Canvandro
A sister story to the Between Two Chambers universe/pseudo-sequel
The ‘home base’ of Jacques. A wondrous city of lights that is… just as full of crime as any other city is. But for him, it’s familiar, so it feels… safer. It’s full of snobs who love art, wine, and making fun of you for both trying to and trying not to speak their language, but since Jacques is a friend to everyone there (even if they don’t support this new change), he gets treated kindly. Illuminoir serves as the hub world for the duration of the game.
The shining, picturesque beach of Canvandro. It stretches far and wide, with the perfectly glamorous palm tree streets, sunny heat, and boardwalk stretches. It has many famous landmarks, including the former film giant Rising Star Studios.
Pitfall Heights is a smaller city that has almost a parasitic relationship with Canvandro’s capital, Gauss City. It’s a city focused on corruption, much like every other place in Canvandro now, but it’s practically a Venus Flytrap this time. Full of brothels, casinos, fake hotels, aggressive street vendors… In other cities, you can at least turn away from the call of being a villain and try to live a normal life. In the Heights, you’re either a wallet or the hand pickpocketing it. For one reason or another, people heading either in and out of Gauss, if they take too many wrong turns, wind up in the Heights. It has a daylife and a nightlife, where people tend to wear ‘two faces’- a friend by day may end up being a foe by night.
Home to the legendary Lucky Lapin casino. It lives by day, but truly comes ALIVE by night. Most of the city's villains work at the casino.
The cultural cornerstone of Canvandro. Gauss is the largest city by far, and is known far and wide as an economic powerhouse and a place for people who don’t have a call for villainy to live as normal a life as they can get. It’s absolutely infused with technology, and is a cyber-wonderland. The centerpiece is a large broadcasting studio that can be seen through all of Canvandro. Gauss takes care of most of the media distribution on the planet, so if you make it big here, you make it BIG.
Vorona, renamed after its late queen, Vorona Koslov, breathed new life into it, is a barren icy tundra where seldom survive. Now, after the sudden passing of its queen, it’s struggling to keep its identity intact and its people united. The real trouble comes in the fact that her twin heiresses aren’t a day over 14, and they believe only the best of the two can rule… …Maaaaybe their mother wasn’t the best person.
Where learning is kept under lock and key- a school dedicated to the academic study of evil, intent on raising a new generation of strapping young villains. It’s full of traps, danger, mischief, and giving your all to the worst of the worst. The mascot animal’s even a hellhound. …Killing a raven.
The place where Padlock Prep is built near. It’s surrounded by a deep dark forest, and is known by most people to be… pretty spooky. It used to be a bit of an outlier in Canvandro with all the dismal energy, but now that the villain rate has skyrocketed… Well, it’s become a bit of a hot attraction! Locals have skyrocketed into success, tourist booths have been set up where you can buy “Curses from a REAL witch”... Looks like this town’s turning upside down. When you think of Grave Hollow, think of Scooby-Doo chase music.
The forest that surrounds Grave Hollow protects it, but at its deepest reaches, it becomes almost another world entirely… the domain of a vengeful forest spirit that drains the life energy of anyone who dares step foot in it. It’s full of will o’ the wisps and undead tree people.
In the desert, “law” has no meaning. This part of Canvandro is pretty much exclusively full of cowboys, bandits, robbers, and every two-bit criminal you can think of. Since most people on the planet got smart and learned to avoid this part of town, the cowboys here end up mostly just fighting among themselves and passing old loot around. Talk to any cowpoke here, and they’ll rattle off a list of rivals longer than the Periodic Table. This is also Marshall’s primary stompin’ grounds.
The only way to travel. Not the only only way, for sure, but… in layman’s terms, the other ways are vastly unpopular compared to this. Super-fast, seemingly infinite, and can get you to locations that are otherwise unreachable… if you’re a real Canvandro ace, you’ll be taking the train.
This place is a massive psychedelic dreamscape. It’s easy to get lost in the decadence of it all, especially since mortals aren’t really designed to comprehend it much… don’t you wanna just… veg out, maaaan?
That’s the Old God’s doing, though. Cosmos left it mostly untouched, as a gift for a friend- their true lair is in a giant palace that also has attributes of those cat towers