| Pile O' Articles; out of the old Development | |
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| Tweet Topic Started: Mar 12 2013, 10:27 PM (967 Views) | |
| Post #1 Mar 12 2013, 10:27 PM | Mokley |
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I'll try posting here all the articles I find that had been posted in the old development forum but had never been made canon. This is mostly to put things into some kind of order, but please feel free to claim an article (if you wrote it or otherwise), or to vote yay or nay on any article, or what have you. Edit: you know, maybe as questions come up I'll check the archives to see what's been said about them in the past. Edit2: Most of these are going to be discussions from the discussions forum and should not be considered canon. They're awesome references, though, should you have a question. Edited by Mokley, Mar 13 2013, 02:22 AM.
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| Post #2 Mar 12 2013, 10:28 PM | Mokley |
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"Some Additions to Teslan's Background" History: The earliest settlers of the isle of Meduc were Threakians. The northmen arrived in Nikol early in the history of the Adylheim, where they settled in great numbers because of its temperate climate. Lacking in the technology to build ships or irrigate fields, the first Threakians herded goat and sheep to eke out a barely sustainable life. This continued for some centuries until a great, unprecedented drought hit the area. The ensuing famine, it is said, was so horrible that men were forced to war on their neighbors and carry their remains back to their kitchens to butcher. In this dark age, the great chieftain Mecak was said to have been wallowing in despair until one night, he saw a dream of a rich, lush land to the east. Knowing that his people faced death, legend has it that he ordered his people to hammer together a thousand rafts and boats made from animal hide, and sailed with them across the sea. Fortunately, the sea they sailed across was not the endless Great Sea, but rather the Straits of Teslan. When they landed on the shores of Meduc, they found everything they had been promised and more. In contrast to the rocky, famine-swept land they left, the island had fertile soil and clean water. Mecak was said to have raised a great kingdom in this new land. Though the kingdom splintered into factions and tribes in later generations, the legend of King Mecak and his Thousand Ships is still remembered in Teslan. Indeed, the name 'Meduc' is said to be a corruption of 'Mecak'. Tales of the Mecaksians, thought to originate several decades after the reign of Mecak, tells stories about the coming of the Maradin. The seafolk, whose home islands were rapidly becoming overcrowded, landed on the eastern shores of east Meduc to set up their own societies. In particular, -- (separate post, not sure why) -- History: The earliest settlers of the isle of Meduc were Threakians. The northmen arrived in Nikol early in the history of the Adylheim, where they settled in great numbers because of its temperate climate. Lacking in the technology to build ships or irrigate fields, the first Threakians herded goat and sheep to eke out a barely sustainable life. This continued for some centuries until a great, unprecedented drought hit the area. The ensuing famine, it is said, was so horrible that men were forced to war on their neighbors and carry their remains back to their kitchens to butcher. In this dark age, the great chieftain Mecak was said to have been wallowing in despair until one night, he saw a dream of a rich, lush land to the east. Knowing that his people faced death, legend has it that he ordered his people to hammer together a thousand rafts and boats made from animal hide, and sailed with them across the sea. Fortunately, the sea they sailed across was not the endless Great Sea, but rather the Straits of Teslan. When they landed on the shores of Meduc, they found everything they had been promised and more. In contrast to the rocky, famine-swept land they left, the island had fertile soil and clean water. Mecak was said to have raised a great kingdom in this new land. Though the kingdom splintered into factions and tribes in later generations, the legend of King Mecak and his Thousand Ships is still remembered in Teslan. Indeed, the name 'Meduc' is said to be a corruption of 'Mecak'. A few decades after the reign of Mecak, the first Maradin arrived in Meduc. As the Maradin islands were becoming overcrowded, they migrated to this new, sparsely populated land by the thousands. Within a generation, the two opposing Maradin tribes of Jirah and Fashia had established themselves as the preeminent powers on the eastern side of the island. The former set up numerous trading posts near the sea to serve in its trading routes, these settlements were called emporia (singular: emporium) by the later Aram settlers, and of these the greatest was Salen. The Fashia migrated to Meduc in mass numbers and settled inland, eventually founding an independent kingdom themselves. The ruler of the Fashia took the title of 'Marik', a word that means 'ruler' in the Maradin tongue, and fought fiercely against the Threakians for dominance over the isle. Although this fighting never ceased, the Threakian natives and the Maradin newcomers eventually agreed to an uneasy truce. The eastern part of the island would belong to the Marik and his people, the west to the Threakian tribes. The Jirah and their enclaves were to be left alone. This fragile balance of power continued until 2234 when a young, ambitious Marik remembered as Dinar the Golden attempted to bring the Fashia city-states Edited by Mokley, Mar 12 2013, 11:13 PM.
