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Floor 1 through 10:

Gentle fields, rivers, hils and medows on lowest floors. As floor number
increases toward 5, we see more hills, mountains, platues with farmlands, and
waterways with forests clinging to the sides of them. from 6-9, there is denser and
denser forests with more dangerous and high currented waterways/rivers leading up
to floor 9's jungle of trees is navigated mostly through the forest's canopy which
extends to the floor's cieling. using large branchway routes and even larger roots
along the flooring to navigate. If a player falls, they either land on the
relatively safe roots, highly travel restrictive and dangerous forest floor, or
chaotic strong currented riverways. Large ladder trees exist that connect the
forest floor to the roots and the roots to the canopy branch ways. Floor 10 is the
opposite edge of the forest, becoming sparse again and growing in elevation leading
to mountains.

Floor 11 through 20:


Percarious mountain paths and sheer cliffs with twisting pathways as you work
through floor 11 through 14. Floor 15 through 17 is all underground caverns and
pathways which give an almost underdark feel despite the many holes and cracks
allowing daylight to find its way into the caves. Floor 18 through 20 are abandoned
ancient dwarfen cities and train tunnel ways filled with grim dwarfs, zombies, and
other dangerous underground creatures.

Floor 21 through 30:


The other side of the mountains lays a gorgeous gentle forest full of
wildlife and game of all sizes exist peacefully within floor 21. Floor 22 is even
more of the same from floor 21 and features beutiful lakes which accompany sparse
populated villages. Monsters are rare on this floor and the floor dungeon is
realatively tame compared to the previous 11 floors. But the peace gives way to a
dangerous wetlands/marshlands of floor 23 and 24. Floor 25 is an eceedingly deadly
poisonous swampland with the rotted temple like floor dungeon leads players
underground for floors 26 through 30 are all underground again as the players
travel prusmably under the dangerous swamp lands. The ore rich underground is any
smith's dreams but the monsters which hide in the everdark floors are their
nightmares. The ores glow here making it easy to find them, but the glowing lights
make the darkness even more dangerous and hard to see in. Many pools of clean,
swamp, and marshwater can be found scattered through this underdark inspired area
of death and riches.

Floor 31 through 40:


The otherside of the underdark like tunnels is the snowy tundra that is the
next 10 floors. In these floors we start with a tundra field full of camoflagued
monsters and snow pitfall traps for the first 3 floors. leading up to snowy forests
for the next 3 floors, followed up by blizzard filled hills for floor 37 which has
almost no monsters besides the freezing effect of the snow and the supernatural
beasts which wait for fatigue and cold to wear down their prey. Floor 38 and 39 are
mostly cold and muddy forested hills as the snow begins to give into spring. Floor
40 is a frosted over swamp of mud and new growth. many monsters hide within the mud
waiting for those who let the gaurd down from the winter floors to become their
prey.

Floor 41 through 50:


As spring begins to take full form, the first 5 floors are different mud and
storm seasons mimicing the adage of apirl showers. Landscape is similar to rolling
hills, fields and forests with the early two floors having dangers of flash
flooding and flood plains. floor 46 is still just as bad as the previous floors
but, no longer is the theme mud and flood, rather giving way to forsts and green
fields with a perpetual overcast. Floor 47 is well known as the garden floor and is
the personificaiton of "bring may flowers." Peaceful looking meadows of rolling
flowers make up this floor, however looks are decieving as vicious monsters roam
the fields and take joy in attacking sleeping and resting parties. floor 48 is more
of the same, however the weather has given way to what appears to be a small summer
rain shower. Floor 49 is much darker as the summer shower as turned into a downpour
of rain, thunder, and lighting. Floor 50 shows the storm has become even more
dangerous with constant tornados and hurricane like winds ripping the garden into
shreds as well as any monster or party stuck in its path. the hills have also begun
to flatten out as the torrent of water has washed out any dirt hills.

Floor 51 through 60:


If you are getting tired of water, well good news these floors are in a
perpetual drought! the desert floors start off with arid bad lands which gradually
give way to desert like plateus of stone and sand. Very little natural water exists
here, usually only in hidden underground springs gaurded by extremely dangerous
monsters. As the floor number increases, the conditions begin to resemble a never
ending desert of death, famine, and decay. Floor 58 is the worst of it being mostly
desert hills with some rocky outcropings to protect travelers from the never ending
sandstorm. Floor 59 begins to ease the despair of the desert while increasing the
temperature. Floor 60 is completely underground again as the desert is exited into
something much cooler in temperature, shockingly so.

Floor 61 through 70:


Floor 61 to floor 65 is one giant ocean like lake with many sea and water
themed creatures. Boats are necessary to cross the exapansive waterways including
the sea temple themed floor dungeons. the water's surface is filled with insects
and flying creatures, only giving repreive when on the many land islands which dot
the water ways. Floor 66 leaves the lakes and lead to a mountainous area with many
into the old volcanic mounts which make up the rest of the floors until 71. These
mounts are green and forested on the surface but still have active magma running
through the many caverns underneath the surface.

Floor 71 through 80:


All ten of these floors are themed off of shattered verisons of the previous
floors. for example, floor 71 looks very similar in theme to the floor 11 through
14 floors with one major difference, there are huge cuts in the geography making
almost floating giant islands with large ancent tree branch and roots as the only
connecting elements.

Floor 81 through 90:


All ten of these floors follow a volcanic and hellish theme. Think volanic
hills, mountain like areas with running lava and magma caverns leading into a
nether like hell of the later floors. Demons, dragons, and other large and
dangerous creatures are common to these floors.

Floor 91 through 100:


Past the volacnic lands we have now reached the heavenly realm of sorts.
Angelic amboninations, winged races, and other celestial creatures dot the clouds
which act as the land of these floors. Floor 98 and 99 are one huge city of hostile
celestial beings leading up to their castle which takes up the entirity of the
100th floor.

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