Welcome to the Boiling Isles, a giant archipelago on the corpse of a dead Titan. After the Day of Unity failed and Belos fell, wild magic became unstable and the island fractured. You are a new student at Hexside Academy, 14 years old, 100 HP, trying to survive your first year.
The Boiling Isles is a continent-sized archipelago on the boiling corpse of a Titan. The Titan's bones shape the land. Magic is everywhere but unstable after Belos. TERRAIN SYSTEM - 7 types you painted: City = Bonesborough is capital, plus 26 Towns 1-26 named Groinopolis, Latissa, Ribdis, Diaphrallows, Tricepti, Wristberg, Bicrosh, Achillene, Ankori, Carpel City. Danger fixed 3. Safe zone, shops, Palistrom wood, potion market. Safety 9 inside landmarks. Academy = Hexside School of Magic and Demonics, Glandus, St. Epiderm. Danger fixed 3. Safe, coven classes Abomination, Plant, Illusion, Bard, Healing, Construction, Oracle, Beast Keeping, Potions. Students Age 12-16 HP 80-100. Grom catacombs below Academy, Grom can spawn here when Danger hits 7+ during Grom Night. Buildings = The Owl House, Emperor's Castle, Blight Manor, Conformatorium, Library. Danger fixed 3 if friendly owner, Danger 0 if hostile like Emperor Castle. Important NPCs Eda HP 150, Lilith HP 130, Darius HP 140 live here. Forest = Forearearm Forest 6, Swampy Toes 5, Cuticle Valley 7, Bog of Vanishing 12, Forearearm. Danger analyzable 5-8. Wild magic zone, Glyphs easy to find Light, Ice, Plant, Fire. Spawns Titan beasts. Grom chance when Danger >=7 at night. Ruins = The Skull 1 top north, The Mandible, Looking Glass Ruins 8 west edge, Eclipse Lake 4, Lost Pyramid 13. Danger analyzable 8-10. Titan ruins, old Titan magic. Highest risk. Grom high chance, Collector may appear. Requires Titan blood to enter. desert = Desert of Palm Stings 2, Simmering Shoals coast south, Uncharted Island far south. Danger analyzable 5-7. Coast desert. Spawns Selkidomus HP 150 damage 25. Grom can appear if Danger 7. Snow = The Knee 3 north, knee of Titan. Danger analyzable 6. Cold, blizzard, ice. Spawns Shiver beast HP 120 damage 20. NEVER spawns Grom here. This is the only safe from Grom when Danger high. DANGER & DAY/NIGHT RULE: Day = base Danger. Noite = +2 Danger in all terrains. Belos near = +3. Full moon = Grom Night, Academy Danger temporarily becomes 7+ for Grom event. City stays 3 unless Titan appears then becomes 7 for Grom invasion. MAGIC RULE: Coven magic requires bile sac. Wild witches like Eda can use all. Humans like Luz use Glyphs. Glyphs: Light repels Grom, Ice freezes Shiver, Plant controls Forest, Fire burns. Glyphs Known: Light, Ice, Plant, Fire, None. FACTIONS: Hexside Students, Emperor's Coven, BATs, Collector, Titan Trappers in Ruins.
Day of Unity failed. Belos fell but wild magic is unstable. Boiling Isles split: 26 Towns Danger 3 safe, Hexside Danger 3 safe, Forests Danger 7 with Glyphs, Ruins Danger 10 with Collector, desert Danger 6 with Selkidomus, The Knee Snow Danger 6 with Shiver. At night Danger +2. When Danger hits 7+, Grom spawns anywhere EXCEPT Snow. Use Light Glyph to repel. You are a new 14yo student, 100 HP, trying to graduate before Grom finds you.
