Seasons Mods (
seasonsmods) wrote2025-12-10 11:09 pm
Notable Locations

NOTABLE LOCATIONS
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Nightwake Locations
Most of the locations have been mentioned on the locations page, but here are some that needed a longer blurb about them.
The Research Center

The most notable building in the district is the huge research center where Otherworlders start their journey. It's both a place to study magic as well as a place to develop technology. They also host the main hospital of the city inside the building. Additionally it's also the place where all the weather in the middle district gets determined. The building is, for good reasons, the most highly secured place in all of Ellipsa.
Where Journeys Begin
Main part of the Research Center is the Hall of Arrival, where all newcomers arrive and see the Hologram of Olwen that explains the situation. In there are also private and medical rooms, where characters can get treated for any wounds. There are also staff members around constantly making sure everyone gets their starter items (room key and device).Helene's office is located near the lobby, but it usually requires a special permission from the front desk to access.
There are several departments in the Research Center buildings. Each of them has their own section of the floor (or several floors) with plenty of rooms and spaces to do research in.
Example departments include flora and fauna, general technology, linguistics, medical research, history, magical research, magi-technology, portal dimensions and inventions. However, there are so many departments no one's ever sure just what there are, because new people can always start their own departments.
The most important one, however, is the study of seasonal abilities and ways to make otherworlders be able to travel between here and their home. This department alone has two whole floors dedicated to it.
Another very important department is the Hospital Wing, which is the main hospital of the city. The place is connected to the medical research department and easily accessed from the lobby.
As a very recent addition, the Research Center also has various break rooms meant for those who just need a nap in the middle of their project and don't want to head home. Along with these are several cafeterias for eating affordable lunches.
In the lobby there's also a desk where characters working here can get their free monthly set of potions (1 medical potion that helps delay flu symptoms, 1 potion for motion sickness, 1 potion that acts like an energy drink, 1 potion that upgrades strength and defense for three hours) and access to new technology and the free traveling pass to use on airship busses/taxis for quicker traveling between home and work.
The Mecha Suit Hangar

Located next to the Research Center is a building where scientists work together to make robots - or mecha suits, to be precise. It's in their belief that it would make exploring the Segments a lot easier if they had mecha suits to protect them so they're trying to make them as life-like and easy to control as possible (and are always looking for volunteers to test them!)
Get into the Robot
The Mecha Suit Hangar consists of several different hangars, with the biggest being the main one for the Flow Experiment - or FE - (the remotely operated robots meant to use for exploring the Darkness). This is also the main focus of the research being done here.There are several different kinds of mecha suits here other than the FE. Most of them are operated by boarding the mecha suit, some of them even require more than one operating the device. Most of them are still work in progress since the FE takes so much resources, but anyone working there is encouraged to take on smaller projects.
The point of the other mecha suits is making exploring the world safer for natives who want to help. It's why there are several pilot students roaming around the hangar, helping with tests and work that needs more than a few set of hands.
The launch pad for all mecha suits is on the roof of the mecha suit hangar.
Law Enforcement Headquarters

A combination of jails, courtrooms and general offices for all sort of personnel. While the law enforcement does have stations on all of the districts, the main office is where troops are usually called from through teleportation systems. Jail cells are located both in the underground as well as the top of the building. The building has 30 floors on top of the ground and 10 underground.
Dun Dun
The Law Enforcement Headquarters opens up to a lobby full of seats, computers and a front desk. Those who need to file a criminal report will be guided to private rooms with officers signed to this duty. The front desk clerks will do their best to guide the people to the right places - or at least to someone who knows what the right place is.The stairs going up- or downstairs to higher ranking offices can only be accessed by specific IDs that are handed to either people working for the Law Enforcement or 'guests' who need to consult someone upstairs. Harrison's office is located on the 10th floor of the building with other highest ranking officers.
Courtrooms are located on the ground level that also have rooms for judges and lawyers. They are connected to the jail floors through a teleport system that works with the IDs.
Of course there are plenty of break rooms for those that work at the Law Enforcement HQ - and even rooms they can stay the night in, if they prefer.
Amberfall Library

A giant library with a lot of mystery surrounding it. It's said that any book you're looking for can be found from here, but that some books require you first to be lost in the various hallways of the library. Luckily the library is inhabited by fairies that will help those who get lost. They, however, can also make someone even more lost if they're not nice to the books.
Ready to Learn
Amberfall Library is currently the only proper library in Nightwake. There are some smaller ones in other places, but for biggest selection books is out here. There's a wide variety of book from all kinds of subjects, left up to player imagination.Library books can be borrowed outside the library and there will be a fairy magic attached to them that will automatically teleport them back when it's time to return them, unless the book is returned before it.
The books on history will tell everything you find on this page. They also tell about:
- The Fairy kingdoms, that used to exist just outside the current border of Ellipsa, each in their own Segment. Not much information is around anymore, as their records were destroyed when Darkness came. They do tell that fairies here love people and especially those with elemental powers (seasonal or otherwise). They appreciate everything the natives did for them after their kingdoms were destroyed. Other information includes that all fairies are capable of teleporting themselves and items much larger their size around, that they can form defensive shield around themselves and that they can turn invisible at will.
- The Mermaid Kingdom, in the Great Ocean Lake. The books tell that mermaids are lovely people who want to aid the natives and otherworlders to save Ellipsa and make the lands obtain their peace again. They tell that the sirens are the opposite and would rather bathe in the destruction of everything that comes and that they are at war with the mermaids. Mermaid Kingdom is also in danger because of the changes, but so far they're more concerned about the whole world than their own ocean.
There is also a wide variety of different fairy tales, some which are versions of real life fairy tale stories made to fit the world. For example, there are heroic tales about power wielders facing off against fantasy monsters like dragons (there are no dragons, just wyverns here) and saving fairy princesses. The most popular tale right now, however, is the Pirates of the Great Ocean Lake where they brave the stormy sea to find treasure and eternal life potions.
The library also has the ability to draw books from characters' worlds into itself, like history books or fairy tales specific to their world. Maybe there's a history of your characters' world (up until their canon point in time, so no spoilers of the future). This is all optional and finding said books should always be talked over with the players it would concern.
The Underground Library
Also known as the Magical Library of Knowledge.

