minions often conducted hunts here, with it becoming a sort of tradition to hunt the creatures of the wastes to prove themselves.

### The Burning Skull

A titanic skull stares out across empty plains with swathes of ash, rock, and bone. The skull's eye sockets are fiery and burn with flames. This place is believed to be all that remains of the Juggernaut, a monster from the past. An infernal giant who lorded over all of the hellish realm of Alpius, before being defeated and slain.

### The Boiling Crater

Rumored to be the the grave of a former rival to Kurzgun, destroyed alongside its servants in a unremembered battle. The crater still boils with molten blood, hot steam and the killer's wrath, even after all the ages gone by. Those that approach it are seized with an overwhelming sense of rage and fear, and most refuse to do so.

### The Boneyard

On rare occasions, the Chosen will act in temporary unison so as to thwart a common threat. It this occasion, that the other Chosen, fearful of Kruzgun's power, united to defeat him. Their combined forces miraculously, pierced nearly two hundred miles into the margin's of the Realm of the Bloody Reach, facing only minor resistance from surprised bands of slaves and warp-spawned beasts. The survivors, however, spread word of the coming of the army, and the bloodthirsty inhabitants of the Bloody Reach eventually raised a counter army nearly triple the size of the invading force.

The two armies clashed on a desolated plain. The invading army was faltering at this point, as morale ran low. A force of thousands Spectral Ps and war-thralls, bolstered by a throng of Khasmasu and Warp Specters, pinned the army train in a classic pincer move. The slaughter was unprecedented. In the end, not a single one of the invaders remained alive. As the flesh and soul was ripped off their bodies for the victory feast, the bones of the victims were tossed into numerous piles, which rose high into the air. The bones remains to this day and is the nesting ground for a loyal servant of Kruzgun, Rasaphox, a fiendish scavenger that passes the time waiting for his victims to die before picking them clean, by tormenting them.

### The Chain of Rage

A chain of immense volcanoes, constantly smoldering, girdles the land. Kruzgon's roars of rage cause the ground to quake, and each day the volcanoes spew out rivers of blood as hot as his anger. They hurl burning balls of gore and charred bone onto the lands of the weak.

### The Foundries of Brass

At the base of the Chain of Rage are the forges and foundries. In these sweltering workshops powered by the fire of the volcanoes, weapons of war are crafted. All manner of axes, swords, hammers, and armor are created to supply the eternal wars of the Bloodreaver. Here, too, the components of Kruzgon's war-machines are made.

The cogs, blades, housings, and armaments too, all were forged here. It is a dangerous place to reside, even by the standards of the rest of the realm.

### The Blood Pools

Throughout the treacherous Bloody Reach, great craters are often gouged into the blasted plains. None can say if it takes moments or millennia for these pools to form, for time is meaningless within the Ps Reality.

Eventually, the rage of the Bloodreaver swells in the form of storms that rain blood and bile, which collects in the pit and a new blood pool is formed.

From these pools of blood, new minions of Kruzgon arise. Many lesser fiends steadily emerge, all to eager and ready to do their master's bidding. The soldiers that vomit forth from that pit will be charged from the day of their creation until the day they fail their master in combat with claiming more blood to refill their pit. Eventually a pit goes dry, but without fail, the cycle of bloodshed restarts.

## Land of the Absent Lord

Considered the most treacherous of all the realms of the Chosen, the Land of the Absent Lord, dubbed for the apparent absence of a ruler, is a mishmash of environments. Most seem to have been taken upturned as if flung by gigantic and careless hands.

The ruler of the land, Oberon has long since vanished from public eye, even his loyal servants and attendants are barred from seeking audience with him. Since then, unrest has swept through as rivals and upstarts hoping to take advantage of the chaos set their sights on carving up the now vulnerable dominion.

### The Abyssal Mire

A dismal marshland with deep black pools and slimy reed beds. Sluggish, muddy channels wind through the mire, maze-like and unfathomable, darkened on either bank by stretches of twisted black stalks and gnarled dead trees. A large number of Kepzuns have made these brackish waters their home.

The foul toad-men are actively trying to expand the mire, their combined presence and desire is actually influencing their environment, causing the once stable land to slowly sink and become flooded by stagnant waters.

### The Forbidden Forest

Situated south of the Abyssal Mire, the Forbidden Forest covers the landscape with dark, forbidding trees of ill-favored aspect. This forest sprawl with a mixture of towering pines, black trees and a bleak desolation that sears the soul with its unending vistas of emptiness and despair.

Feared by the Spectral Ps, Oberon himself was even said to utterly despise the forest which grew on the southern border so much so, that he declared it forbidden to his subjects. Ever since then the forest has become notorious for being dangerous and has since been infested with many types of strange and terrible creatures, the most prominent are the lurking Ausags.

### The Dregs

Little more then wastelands, the Dregs are a hellish landscape. The land collapsing in on itself, gathering all lands onto one point of convergence. Townships, kingdoms and countries all drawn into the Ps Reality from the memories of the Spectral Ps. The Dregs are split into many, many petty fiefdoms, each ruled by a different master. Whether they rule through sheer force or through subtle manipulation, each realm is its own nightmare, and each is equally hostile to most life.

#### The Dilapidated Settlement

A once thriving community of Spectral Ps, with the sudden absence of their Chosen, the inhabitants soon found themselves helpless, as roving packs of mindless warp-predators began to besiege the hamlet and ether drove out or devoured the hapless Ps. Now it stands as a dilapidated township, infested with Warp Specters.

#### The Ruins of Pul

The city of Pul was the first to fall to the outside forces, the ruling Spectral Ps were overwhelmed and destroyed. The city fell into ruin, the powerful Hibaezu Gorzhoth has established his own personal kingdom amongst the ruins and is actively trying to seize more power.

#### Lair of the Consumed Lord

Originally an bastion of power for Oberon's forces, the Ascendant known simply as the Consumed Lord has taken refuge here after betraying his master and fellow Spectral Ps for power and his own gain. Driven more insane by his many acts of cannibalism, he lingers here alone in his self exile.

#### The Crimson Colossus

Across the whole of the surface of the Dregs only this structure remains relativity unchanged by the upset of power, a huge, pot-bellied idol of a Pure Ps. This gigantic copper construction is hundreds meters tall and said by the Spectral Ps to be a gift from their forebears before their fall from grace. By ancient law, great praise and veneration was placed on the great colossus.

Many Spectral Ps would often take pilgrimages to the Crimson Colossus in order to give thanks to their ancestors, in recent times though the number of pilgrims has trickled as enemies pour into the region. A small band of these pilgrims have encamped themselves around the colossus, hoping that the very sight of the massive statue would frighten off any wound be aggressors.

#### The Leyward Stones

One of the strangest places in the Dregs. The Leyward Stones take the form of a circle of stones monoliths, covered in complex graven patterns and shimmering white inlays. It is said that the Stones were erected at the order of Oberon. Their purpose is to listen to messages from the physical universe.

Hearing of the chaos in the wake of his fellow Chosen's absence, Nacosec sent a small expedition to gain control over the Leyward Stones. It is his belief that the stones' purpose is more complex then what is believed and perhaps can offer some clues into Oberon's disappearance and his current whereabouts.

