View Full Version : The Sets (Places)
Kelemyn
10th of February, 2002, 03:54
I hope Mega doesn't mind, but I thought I'd make a thread for descriptions of different places in the game.
Kelemyn
10th of February, 2002, 04:07
I'm still working on the description but for now, here's a map and key:
http://jbhome.net/juniebird/rpg/images/magick_shoppe.gif
(1 square = 5')
A. bookshelves contain texts, old low lvl spellbooks, blank journals, etc
B. shelves contain various items
C. hutch with glass cabinets above and drawers below
D. table covered with various items
E. hutch with glass cabinets above and wooden cabinets below
F. shelves containing various items
G. glass display case contains rings, amulets, gems etc
H. large unit containing bins and drawers full of spell components
I. same as H
J. rack holding cloaks, vests, clothing in all sizes
K. life-size statue of a woman carved in white stone; a large constrictor-type snake (black stone) is wrapped around her torso and draped over her arms
L. stool
Note that the back door only appears from inside the shop; from the outside of the building, no back door can be seen.
I'll edit this post to add more description and a list of some items that can be found and purchased here later on.
Megamieuwsel
14th of February, 2002, 17:53
The town itself is the epitome of defense:
Sturdy wall of granite blocks surround it entirely , only interrupted by two gates ; one east and one west.
The north side is guarded by a hich , steep , solid cliff, while on the south-side there's only room for a cart-wide road between the city-walls and the sudden 800 feet drop to the lowlands of the realm.
A deep and foreboding crevasse ,20 yards wide ,splits the town in two , separating the north-east part from the south-east quarter.
This chasm is crossed by only two small bridges without railings; one step the wrong way and it'll be an 800 foot dive into the raging river below.....
Second Talon
16th of February, 2002, 20:12
The eastern forest is a large one, covering at least 2000 square miles (roughly 3200 square km), though there are two trade routes that run through it, plus a few minor, mostly forgotten trails. There is a very small "nest" of Wyverns who hunt the woods, numbering less than 20. It is this group that keeps the natural populations in check, as the only other predators in this forest are foxes.
Most large herbivores, such as deer, are felled by the Wyverns, and though they aren't above snacking on the occasional human, they generally try to keep away from civilization. And that though trade is conducted by the two roads going through the forest, the average number of wyvern attacks is less than one a year.
One of the reasons the town has yet to dispatch the beasts is that for a town so devoted to defense, having a large, hard to defend section "patrolled' by Wyverns is a very good defense indeed. That, and no one is stupid enough to try to remove the beasts themselves.
It should be noted, that like all large forests, this one hides places of power. Or, at least according to legends it does, but then, what large forest doesn't have at least one secret circle of mushrooms for the fey creatures, or ancient shrine to some forgotten deity.
Cadrius
25th of January, 2003, 05:01
The Place - Karkas is an independent, and heavily armed, border town. Orcs, goblins, kobolds, trolls, ogres, and fouler things all run amok on the other side of the mountain range separating the town from the dark lands. The town itself only arose due to the wealth of mining available in the hills and mountains. Heavily guarded mining parties toil in the Dragonfoot Hills, producing various metals from the mundane iron and copper to the more profitable gold and silver.
The Trade - Trade caravans frequently make the journey northward to Karkas due to the exhorbitant prices they're able to charge to the residents. As one might expect, metal is their chief export.
The People - Karkas is populated by many stern and sturdy people. They have to be to survive in their environment. Orcs do not often raid the town since their great walls were erected and the city guards doubled, but there is little to do in Karkas but drink, gamble, and fight. As a result the typical townsperson is none too friendly.
Landmarks/Noteworthy Sites - The wall of Karkas was extremely expensive, but it has proven to be well worth the cost. The gray granite wall stands twenty five feet tall and four feet thick. A pair of towers stand at each of the four gates complete with arrow slits and murder holes for any would-be invaders.
The miners speak of ruins that can be found in the hills. Rubble rests where a building once stood long ago. The more brave townsfolk who venture outside mention an old and faded statue of a man bearing a sword in the woods to the north.