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| Post #3 Mar 12 2013, 11:13 PM | Mokley |
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"The Snake Slayer Guards" History: Ever since he became a squire at the age of thirteen, Lionel Bracton was noted for his skill at arms and quick wits. A passionate hunter, he was tracking prey with a score of his bosom friends in the countryside when Vespia fell to the Naga in 3519. Desperate to retake his hometown, he and his companions rallied the local lords and rushed to one of the Legion's camps at Castle Alhaba, only to find that the bulk of the legionaries had been recalled to the Heartlands of the Empire, leaving the Dragonfang and Vespia to Naga rule. Enraged beyond rationality by this treachery, he and his small army captured Alhaba and forced the remaining garrison into chains. Being the last surviving Bracton and considering the Empire's abandonment of the Dragonfang, Lionel considered Vespia and it's environs to be rightfully his. He found supporters amongst the gentry and |
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| Post #4 Mar 12 2013, 11:15 PM | Mokley |
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"Ursidaen Tattoo Magic (Mantike?)" First, let me say that I just checked out the site for the first time yesterday while at work, and I absolutely love it. Everyone is doing a fantastic job and seems to have a lot of passion and thought for the new world. I'm definitely excited about it and can't wait to take part. (I should probably post this in the Welcome forum also) Now, I was looking into creating a Ursidaen character and looking at the descriptions of the low magic I wanted him to specialize in what I was thinking of as an Ursidaen form of tattoo magic. Originally I was thinking it might be a form of hexing, but then I saw mantike and really thought it was very close, but the vision that I saw for it was a little different. First, the Ursidaen magic would be pretty much unique to the Ursidae tribes, but would not require one to be an ursidae if learned. It would a rare talent even among the ursidae self proclaimed "shaman" and those they taught it to, carefully guarded and never before taught to any currently living outsiders, but the possibility would exist. The Ursidaen tattoo magic that I was considering would require the use of special dyes made from ingredients mostly unique to the northern reaches where the Ursidae tribes roam making it so that travel back to the home ranges of the ursidae is required to replenish depleted ingredients. It would also require bone tattoo and drawing implements covered with certain sigils and prime words as well as a sweat hut, or other type of primitive "spiritual" experience. (sweat huts could be set up anywhere, these aren't required physical spots in the world) The tattoos would be permanent in nature until the tattoo artist, or tattoo wear wanted them removed meaning they could not be smudged to break the enchantments.I was thinking that when in bear form the tattoos might show up as off-colored patterns in the character's fur, which would definitely draw attention if one were trying to pass for an actual animal meaning the wearer would have to will the magic gone, losing the enchantment, or stick out like a sore thumb. Finally, the spells I was considering were actually very very similar to the mantike spells, except that seeing the ursidae as a superstitious race, spirit worship, animism, and spirit guiding considered (as others have talked about in the ursidae development thread) they would believe very deeply in posession as well. Therefore, many different maladies may be considered "posession". The Ursidae would very likely have a version of the Purging Hex that would deal with illnesses, diseases, and posession among their spell repertoire. So, with that said, should I attempt to write up an entirely new magic "school" or should I just consider it an offshoot of Mantike with some small differences. Or just General Low Magic, with a combination of spells where the Ursidae learns to manifest those spells through the tattoos. Do you think that by restricting the "components" to dyes and herbs made from ingredients found almost entirely in the north that I'm being too restrictive with the magic? I'd love to hear suggestions from everyone. Thanks, and I look forward to role playing with each and every one of you in the future! |
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| Post #5 Mar 12 2013, 11:16 PM | Mokley |
