Description: Amongst the vastness of planes reaching that of beyond the material one, there are some that are hospitable... and some that are not. Invasive is a combination of both. Much of this Spirit Realm is just a massive ever expanding frozen wasteland that can kill a unprepared within seconds upon entering due to just how cold it is. So how do any creatures survive here? Bubbling up from out of the ground this 'Thermal Energy' provides life to those that keep it in close contact. The natural inhabitats here can store it within their bodies just by being near it and then go out into these wastes without nary the thought of worry. This thermal energy is usually found in pools that melt out the surrounding ice and snow, making it quite obvious to as where it is.
The Source, as seen by whatever group that is technologically advanced enough.
Locations of Note: While most of Invasive is a inhospitable wasteland, in the middle of this ever-expanding plane is a massive pool of thermal energy known only as the 'Source.' Infact, there is so much of this energy that instead of being a frozen wasteland, it is now a volcanic wasteland. The inhabitats there now having to turn their thermal energy into something that cools them down instead, which is while that is not what it's main purpose is, it can serve that way. Oceans and lakes are found near the Source and as such, most of the water-bound inhabitats are as well.
And seemingly moving constantly are massive swaths of jungles, deserts, and forests. The most powerful native inhabitats of Invasive, with the help of their massive swaths of thermal energy and thier just in general power. Are able to make miles of their surrounding area into any kind of ecosystem they want, usually the one most benefiting to their form. Generally other inhabitats flock to these moving ecosystems and pay homage to the one making the land this way... generally by not attacking them and defending it when needed.
Of course, when two of these ecosystems come together there will usually be a clash between the two powerhouses, with one leaving with more thermal energy then the other, or perhaps a exception might rise up?
Since the three first colonist groups having their go at setting up a life in Invasive and basically failing at that. Later attempts were much more successful, cities, stations, and mining operations for thermal energy have all been set up. Here are a couple major cities and outposts that have been set up by both the orgainization known as Therm Corp and whoever else that is able to live out here.
Grand: A city made by Therm Corp and the closest city to the Source, is the most wealthy and lavish of all of the cities out there but unrest brews. It is a monster-netural city, but native mamono there must get a Therm Corp pass to be able to enter. Currently gets it supplies either from its own teleportation circles, from the surrounding stations, or by getting it naturally.
Daso: The second closest city to the Source, although it is not controlled by Therm Corp, rather instead by Zipangu. Although it still regularly sends supplies back and forth when needed to Grand. Is the second likeliest spot for visitors to be teleported there instead of Tempest Station. Though this time its usually for less offical business then those who are teleported to the station are. Monster-friendly.
Tempest Station: A outpost and train station sponsered but not made by Therm Corp. One of the teleportation circles lead here and is the most common place for vistiors to end up at for when wishing to go to Invasive. Gets its name because out of all of the locations in Invasive, Tempest Station is the most likely to be affected by a Flash Storm, though shielding around the trains and outpost make the storms null unless they are really bad. Monster-netural.
Winding Air Oasis: Out in the middle of nowhere, a group of 'natives' and their Akrid wives decided to make a permanent camp around a rather large pool of spewing thermal energy, eventually this camp grew and grew with more people. turning into a small town and then eventually into a mid-sized city. The Cat-G Akrid known as Gordiant makes her home here and therefore the landscape is that of a jungle most of the time. The oasis gets its name because the city was made around a cliff that made a rather peculiar howling sound whenever wind passed by it. Monster-friendly.
Becaoned Light Outpost: The only foothold that the Order has on the plane, very minimal, mostly used as a base of operations to send out strike teams against specific targets they find the most unholy at the time. The fourth most likely spot in Invasive to suffer from a Flash Storm. Founded near a small cavern filled with thermal energy, filled with beacon-like lights in it, hence the name. Not monster-friendly.
Forgotton Sanguine Keep: A decrepit gothic fortress that once housed a lilim-vampire hybrid long scrubed from history, her servants and 'guarddogs' also never to be seen again. This fortress itself has a habit of teleporting to from plane to plane with any 'guests' inside of the structure. Ironically enough, Sanguine Keep doesn't seem to be moving from Invasive anytime soon. Only one inhabitat remains with the keep, that of a purple-haired vampire known as Lady Ileana, seemingly bound to the keep, she is never seen outside of the grounds of the keep and she defends it viciously against any and all that attempt to take it for their own means. Though depending on her mood she might allow guests into the falling apart structure. Monster-friendly, for the most part, as Ileana seems to suffer from violent mood swings when stuff doesn't go her way.