Cadogan Trahem
25th of January, 2003, 23:02
Just to add to what Cadrius has posted;
The People:
Smugglers; Because of its location many goods are well sought after in Karkas, but because of taxation and increased cost because of rarity many people stoop to the art of smuggling. Using hidden Caverns underneath the fortress city to bring goods to the surface at night many goods are smuggled into the city. Even some legitimate businesses sell smuggled goods because of the huge profits involved.
The Karkas Heavy Guards; The elitest of the Guards stationed in the town. Formed by and full of seasoned fighters the Heavy Guards are the front line troops of the town - and not petty law enforcers. They are used to investigate disturbances which may involve hostile creatures or invasion. They are only called to duty on the most dire of circumstances.
Cadrius
13th of March, 2003, 06:29
Temple of Heironious
Tall, regal, imposing; each of these words suits the Temple of Heironious. It could almost double as a citidel in the small border town of Karkas. It stands taller than any other building, offering the faithful of the Invincible a good view of the surrounding lands.
A ten foot granite wall surrounds the temple itself, protecting it from any would be raiders that make their way past the town's walls.
Much like a citidel, the temple houses a number of devout warriors who serve as guards to both the temple and the priests who worship within. They have their own small barracks, in one corner of the temple. They often use the central courtyard as a training ground. They often hold themselves in much higher regard than the common town guards and as a result there is no love lost between the two factions.
A number of priests, ranging from acolytes to the newly annointed Highpriest James Kulper, spend their time worshipping here. Their task is twofold: convert the local populace to Heironious' ways and to defend the town from the wild lands beyond. As of yet the town has not fallen and the locals are more open to the priesthood.
Inside there is a main chapel, as well as a number of conference rooms and quarters for the priests. The basement is the town's prison; a dungeon holding the local criminals.
The priests have been trusted (or perhaps burdened) with the duty of judging any that violate the law within the town. While not unkindly, there is rarely any mercy for those that willingly break the law.
Cadogan Trahem
18th of March, 2003, 02:27
Hidden Citadel of the Brotherhood
Two days due North-west of Karkas, into the mountainous cliff ridden valleys of the wastelands known to locals as the Desolated Zone, The Hidden Stronghold of the quasi-Religious Magical group known as the Brotherhood lies. The Citadel itself stands tall on a lone spire in the middle of a hidden valley deep in the vast wastelands. Barely accessable from the ground it is even harder to infiltrate or attack by force. Its Solid Stone walls reaching heighs of over 30 ft in some places as the spire like stronghold reaches for the heavens with beauty and awe.
The Desolated Zone is a deserted wasteland only inhabited by monsters, and tribal barbarians of many kinds. The land is fierces and water is desperately needed for all living creatures and thus streams, lakes and even puddles are fiercely protected by various creatures both good and evil. It is easy to get lost in the vast valley's, sher cliffs and steep slopes which make the Desolated Zone perhaps one of the hardest places to traverse in all the land. With such natural defenses the Hidden Citadel is well protected from ground based assault, however cliffs, valleys and slopes pose no problem for aerial assaults.
While the Citadel does sport fair defenses in the form of balistae and catapults, as well as a small army of amature, to reasonably well trained mages of all kinds it relies more on its secrecy and hidden location to avoid such assaults, as well as the inability of an enemy to launch a huge aerial invasion.
Inside the Citadel the interior is truely masterful and consists of several areas, including rooms for guests, rooms of members, glorious courtyards, gardens, and masterfully crafted statues. The Citadel also sports a large libary (perhaps the largest) of Arcane knowledge in the land, after much of the magical text was burned in the Mage Hunts of the early era many of these texts are invaulable to learning and seasoned mages - perhaps even too valuable to some as many thefts have accured of expencive and rare books.
The Brotherhood, as a quasi-religious group, also support a variety of worshiping areas as well as educational institutes and training areas for mages to use. While this may all seem impressive it has taken many generations to build and uphold the Citadel as well as protecting it from various creatures which live in the area surrounding the strong hold. Groups of mages regularly patrol the desolated zone spotting incoming hostile creatures or intruding enemies and often use minor illusions to trick them away from the Citadel's true location, if confronted mages will fight or flee depending on which offers the better chance of survival and protection for the Citadel.
The number of people in the Citadel at any one time varies greatly (between about 150 and 300 or more) however the total number of Brotherhood members is actually a very large percentage of the total number of arcane artists who remain. Some scholars even estimate that the Brotherhood accounts for over 80% of all remaining magic users in the land - a truely sad statistic.