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"Re: Dragonkin (partial)" Just a little something on warfare that Avi and I were talking about yesterday. Dragonkin warfare. Being an airborne race, the Dragonkin fighting style and how they wage war is dramatically different to how war developed for the terrestrial races. fighting in the air brings different limitations and freedoms to war, many concerning weight and limited movement. Armour and pole weapons rarely appear in aerial combat, as with shields, but at the same time short range missiles are rather popular. There are four very distinct styles of fighting used by the Kin, each with their own style of weaponry, all aerial combat, aerial to ground, ground to aerial and defensive. Ground to ground combat is rarely factored since it's merely a more ferocious version of aerial combat, they can put all their strength into the attack without having to focus on staying airborne at the same time. For the most part Kin have trained to fight Kin, since terrestrial races rarely if ever move into a position that would warrant a full war party, as such combat has developed to deal with themselves best. Bludgeoning weapons are the most popular, very effective at shattering the hollow bones of a Kin, mostly the wings and legs, the bulky and muscular physique of a Kin's upper torso helps to pad and protect the bones within, but the slender legs and bones within the wings are very susceptible to damage. The key strategy in any Kin to Kin battle is grounding, a Dragonkin on the ground is much easier to finish off in the air and as such many Kin carry weapons designed to bring Kin down, and to finish them off from the air. Conversely, Kin on the ground try to brink other Kin down so they can fight on the same level where neither have the advantage. Weapons and armour. Maquahuitl: The traditional weapon of the Dragonkin, the use of the maquahuitl dates back right into the prehistory of the race, when they were fighting alongside their Dragon masters. it's form has changed little since then, even though new technologies have developed and steel is in heavy use elsewhere, the main body of the weapon is still made of wood. The maquahuitl is similar to a wooden club, roughly 3 or 4 feet long and a couple of inches wide, with a rounded single handed grip, it is sanded down slightly flatter than it is wide, maybe half an inch, and has a groove running down both of these edges. Into these grooves are wedged sharpened pieces of obsidian and flint collected from long dead volcanoes and soft limestone land near to the bases of mountains. Some regions who cannot collect enough of these materials do use steel pieces instead, but still favour the wooden body over a fully metal sword. The maquahuitl combines the heavy hitting power of a club with the sharpness of a sword, filling a dual combat role, it can be used to slash into the weak wing membranes or cause debilitating injury to the tough scaly upper hide on the arms, or it's focus can be changed to crushing the bones of the target. On the ground it is a truly frightening weapon to face, when grounded the Kin no longer has to put most of their effort into flying, and as such can put their already formidable strength into their upper body and arms, maquahuitl have been seen decapitating Kin in a single blow. The downfall of the maquahuitl though, lies in it's slow attack speed, it takes longer to heft the weapon compared to the thrust of a sword, but in the hands of a trained Dragonkin this is negligible. Short spear: A less popular weapon than the maquahuitl, the short spear still appears commonly, generally used by new recruits in the military. Simply constructed from a 5 foot wooden pole with a simple metal spear head, it is very much a one trick pony in the air, where thrusting weapons have no place. A Kin would find they have no purchase to remove the weapon once embedded in something, but this doesn't deter the user since once it's in they generally don't need to have it back. It's most common use is with a powerful swoop from above, using the momentum of the drop to push it into the target, an attack which could potentially punch through even plate armour. A Kin using such a combat style will tend to carry two or three such weapons, forgoing other equipment. Darts and javelins: The most popular missile weapons used by the Kin are short ranged hand thrown weapons, drawing a bow on the wing is tricky in itself, let alone aiming, but javelin can be thrown quickly and accurately at other aerial targets, or practically dropped on targets below. Their construction is simple, a slim wooden shaft with a fine metal tip or sometimes just the tip sharpened to a point, javelins being roughly 5 feet in length while darts only two or three with feathered quivering to increase accuracy. Tepoztopilli: The tepoztopilli is the most common weapon used by Dragonkin who start fighting