#### The Red Patch

A peculiar sight is the area known as the Red Patch, a small plot of ground stained crimson, sprouting from it is a healthy patch of red flowers. A reminder of Reborn Isen's reign over the Ps Reality. the flowers are themselves quite toxic to the Spectral Ps or any of their creations. Due to this, it served as a execution site for traitors and weaklings by Oberon. Since his disappearance, it has been largely unused and abandoned.

#### The Eyrie

Situated upon a massive protrusion of rock, the great fortress was a testament to its former glory and mightiness. However, in Oberon's sudden absence, it has been brought to ruin as now flocks of Khasmasu patrol the skies, led by a peculiar intelligent specimen that has claimed the inner exterior of the keep as its own rookery.

#### Lyberius

Named after its creator, Lybera, a former servant to Oberon. With her master's unknown whereabouts, she has fled to the Dregs where she has lifted a portion of the land into the air and sculpted it to her likening as she prepares for her transition into a full member of the Chosen.

#### The Throne of Worms

The seat of power and stronghold for Gorshan, the last of the Great Putrid Worm Lords. A cabal of weaker Chosen who forged an alliance with each other to secure their power, until they were destroyed by their enemies, leaving only a single survivor. Gorshan managed to survive and retreated into Oberon's realm, for the instability proved a prime ground for him, to rebuild his power, constructing a massive home out of resin, brick and slime. While also siphoning power and influence from neighboring rivals.

#### The Bonehold

Sensing the various conflict occurring in Oberon's land, Kruzgon dispatched an lieutenant to establish a foothold for his legions. It is here that Vardon raised a mighty fort of metal and jagged bone, he and his forces have fortified themselves and secured a holding to launch further raids and conquests against the various rival forces battling for control over the Dregs.

#### Drez

Founded in the pinnacle of Oberon's reign, the city of Drez was the residence to many of his most powerful servants, their efforts proved futile to save them when their lord vanished. It was only a matter of time, before the city was overrun. Now it is the home to thousands of invaders, ruled by the ruthless Vesjra and her legion of loyal Verslashi.

### The Black Palace

Should someone be able to safely maneuver through and pass the Dregs, they will enter into the heart of Oberon's kingdom. The palace is one of the few constant geographical features.

The Black Palace was once the home to Oberon and his personal court, serving as the capital for his empire. But with his mysterious disappearance, the Spectral Ps have mostly deserted the palace in fear of growing tensions and the threat of invasion. With cold and twisted spires, its towers forever stained, its gates forever shut. Only the most loyal of Oberon's Ascendants and subjects remain, patiently waiting for their lord to return to them.

## Accursed Malvania

Forever cursed and damned, a depressing and dismal land of gloom and mist. Steeped in death and despair, the land of Accursed Malvania is treated as one of the most loathed and feared realms of the Chosen. As befits its ill reputation, the realm is a desolate, gothic domain harboring all manner of grotesque and horrifying creatures.

The land's master is the cruel Moegnoalag known as the God-Spirit of Strife, the King of Thralls, the Master of Souls, the Lord of Domination, and the Prince of the Accursed Ones. His dominion is founded on the spheres of domination and enslavement, with a desire to steal the souls of mortals and to bring them within his sway by spreading seeds of strife and doom through mortal realms.

### The Hungry Woods

A foul Warp Specter-infested maze of thorns and bogs, in which the unwary are easily trapped. Those that venture beneath the contorted boughs do not return. Instead, they are doomed to wander until they are lost and crazed with hunger, forced to fall upon each other to feed, greedily feasting upon their own to survive.

### The Damned Laboratory

A large city-sized complex used by Moegnoalag for his many horrific experiments. The building itself is an emulation of a old ruin, although the complex is crawling with insane test subjects, failed experiments and murderous guardians. The lab is run by the sadistic overseer, Jeorn the Gryff and several other Spectral Ps who greatly enjoy their work.

Indeed, necromantic experiments concerning life and death appear to be the norm in the Damned Laboratory, as a great number of sickening trials and testing take place here.

### The Dread Forge

Only the high supervisors the Dread Forge know the secrets of the alloy ice cold iron of which the great constructs are made from. The work here is difficult and dangerous, and most thralls last only a few shifts.

It is a place of eternal torment and despair where unfortunate prisoners work the forge, manufacturing weapons for the forces of Moegnoalag.

### Haalgenzti's Cradle

Serving as the home and laboratory to the alchemist Ascendant, Haalgenzti. A obscene mixture of fortress, breeding pit, and prison for the monsters created within. Here, Haalgenzti uses the painful techniques he tortured out of his former captor Traogge to create terrifying monstrosities and hideous creations. He is not alone in this endeavor, as Haalgenzti's Cradle now serves as home for dozens of his apprentices each conducting their own foul experiments.

### The Skull Moon

Overlooking all of Malvania, silently watching, hanging is the form of a bloated skull-faced moon. Some believe that it is a sentient and cruel moonlet that looks down upon the land, judging the damned souls, others think that it is the actual eye of Moegnoalag, who tore out an eye of his and cast it high up into the sky as a means to survey his realm.

### Castle Varghoylf

Built on top of a massive cliff from where it dominates the surrounding eerie forest. It has four mighty towers and a gigantic central keep, beneath which are a huge number of mausoleums, dungeons and torture chambers. Secret passages run all the way through the cliff and come out in the nearby woods.

Reputability to be the home to the eccentric Count Vargkin, a rather weak Ascendant who rules the poor village of Varghoylfhem with an iron fist, tormenting the villagers at his leisure for personal gain.

### Varghoylfhelm

Found at the edge of the forest surrounding Castle Varghoylf, relatively poor, with dilapidated walls and inhabited by villagers ripe with fear and distrust. The village is one of the few holdouts for the remaining Alphaie population, the village is regularly terrorized by Count Vargkin and his lackeys.

### The Cavern of Trophies

When a soul become too worn and decrepit for any further labor as thralls, they are often set loose to run through the wilds of Malvania as prey for the Spectral Ps and any other predators of the warp. The victors in this sport bring the remains of their victims to the Cavern of Trophies.

Scores of trophies adore the cavern's walls, each symbolizing a victim claimed by the Spectral Ps. This practice has become somewhat of a rite of passage for those young Spectral Ps wishing to rise up in the ranks.

### Alesar's Web

Within the confines of a decrepit ruin, is the dwelling of Alesar. A powerful Ascendant and former mistress of Moegnoalag. Once the favorite of her master, he quickly grew bored and discarded her for another. Within her new home, she weaves a web of deceit and sorrow, trapping victims to use as playthings for all time.

### Driftweed Fort

A rundown fort at the heart of a wet ridden marsh, the outpost represents the last free remnant of the Alphaie people in all of Malvania. The fort's defenders are constantly battered by the swamp beasts, the twisted souls coming from the Damned Laboratory and other minions of Moegnoalag.