Inhabitats: Alright, lets cut the crap. The inhabitats of Invasive are an aggressive species of reptilitan/insect hybrids known commonly as the Akrids. All Akrids store this thermal energy within their bodies through one way or another, without they would essentially freeze themselves solid as unlike humans, they have no natural body heat. Cold-blooded if you will, but by gathering this heat energy they are able to warm themselves up and go without 'bathing' in the sun or other such methods. Of course, as a result of turning into mamonos, they now have a new source of energy to sustain them; spirit energy. Also the other usual instinctual changes that come with it. Since, however, all Akrids are extremely aggressive, this hasn't changed in the slighest in how they get their man as the first people to arrive on Invasive found out quite poorly.
These first people seemed to give the Akrids catagories, determining their average size and power level individually. Going from the small Category S's to the massive giants and ecosystem makers of Category G. Though some more numerous Category G's aren't able to do such things, the ones that ARE able to make their massive ecosystems and therefore gain the allegiance of other Akirds are known as a Cat-G Akrid. Although all have individual names for their species.
Category-M and above Akrids have enough demonic energy in their body that they can switchout most of their unruly limbs into more humanoid ones, doesn't mean they'll do it at all.
On another note, all Category G Akrids are powerful enough that they can revert to their primal forms for a limited amount of time, though it depends on the individual if they wish to do so. The subspecies of the Vorgg; the Gorevorgg is the only exception to this rule.
Category S: Trilid, Sepia, Piranha, Tarkaa, Enbee
Category M: Dongo, Chryatis, Jellon, Neegal, Vodogg, Defolma, Debouse, Dabula, Goonroe, Wardeye
Category L: Vorgg, Sieragz, Tangaant
Category G: Undeep, Windega, Tencale, Saizarod, Hiveen, Akrid-X, Gordiant, Red Eye
Events of Note: Sometimes in Invasive, the combined freezing tempatures and hot wind blowing from thermal energy vents or the Source itself can turn itself into a deadly storm, usually known as a Flash Storm, lightning and winds that freeze anything solid become a deadly combo that most Akrids know to instinctively get the hell away from. As only Category-L and above can withstand such storms for long. Though the pleasant thing about these storms is that they usually don't last long and very rarely happens in the Source and never in the moving ecosystems.
Sometimes however, the storms themselves may become displaced from the plane if big enough and temporarily reek havoc upon the material plane or its sister realms.
How to Enter/Escape: Invasive is just as easy as any other spirit realm to get into... which is to usually say that it's hard and only when you know the spell and where you are going, repeated entrances are a breeze. Though, and this is the reason Invasive got its name is that exiting this spirit realm is quite easy. Easy because it appears to shunt inhabitats and 'guests' out of the realm for no partiuclar reason. Many Akrids will suddenly find themselves displaced into the material plane or perhaps even other spirit realms. Due to that most of their thermal energy is no longer needed to sustain themselves, these newly teleported mamono have very much more 'free' time to do whatever they please. Though there are a couple exceptions to this rule, Cat-Gs are never displaced and married couples very rarely so.
Those attempting to leave via such spells like Planer Shift will find that they need not use any material componets for the spell, but their destination might be switched with another if they choose to do so. Even then, those that frequently teleport might find themselves in another plane of existance if they aren't too careful on their usages while in Invasive.
Notes: It is unknown if Invasive was made by a powerful spellcaster or if the realm was just randomly formed amongst the chaotic mixing of powers and energies beyond the material plane. Though most say a powerful spellcaster as their are too many weird specfics that just wouldn't fit if chaos just happened along and made it by accident.
The organization known as Therm Corp was made to harvest and study the thermal energy in the plane of Invasive, though they do such things for profit and their methods are a bit dark to some, though in their home turf, definitely not the kind of person you'd be wanting to make a enemy of. Mamono standards are netural, if they can get the job done they are on board.
RP: Episode 1 status: Started. Player 1: Jeiel, Player 2: TheJanadianKing, Player 3: AddictionInfliction Player 4: SilentKnightM