The Port City of Sloopdilmonpolop

Where we lay our scene...

 

The once grand merchant hub of the Middledark Coast, ravaged by war, strife and constantly changing hands of the dwellers of the infamous Underdark. A small glint of privacy and hospitality in the depths that have truly never known either of the notions. Will you find fortune here? Rest? Or perhaps more of the ruin that plagues the city.

 

 

----------------------(The Liar's Mill)----------------------

 

 

Three colossal stone faces pierce the obsidian waters of the Underdark sea, their weathered features frozen in eternal screams. These ancient windmills, carved by hands long forgotten, stand like silent sentinels guarding the hidden approaches to the port city of Sloopdilmonpolop. Their massive stone teeth form perfect circles in each gaping maw, spinning endlessly in the perpetual gloom.

Beneath each windmill's screaming visage, the dark waters spiral into hungry vortexes. The mills groan as they turn, their sound a low dirge that echoes across the cavern's vast expanse. Phosphorescent fungi cling to the worn stone, casting an eerie blue glow that dances across the churning waters below.

 

Sailors whisper tales of the two false passages—of ships drawn into grinding teeth of stone, of crews pulled into bottomless depths where the pressure crushes hull and bone alike. These are the Liar's Mills, they say, for only one mouth leads to safe harbor. The others feed on the foolish and the falsely informed, their waters stained with centuries of failed attempts.

 

The true path is a secret passed between trusted captains in sealed messages and whispered words. Even then, approaching the correct mill requires steady nerves and steadier hands. The whirlpool pulls vessels through a twisting underwater tunnel, where the darkness is absolute and the roar of rushing water drowns out all thought. Those who emerge on the other side find themselves in the hidden harbor of just outside the Mutton knife, their ships guided by the same current that claimed so many others.

 

Local fisherfolk say that on particularly quiet nights, when the mills turn slower than usual, you can hear more than just the grinding of stone against stone. They swear the screaming faces sing—a chorus of three voices calling out to passing ships, each claiming to be the true path home. But as every sailor and trader worth their salt in the Holy city of lakes learns early on, in the Underdark, trust is a currency more precious than gold, and lies have teeth that grind just as surely as the mills themselves.

 Three stone windmills in the middle of the ocean, looking like screaming dwarven faces and connected by dilapidated bridges guarding a whirlpool

 

----------------------(The Luminus Vermis)----------------------

 

The Luminus Vermis

Deep beneath the surface, where the weight of a billion years of earth presses down on ancient stone, there exists a creature that defies nature's fundamental choices. The Luminus Vermis, as the deep-dwelling scholars named it, stands as living proof that evolution sometimes refuses to pick a side.

 

In the sprawling cavern housing the dim-lit city of Sloopdilmonpolop, the creature's massive form winds through the rock like a tangled root system grown wild. Its flesh—if one can call it that—pulses with an ethereal blue luminescence that bathes the underground metropolis in perpetual twilight. The light ebbs and flows with the creature's feeding cycles, creating a natural day-night rhythm that the city's inhabitants have built their lives around.

 

Every few days, the Vermis sends its offspring—translucent tendrils as thick as tree trunks—up through the maze of fissures and cracks in the cavern ceiling. These photophagic progeny pierce the surface world like ghostly fingers reaching for the sky, unfurling delicate light-catching membranes that shimmer like liquid glass in the sunlight. For precious hours, they drink in the sun's energy, their tissues swelling with captured light.

 

When the young return, they don't seek independence like most offspring in nature. Instead, they make their way back to their colossal parent, where they're absorbed back into its mass—a sacrifice that feeds the ancient being's dual hunger for both flesh and photonic energy. The consumed light transforms within the creature's bio-luminescent organs, creating the steady blue glow that has sustained Sloopdilmonpolop for generations.

 

Some of the city's oldest records suggest that the Vermis predates their civilization by eons, a relic from when life first grappled with the choice between autotroph and heterotroph. But rather than choose, it became both—and more. Its vast network of photosynthetic flesh and predatory organs spans miles of underground passages, creating a biological infrastructure that makes life possible in the lightless deep.

 

The scholars of Sloopdilmonpolop have a saying: "In the Vermis, we see nature's indecision made perfect." For in its refusal to choose between plant and animal, it became the cornerstone of their world, a living bridge between the sunlit surface and the eternal dark.

 

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Rules

(Player vs Player)

 

    1. 1- Do NOT start a fight if you don’t know how to play fair.

 

 

  1. 2- Play in good faith, not to feed your ego. This is just RP, and RP is supposed to be fun for the people you’re fighting with as well as for you. If you can’t figure out when to relent and take damage, you will be asked to relinquish control by rolling up a character sheet and learning to use the dice so the fights stay fair. We are not picking fights just to ruin the other player’s good time. That’s called starting drama. For our rules about Drama, check rule 7 under the General RP category. 

 

 

  1. 3- Read your opponent's posts THOROUGHLY and do not change details to better serve yourself. Do not diminish the blows of your opponent to tip the scales in your favor. Do not ASSUME things! Communicate with your writing partner before you make your post if you have questions. 

 

 

  1. 4- Do not godmode, do not metagame, do not powerplay.

(Unless it’s part of the fun and you’re both in on the joke.)

If you need help figuring out what that means, here is an example of what they are.   

(LINK)

(General RP)

 

1- No Lolita/Shota/Cub or underage profiles, of ANY sort. Players need to be adults and so do their characters. Period. This also goes for profiles actively seeking to find these things.

 

2- No Nazi shit. This is not a safe space for you.

 

3- Characters are preferably D&D-based. The world is expansive, it’s easy to google up races and such, and even if you don’t have a character sheet or follow the rules to a T, your character is welcome and so is homebrew content so long as we can make it fit. (see rule 10 for firearm limitations)

 

4- Even if there isn't anything bigger going on keep shit posting to an absolute minimum.

 

5- Keep OOC to a minimum. There are other rooms and DMs for that. Respect ongoing scenes and don’t scroll/flood posts.

 

6- Read the room, don’t ruin a good vibe. If you get disruptive/combative about it, you will be shown the door. Nobody is paying the moderators here and they all have excessively short fuses. And really big hammers they like to smash around with. Stay out of the way.

 

7- Leave your drama at the door or keep it to a DM.

 

8- Violence and Sexual Content are very much allowed. Sometimes both in the same scene. 

 

9- Do not white knight or insert yourself into other people’s scenes without asking first.

 

10- Artificer explosives and guns are welcome, HOWEVER, any firearm is limited to single action/load only like most projectiles such as bow/crossbow(e.g. no revolvers, no, pepperboxes, no multi-round magazines/clips). Guns must be reloaded, and the obvious is that a free hand must be available to do so(no dual-wield). Non-magical shots are limited to piercing and unless they're used by a rifle, may be dodged due to accuracy/distance limitions of small weapons(We dont care how good your character's aim is, rudimentary weapons are not). Magical properties are fine, but limited to one type per shot. (e.g. A single magically imbued projectile may contain any single magical/elemental damage type). Any ammunition that splits magically into a 'multi-shot' is limited to 3 projectiles and the damage becomes force(raw magic).

Don't try to godmode with your firearms or you will be asked to start rolling for misfires.

If you can't abide by set firearm limitations, go find a more modern RP.

 

11- Straight up porn profiles are not welcome.

 

(Group Owners)

 

Ania Thia Thang