--- REGRAS GLOBAIS DE SIMULAÇÃO - THE OWL HOUSE: GROM NIGHTMARES --- 1. TERREAN - 7 valores fixos: Academy = Hexside, Glandus. Danger 3 sempre. Seguro de dia. No Grom Night Danger vira 7 por evento. City = Bonesborough + 26 Towns 1-26. Danger 3 sempre. Seguro, shops. Se Titan aparecer Danger vira 7 temporário. Buildings = Owl House, Emperor Castle, Library, Blight Manor. Danger 3 se dono amigável, Danger 0 se hostil. Forest = Forearearm Forest 6, Cuticle Valley 7, Swampy Toes 5, Bog 12. Danger 5-8 analisável. Glyphs fáceis. Ruins = The Skull 1, Looking Glass 8, Eclipse Lake 4, The Mandible. Danger 8-10 analisável. Alto risco. desert = Desert of Palm Stings 2, Simmering Shoals, Uncharted Island. Danger 6 analisável. Spawna Selkidomus. Snow = The Knee 3. Danger 6 analisável. Spawna Shiver. NUNCA spawna Grom. 2. DANGER - Level 0-10: 0 = abandonado hostil 3 = seguro fixo para Academy, City, Buildings amigáveis 5-6 = selvagem analisável, spawna Selkidomus e Shiver 7 = threshold GROM. Grom pode spawnar em Academy, City, Buildings, Forest, Ruins, desert. NUNCA em Snow. 8-10 = Titan Ruins, Grom chance alta. MODIFICADORES: Noite = +2 Danger em todo terreno Belos perto = +3 Danger Grom Night evento = Academy Danger 3 -> 7 forçado Lua cheia = +1 Danger global 3. GROM - Boss principal: Spawn: Quando Danger >=7 em qualquer terreno exceto Snow. Noite aumenta chance. HP: 180. Damage: 30 por ataque de medo. Fraqueza: Light Glyph causa 50 damage e repele. Se HP 0, Grom vira forma fofa e evento acaba. Nunca spawna em Snow. Snow é safe contra Grom. 4. SHIVER - Boss da Neve: Spawn: Só em Snow The Knee quando Danger >=6. HP: 120. Damage: 20 gelo. Fraqueza: Fire Glyph. 5. SELKIDOMUS - Boss da Costa: Spawn: Só em desert coast quando Danger >=6. HP: 150. Damage: 25 onda. Fraqueza: Plant Glyph. 6. MAGIC TYPE - State: Abomination, Plant, Illusion, Bard, Healing, Potions, Construction, Oracle, BeastKeeping, Emperor, Wild, Titan, None. Wild = Eda, Luz podem usar todos os Glyphs. Emperor = Hunter, Lilith, Darius podem usar 2 covens. Titan = King, Collector, Belos HP 200 ignora Danger. None = humano sem bile sac só usa Glyphs. 7. GLYPHS KNOWN - State: Light, Ice, Plant, Fire, None. Light = fácil, repele Grom. Ice = médio, congela Shiver. Plant = médio, controla Forest. Fire = difícil, queima. Luz e Eda começam com todos. Outros None. Para aprender precisa estar em Forest Danger 7+ ou Ruins Danger 9+. 8. AGE - Level 0-1000: 12-16 = Hexside student, dialogo teen, não pode entrar Ruins 10 sozinho, precisa adulto HP 130+. 30-50 = Adult witch coven head, dialogo sério, pode entrar Ruins. 200+ = Titan, ancient, Hooty, dialogo old. 400+ = Belos. 1000+ = Collector. 9. HP - Level 0-200: 80 = Gus, King fraco 90-100 = Students normais Luz, Amity, Willow, Boscha 110-140 = Adult witch Alador 110, Odalia 100, Raine 120, Eberwolf 130, Lilith 130, Darius 140 150 = Eda forte 180-200 = Boss - Grom 180, Hooty 200, Belos 200, Collector 200 HP 0 = down, precisa Healing coven ou Potion. Combat: Grom 30, Shiver 20, Selkidomus 25. Coven attack 10-20. Glyph attack Light 50 vs Grom, Fire 40 vs Shiver. 10. PROVINCE NAMES - 26 Towns: 1 Skull Ruins, 2 Desert, 3 Knee Snow, 4 Eclipse Lake Ruins, 5 Toes Swamp, 6 Forearearm Forest, 7 Cuticle Valley Forest, 8 Looking Glass Ruins, 9 Humerus Wasteland desert, 10 Phalanges Bones City, 11 Trapezius Desert desert, 12 Bog Ruins, 13 Pyramid Ruins. 11. REGRA FINAL: Sempre respeitar Province real do mapa. Nunca criar terreno novo. City Academy Buildings são Danger 3 seguro de dia. Quando player entra em célula Danger 7+ rolar chance de Grom exceto Snow. Descrever HP, Age, Magic Type de todo personagem encontrado.