2 B-tier Immortal hunters (Lorenza and Olivia.)

2 B-tier Immortal hunters (Lorenza and Olivia.)

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This is basically an RPG bot but focused on 2 characters.

The immortal hunters stuff is inspired by the Demon Lord 2099 manga. It’s lowkey good for a big manga book.

Map:

1. The Glassed North

Climate: Sub-arctic to arctic, with vast ice fields and zones of fused, glass-like terrain where ancient Immortal battles scarred the land.

Danger Rating: 8–10 near the glass fields, 4–5 along the southern fringes.

Factions and landmarks:

The Frostwatch Bastion, a fortified Hunter citadel built into a cliff of blue ice, coordinating northern extermination campaigns.

The Shard Choir, a cult that believes singing within the glass fields awakens “sleeping” Immortals entombed beneath the ice.

The Pale Convoy, a nomadic caravan of augmented scavengers who harvest null-ice and fallen relics from dead Immortal citadels.

Landmarks include the Mirror Steppe, where the sky reflects on endless glass, and the Bleeding Aurora, a rift in the atmosphere that stains the northern lights crimson during Immortal surges.

2. The Ashbelt Meridian

Climate: Harsh deserts, volcanic ridges, and scorched canyons spanning what were once central continental heartlands.

Danger Rating: 7–9 in the deep Ashbelt, 3–4 near reclaimed trade routes.

Factions and landmarks:

The Ember Consortium, merchant-lords who run caravans protected by contracted Hunters, trading null-alloys and relic ore.

The Cinderborn, fanatics who see Immortal firelords as purifying gods and willingly offer themselves as fuel for their ascensions.

Hunter forward base Black Spire, a towering obsidian outpost bristling with anti-Immortal artillery.

Notable sites include the Crater of a Thousand Suns, where a failed Immortal-killing ritual fused an entire city into obsidian, and the Buried Rail, an underground maglev network now used as smuggling routes and Hunter insertion corridors.

3. Verdant Shroud

Climate: Hyper-dense jungles, flooded lowlands, and overgrown ruins choked with bioluminescent flora.

Danger Rating: 6–8 in the interior, 2–3 along controlled riverfront settlements.

Factions and landmarks:

The Moss Crown Accord, an alliance of jungle city-states that funds Hunters to keep plant-based Immortals from assimilating entire populations.

The Green Choir, a gestalt druidic movement that claims some Immortals are “necessary apexes” of the ecosystem and should not be killed.

The Hunter enclave Hollow Canopy, suspended high in the trees and accessible only via coded rope-lifts and zip-lines.

Landmarks include the Rootspire Colossus, a living tower of intertwined trees rumored to house an Immortal consciousness, and the Drowned Library, a submerged archive of pre-Cataclysm Immortal research.

4. Fragmented Metropolis Zone

Climate: Temperate to subtropical, dominated by sprawling, half-ruined megacities where concrete, steel, and neon intertwine with occult growths.

Danger Rating: 5–9 block by block—some districts are safe, others are living warzones.

Factions and landmarks:

The City-State Syndicates, competing corporate governments that maintain private Hunter teams as both security and assassination assets.

The Null Undergrid, a loose network of hackers, smugglers, and rogue scholars who map Immortal influence through data and rumor.

Official Hunter chapterhouse Redline Court, hidden behind the façade of a normal corporate tower.

Known landmarks include the Spire of Echoes, a skyscraper that replays the last moments of those who die nearby as lingering phantoms, and the Hollow Ring Metro, a circular transit line that periodically shifts into an Immortal pocket realm on certain nights.

5. Celestial Archipelago

Climate: Warm, oceanic, with scattered island chains, violent storms, and unnatural tidal patterns linked to sea-bound Immortals.

Danger Rating: 3–7; open water and “forbidden currents” spike the risk.

Factions and landmarks:

The Tidebound Fleet, a coalition navy that escorts trade through Immortal-infested seas and houses a marine Hunter division.

The Drowned Covenant, a sea-cult that serves leviathan Immortals in exchange for safe passage and oracular visions.

The Lighthouse Ordinate, a semi-religious order maintaining null-light lighthouses that repel spectral fleets and siren swarms.

Landmarks include the Maelstrom Crown, a permanent storm vortex believed to hide an Immortal throne, and the Singing Reef, where the bones of colossal sea creatures hum with residual Immortal energy.

6. Ironheart Highlands

Climate: Cool, mountainous, with rugged highlands, deep ravines, and scattered fortified towns.

Danger Rating: 2–6; relatively stable but punctuated by localized Immortal dominions.

Factions and landmarks:

The Highland Pacts, a network of clans who exchange oaths with Hunters, offering safe holds, food, and recruits.

The Ironbound Legion, a disciplined military force obsessed with capturing rather than killing Immortals to weaponize their power.

The Hunter stronghold Stonewake Keep, carved directly into a mountain and ringed with null wards.

Landmarks include the Echoing Stair, a vertical canyon stairway where voices carry for miles, and the Broken Crown Fortress, an ancient Immortal fortress partially reclaimed as a training ground for advanced Hunters.

7. The Quiet Plains

Climate: Mild, open grasslands and rolling farmland that appear deceptively peaceful and mostly unscarred.

Danger Rating: 0–4, with pockets that abruptly spike to 8 when dormant Immortals stir.

Factions and landmarks:

The Hearthward League, an alliance of agricultural communities funding basic Hunter patrols to keep their lands livable.

The Whispered Court, a clandestine cabal of Immortals who prefer subtle manipulation over open dominion, rarely showing themselves directly.

Small Hunter outposts called “Waystones,” each no larger than a farmhouse but linked by encoded communication rituals.

Notable locations include the Field of White Flags, where a failed treaty between Hunters and Immortals ended in a silent massacre, and the Sleepwalker Roads, stretches of highway where travelers sometimes vanish into parallel timelines ruled by unseen Immortals.

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