on the ground. A long spear around 7 feet long, it originally had a similar design to the maquahuitl, all wooden shaft with the head shaped into a wide point similar to a spear, that had sharp stone shards embedded into it. With the development of metallurgy though, iron and eventually steel heads were more greatly favoured, since the Kin on the ground did not have to worry about flying weight. The spear heads developed more and more until they were almost like swords on the end of a stick. The tepoztopilli of today have more in common with the glaive or Naginata, a long spear shaft with a long head leading to a point, with one side curved and sharpened to provide a slashing edge. Favoured because of it's ability to thrust at flying Kin and slash at grounded ones before they can get close with their maquahuitl, the tepoztopilli forms the backbone of any defensive Dragonkin force. Dragonkin on the ground use a heavier version of the javelin, without the worry of the encumbrance in flight, they can be made out of heavier materials, usually a thick wooden grip and a large spear head with barbs to help the javelin embed. The key reason for using such heavy javelins is their increased impact power but also the fact that it will drag the target down to their level where it's easier to finish them off. |
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| Post #6 Mar 12 2013, 11:18 PM | Mokley |
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"Re: Order of Alexandrios" The Order is split into two organizations. The Church Ecclesiastic deals with the administration of the Alexians. Their duties center around bringing law to Alexian settlements, collecting taxes, performing religious rituals, and (above all) converting and recruiting new Brothers for the Order. The primary body of the church is the Council of Flamines, a group of seven Flamines (a rank that is equivalent to Bishop in the Prelarchy) headed by the Hierarch (addressed as Lord Worship) chosen from amongst their ranks. The Order Militant is the armed branch of the Order, and responsible for enforcing the will of the faith. The core of the militants are the Knights Alexian At the top of the Order's hierarchy is the Lord Marshal. Though not recognized as an actual lord by any of the Seven Realms, only an ignorant fool will dismiss his influence. As commander of the Order's armies and it's high priest, the Lord Marshal wields more power than most great lords. Elected from amongst the It is worth noting that any person sworn to the Order refers to another as Brother. In addition to the knights and sergeants that form the Order Militant, Ranks Lord Marshal Banner Marshal |
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| Post #7 Mar 12 2013, 11:44 PM | Mokley |
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"Temple Layout" Layout of the temple Purifying Mile - Long stretch of land, bordered by cliffs on either side. Weak waterfalls streaming at odd intervals. The ground has ankle-deep water that flows quickly enough to make a trickling noise towards the temple. Gravel and some larger stones in the water for grip. Temple is built into a giant mountain wall too sheer to climb, with a larger waterfall that pours into the temple. Waterfall provides borders and walkways with a continuous stream of water. Temple is ziggurat in shape, with large medallions on the surfaces depicting various storms. The Cyclone - Entrance to the temple, skews view of the main door with a vertical cyclone. Wind is strong enough to fight against, but not strong enough to blow away. Encounter with astral projection of a Wind General, highly suspicious of the party. First area inside temple - Large room full of columns. Mostly empty, dark save for torch light. Floor is covered in water. Seal of Storms mounted on wall at the far end. Seal shows the continuing battle outside. Party is cannot penetrate giant water bubble that locks away the outside world. Encounter with Wind General and beginner students who stalls party in an attempt to protect Priestess. Main room has three major connected areas. Two darkened hallways can be seen after interacting with the Seal of Storms. Depicted by circular archways with flowing water underneath bands of ice. (Left)Curve of the world - Immense view as if overlooking an entire world of water. (Right)Laboratory of the Water Guardian - Laboratory at the end of a darkened hallway, home to the General of Water, ability to become a fierce water serpent. Ends battle without killing battle and explains that their realm was ruptured during the attack. Cannot escape as well, and strange forces have entered the temple. Joins the party. Temple Chamber of Prayer - Located inside Curve