Amontillado Plans Going Forward
Perspective overall:,
Nevermore is a dense gothic-industrial (Poe Baltimore Victorian Meets Gothic Europe, with a few twists and turns) area with surviving forested areas and medieval buildings open to the public
Amontillado sim is the outer territories, haunted countryside, forgotten, maybe hidden ruins, where the creatures of the night thrive. Roleplay area only.
The sim builds as sister sims and RP forum places will add in urban core & eerie frontier.
Roleplay Zones
Zone 1. Arrival Zone. Haunted Dockside Village
Purpose: Main entry hub with lore that connects Amontillado to Nevermore.
Features in this zone:
Through Text in RP Forums and Prims in SL: Weathered docks with some low LI burnt ships or row boats that were left over from the great war.
Shacks that can be used as a coven and a tavern that could be a speakeasy on the waterfront, again, left over from the great war. In Second life, intererior decor will be limited.
The “square” will have a broken well, which again, would incorporate the old that was there before the Great War.
The Scholar’s enclave will be in this zone.
Warehouse for the Amontillado Co
Small build for
Factions and Sectors:
Inventors guild,
Scholars faction space
Amontillado Co main HQ
CONSIDERATIONS FOR SL
Some of the houses could be row-house facades, giving Amontillado from Nevermore its Baltimore-Victorian identity.
Scene Dressing:
In Second Life:
Fog particle emitters (low LI and low script time)
Sounds of gulls, creaking wood ambience.
This area will be no more than 1000 LI
RP Forum: Scene dressing will be set through the entry text.
Because of the terrain changes, there will be roads and paths connecting to the other areas of Amontillado.
Zone 2. Rural Outskirts/Ruined Farmlands
Purpose: Contrast to the open, larger city on Nevermore, allowing for it to be more open and eerie.
Features in this zone:
Through Text in RP Forums and Prims in SL:
Overgrown fields with scarecrows,
broken windmill,
Rotting barns
Animals
Scene Dressing:
In Second Life:
Fog particle emitters (low LI and low script time)
Haunted noises, werewolf howl, witches laugh, creaking wood ambience, etc
This area will be no more than 900 LI
RP Forum: Scene dressing will be set through entry text.
Factions and Sectors:
TBD
Zone 3. Dark Forest Swamp (Wilderness),
Purpose: Wilderness horror zone.
Features in this Zone:,
Through Text in RP Forums and Prims in SL:
Dense twisted trees, glowing fungi, will-o’-wisps,
Swampy pools with fog and decayed shacks,
Dark Ritual sites (stone circles, occult symbols).
Scene Dressing:,
Swamp Sounds.
Factions and Sectors:
TBD
Zone 4. Small cemetery/Mausoleum
Purpose: Ties back to Nevermore’s cemetery.
Features in this Zone:
Through Text in RP Forums and Prims in SL:
Spooky dead trees,
Isolated graveyard,
Mausoleum that leads to vampire crypt and catacombs on Nevermore.,
Factions:
TBD
Amontillado Dynamics:
Lycans, witches, swamp cults, forest monsters thrive on amontillado,
Hunters will hunt and patrol Amontillado
Prim Optimization for SL:
Homestead sims have 5000 prims to play with.
Ways to optimize prims:,
Fog to cover unused space, as we cluster RP zones, or make the fog dense enough to see the ocean stretching out beyond.
RP zones can also be controlled by using the terrain build-outs.
Backdrops that are facades behind playable streets,
We go vertical, tall buildings, narrow streets, making it more immersive, less land coverage.,
Prime Budget Total Planned for: (5,000 total prims),
Plus side, I can reuse items I already purchased, saving me money, plus the LI amounts are already known.
Dock and Village - 1,000
Farmland ruins - 900
Forest and Swamp 1,100
Small Cemetary 200 - 400
Atmosphere - 500
Buffer for seasonal changes and events - 800
Estimated Prim Useage:
4,500 - 4,700 500 to 300 left over
RP Hooks as basic lore:
Entry RP Hooks: Smuggling, vampire feeding grounds, haunted due to all the deaths.
Outskirts and Ruined Farmland RP Hooks:
Werewolf lairs,
vampire hunting grounds,
witch covens and black arts.
Dark Forest Swamp RP Hooks:
steampunk and other relics from the Great War,
Hunter Stronghold.
Cemetery RP Hooks:
Ancient Vampire Court,
Ritual duels,
vampire crypt,
necromancer haunt,
vampire hunts
Overall Sim to Sim Cohesion RP:
Players can RP travelling between the sims, by boats, airships, hidden passages, magical portals,
Airship Routes would be from the industrial quarter on Nevermore, bringing in the steampunk lore link.
Using the routes of the catacombs and vampire crypt to the small cemetery on Amontillado, bringing in vampire ties and old noble lines or lycans and witches.

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