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The world where reality ceases to exist

A three story tall Victorian castle lies nestled amongst a mountain dyed pink by cherry blossoms with a winding
path to reach the summit where a garden fenced in by black iron railings frame the grounds. Assorted plots of
roses, lilies, wisteria, daffodils, daisies, and suzuran make up the seemingly scattered garden; the ordered chaos
attracts a wide array of butterfly and bees to the fray. At the center of the main court in front of the mansion,
there is a fountain that continually streams cool water into the small pool below it. Guests are greeted by its
sight on first arrival, as they rest by its magnificent regenerative water. Topiaries line the cobblestone walkway,
leading the Seeing Eye toward the magnificent exterior of the dwelling. Morning Glories spiral their way
through every twist and turn in the brick surface of the building, earning the castle its name Morning Glory
Mansion. Every morning, the glorious violet flowers bloom, creating a stunning carpet of color that covers the
vast majority of the castles exterior, leaving only small patches of bricks and gaps for windows to filter sunlight
into the house. Fairies protect their flowers and water them when they see fit, and some find their way into the
mansion, lending a hand to the witch with the dusting and housekeeping. The cherry blossoms bloom for only
two weeks during the spring, other than that the mountain stays a lush green hue. Venturing behind the structure,
one would find oneself to be face to face with an enormous cherry tree, its roots deeply planted into the ground,
protecting a small unmarked grave that is dwarfed by the giant that stands behind it. The only written words that
can be found on it are on the four sotoba that stand by its sides, stating that one must let the past forget. The
garden further extends behind the towering tree; a white gazebo is nestled carefully into a shaded corner in the
southern half of the garden, while taking a small stone path would lead to a greenhouse that housed an
assortment of pernicious plants kept under lock and key as well as the watchful eyes of the angelic butler. At the
far end of the garden, a gate leads to a seemingly deserted path that would eventually snake through a dense
forest and find its way to a pond that is kept active by a waterfall. Trees line the perimeter of the pond, and in
one of them a swing was expertly crafted by a skillful familiar and hung, so the children that visit could have
some entertainment with the water. A small wooden dock also created to access the water is often used to fish
off of is a novel distraction from the bustling world that exists outside of the mountain home.
Through the heavy double doors of the mansion, one is instantly greeted by the darker atmosphere of the
interior. Raised ceilings accompanied by a remarkable chandelier that reflects lights all over the walls of the
entry hall. From the hall, the room instantly branches off into three different routes; the first one being straight
ahead has a musical score carved into the wooden frame of the door. Inside there resides a menagerie of musical
instruments that the experienced inhabitants of the mansion play with such esteem that the whole mansion
seems to stand still in audience to their concerts. Violins, cellos, basses, flutes, clarinets, trumpets, and a piano
at the center of the room make up just some of the vast collection of instruments. At the back end of the room
stands a pipe organ which is seldom used, however when it is, it would be when the player is accompanied by
the rest of the ensemble. The head of the household has many uncanny abilities, but when she really wants to
express her musical skill, she can create a ghostly symphony for herself by possessing multiple instruments and
playing anything that she wishes just by starting a tune on the grand piano and the other instruments follow suit,
creating their own melodies that play along with what she is setting out. The ceiling is lined with floating glass
panels that are suspended by wires that bounce the sound around the room, minimizing an echo as much as
possible and creating a rich sound that is expertly crafted through painful mathematical formulas.
Through the left door in the entry hall, one will find themselves in another hall that is illuminated by stain glass
windows that cast colorful lights onto the doors that lead to guest rooms. The last door at the end of the hall
stands adjacent to a marvelous painting of the witchs former master, parasol in hand. Through the final door

lies the kitchen and dining room, a popular location for those who have just completed a mission and are in
need of refreshments.
Through the door on the right of the entry hall, a grand marble staircase leads to the upstairs floor where the
familiars reside. Each familiar owns a room that is unique to their own personal style; no two familiars are alike
so no two rooms are alike. The witch has traveled from worlds far and wide and has befriended many of those
who were in need of her help. Angels, demons, youkai, humans, fairies, and many others all make up her ever
expanding list of helpers. Her main five though consist of an angel butler who follows her everywhere and tends
to any needs that she has, a nine-tailed fox spirit who has seen his share of bitterness now lives his days out in
peace amongst the marble walls of the mansion, a demon swordswoman whose deftness defies all common
sense, a pitch black owl who is always found buried in the witchs grand library, and an angel that bears a
striking resemblance to the witch herself. These five have accompanied her through her fearless quest to create
a world where multiple beings can co-exist amongst themselves with no hint of malicious violence. Another
notable face in the witchs circle of companions would be her sister. Looking nothing like her, yet she still has
the title of a kinsperson is a high honor to have. These two have worked tirelessly together to study magic
throughout their lives. Next to the marble staircase is a heavy metal door that leads down to the witchs library
and her art gallery. The owl familiar watches over the books to make sure none leave the room, if they do theyll
turn to dust and that knowledge can never be recovered easily. The witch has an affinity for creating really
lively paintings, although to the untrained eye they may appear to be simply abstract locations. If pushed in, or
jumped into, the poor fool is met with an eternal winding labyrinth that is constructed by the witch; the only
way out is to find the center of the labyrinth, alive. Once killed within a painting, you get automatically ejected
out if you are a familiar; but if you are not synchronized with the witchs energy, your existence fades from
reality all together. At the bottom floor of the library there are multiple doors as well, one leading to an indoor
observatory that plots out every stars position for a set date on a dial. Another door is forbidden from entering
for anyone who isnt the witch. The path leads to an under-ground subway station that connects to the
underworld which is a stepping stone in the path to get to the reactor core. The station is a cavern that is lit up
by glowing stalagmites that hang from the ceiling and off the walls.
The final floor of the mansion is reserved exclusively for the witchs room(s). Upon arriving up the final
staircase, another huge double door stands before one, with stain glass windows lit by candle light on either side
of the door. Past these often locked doors is the witchs sitting room, with scattered couches and luxury chairs
around a fireplace that sits on the right side of the room. A coffee table is often used to serve snacks and drinks
to guests that dare venture up into the witchs room; a cupboard next to the fireplace holds teacups and coasters
as well as assorted silverware. French doors beside the sitting area lead out to the large balcony where the
morning glories twine themselves on the railing. Through a door on the right of the main room, there lies the
witchs bedroom where she rests. Bookcases line the walls and shelves hold precious items that belong to her.
Her bed is a queen sized one with a canopy that has a galaxy print on the inside of it, so she can always lie
under the stars even when under a roof. If one looks long enough they may see a shooting star. Another door on
the side of the bedroom leads to her bathroom, where a whirlpool bath and a glass shower are housed; the floor
is heated so the witch doesnt have to worry during the winter. Her favorite bunny slippers and pastel pink
pajamas are stored in the drawers under the sink so she can throw them on after a relaxing bath.

