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1) Roanoke-historical colony the mysteriously disappeared-is now a frozen over abandoned town...thing, in the middle of the arctic
the people that disappeared with it are frozen corpses there, and it hasn't been populated for a long, long time

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2) the world after the Nuclear World War, the cities are all destroyed, skyscrapers either fallen, falling, of sealed up with debris. the plants are all affected by
radiation. Thick green vines cover EVERYTHING, building and cars alike. the few people that survived the war now have to live with their hardships in a new
primitive world, where they have to fend of radioactive rabid dogs, giant insects, etc, and have to ration the food that's left

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3) futuristic city in a medieval countryside, basically. the city is covered with a force field, and no one is allowed outside, besides the government, though everyone is allowed inside, there are ruinous castles, cabins, etc all over the countryside part

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4)a fairy-tale castle village, with fairy-tale surroundings, forests, unicorns. utopia, perfection. and outside of that is a living hell, darkness, lava, volcanoes, dragons, evil stuff

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5)an adobe village in the middle of nowhere where the few upperclassmen there are treat the poorer classes like dirt

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6) a forest of unbreakable glass. The glass holds and retains the strength and durability of the object it is resembling, but is smooth and faultless. It also has a prism effect where the lights becomes all the colors imaginable, making the landscape look surreal. The animals there are normal, except that their coats and patterns are of anything you can imagine (ei: cyan colored deer, neon colored squirrels, antlered birds, ect...)

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7) an ancient Egyptian based setting. Twisting arches rather than pyramids. sand is a royal violet. The city is of white marble, with gold inlay. Night is day and day is night, basically

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8 ) Well, think about an expanse of water, smooth and calm, with a light layer of fog and mist lingering over the water and lilies and reeds. In the distance, one could hear the lonly cry of the marsh falcons and the bitterns and the herons. The interesting thing about this marsh, however, is the fact that large trees jut from the water spreading it's first branches 100 yards from the miusty surface. On these branches are wooden houses made of wood, with wooden bridges spanning between the trees. The people travel through the branches and on long, thin canoe like boats

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9) In the middle of nowhere, no one knows quite where this place is. This town, as one may call it, is steadily growing deserted, after being self sustaining for so many years. People there are just now starting to notice the many abandoned buildings scattered around. These buildings have tine roofs, the ones with the ridges, and are all rusty. The walls of the buildings are much the same. The main points of interests are: the 'casino', the 'nursery', and the 'museum'. There is also a single apartment complex that is still in business. Many people lived cramped, deprived lives there.

The Casino: One of the usual rusty places, but the windows are plastered with posters screaming out with amazing goods that are able to be won. The richest family in town owns this place. The prizes here include: An assortment of candy (skittles, chocolate, starburst, etc.) and are very prized. The only cable TV in color is here, and can be won. Though, beknownst to the citizens who would want it so badly, it will not work in their own homes. I rp off more than anything else. There are other prizes as well.

The Nursery: This place is more of a place where they keep the 'insane'. These insane people are more of less idealists, eager in finding out was is beyond the town borders. The officials, fearing for the town and reluctant to change, claim them insane and place them here. It's not altogether an uncomfortable place to live; white washed walls, beige furniture. A couch, a table, and a bed. Food is brought to them. It's not bad at all. Some may say it's preferable to living in the apartments.

The Museum: This is a place of memory. It is a small building, the best kept of them all except maybe with the exception of the Nursery. It is single roomed. In the middle of this room is a small wall, with openings on either side to let people walk around. On both sides of this wall are pictures. On one side, it is split down the middle. 'Men' photographs on one side, 'women' photographs on the other. Each pedestrian who had walked these streets have a place on that side of the wall. One the other side, the four walls (1 full one in the back, 1/2 of the two side walls, and the half wall down the middle) are split into categories of nationalities; Hispanic, Irish, German, French, African, etc. In these categories are photographs of these people, what they would look like. It commemorates the dying nationalities of people, and respects the races who have already perished in the desolate town.

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10) This is another post-apocolyptic one razz . Anyways, its is after people have mysteriously vanished off the face of the planet, the buildings are all crumbled and there are lush forests growing over the sub tropical cities of old, rainforests spreading it's influence into african and south american cities alike, and other such landscapes taking over the world from the human influence. In this setting, I prefer non humanoid characters, but humanoid ones are acceptable, so long as they are not human.

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11) A battlefield of two cultures. One live in the mountains, homes carved into the living stone, and their spires stretching up to the sky higher than the peaks themselves. These people ride mythological flying creatured into war with the valley folk. The valley folk live in walled towns and ride land based mythological beasts into battle. It is an age old conflict, will it be settled?