of the world, requires technique to piece the surface of the world's ocean. Spiraling staircase of variable pressure water leading down into a greater temple full of levitating fountains of water. Floor is replaced by storms across Adylheim. (Begin brainstorming for puzzle to open Priestess' chambers). General of Water explains that the priestess keeps the altar entrance process secret, as a previous guardian once crossed her. A series of three bowls pass in front of the party, fairly large and filled with water. Putting one's hands in the water makes the room react. If the sequence is correct, a melodic hum will fill the room continuously and cause a sheet of water to cover the front of the chamber. If incorrect, the shape of the person's hand that touches the water smashes down. Massive damage. Might kill someone. After first sequence, altar inner chamber is exposed as the water from the floor of the temple is finally drained. Front of chamber reveals a sapphire circular door with golden door frame, giant spheres required for opening. Wind general appears with three of his students upon getting near the door. Two wind, one water. General appears injured, and is assaulted by mysterious figure. The two disappear again. Defeat students, enter main chamber. Wind General is protecting priestess, half defeated by the bandit group's secret benefactor, who wants to force the priestess into his employ(currently working on elemental fortress, do not reveal). Defeat benefactor's bodyguards, get explanation from Priestess. General explanation: Priestess was to transport the Seal of Storms to Andragoria for an experimental ritual. The Seal is able to catalog the intensity of storms, and release them elsewhere with proper evocation. Various storms were cataloged, mostly to provide rainfall during droughts. The ship was used as a front, placed on a normal passenger ship and guarded by soldiers from Andragoria. Arameia was the provider of the ship, and also provided guards. Priestess states that the bandit's benefactor was on the ship before the attack, and that he was aboard on several occasions. Seemed to be a noble on vacation. At the initial attack, the crew turned out to be infiltrated by many of the bandits, much too organized for an average group of thieves. They were attacked near land, and strange armored bandits began firing harpoons to the ship. A massive army was on the shore, and the priestess called her two guardians to protect her. The Seal of Storms also acts as a dimensional portal to the realm which the Temple of Storms resides. In order to evoke a storm, the priestess must visit the temple and evoke the storm from the temple's alter(Name). Storms can only be stored for seven days, and only seven storms may be cataloged at the priestess' current skill level. In order to protect the seal, the priestess evoked a powerful storm that was experienced out to sea, though will not explain why she cataloged such a dangerous storm(later plot, the rogue priestess, older sister that became a pirate. Evoked the storm.) NPCs Beginner Temple Students - Students of the Wind General. Skillin in hand to hand martial arts, use of tonfa, use of swordbreakers. Wind mostly hand to hand, water tonfa. Intermediate Temple Students - Same equipment, but with added supernatural abilities. Both can push with either air pressure or a summoned tidal wave. Wind student can project blades of wind, water can create water dopplegangers. Wind General Hanzo - Age - 21, youngest of the temple officials. Wears torn white robes black netting over chest, arms and legs covered in bandages. Face is covered in bandages save for one eye, the other covered by a monocle. Overzealous in his need to protect the princess. Dismember first, ask question maybe. Shouts while talking. Ability to disappear immediately in whirlwind. Assumed complete mastery of some sort of martial arts that involves wind master. Fights with a sword blade that has no handle, though it does not appear until altar chamber. Water General Molly Age - 23 Small young lady covered from head to toe in blue and purple robes. Alchemist by claim, and seen performing experiments in her chambers. She begins combat immediately upon seeing the party. First form consists of summoning two great hands of water that fight for her as she begins manipulating her belongings. Second form summons the shape of a water serpent/dragon/beast with her in the beast's forehead and circular stone mechanisms throughout. Weak points, causes the beast to become smaller. Before easily disintegrating the party, Hanzo calls for help as the altar room, giving view to the true bandits. As the group looks nothing like the bandits, she ends the battle. Molly