### The Penitent Wrack

A great rotted willow tree, here hanging from its gnarled branches is the once mighty Vothennos. In his heyday, he was one of Moegnoalag's most trusted lieutenants but a string of blunders on his part have earned him his master's ire. As punishment, his now broken body hangs here for his failure in service to the realm's dark master. Despite these setbacks, Vorthennos awaits his return to power, swarms of flies attracted to the stench of his own rotting body fly around him, waiting to follow their new master's call.

### Soul's Torment Citadel

Moegnoalag's macabre palace serves both as a fortress and as a temple to himself. In all of Malvania, no place is more feared then here. Within these halls, his enslaved minions are made to suffer. The citadel is inhabited by some of the strongest and vilest of the Moegnoalag's minions, a great army of the living dead standing between their dark master and those who seek to dethrone him.

## The Scintillating Plateau

Of all the outlandish landscapes to be found in the Ps Reality, Calophast's domain is the most bizarre and incomprehensible to mortals. His realm is woven from the raw fabric of the Warp itself. The Scintillating Plateau, as it is known, is an immense iridescent plateau, its mere presence felt across all of the other realms. Shifting avenues made from crystal-rock marble and light of every color criss-cross the realm. Secret pathways built from dreams and lies infiltrate the dominions of the other Chosen, binding together the fractious Ps Reality the better to direct them to Calophast's will.

The Plateau itself has no formal warriors defending its reaches, for the battles here are few and far between. Woe to the rival creature who strays into its reaches, for such simple creatures never last for long.

### The Scar of the Blighted Toad

A small, fungi-encrusted vale. Generally avoided by everyone, this valley of gray stone is said to be the home of a peculiar obese Kepzun that strikes terror into even the stoutest warriors.

The Kepzun's own bloated weight has made it incapable of movement, its origins are unknown and its mere presence on the plateau is an anomaly.

### The Crystal Abode

A squat, dome like structure of crystal, the lair of the enigmatic Spectral Ps known simply as Uthemiel, a lowly Ascended who has managed through sheer willpower to elevate into one of the Ascendants. Despite this feat, he wants even more and desires to return to the physical plane.

Those that venture into his abode, find themselves in a battle of the mind. Its glittering corridors reflect not only light, but also hope, misery, dreams and fears. The Crystal Abode does not merely reflect but also distorts, pulling apart aspiration and purpose, turning it to madness and obsession.

Its Uthemiel's own madness, his obsession with locating a suitable host body so that he may finally free himself of this trapped existence that is the Ps Reality.

### The Pit of Tiazuumluul

A great chasm splits open across the Scintillating Plateau. The land surrounding it is quite dull, segmented reeds swept by strange gales. The pit is the home of the Tiazuumluul also known as She Who Drinks Deeply, the Lady of the Deep and the Deep Drinker.

Tiazuumluul is a ancient creature, once ruler of the Scintillating Plateau before her son, Calophast usurped her. Imprisoning his mother deep in the earth. In order to stave off her ravenous thirst for life.

A small obscure sect of Spectral Ps cling to the rim of the chasm, they give praise to the former Chosen and on rare occasion they will give offerings to the pit, dropping sacrificial victims down and into the waiting maw of their thirsty lady.

### The Mountains of Lies

Rising up are the chain of jagged crystalline mountain ridges. The voices of liars, cheats, con-men and deceivers bellow fourth from the mountain tops, drowning out one's own voice and muddling thoughts of reason, twisting them into doubt and paranoia over treachery and falsehood.

The Spectral Ps who make their home here, are driven by the same paranoia that affects the mountains. Many become outcasts and loathe others, preferring the company of the voices believing them to be the only ones they can truly trust.

### The Fog of Illusions

A boundless prison for any who foolishly become trapped in it. The fog is rumored to be actually a living entity created by one of the servants of Calophast that infects the minds of individuals, effectively driving them insane by imprisoning them in endless illusions born out of their own dark memories.

### The Liar's Cairn

An enormous cairn of quarried crystal-stone blocks, guarded by the Keeper of the Liar's Cairn, a monstrous large crystal studded-skinned Ascendant in the service of the Architect of Lies. Bound to maintain the cairn until the end of existence itself.

### The Library of Falsehoods

Libraries are known as places of learning and enlightenment, where those who seek truth may be able to find it. A library in the Ps Reality is a place of indoctrination and falsehood, where one will find only the truth according to the will of Calophast.

### The Unthinkable Keep

At the heart of the plateau, stands the Unthinkable Keep of the Architect of Lies. As with all of Calophast's designs, the exact appearance of the Unthinkable Keep varies according to the nature of the beholder's aspirations. Some perceive it to be crafted from the same crystal as the plateau, whilst others see walls of blazing blue light or gnarled azure stone. No matter the material, the physical structure of the Unthinkable Keep is a deceiving thing. Twisted crystal spires and towers of light writhe and burst from the majestic keep's core. These exist for only a heartbeat before they shimmer and disappear, only to be replaced by new and ever more maddening architecture. Gates, windows and beckoning doorways yawn like hungry mouths in a tornado of dislocated angles before shutting moments later.

Different passages and rooms obey different physical laws. One might wander for days or even weeks inside a chamber no larger than a thimble, or traverse miles within a single step. Gravity shifts and changes, or disappears altogether. Those who succumb to the treacherous nature of Calophast's home become lost, often returning unexpected as mindless shells of their former selves, their minds utterly warped by the Architect of Lies' sinister power.

## The Scuttling Domain

A bleak and forbidding land that is as unforgiving as the Spectral Ps who have it their home. The realm is all covered and shrouded in with mist, illusion and shadow. The realm's ruler is Namnera, the Spirit Shadow, the Lady of Bleakness, the Shrouded Queen and Mother of Blessed Blackness, is the lady of the sundry and shadow kissed places.

### Umbral Depths

A putrid stream originating from the Struiaylan Swamps that breaks through into Namnera's dominion creating a moist, fecund environment which is the perfect breeding ground for countless varieties of fungi, oozes, and vermin.

Several tribes of Kepzuns have settled here, carving out several tunnels that soon formed a perilous flooded labyrinth that even the local Spectral Ps refuse to go.

### The Lightless Lighthouse

A ruin that appears to be a replica of the Lightime Turnpike, at least on the outside. Specifically built to hold entities who can manipulate light. The wardens of the Lighthouse are careful to use only lights of the colder spectra, as these are less susceptible.

Within the cells are countless Sezonians and others of their ilk who has been swallowed up by the Warp and brought here to face deprivation of their precious Light.

### The Ebon Forest

Trees of eternal stone and chasms of echoing emptiness fill this shadowy place. Consisting of endless tracts of dead, grey, petrified trees set in a desolate, darkened land.

### The Light Farm

A complex that serves as the holding facility for some of the Scuttling Domain's most infamous "guests". Long ago, a small group of Star People were captured along with other Sezonian forces. While their comrades were detained within the Lightless Lighthouse, they were instead shipped off here, where they serve as Namnera's personal stock, to be drained of their Light until they were near death before being allowed to recuperate for a time.

