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    1. Andion Isurand 11 yrs ago

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GM Post: The pair of front doors pulled open to reveal the building's foyer. To the right lay an opening to the serving bar and common room, set before a broad hearth at the south end of the building. To the left lay the route to kitchens and laundry in the north half of first floor. The owner was a spry burnette woman named Delsia, who pointed to the chalkboard behind the counter upon which guestbooks lay near the end of the bar, when asked about the rates. The price for a room on the third floor ranged from 1 to 2 gold pieces per night, depending on size, furnishings. Rooms on the second floor ranged from 2 to 5 silver pieces per night, while the common room on the ground floor was free for one night, to any person who bought at least 5 silver pieces worth of food and drink from what they could provide, also written on the chalkboard.

[ Someone feel free to roll 1d12, 1d3 and 1d10 to determine the month, ten day and day of the year, which will determine the weather and the food available. ]

The most forthcoming news the could be overheard from other patrons concerned conditions on the inland sea, as well as a missing ship that was past due to arrive. Meanwhile, it could also be overheard that one of the local mines appeared to have played itself played out, and that one of wizards of the tower had recently spotted new points of light in the Blackenspire Mountains to the north.

More than a few of the halflings from the caravan could be seen enjoying a few beverages in the common room as well , including Weskus and Vandru.
Sounds good, I was waiting to see if the optic orbs made it through the portal unharmed by the local conditions inhibiting teleportation magic and the like.
One of the cheapest ways to stay the night... is in the common room of the Everburning Hearth, where anyone who buys enough food or drink, can spend the night on the floor from about 2 AM to Noon. Individual rooms for rent are on its second and third floor.
GM Post: There was no gate or wall about the town buildings, only low fences and periodic pens to keep the livestock in. The traffic in and out of the town was light and steady where a pair of stone brick fire pits flanked the road, just before it became a flanked by the building fronts and alleyways. About each fire pit, a small cluster of about a half dozen human guards could be found monitoring things. The guard addressed turned to regard the dwarf, and recommended the nearby Everburning Hearth, the largest building in the southeast quarter of the town, not including the warehouses. At three stories, the building could be seen from a variety of angles by one standing upon the streets. Two other smaller places were mentioned, such as the Firewater Billet and Skillet and the Waymaker's Wagon Stockade, the latter of which was a cleared space of bare packed earth in the southwest portion of town, upon which was parked a fleet of wagons, of varied sizes, that one could rent for the night, coupled with a security deposit or similar collateral in the event of damage or theft.
I'm still around so far, periodically checking back.
Just posting to confirm this RP's continued pulse.
GM Post: The settlement of Cloak Wood was built in a cleared expanse, surrounded by forests and bordered to the southeast by a high rocky cliff overlooking a natural deep water harbor. From the warehouses in the middle of the town, a wide shaft had been excavated that led strait down into a small complex of halls and chambers in the rock. This complex opened in three places on the cliff face, perhaps ten feet above the high tide mark. Two large ships were currently pulled up alongside two of these openings, and ramps bridged the gap between them.

The excavated stone from the underground complex, had been used to build a mage tower on the northwest perimeter of where the town's structures stood. This tower rose six stories from the ground and was capped by a smooth, polished dome. It overlooked the well kept crop fields, which had been cleared of any obstructions out to a distance of at least half a mile from the edge of town's perimeter. These fields bordered the town on all but its southwest side, where the rock that made the cliff gradually became visible.

The road they had come in on, had lain within several yards of the cliff as they approached the town from the southwest, until it had turned north to enter the town from its southern side. Most of the buildings around the perimeter of town, consited of two stories, where archers could be seen haunting their upper windows. There was no wall about the any of the buildings themselves, although masses of brambles and briars filled the spaces under the trees of the forest beyond the fields, providing them with a natural defense that could not be burned away by typical means without the town watch seeing the light of the flames or the smoke they produced.
Xukhezur had only recently arrived to the city as an otherworldy explorer from the planet of Toril, in service to the imaskari enclaves and operating from the one located just south of the Lorosfyr. Members of the explorer's council of diviners and seers had scouted this planet from afar, and eventually utilized the enclave's primary batrachi portal terminal to transport him to one of its isolated regions high in the mountains. It was from there that he had scouted the area utilizing his optic orb homunculi, and had flown near the city of Theratin within "Shroud", his shadowy draconic gloom effigy mecha, on its two pairs of wings.

His optic orbs appeared as dull mottled metallic spheres, each measuring one inch in diameter and covered in a multitude of miniscule recessed mox gems. Each of them maneuvered quickly and quietly about by manipulating its aura of artifical gravity. While their magical capabilities enabled them to remain invisible when not engaging an enemy, they also possessed a number of sensory abilities, which made them ideal for scouting and mapping the surrounding area. Meanwhile, "Shroud" appeared as a well built figure covered in ink black scales with a hairless, eyeless head featuring a long wicked slip of a mouth filled with black teeth, which it typically kept shut. Its hands and feet featured wicked talons. Its two pairs of draconic wings possessed a wingspan twice as broad as it is tall, although it appeared this being's actual height and bearing were somewhat variable. Nearby shadows and darkness seemed to cloy and deepen around it, making it appear almost wraith-like at times.

As he now approached the city from the east on foot, his optic orbs used the mind link they shared between them to informed him of a nearby patrol. Xukhezur smoothly and telepathically bade his effigy to hide itself in a nearby copse of trees and underbrush. His effigy immediately slunk into the trees and bushes to hide and wait for further instruction. Still about two mlies from the city walls, Xukhezur strode onward, donned in his unremarkable gray hooded cloak, worn over the protomorphic jump suit he had conjured earlier, which in turn was worn over the dark fabrics of his normal attire, which consisted of an undershirt, breeches, with knee high boots, fingerless leather gloves and a pocketed nightscale utility belt. He stood about three inches over six feet tall, with pale gray hairless skin, glossy black eyes, and a broad muscular build. Thus he prepared himself to be intercepted with apprehension, when the time came.
Alrighty, I'll give it away... I was thinking of having an encounter happen that night... now's your chance to trade, explore the town, catch up on news of contractual or commission work, buy any supplies you're missing... etc. etc.
Ah, alrighty. I just didn't want that version of Xukhezur to be classified outside the scope of medieval high fantasy as a genre.
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