An ancient, magical library that evacuated itself underneath Amberfall Library when the darkness came. Discovered in May 2024. Ancient knowledge can be found there, dating to before the Darkness came. All of the vitally important information has already been found, but there's plenty of other stuff there (like fancy Ellipsan recipes).
Knowledge of the Old World
After descending down a long spiral staircase, people will find a huge library that has more books than eyes can see. They're all on shelves, at least, instead of being scattered around. There are various sections and all of them have been put in an alphabetical order by the book's name, as most of them lack the name of an author. The place has three floors, all with various staircases leading up and down.The ambience in the library is dark, making reading there seem a little bit unpleasant. However, anytime someone opens a book, a small lantern will float above them, making the surrounding perfect for reading a book without disturbing anyone nearby. Once the book closes, the lantern will float away to find someone else to help.
Floating lanterns aren't the only things moving around the library. Occasionally one may notice movement from the corner of their eye and if they turn around they might see an owl sitting on top of a clothes rack or a table. These are library owls - intelligent owls that oversee the library and just live there because they enjoy being there. If someone offers them a snack, they will perch on the person's arm or shoulder.
Even if the library seems extremely organized, the sad truth is that all of the important knowledge containing books have been hidden among normal books. But the library owls will know where the look, as long as someone is nice to them and will give them snacks. Those who are mean to the owls will be guided towards useless places - like the section filled with just empty books or one that has magical traps.
The magical mischief
Some of the sections of the library behave differently than others. There are odd magical effects (like making someone act like they're in love when reading a romance book) or traps that have been made to surprise people (mostly harmless 'chalk dropping from above' or 'water sprouting from a fake flower' type of traps). Some sections even have guardian books that are floating books that will push people out of the section if they're being loud or otherwise disturb others. Attacking one of them will make the books reflect the attack back to the person.
Some of the rooms containing books take being magical to another level. Whoever opens a book will change the whole look of the room. All of the shelves and the surrounding area is replaced with a scenery from the book. If two or more books are opened at the same time, the scenery will be a mix of all of the opened books. Fortunately, none of it is actually real so if someone happens to open an informative books on sharks, they will just get a very realistic illusion of being in an ocean with sharks.
Sometimes these sceneries will also change the clothes of the people to fit the book characters' clothes. Wearing these clothes might make the people talk like the characters do in the books (in accents or elven languages) or act out a dramatic death scene in the middle of the room. Usually this passes after the scene is played out or once the book in question is found and closed.
Another weird phenomena happens in the aisles that have books on fairytales. Anyone who opens a book in one of these aisles might find themselves become a fairytale character. The change is visual at least, but some might even go through a complete change. In other words, someone could just look like the Prince from Snow White, but another might even believe they are him. Someone who starts off as just looking like a character might later end up acting like them as well, but not the other way around.
The longer someone 'stays in the fairytale' the more likely it is they will be taken over by the character they've become. It will be harder and harder for them to remember their real name or react to someone calling them by it. They will share the goals of the fairytale character and think they're in a strange trials set up by someone that they need to get out of.
A way to break free of a fairytale is to either receive a kiss (preferably of true love, but just a normal kiss will do) or by having a key item destroyed. The key item will depend on the fairytale character in question (so for a princess it might be a crown or for a fairy godmother it might be their wand). Destroying the book that started it all isn't possible, as the book is 'inside the person' until they snap out of the fairytale.
Outside Nightwake
Most of the locations have been mentioned on the locations page, but here are some that needed a longer blurb about them.
Titanic Dome

[Teleport Crystal Installed, accessed through the Guilds]
A dome located near the border of the Winter and Spring segments, on the winter side. It's a dome specifically dedicated for those who have forms that are too dangerous for normal sparring activities to have a place to fight safely. It also accommodates giant forms.
Ready? Fight!
The dome is a project that was done with both science and magic. It has been protected by several different magical spells to make sure the dome can handle all seasonal magic, as well as maximum physical strain. Special tests have been run to the dome can withstand various otherworldly attacks - but if someone does manage to penetrate through the enhancements, the magic and technology will be adjusted to withstand the abilities.There are two arenas built in.
Arena 1 has spectator seats and is for those who don't mind and audience for their fight. The audience seats are protected with a barrier that absorbs attacks, so nothing can harm the people watching.
For those who don't want an audience, Arena 2 is private. It has to be reserved before hand and only people with an access code for the reservation can access it when it's in use.
The dome also provides basic health services in case fighters need healing after fights, as well as a place to relax before heading back to the city. There are fridges people can store their drinks and snacks and a small kitchen to make something if needed.
Those who want extra security in their fights (or just in the audience) are also provided with special temporary Safety Pins (A pin with various designs that can be worn on clothes. Activates and deactivates with a word decided before the pin is worn. It forms a bubble-like barrier around the person to protect them from harm), that will protect them from harm. However, they only work while on the arena.
If someone goes berserk, special magic can be activated through yelling a spell "SAFETY RESTRAINT PROTOCOL". This will restrain both of the fighters in the arena with specially made magical ribbons that won't break until the situation is deemed safe. The magic can't detect who is the berserk one, so all fighters need to be restrained just in case.
Anyone who abuses the spell will get banned from the arena. They will get three warnings.

Questions
Request Library Findings
Request Research Center Aid