### Dol Nadar

A sinister and foreboding place, built at the bottom of a cold, dark canyon and completely surrounded by mountains of bare rock that stretch high into the air. It is a fortress permanently in shadow, for its walls are soaked in eternal darkness. A place of twisted and impossible architecture. Its five black towers rise from the canyon floor like gnarled fingernails.

The master of Dol Nadar is only known as Nebel, an hellish being constantly wreathed in shadow, with only maws of teeth and claws being visible.

### The Temple of Crawling Shadow

A squat, windowless stone building surrounded by standing stones. It is the home of Nyarzhul, the Shrouded Ritemaster, who lurks in the darkness that envelops the building's interior, waiting for sacrifices. One of the Lady of Bleakness' most loyal servants. The other Spectral Ps are said to both revere and fear the Shrouded Ritemaster, treading carefully when venturing close to his home.

### The Hinterlands of Namnera

The areas of the Scuttling Domain that manifested the dreams and nightmares fueled by Namnera's madness. These infected areas seem to unnaturally gravitate to any mortals traveling through her domain.

### Umbra Labyrinth

The home of Brydub, the Umbra Lord. Raised by the Umbra Lord, the Umbra Labyrinth is a lightless, steel labyrinth of hopelessness and suffering for those who displease his lady.

From the outside, it appears as a great obsidian wall jutting out from the ground. Almost nothing is known about the Umbra Labyrinth's interior.

### Zelroch

Zelroch, to some it was known as the City of the Dark Rift. The city over hanged an extremely deep abyss and rested upon a great spar of stone. Occasionally a dark mist would pour up from the rift and into the city, sometimes whole quarters of the city would be engulfed by it, disappearing for what felt like years.

### The Shadow Sea

A massive deep sea cloaked in pure shadow, its black waters teem with colorless fish, eyeless sharks and other similar aquatic life. It is said that the sea is also home to Amo the White, a great albino Sythnorm and her brood. A great many Spectral Ps have attempted and failed to tame the beast, much to their Chosen's ire.

### The Gloom Bed

The sleeping ground for Larzer, a decrepit and slothful Chosen who has largely been eclipsed by Namnera. Most often lazy and ignored everything that surrounded him, only occasionally moving suddenly before falling again into apathy. He spends most of his time sleeping.

### Beahaya

A small community of Spectral Ps situated in an isolated portion of Namnera's realm. The residents are insular and suspicious of outsiders. They eke out a meager existence by scavenging what ever they can find to sustain themselves.

### The Fleshsilk Web

A network of webs that folded on themselves to form a single giant spider web spun from a sticky flesh like resin. At the heart of this web is the Chosen, Teakok. She is a refugee to this place, having been driven here by the aggression from more powerful Chosen. She seeks to insolate herself and what remains of her followers in safety, away from prying eyes.

### The Inkslick Swamp

The land is oil-soaked and gloomy until the ground sloughs away into a oily swamp of winding waterways and shallow brooks. Crumbling debris, fungi and strange metal tree like constructs sprout above the black water and act like islands of solid ground. It was full of potential dangers and many secrets, A subspecies of solitary Warp Specter makes its home here, ghostly white Kepzuns use the mist to deceive their prey and even a breed of venomous Nymoxs are all said to dwell in the swamp.

### The Cesspool

From the nearby swamp, the murky water runs down and drains into a chasm, at the bottom of this place is a pool of scum and oily residue. Submerged there is a writhing blob of life-drinking leech like worms animated by some unknown power. It is said to be the last spawn of Obiyr'sul, greatest of the Great Putrid Worm Lords.

### The Gutterdark

Said to be in the deepest reaches of Namnera's realm, the Gutterdark is a dumping ground for even the most unruly and unwanted of the Scuttling Domain. Namnera herself uses it to seal away and imprison rivals here, or for those secrets best kept hidden and long forgotten.

#### Ogzuth

A civilization of albino Chaukkra dwell in and around their single city of Ogzuth, and though still primitive, they were far more advanced than that of any contemporaries. They constructed a patchwork of ziggurats, twisting aqueducts, fungus farms, and fishing pools across their territory. These creatures revered a lost pantheon of beings, a triad of lesser Chosen comprised of Glubu, the Lord of Fertility, Larcu, the Hungry One and Shyggta, the Whispered Unraveler.

#### The Cold Flame Bastion

A mysterious old ruin that is made from polished black surface and is cold to the touch. It is the home of Tebhia, a former Ascendant in service to Namnera who was banished here for a betrayal. Despite this set back, Tebhia has instead capitalized on her situation and has continued in her new found freedom in the endeavor of mastering the Light and has even created her own brand of its power, the Cold Flame.

#### The Slab Tablet

Buried deep down, is a great stone tablet forgotten by most. It is this mysterious object which is inscribed with a set of mysterious symbols that is rumored to possess the secret of the Shrouded Queen's downfall. When Namnera herself was confronted by this, she could not bear the possibility and so cast the wretched tablet into infinite shadow so none may be tempted to learn its dark secret.

#### Arkez's Archive

Gifted to Arkez after he transferred service to Namnera as a place for scholarly pursuit. In truth, it was a ploy by Arkez to infiltrate the Bleak Lady's realm and steal her secrets for his true master, Nacosec the Deluded Lord. Arkez was swiftly dealt with once his treachery was unveiled, while the archive was partially demolished and the rest of it was flung into the darkest pit where it settled. It is now said to be haunted.

#### The Flesh Cavern

Named for the twisted flesh constructs and pools of protoplasm that can be found here. The personal laboratory of Leebar, a wretched fiend that collected victims to transform them into twisted monsters subservient to his will. One such creation ended up turning on its creator. Many mutants, stranded creatures, and experiments continue to reside here, long after Leebar's death.

#### The Pallid Rift

A seemingly bottomless ravine that is believed to be a gateway to a particularly unpleasant region of the Gutterdark that periodically disgorged hordes of deformed, sickly and barely recognizable Ps,

#### The Black Lake

A lake of foul black liquid that stretches out for miles. None have ever been able to establish the actual depth of the lake or even the strange tar like substance's source or its origins. Some say it is a tear in the very fabric of reality itself within the Ps Reality, the black tar seeping out like pus from an open wound, to others it is the black tears of the realm's ruler.

#### The False Sun

Quite strange and mystifying, an large gong like orb hanging above a immense cavern like chamber, giving off faint pulsating glow. It is thought to be an experiment of Namnera, a way to replicate, manipulate, control and alter one of the Isen's energy techniques known as the 86 Year Suns. What ever the truth is it seemed to be a failure.

#### Vault of the Crimson One

An age-old prison holding a terrible secret of Lady of Bleakness and possible her greatest enemy. In time long passed, there was a Alphaie and an Star Person who fell in love, from their unlikely union a child was born. A crossbreed that possessed the power of Light, which illuminated the dark recesses of their shadowy home. The couple hid their child from the Spectral Ps and for a time it worked, they lived peacefully and the child soon reached adulthood. But the shadows have ears and the Lady of Bleakness's reach is far and wide.