is as capable as Hanzo in combat, but prefers to allow her creations to fight. In future confrontations, Molly will send one of her assistants to do battle for her. She later appears as a moderately high ranking official at the twin fortresses of Night and Day. Fights with a trident, and has apparent mastery over water. Later revealed to be a student of the old Wind General along with Hanzo, showing mastery over wind. Asked to become General of Water after the former disappeared, not revealed unless asked. Priestess Age - 26 The priestess of the temple. Reveals no religious preference to a deity, yet commands the forces of storms. Moderate mastery of wind and water, but mostly attuned to the full combination of storm summoning and manipulation. Normally pale in color, her skin seems to take the tone of passing storm clouds when conjuring. Skilled with the bow, can use a mace, but relatively defenseless physically. Long, black hair. Ex-Priestess Pirate Age - 30 Former Priestess of Storms, left her duties behind during an unknown incident(possibly being betrayed by the higher temple guardians, believes the benefactor to be part of the temple leadership). Acts as a pirate throughout the great sea, owns a small island. Has command of wind and water. Was a student of the old Wind General along with Hanzo. Wears bandages on legs. Bishop Fuhen Age - 53 Former General of Wind. Master of Hanzo, Molly, and Pirate Sister. White haired old man, a lot of beard. Passed the title of General after he became too old to Hanzo, continued acting as a Bishop. Bandit's Benefactor Age - 33 Former General of Water. Completely covered in black cloth, golden belts, and a mesh fencing mask. Part of a plan by (group of nobles) to use the priestess' power for their own means. Mostly war to begin reclaiming land for a new empire. A few years senior to the priestess' older sister. Identity is revealed only at death. Alter ego as a noble from Aram, the person that Aos was trailing since he began snooping around archives. Affiliated with (negative group). Yui Age - 22 Molly's research assistant, and gopher. Average height, tanned alcoholic who seems to have a never ending supply of assorted booze flasks. Black hair, black eyes in public. Blue hair, blue eyes and a third eye in private life. Turned down position of Water General because she hates paperwork. Claims she'd rather work for Molly, else she'd be always drunk and ruining the temple's research. Considerable skill with Water, Fights with spear weapons. Not introduced until Aos files her report of the incident, masquerades as traveling merchant that always tries to cheat people out of their money. Mostly because Molly gives her no travel expenses for finding what she needs. |
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| Post #8 Mar 12 2013, 11:48 PM | Mokley |
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"Introduction to Aram" b:2kke9y33][u:2kke9y33]Aram[/b:2kke9y33][/u:2kke9y33] As the largest city in Adylheim, Aram is larger than one might expect. Approaching the city over land means passing through a lot of city without seeing another living being. Once the city held more than five times the population it currently does and much of what was once Aram is now little better than ruins. Despite this decay, Aram remains the largest city in the fiefdoms with a population approaching 100 000 citizens. Those who live in the city now have taken what was once a disreputable docking district and made it their own. Aram is one of the busiest ports in the fiefdoms and the traffic which goes in and out of this port makes the fortune of many servants. By decree of the Prelate of Luxor it is also only one of two ports in Aram which may sell goods to merchants, making it even more prosperous. The poor of the city often find shelter in the ruins of old palaces and manors when the weather gets poor or they need a night's sleep. Much of the wealth once stored there is long since gone, but there are rumours of hidden caches of wealth in the city. [b:2kke9y33]The Law in Aram:[/b:2kke9y33] Due to its sprawling size and the relative weakness of the Prelate, crime in Aram runs rampant. Many efforts by the Prelate to curtail this has been hindered by the demands of merchants for keeping the city's trade flowing. While the Prelate has addressed this by hiking up punishments in the city, it is known far and wide that the law is available for purchase in Aram. Corruption runs through everything from the guards to the judges and everyone in between. [b:2kke9y33]Society in Aram:[/b:2kke9y33] The population of Aram are a mix of Arameians and Maradin, with a smattering of others from all over Adylheim and beyond. The Prelate's Palace, the