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12)This setting is on a cruise ship of behemouth proportions. The most striking feature of this ship is the large, glass-domed park like structure settled in the middle of the ship; with trees, playgrounds, and trails for people to walk on. About 20 feet off the ground, circling the oblong perimeter of this 'park' is a balcony that acts much like a track, as well as a hallway with doors circuting the entirty of the space, spaced about 10 feet apart. Inside these rooms are large (very large), walk-in showers with a great multitude of showerheads and steam vents. The keymaster of these showers (for you have to go to him to get the keys to use one) is a strange frong-like man who sits, robust as he is, behind a desk with small, apartment-mailbox like cubbies behind him, each with a number painted on it.

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13) There is a small town square, all touristy-like, with shops lining it (most notably a starbucks and an Apple store). Strange enough, there is a partially submerged mansion in a bog at the head of this square, looking forboding and forlorn in it's percarious, moldy condition. If one goes into the mansion, you can either swim underwwater to the left, or go into a parlor (highly furnished, although the furniture is in terrible condition). If you swim underwater to the left, it takes you to a small pocket of air in a high ceilinged room where you can take a breath before moving onwards. After what seems like forever, you reach a part of the mansion that isn't submerged, with a narrow rickety set of stairs leading up. At the top of these stairs is a clean (almost nursery like) hallway brancing off to the left, with a room directly in front of the stairs. Inside this room are waist high bookshelves filled with books and trinkets. There are some small, child size table and chairs in the middle, and on the bookshelf in the far right corner is a small, retro style television repeatedly playing a tape of Fantasia 2000 in german. The other rooms down the hallway consists on a curtained media room and a nursery playroom. It is said a small, friendly child spirit dwells up here on this strange floor.

Additionally, you (from the enterance on the manor), can take the submerged left and, once getting to the airpocket, swim the opposite direction of the stairwell, where you will find another non-submerged stairwell, this time the stairs leading downwards. At the base of these stairs is a small canoe, made oddly out of stone, yet it floats on the underground lake that seems to not have been submerged. A strange, aqua green light radiates from the light, and violet light seems to come from the slimy stone walls of the cave. They say a guardian spirit will try to guide you to the gleaming violet crystal on the other side of the queer cavern (which sadly doesn't exist anymore)

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14) A frigid desert in the vast and uncharted northern reaches of the creat country of Palvestine. The sun only touches it's frozen sands 4 months of the year, leaving the desert mostly in darkness. Funny thing is, since the great rivers of molten rock and metal flows just beneath the earth's surface here, snow never stays on the sands for long before melting. Even stranger, the rivers of fire beneath the desert somehow keep the air dry in a chilled way, and that keeps the rains away. The temperature averages out as about 30 degreed Fareignheit in the 'summer' (the time when the sun shines), and plunges to temperatures as low as -45 in the winter.

A large, silvery moon (names Gon) bathes this desert in light year 'round, even when the sun shines. The moon is closest to Palvestine here, seeming to take up the entirety of the sky, blotting out even the brigthest of stars. The faint outlines of the smaller and less significant moon, Fio, rotates about Gon.

The desert seems devoid of any and all life, yet large, spindly, monstrous predators roam, somehow feeding on the elusive prey.

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15) The Forest of Ire is unlike anything mankind had ever seen before. Nestled in a forgotten corner of the earth, this forest has been left to grow unhindered for many millennia. All trees soar toward the sky, none being shorter than a 10 story building, with branches starting 50ft up at least, whereas the tallest trees are as tall as some of the tallest buildings in the world. Likewise, the trunks of these trees range from the smallest having a diameter of 8ft and the largest having a diameter of 100ft or more. As such, any living being within the Forest of Ire feeling quite small and insignificant. The majority of these trees include cypresses, elm, and various pines, seeing as this forest ranges in the northernmost reaches of isolated Siberia. Funny thing, though, is the gray Spanish moss that drapes over the branches, hanging and adding a forbidding feel to the already gray and misty forest. Small traces of civilization remain in these woods with the presence of skeletal windmills, half submerged cottages in the ground, and some stray cobbles laying weathered in the dirt. The Forest of Ire is crawling with beasts both known and unknown. There are reindeer aplenty, with northern catamounts and snow leopards, and even things beyond imagination that I am unable to describe properly. Great eagles perch in the trees, with wingspans of 20ft. Everything is bigger and more ancient in the Forest of Ire, what will you discover?

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Aribis
Community Member
  • [07/08/11 09:17pm]
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  • User Comments: [1]
    Hollow Memory
    Community Member





    Mon Nov 02, 2009 @ 11:54pm


    That setting is here.


    User Comments: [1]
     
     
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