It wasn't long before the secret was out, minions sent by their Chosen came looking for the family. In the struggle, the parents were killed and in rage their son, retaliated, seeking justice. He scorched everything, setting it ablaze with burning Light. Namnera herself was forced to intervene and faced off against this new foe. The battle was a titanic struggle between the two. She was able to gain the upper hand, instead of killing her opponent. She decided to punish him, taking her foe, she bound him in chains of shadow-stuff imbued with her own essence, then crafted a shell to hold her prisoner and sliced opened a rift within her realm, sending him stumbling into and sealed him away, where he has since been immobile and imprisoned.

#### The Palace of Gloom

The home to the Gloom Princess Nyera, once the most favored of all her lady's minions. A series of unexpected events led to her willing exile herself rather than face the shame of her mistress. Here she still dwells, trapped in moods of grief and self pity.

#### Dreadlight

Deep down in the Gutterdark, lies a eerie place illuminated only by a green, ghostly aurora. Once the domain of a forgotten Chosen who earned Namnera's wrath. In response, she made war upon her rival, destroying it and its home. The shattered remains were condemned into the eternal darkness, where otherworldly, ethereal beings haunt its ruins, believed to be the echoes of the slain rival still lusting for revenge.

### Blackshard

Similar to the Temple of Crawling Shadow, Blackshard is the religious center for a vast cult dedicated to Namnera. The cult's members divided themselves into various sects which worship different aspects of their lady. Some focus on the emphasis of her allure and mystery, others on her dominion over illusions and the very shadows themselves. Occasionally arguments would occur, sometimes spiraling into infighting. Though they would never rise to the level where the lady of the realm would have to intervene, for the Ps of the city knew better than to vex their mistress.

### Aonahoon's Descent

Located in a isolated region, is is here that in ages past, an ancient order of Spectral Ps gathered together in secret and preformed a dark ceremony, through acts of self cannibalism, mutilation and other sinister rituals. They created their own chosen Aonahoon, an abhorrent creation, descended from the primal, abominable depths of this world. It is said it still lurks in the bottomless chasm, waiting to rise up and crush its enemies.

### Manses of Vitar

The once proud palaces and mansions of the infamous Shade Prince Vitar, now they are but ruins having fallen under a state of disrepair and disarray.

### Saldra

The city of Saldra is overseen by a council, hand picked by the Shrouded Mother. Even though they spend as much time plotting against each other as they do ferreting out threats to their rule, they run the city with cold efficiency and keep it immaculately clean.

### The Grey Lands

A bleak, colorless land, drained of all color, leaving only a shade of grey. Those few Spectral Ps who call this place home, are also affected. They are dour, moody and often disturbed.

### The Lodge of the Mist Prince

A pavilion materialized from the mist itself that is the current resident of its namesake, Mist Prince Narkor.

### Neamond

Neamond, the City of Shadow or the City of Chilled Darkness, is one of the largest of the Spectral Ps' cities. Its outer walls form an imposing circle of jagged black stone, in no place less than a hundred feet tall. About the ramparts are a set of hundreds of towers, each rising as high above the battlements as the walls rise above the bare rock.

Behind its impenetrable walls, the city is a jumble of mansions, barracks, temples, towers, and crooked alleys, all swathed in a perpetual pall of shadow. Through chill frozen twilight, few walk carelessly through these streets. For Namnera tolerates any and all deeds, save for those that inconvenience her rule. For those held in higher positions of authority, there is also danger. In the center of the city lies a maze of palaces, ramparts and towers. Neither torches nor lanterns are permitted within. Many of these rooms and passageways lie entirely in gloom, and others are dimly lit by the dark glow of accursed sigils. None are safe for the shadows themselves have ears and report everything to their mistress; the Lady of Bleakness.

## Pleasure Kingdom of the Dark Prince

Azuphidiaz is the Prince of Excess, dedicated to the pursuit of his own gratification and the overthrow of all decent behavior for his selfish desires. He thrives on his hedonistic decadence, taking joy in his own narcissistic whims to satisfy his own ego. The prince originally started off as a lowly peon, eventually ascending to his current status as one of the Chosen through seduction, beauty, cruelty, and sadism, fields that he excels in. He seeks to increase his power past its current level as well, his thirst for power as claimed a many victims, including several former Chosen. Though he is one of the youngest of the Chosen, he is also one of the most dangerous.

Few of the Chosen welcome intruders to their empire, but Azuphidiaz loves to tempt visitors to his dark domain. Those that dare enter his territory risk becoming trapped in its warped delights for all eternity.

### The Gilded Land

The Gilded Land forms the outermost boundary of the prince's domain. The temptations within its borders seek to awaken an interloper’s sense of greed. Golden coins and ingots, precious stones are sunk deep into every wall, and gilded sculptures line every path. Wretches attempting to count the innumerable gold coins, only for the mountains of gold to come toppling down onto them and the cycle repeats inside.

Here are gilded statues of Spectral Ps and mortals with the largest being those in resemble to the Dark Prince, to lay but a finger upon Azuphidiaz’s statuary is to join it, your consciousness rendered immortal, but forever trapped in an immobile golden cage.

### Sylvan Woods of Gluttonia and Carniva

A seemingly idyllic woodland but, on closer inspection, there too deviancy in all its forms is being played out. Rivers and lakes of dark wine spring fourth, bubbling to the surface. It is here that the Bloated Man, a servant of the Dark Prince that holds his feasts, a squat, morbidly-obese man, with pasty, white skin and a wormy mouth flanked by heavy, dripping flesh. Those who join in the feasts, are soon reduced to bloated and obese masses of flesh, their bodies split open by physically strain of over consumption. He is not alone here though, for his sister, Lady Cara dwells among the memorizing verdant wilds and blissful fields. Leading an menagerie of beautiful minions as they seductively offer a sample of fleshly pleasures to uninvited guests.

### The Playground of Paramountcy

This region of the Dark Prince's kingdom is filled with temptation with absolute power and all its application. It is here entire nations and empires have been formed, full of humanoids and other fantastic beings. Armies so vast in numbers that they cover the whole landscape, waiting in anticipation for their orders of conquest and of vassals to rule over and obey without question. If a single silver of desire for personal power within one's own heart, then this place where every whim is obeyed, and every command fulfilled. Yet there is eternal, nagging paranoia for those to remain here.

Here many of Azuphidiaz's followers vie for power, a matter that he finds utterly delightful and he has favorites. There is Libicca, the Prideful Queen, who desires to being utter humiliation to her rivals and make them her slaves, Scarabial, a wild and spiteful thing that intends to ravage everything and everyone, Dsetmira, an powerful Ascendant that has already conquered ten other kingdoms, Barb, an unusual being shrouded in red skin and finally, Kruualath, who speaks of words of sense and peace only to torture his victims.

### The Garden of Azuphidiaz

Taking some inspiration from Pherua, the Dark Prince as molded himself a garden of maze-like corridors thick with flowers and thorns. The mazes are inhabited by vicious beasts ranging from hungry specters to flocks of Khasmasu. Azuphidiaz is known to set prisoners loose within the maze's tunnels before proceeding to sick his pets to hunt them down. Countless innocent victims have spent their final terrifying hours within the maze being hunted down.