Black Plauge
6th of April, 2003, 04:49
Karkas Town Hall
Karkas' town hall is a multifunction structure.
The outside is utilitarian in its appearence. A raised stone platform dominates the front of the building, jutting into the town square. This platform serves as the more upperclass part of the market on a daily basis, but also doubles as the forum from which announcements and decrees are made and where official cerimonies are held as the town square is large enough for most of the population of Karkas to assemble there.
Inside the offices of various town officails can be found, including the mayor and the Captian of the guard. The highpriest of the Temple of Heironious also keeps an office here as part of his duties in the town's legal system, but it is usually only occupied when there is pressing official buissness to be done.
Town officials (with the exception of judges) are appointed by the local barony and are ultimately answerable to the baron, however, Karkas' romote location means that there is geneally little interference in the daily life of the towns people from the barony, except when a new town official is needed and during the Baron's tour of his domain every three years.
As part of thier responsibility for the justice system in Karkas, the priests of Heironious are responsible for appointing judges from among their number to adjucate disputes and punish criminals.
Cadrius
21st of December, 2004, 06:09
The Hundred Duchies
Named for the countless duchies, baronies, and kingdoms, the Hundred Duchies is a land that is no stranger to war or political intrigue. While hundred is often bandied about, the actual number changes from year to year and borders ebb and flow. The political makeup of the land is so tightly interwoven, it is all but impossible for any one ruler to make any great gains. Alliances rise and fall, but by and large the Hundred Duchies remains the same.
The land itself is quite fertile and is generally able to feed the armies of the landed gentry, although it is typically more bountiful in the south and less in the north. Natural boundaries often mark the edge of political ones: lakes, rivers, and mountains are the best indicators.
The rulers practice a form of bastardized chivalry. Nobles swear themselves to a ruler not for protection but for an annual income in order to maintain their estates. In return they attach themselves to the lord, wearing his livery, serving in battle, and most importantly, bringing swords and arms to wield them.
Upward mobility is available for knights and other brave men. Noble lines are oft-extinguished in combat, but there are always a hundred men willing to start their own noble house in return for service, and the barons, dukes, and kings are always looking for more men.
Shadowfane
21st of December, 2004, 09:51
The Blackwood
Approximately a months travel South of the Citadel, the Blackwood is a shadow of its former glory. Once one of the great forests of the Hundred Duchies, the Blackwood was devastated by a forest fire that tore through the heart of the Wood, leaving stands of ancient black oaks smouldering ash heaps. Although at least half of the forest is intact, there is a wide swathe through the middle of the forest that is burned and blackened. Once the main source of black oak for the surrounding kingdoms, the foresters and trappers who once made their living on the outskirts of the Blackwood now refuse to enter, or do so only in strong company, claiming that the fire drove creatures who made their home in the heart of the forest to the outer reaches. So far, patrols and the occasional military unit have failed to discover anything, leading the authorities to ridicule the foresters, or to assume that the workers merely aim to raise their prices.
itches
30th of September, 2005, 03:27
Dunilio
A large village/town originally settled by farmers, when the old Duke of Belim sealed his borders it caused a dramatic change in the traditional trade routes. Of the newly established paths, one passed through Dunilio bringing with it much gold. The merchants who set up to supply the passing travellers and traders quickly outnumbered their farmer counterparts and it wasn't long before Dunilio was a swiftly growing and prosperous place.
However with the old duke's recent assassination and his son's reopening of the borders, the respective trade routes shifted once more, leaving Dunilio's future uncertain.
itches
21st of March, 2006, 15:55
Tradeholm
Tradeholm was a largish city, acting as a trading hub in the region. There was good farmland in the river basin, and the surrounding forest contained a wide variety of game and lumber. The mining industry to the northeast routed raw iron through the city on its way to Enderin. The city itself had a number of artistic craftsmen, who worked with nearly every raw commodity that passed through the city.
Being fairly old and fairly profitable and somewhat removed from the rulers of the land, Tradeholm was one of those places where the written law ran rather distant second as compared to the law of the street. It was not necessarily an unsafe place, nor a particularly chaotic one. It was merely one where most officials could be persuaded to look the other way should sufficient gold change hands.
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