temple of Luxor is the primary seat of high society in Aram and it is where those with wealth and power congregate. Piety, or at least the appearance of piety, is an important part of rising to positions of power in the Prelarchy, though for the rest of the city, wealth and ruthlessness is plenty. [b:2kke9y33]Economy:[/b:2kke9y33] Aram is a port where just about everything can be had, wares from the north tend to stop here on their way south and vice versa. The primary export though is the grain from the fields of Aram, apart from that Aram is known for its marble and wool. Apart from the raw materials, the Prelate's vinery's Aram Blue Vintage is generally credited with being the best red wine in all the fiefdoms and sells for exorbitant prices. The pottery and ceramics of Aram is also known for being top notch. Aram gets a lot of fish from the fishermen of the Slivers but ultimately this goes to feed the burgeoning populace, with meat being a rare treat for its inhabitants. [b:2kke9y33]Linkmap[/b:2kke9y33] [u:2kke9y33]Academic[/u:2kke9y33] The Imperial Archive[/url:2kke9y33]: Ruined library filled with the knowledge of past empires. [u:2kke9y33]Business[/u:2kke9y33] The Dockside Markets[/url:2kke9y33]: Seedy marketplace where everything can be bought--for a price. Merion's Construction and Quarry[/url:2kke9y33]: For all one's construction and stonework needs. [u:2kke9y33]Pleasure[/u:2kke9y33] The Brothels[/url:2kke9y33]:Red light district frequented by nobles and peasants alike. The Salt Monkey[/url:2kke9y33]: Waterfront inn and tavern. Edited by Mokley, Mar 12 2013, 11:49 PM.
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| Post #9 Mar 12 2013, 11:50 PM | Mokley |
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"The Imperial Archives" Even now, after the collapse of the Empire, Arameia had need for storing records. With the collapse of the infrastructure and the demise of the Empire certain buildings fell out of use. So, at some point some enterprising clerk had found a use for the old Arameian baths. Bookshelves lined the walls and had been placed in the old baths. Everywhere dusty records stretched. There were no real guards here, no one really cared to protect these records, they were not considered important by anyone but a very few. Oh, occasionally the local guards would sweep through and rid the place of any derelicts who’d found it a useful place to get some sleep, but apart from that it was deserted. Here lay those records that had been salvaged from the Great Winter Fire of 3986 and several other texts. For those who were interested in these things it was entirely possible that among the multitude of dusty parchments and ledgers that a true gem was to be found. That was presupposing that there was something to be found. Something one could hardly be certain of at all in this place. In the ceiling fading but still suggestive mosaics threw a light on what might have once taken place here. Now it was abandoned, dry leaves gathering in the corners every autumn. A few feral cats had even made this place their home and patrolled the shelves with the sleek confidence that only cats had. |
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| Post #10 Mar 12 2013, 11:51 PM | Mokley |
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"The Brothels" Much of the old Imperial Palace had long since crumbled into ruin, some wings of it had been kept though. This was what had once been the hall of mirrors. Here nobles had once cavorted and danced and drunk expensive wines while scheming the downfall of their peers. Now, the mirrors were mainly gone, only a few remaining to grace the dilapidated walls. The door that offered entrance had been fortified though, once it had been an elegant door, now it was enforced with wrought iron and the thick oak wasn’t likely to be brought down easily. Likewise the large bouncers suggested that anyone entering uninvited might find themselves heading out head first. Of course, it was not what it had once been, the air now was thick with incense and the scent of sweat, low moans ranged on the air. From the tall ceiling, heavy velvet carpets created separate rooms in what had once been one of the larger ballrooms of the Imperial Palace. A tired looking old woman sat behind a desk, her dress too low cut for someone of her advanced age, a large sign with prices for services rested on the table next to her. A young man parted one of the heavy curtains and straightened his clothes somewhat as he left. [b:1xx9g18c]â€Heh, looks like something just opened up,â€[/b:1xx9g18c] the old woman said, [b:1xx9g18c]â€what’s your fancy?â€[/b:1xx9g18c] |
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8:50 AM Jul 11