It is said that the Dark Prince has his own herd of specially bred Ausags, within the maze. On the rare occasion, he hosts a contest where an unlucky victim is chosen to the be hunted down by the dark prince himself. The victim is subjected to seemly endless torture as the lithe creatures sadistically play with their new toy at their master's whim, and at the peak of such torment, will they be judged. Those that give him good sport are given a quick death, and he creates a new Ausag after the victim. Those that do not are denied a quick death, instead being left to the tender mercies of the dark prince's herd, until the sweet release of death occurs.

### Cavern of the Craven

A vast cavern directly below Azuphidiaz's garden, the roots of the garden intertwine into small caves that wind deeply into the earth, connecting both. It is here that Nakhiguss the Great Wyrm lies, once a simple Sythnorm, the Dark Prince took immense pleasure in breaking the great beast's will, over time Nakihguss' mind, body, and soul were stripped from him, and he now serves his sadistic master. Laying in a great underground lake fed by the waters of the creature's former home, the Struiaylan Swamps. The Great Wyrm has been tasked in overseeing the cavern in case any one stumbles down from the garden into the cavern's depths. Those that do soon find themselves being hunted once gain, as Nakhiguss has a lust to cause the same hideous pain that had been inflicted upon him. Victims are subjected terrible torture, leaving those that are able to survive to become just as craven as the Great Wyrm.

This cavern wasn't always belonging to Nakhiguss, originally it was ruled by Vrazaxus, a gigantic bat-like Chosen that sucks the souls from victims with his proboscis tongue and was the patron to the Khasmasu. He is the latest of the notable victims of Azuiphidiaz. The Dark Prince seduced and killed him, many of Vrazaxus' servants grudgingly transferred their services to him. While some maintain their loyalty to Vrazaxus, relocating into the deeper tunnels which are filled with the detritus of bats. There they plot to resurrect their old master.

### Den of Baelashtu

A sprawling, partially-organic complex, made out of dark steel, pulsing flesh-bricks, spires of jagged bone and tough organic membranes. This massive building is believed to the decaying corpse of Baelashtu, a Chosen and another one of the Dark Prince's conquests.

Known as the Warp Mother, Baelashtu was unique among the Spectral Ps and even her fellow Chosen. For she had learned the "art" of creating life from their father, whom she had taken during his banishment from the Ps Reality. Once she coupled that knowledge with the use of her own body to gestate new life, giving birth to many monstrous and hideous aberrations.

It was her power, that drew Azuiphidiaz for he greatly wished to twist life into his own monstrous vision of beauty. As is his custom, he seduced Baelashtu and murdered her. Despite this he was unable to usurp her power, so instead he tried to gain control over her children, but their loyalty to their mother was unshakable and unbreakable. To this day, her corpse is zealously guarded by her offspring against the forces of the Dark Prince.

### The Fecund Mound

An egg-shaped mountain adjacent to Baelashtu's body, which first expands outward and then narrows again. At its top is a wide caldera, which constantly overflows with a black, churning, roiling amniotic fluid and quivering chunks of organic material float on the surface. The local Spectral Ps believe that the Fecund Mound is the womb containing Baelashtu's unborn child. They regulate the fluid, attempt to accelerate and shepherd the impending birth of the child, they understand its power, and hope that it will reward them by elevating them as its favored emissaries when it finally bursts forth.

### The Sinful Gap

Once a favorite place for Baelashtu's get, they would capture victims and bring them here, to mate with them. Once Azuiphidiaz slew Baelashtua, he sized control over this area, reshaping it to his dark design. It is now riven by a deep chasm where a cloud of strange narcotic gas roils out and spreads out. Creatures that inhale the gas experience side effects depending as the area cycles across different sins: sloth, lust, wraith, greed, and pride.

### Glade of Oaurgnazo

A dense forested land with needle-like towers and hideous trees that seem to be composed of living, mutated flesh. The area is a breeding ground for all manner of horrid monsters, mutated beasts, and Spectral Ps of bewildering forms. The very ground itself is literally pregnant as it heaves and twists, vomiting forth misshapen creatures.

The caretaker of this land is Oaurgnazo, son of the late Baelastu herself. He has taken the mantle from his mother and christen himself the Warp Father. Using some knowledge passed down from his mother, he has fathered an entire army of creatures born from the fecund depths of his glade.

### Fisher's Pond

A mist-filled grove of trees at the center is a pond of gray tinted water, here is where once the Chosen, known simply as the Fisher inhabited this misty grove. The Fisher was one of the weakest of the Chosen, with scarcely any minions, let along with any real power. He did however have a deep connection with the material world unlike any of his brethren, using the waters of his pond to drawn in victims from the physical world into the Ps Reality, they would wash up onto the pond's banks only to be ensnared and consumed by the Fisher.

Azuilphidiaz made sure that the Fisher was his first victim, disguising himself as a new victim for the Fisher, he was able to get close enough to attack, the Fisher surprised at such a reaction was easy prey and so the Dark Prince devoured him, though some say an aspect of the Fisher accidentally was able to reach his pond's waters and escape to the other side. In case he ever returned, the Dark Prince installed a trio of Hibaezu to watch the well, the trio has since proved so far successful, but he has kept them on a tight leash.

### The Ticking Clockhouse

The Chosen, Miomohr also known Clock Maiden had a penchant for clocks. Her home was a immense workhouse, filled to the brim with clocks that constantly keep ticking. Hundreds of servants tended to them under the supervision of Miomohr's guards. For it was Miomohr's belief that not only clocks can tell time, but can also influence it.

Azuilphidiaz was able to draw the Clock Maiden out of her dwelling by breaking one of her clocks, this drove her into a rage which proved her undoing and the Dark Prince claimed both her life and her property as his. Now the clocks have been broken by the Dark Prince's orders as he finds little use or amusement from them, and now chaos reigns as time itself has fractured inside the Clock Maiden's former home.

### Realm of Resori

The Realm of Resori a peculiar one, and not truly understood by any mind save perhaps that of the Lord of Illumination himself. The realm was once as multifaceted and ordered as a finely cut gem, a place of symbolism and perfection, inhabited by those elevated to higher thought by the very nature of their home.

Since, the reclaiming of the Ps Reality and the rise of the Chosen, Resori remembered his father's promise. The promise of a realm of perfection, so Resori set out to make the dream, a reality. Gathering among the disenfranchised masses of his fellow Spectral Ps, he gain a large following and soon was elevated to the rank of the Chosen, becoming the Lord of Illumination and thus he raised his realm offering the means to perfection for his followers. The tall pillars dotted across the sill deserts and silent plains were once legion, each topped with one of Resori's followers seeking enlightenment through self-denial and asceticism. Yet these places have since been layed low, and those pillars toppled, by the anarchy and chaos visited upon the realm by the ravages of Azuiphidiaz. His conquest of Resori's realm was far more insidious than of Vrazaxus, Baelastu, Fisher, Miomohr and many others.

With unbound progress and success coming easily to the disciples of Resori, the towers and pillars were raised high. Many becoming so enlightened and pursuing their arts to such refinement that they transcended mortality entirely. So it was that the most advanced minds became far removed from the concerns of all others.

