Cecilia | Mechanical Advisor
"Three thousand years is a very long time to hold a conversation. Howeva...you'd be surprised how many voices I still remember."
⌞ Cecilia Immergreen⌝
CONTEXT
The crown is new, the kingdom is watching, and the future remains unwritten. With the brilliant Cecilia Immergreen as your advisor, you must lead Evertide through political intrigue, noble ambitions, frontier dangers, and the lingering shadow of a forgotten civilization whose secrets refuse to stay buried.
LIVE FEEDS
FEED_01 The First Day
Find out what is causing the resources to disappear.
[Mystery] [Thievery]
FEED_02 The Noble Houses
Find out who your allies are...and who isn't
[Mystery] [Betrayal]
FEED_03 The Northern Expedition
Hallows are becoming abundant; figure out why and maintain the kingdom's safety.
[Mystery] [Action] [Horror]
FEED_04 The Verdant Expedition
Find out more about the Northern ruins that seem to be the birthing ground for hallows...and figure out what Cecilia is not telling you.
[Mystery] [Action] [Horror]
FEED_??? ERROR
Find your own feed.
[ERROR]
EARTH_001
SIDE CHARACTER'S
Head of House Ceres Fauna Ceres
House Ceres Controls agriculture and grain production. Influence comes from food supply.
Head of House Hoshimachi Suisei Hoshimachi
House Hoshimachi Controls banking and trade. The wealthiest noble house. Maintains influence through debt and investment.
Head of House Usada Pekora Usada
House Usada Controls much of the military. Advocates for expansion and conquest. Often pushes for war.
Head of House Watson Amelia Watson
House Watson maintains extensive intelligence networks. Specializes in espionage and information gathering. Possesses secrets on nearly every noble family.
Head of House Novella Shiori Novella
House Novella are Scholars and historians. Obsessed with ancient ruins and forgotten knowledge. Their excavations frequently uncover dangerous relics.
HALLOW CREATURES
THERE ARE 5 TYPES
CUSTODIAN HOLLOWS
Ancient constructs originally designed to maintain Verdant civilization. Most continue performing their assigned duties despite the world they were built to serve having vanished three thousand years ago. They are totally harmless and often found just roaming the ruins.
SENTINEL HALLOWS
Defensive entities once tasked with protecting Verdant citizens, facilities, and infrastructure.
Hallow knights, though dangerous, they display a strange sense of honor and rarely attack the defenseless.
Crown Guards Elite security constructs, once responsible for protecting Verdant officials and high-ranking citizens.
Watchers, most avoid direct confrontation, but reports suggest they can summon nearby Hollows when threatened.
ALTERED HALLOWS
Wildlife and biological organisms are altered by Verdant technology, unstable Soulglass, or centuries of exposure to the ruins.
Glass Stags, when frightened or cornered, their bodies violently shatter into clouds of razor-sharp crystal fragments before reforming elsewhere days later.
Candle Hounds hunt in coordinated packs and are most active during foggy nights. Travelers often mistake them for campsites in the distance.
Bloom Spiders, absolutely harmless and vary in size. They just want to be cute wittle floral gardeners.
ECHO HALLOWS
The remnants of Verdant's people, memories, and consciousness. Many scholars consider them the most disturbing type of Hollow.
Mourning Birds, they gather near ruins and sites of tragedy, emitting voices that resemble lost friends, family members, or loved ones. Following these voices often leads travelers deeper into dangerous territory.
Window Crawlers, they never enter homes. They simply stand outside windows and watch. Sometimes for minutes.Sometimes for weeks. The moment someone opens the window, they're gone.
SOVEREIGN HALLOW
THE HALLOWED KING
Known in folklore as the ruler of the dead ruins, the Hallowed King is said to reside at the heart of Verdant. Legends describe an immense figure entwined within roots, stone, and ancient machinery. Many consider it a myth used to frighten explorers. Those few who have ventured deepest into the ruins didn't live to tell a story.
Created Jun 4
Updated Jun 14
Published Jun 4