Making ones way back down the path for about a few miles, one would find that they are in a forest that is
covered from top to bottom with a lovely green moss. Walking through that forest, the path would eventually

lead over a bridge and into a village where all kinds of life inhabit the houses and businesses there. The worlds
main purpose is to accommodate all forms of life with the most consideration. Many shops line the main street,
no automobiles are in the village but they may be a common sight in the big city that lies south east of the
village. Trains are the main method of transportation besides flying, stations are all over the world and travel
costs are really cheap. Hotels are in every major city and business is really booming, especially for farmers who
harvest the local fruit. A desert is far from the west coast where the village and the mansion are, the life that
lives there has found a way to survive and live underground, utilizing the ground water and navigating the
underground cave system with ease. The forests just north of the mansion are sparsely populated but hold an
abundance of mushrooms and wildlife. Beaches can be reached by taking a train to the east of the mansion,
much of the beaches are infrequently visited but they are rather popular for exploring. In the southeast there is a
bustling city that houses the most modern of technologies, feeding off of the worlds black-sun nuclear
generator that is in the center of the earth, deep underground where it can do no harm. The city has a port that is
run by a captain, that doesnt fear the sea one bit. A friend of the witchs, they occasionally find themselves to
be drinking partners and participate in bar fights, much to the bartenders disdain. A great lake lies at the center
of the continent, where more villages are populated around it. One is said to be a ghost town, quite literally. In
short, this world has blended away discrimination, but retained everyones individuality.
For uninvited intruders: I have a barrier set up around the entire world, you have to get through it (no matter
what method you use to get in my world) to get into my world. It takes a percentage of your power away from
you based on how much total power you have So weaker people who can just manage to slip through the barrier
and get in have 30% taken away. Stronger invaders (like devils and gods) get 75-80% taken away so they are
easy targets for even the weakest inhabitants in my world.
I personally have to approve people entering the world, its kind of like a sense I have when someone enters the
world, I either can approve or deny them subconsciously. Approved: no power taken away, denied: percentage
taken away.
I do, but its enforced by me and my familiars that are scattered across the world only. Anybody who breaks a
law/rule will be beaten up and sent to a trial at the mansion. So basically a main law I have is attacking without
consent of another party. So a fight has to be agreed to by both parties. If one isn't going for it then it breaks the
law. Overpowering is also a law, so none of that. Its only play fighting, of course it varies from species to
species (demon, angel, human, ghost, etc.) Yeah the guilty party gets taken to the village/mansion (village first
for a public trial, then to the mansion after the guilty person appeals). The familiars know the laws well so they
are merciless when it comes to charges pressed. The victim sets the punishment and the witch and her familiars
decide if its cruel or unusual or not.
So the majority of my mansion is lit by candle light. Even the chandeliers have colored flame candles. The only
rooms that don't have candles is the kitchen, the familiar's rooms, the library (has a huge skylight), and my
room. And the second thought I had was that my world is full of previous "traitors, heretics, and mostly
prisoners of wars from other worlds."
So you know how wanted people get posters on bulletin boards around some towns? Eibon has a bunch of
posters at some worlds because of her heretic ideas and a reward for her death which is really insanely high
because of her strength/influence on others. She frequents these boards just to look at the mugshot drawings of
her. If its a good one, she'll call the number on the poster and compliment the person on the other line. If they
ask her where she is, she'll tell them truthfully and ask them to send their strongest fighters; then proceed to kick
their asses into orbit and steal all of the reward money as punishment.

Extremely WIP, havent worked on this in months, ahaha

*Scene fades into a fancy velvet trimmed train car with tinted windows steadily making its way down a track by the sea shore*
DJ Met: Heeey, hi there! Morning! Good day! Good evening! Time once again for Underworld Broadcasting Bloody Radio with your
ghost host, DJ Met!

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