Others, however, found their personal weaknesses brought out into the light by the power they held in their hands. The lure of pride and the pursuit of perfection blended together to create a spectrum of unhealthy qualities. They become more self-centered and arrogant, as they reached for ever greater leaps of mental agility and understanding, their quest became more akin to an addiction. Such obsession drew the unwanted attention of the Dark Prince, whose influence found its way into those who dwelt in Resori's paradise, and his corruption of Resori's land set in.

Azuiphidiaz visited Resori and planted a seed of doubt in his mind, the Lord of Illumination could not overcome this and he fractured from the pressure, his land of logic and perfect order perverted into a still wilderness of broken dreams and shattered hopes. One that the Dark Prince was all but eager to claim for himself.

### Dumor's Villa

A large scale complex similar in appearance to a villa, one that is the private dwelling of Dumor. He is an example of a extremely rare occurrence: the descent, or demotion, of a fully fledged Chosen to the lower ranks of a Ascendant, a process that Dumor himself willingly accepted as per a condition on part of Azuiphidliaz. The two once rivals have since become partners, with both sharing a thrill and pleasure gained from tormenting others.

His villa is full of instruments used to inflict pain, screams issue forth from countless chambers along with muffled murmurs of terror. It is even said that essences of some of the Dark Prince's victims among his fellow Chosen are kept here as macabre trophies, used to break those who defy him and gain their allegiance.

### Cheksonolak's Quagmire

A squalid quagmire overgrown with vicious, carnivorous plants that while claimed by the Dark Prince, actually belongs to another. Cheksonolak is a unusual case among the Chosen as he was actually once three separate beings. They merged themselves together to pool their combine power into one single form. For a long time, he has evaded the notice of Azuiphidiaz, but finally the Dark Prince has set minions on the task of capturing his quarry.

It is a slow process though, with the slow cutting of the aggressive flora, while having to wade through the muck and fetid water. However, Cheksonolak has been forced to retreat deeper and deeper into his swamp, surrendering more ground to outpace the invaders. Using what powers, he has to make his home a deathtrap for intruders.

The Dark Prince is quite eager for yet another conquest, and as already set up plans for a new addition of his private garden; one exclusively for plants of the flesh-eating variety.

### The Marker of Leldu

In pursuit of more power, Azuiphidiaz slew the Chosen named Leldu who had become distracted in other affairs, and curiously a obelisk of stone arose on the same spot where he perished on the land, forming a kind of grave marker for the deceased Chosen. The Dark Prince regularly visits it, fondly reminiscing his victory.

### Azmira

The former realm of Thanot, the Despoiled Lord. Once a realm of desolation, serpents, and dark dreams dominated by a single ugly stronghold made of dark stone and metal, where Thanot ruled with a iron fist over his subjects. When the Dark Prince invaded, he was easily destroyed by Azuiphidiaz's forces and his holdings fell.

In the aftermath, Azmira was reshaped by its new master to his own desire. Gone now was the Despoiled Lord's keep, now replaced with a shining temple-palace devoted to the Dark Prince. The land was cast into light, its ruins and serpent-dens were overtaken by painfully-beautiful vegetation. The remainder of Thanot's minions were pressed into the service of their new overlord.

### The Gleaming Woods

An expanse of gnarled yellow-leafed trees, strangling overgrowth and tangled vines where deep shadows form, and sunlight rarely penetrates the canopy. Only in name under the control of the Dark Prince, that has deemed it fit to construct a new monument in honor of himself in the heart of the woods and who's servants have come under attack from rebelling slaves and covens of Spectral Ps still loyal to their master, a particularly puzzling figure that is as twisted as its surroundings and is said to hold considerable power.

### The Farces Show

Perhaps one of the most infamous locations in all of the Dark Prince's realm is the home of a powerful Ascendant known only as the Showmaster in the service of his prince. This creature and a coterie of other Spectral Ps created a baroque and twisted landscape built entirely as a theater. Called "The Farce Show," consists of ever-changing views of stages, stadiums, and amphitheaters. Connected to the others by gravity-defying corridors, twisted staircases, and spanning tunnels constructed at impossible angles. Inhabited by seemingly endless rows of silent observers surrounding each stage. The audience is rarely known to move or speak, their purpose focused upon the players and the scenes acted out on stage. The Showmaster takes great pleasure in putting on elaborate pantomimes that mimic foibles and tragedies of the past, all to further please his master.

### Temptation's Chateau

A fortress of Azuiphidiaz that sits as a testament to his vile whims. A unlovely place that stands in defiant triumph and arrogant pride, mocking Kruzgun's battle-crazed worshipers. It has repulsed untold assaults upon its cursed walls from all attempts to take it.

Azuiphidiaz's chosen sycophants cavort and revel in unspeakable acts within the confines of the Chateau. For anyone unlucky enough to find themselves within its walls, the dynamics of the Chateau are a mockery of the genteel and courtly rules found in the noble houses of once feudal United Voltz Federation. Grand feasts and toasts are raised in dripping praise to their Dark Prince.

### The Palace of the Dark Prince

Unlike the other Chosen, especially that of Kruzgun, Azuiphidiaz does not maintain a fortress or stronghold as such. Instead, his court is found inside a vast, shimmering pavilion of elegant spires and ivory towers where the every excess contrived by the Spectral Ps is practiced to the utmost degree. It is said that this terrible place heaves with such extremes of emotion and experience that it radiates with desire.

To those able to make there way into the palace, they find themselves facing the Dark Prince himself, if they fail to resist, they will be doomed to be playthings for his twisted games for all eternity.

## The Sea of Ishalotha

The sea of Ishalotha is a vast and seemingly bottomless ocean that teems with a multitude of aquatic creatures that haunt its abyssal depths, including schools of carnivorous fish, giant eel-like Sythnorms, monstrous crabs, the water loving Kepzuns, many-tentacled monstrosities with razor sharp beaks and colossal behemoths of the deep. The surface is warred over by numerous factions seeking to lay claim over the numerous islands dotted across the sea. Though none would dare contest or challenge the master of these depths, the fearsome Dragoon. A true leviathan of the deep, sprouting dozens of tentacles, covered in a soft rubbery like membrane, numerous black ovals acting like eyes and long, fearsome fangs jutting from his maw.

### The Tidal Pools

The littoral zone abutting the sea of Ishalotha, complete with innumerable rock pools, which give this place its name, and miles of sandy black beaches over washed regularly by the tides of the sea. The home to possibly the largest population of Kepzuns, where countless numbers of their kind swim in its pools and flop on its shores.

### Ukul's End

A rock outcropping where the Ascendant Calgoth, an immense creature that resembled a whale covered in tumor like growths, has been beached by treachery from outside forces. Incapable of movement and constant baking under the sun's rays, he endured an agonizing slow end.

### The Island of the Fleshlings

A seemingly idyllic island paradise, lush jungle land full of edible plants, pools of pure freshwater and an eerie peacefulness. The island is no sanctuary though for it is inhabited by a savage race of strange fleshy plant creatures. These beings are the descendants of the creations of a powerful Spectral Ps that once claimed the whole island as its, fascinated by the Psannabis. It fashioned its own version of them and thus the first Fleshlings were created. Their creator would eventually and suddenly vanish never to return, leaving only a single bloody rose behind. The Fleshings would come to worship and feed the rose, with blood offerings, in hopes of their lost maker returning to them.

### Melugia

The realm of the Chosen, Olvaren, is an immense saltmarsh floating on the sea. This realm within a realm is very unusual for the Chosen but Dragoon seems to take little interest in Olvaren's business. Olvaren spends most of his time, eating, singing and having his underlings inspecting, repairing and raising more effigies of himself.

### The Gape

Ruled by a pair of Ascendants, known as the Twin Profanities. Reflecting the dual nature of its masters, the island was divided between thick jungles and fetid swamps, surrounded by endless water and salt brines. Rising from one side on the land to the other was twin spiraling towers, where the twins reside separately. The Twin Profanities themselves are believed to originally hail from Nacosec's swampy realm, coming to Ishalotha where they have established themselves as messengers of blessed duality.

### The Thundering Land

A vast continent swathed in a lush jungle inhabited by a wide variety of creatures, with the only significant landmark was a towering mountain. It is contested between the Chosen, Ingac and Fenrol. The former was a titanic monstrosity that stood on three enormous, trunk-like legs and top was adored with a mass of tentacles and suckers. The latter is a flying behemoth like that of a great mantra ray cloaked in dark leather wings, but with a maw of tendril like feelers in the place of a mouth. The two have been locked in a vicious struggle for ages now, over who has dominion over the land that both claim has their own. When not fighting one another, Ingac wanders the land, devastating everything in his ravenous path, feeding on any poor thing too slow to escape. Fenrol dwells in his mountainous retreat, above the clouds. He only descends down into the lowlands to snatch up the occasional morsel. Dragoon is content to let the two carry on as they pose little threat to him, while fighting among themselves.

### The Flensing Spires

A region of Ishalotha that was broken up by tall, sharp, ugly, rocky promontories and mysterious pillars of stone which rise up above the watery depths into the air. The rocks here serve as landing points and home to large numbers of aerial flyers such as Khasmasu who flock around this place, nesting and roosting on the peaks, while descending down to snatch fish below. They are in turn preyed upon by predators waiting just beneath the water's surface. One such creature is cruel Oraphal, a shark-like Ascendant in the service of Dragoon, who patrols these waters in search of victims.

### Fenmaw

The island of Fenmaw is a ominous place, always gloomy and covered in a thicket blanket of fog that cloaks the dismal morass that branches off into a confusing snarl of sluggish streams, winding channels and treacherous slimy pools. A race of amphibious, humanoid monsters called the Fenmir haunt these bogs.

The origins of these fell creatures lie in the past, when a group of Alphaie survivors desperately forged a pact with Dragoon in order to save themselves, the price for such a deal was swearing eternal allegiance to their savior. They would forever become his servants and over time, they and their descendants would mutate into fiendish hybrids of man and amphibian.

### The Drowned Ring

A collection of hundreds of floating buildings and other artificial islands chained together, slowly revolving around a massive whirlpool. The ring is inhabited solely by Spectral Ps who are loyal to Dragoon. The whirlpool itself is believed to be an entrance to Dragoon's personal domain.

### The Palace of the Deep

The dwelling of the master of Ishalotha at the bottom of the sea floor, a looming mound of amorphous matter, mud, ichor, slime and other waste cut through by swarms of twisted sea creatures, colonies of great sea worms and luminescent gliding creatures of considerable sizes. For untold ages, the reclusive Chosen named Dragoon dwelled in this nigh-inaccessible dominion, growing fat on the tribute offered to him.

## The Overworld

A floating, nation-sized island, a seeming idyllic paradise but on closer inspection is subtly and terrifyingly warped and perverted beyond words. Plants squirm, animals are mutated with unnatural deformities, and the pale-gowned people that inhabit the land are the damned, their mouths stitched shut with hungry worms to stifle their screams forever. The entire island appears as a cloud floating peacefully over the warped expanse of the Ps Reality, but in truth is a colossal knot of revolting worm-like tendrils of flesh that rain down on the lands below.

It is the personal home of Typhonagor, the Wiseman of the Woods, the Hierophant and the Bearded Sage. Shrouded in a ragged old cloak, his features masked by impenetrable shadows, what parts of him are glimpsed on occasion reveal an alien physiology, even to that of the Chosen. He often walks hunched with a wooden cane, greasy root-like tendrils like a hermit's beard shudder out from the darkness surrounding his face, and his three glowing, alien yellow eyes form a pyramid shape. He is said to loathe order and the very concept of civilization in all its forms, he also extols the laws of nature, though twisted beyond recognition by the corrupting influence of the Warp.

### The Warped Jungle

A vast jungle covers much of the Wiseman's territory, but it is all wrong where the natural order has been turned inside out. Fleshy trees with gaping mouths. The ground was a warm, rubbery layer of undulating flesh sparsely covered with bushes of black hair like fur and tumorous growths that doubled as undergrowth, some with teeth and eyes. It was primarily inhabited by a menagerie of horrors, ranging from flesh eating lizards without skin, leeches that fly on bat wings and even giant murderous birds with scissor beaks.

### The Spring of Deformation

A bubbling spring that flows down collecting into a pool of mysterious black ichor. A coterie of Spectral Ps congregate, to partake in and bathe in the waters of the pool. Those that do undergo severe and rapid transformations, becoming even more twisted and malformed. The Spectral Ps that gather here prescribe to the belief of shedding their old forms, and returning to a simpler time of being.

### The Twisted Warrens

A honeycomb of tunnels connected together and used as breeding pits by Typhonagor, where he creates foul perversions of nature. While many of the aberrations made in the warrens do not survive, those that are strong enough to make it on their own simply wander off and join others of their kind.

### Drasqau's Den

The lair of Hierophant's most powerful servant. Drasqau is a massive chimera like creature, with three-horned serpent heads, a seemingly-mindless being of pure chaos. It makes its den in a crevice, the entrance of which is marked by the numerous skulls and bones of past victims that litter the ground.

## The Castaway Castle

Even though most places in the Ps Reality seem not to be fixed to any one location, the Castaway Castle is truly uprooted and mobile. A curious place, held aloft in the twisted sky by a floating berg of blackened stone and sleek granite. A massive, mighty fortress, it floats along, at home amidst the clouds and constantly shrouded in mist. Its outer walls are thick and seemingly impregnable, designed to fend off almost any size of an invading army or intruder. Towers and manors of stunning size and craftsmanship loom high into the sky, growing taller as they get closer to the middle of the city.

The place seems devoid of life, seemingly created by some indeterminate power, and then abandoned, forever floating about with no real purpose. The few trees within the city continually shed dead leaves, though none seem to ever lose them all. Tattered banners of some unknown origin, flap limply in the wind.

Despite this, at the heart of place, is a monstrous secret; Saamar. A utterly bizarre Ascendant, who desires to become a full member of the Chosen. His very essence has bonded and having expanded to encompass the entire castle, becoming both his home and body.