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Kaelaroth
2010-09-12, 03:13 PM
Fort Diomedes

Somewhere to the north, the snow rather sets in, cold and chilly. You're not so far north that worrying about being frozen all year round is an issue, but the winters here are long, and they swallow the summer's lands and lakes with ice and hail, wrapping the area in a cold slumber for much time, causing fires to be burnt almost all year round, and heavy furs to be worn by many.

Sandwiched in the start of this cold front is a town on a hill, walled by heavy stone, filled with stout buildings of dark stone design and many chimneys, settled precariously on one side over a cliff, overlooking a huge, dark lake. Steps crisscross down the clifftop from the walled town to the lake's bottom, but falling dramatically's a regular possibility, and it worries some.

From the other side of the town, the walls overlook rolling hills plastered with pine trees - a forest which hides the more populated areas of Nexus on its other side.

Within the stone walls, the buildings lie mostly crumbling. The town, Fort Diomedes, has experienced a vast number of problems over the years, and has struggled to survive. Though numbers remain, working as fishermen, or labourers, or as logcutters, or heading down to the mines within the cliffs, finding what minerals they can, they have a hard life, especially given the town's misfortune. Traders come from Inside and other towns, but no commercial source has yet been able to revitalise this dying place, with its empty beerhalls and eerie keeps. With the town's reputation for evil and "badness", many a mage comes to the area, looking to harness the local leyline's powers, which have been enhanced by the death and misery that's everpresent. Crime rates have also started to race, as the people, desperate, turn on eachother.

Scattered about the town lie guildhouses, some sparsely populated, and many a deserted tavern. The residential area now clusters around the town centre, where a small church to the Norse gods lies, opposite the town hall, and a smaller chapel of no particular faith. Guards and watchmen patrol the town, but with little avail. No good comes here.

Lake Cetus
Lake Cetus is huge, and dark. Its murky waters contain hundreds of thousands of fish, and beneath them squid and octopi, and sharp and jagged rocks beneath them. Ships sail across it from time to time, and fishing vessels, from which the town on the cliffs above makes some good money. However, the lake is cursed. Within its waters lies a foul spell - any soul who dies on or in, or by, the lake's waters, is brought back to life as a foul spirit, lacking in body, filled with malice, left to patrol the waters, the coast, and sometimes the town, seeking for human warmth and life to end and destroy. Sadly, this has cost many lives already, and at night the town shivers in fear, as, in the water at night, one can see the pale green glow of rising spirits - notably the damned dead of the ship The Great Thetis, which sank to its death at the town's very foundation, its now piratical former shipmates roving the waters to kill...

The Caspian Mines
In the Caspian Mines, many men, sweaty and covered in soot, wander the catacombs, looking for gold, minerals, and other buried trinkets, seeking for that which'll provide their next pay, while struggling to keep their air, little canaries found fluttering about at each and every corner. However, alongwith the miners, all working hard, other things lurk in the mines. Evil spirits, demonic in nature, hide in the rock, whispering to men to let them into their heads, offering money and power, while hordes of nastier rock creatures and humanoids can be heard deeper beneath the mines, working their foul acts. Deeper still, some say, lie runic powers left by a dead god, but that'd need to be investigated...

The Wailing Woods
The Wailing Woods, the pinetrees, contain a dark secret that haunts the town. Many years ago, as the fledgling town became overwhelmed by ghostlings spilling in from the waters of Lake Cetus, the town elders made a pact with woodland spirits, dark and mysterious, to give some form of protection from the hellish attacks that came, glowing green, at night, to steal their children and take their breath. For a time, the woods protected Fort Diomedes, but when the elders died, unable to fill their side of the bargain, whatever it was, the trees turned against the town. Traders passing through are likely to die, becoming muddled and misguided, or stabbed and sliced to death by living, wild plants - and those that survived are changed, kissed with fairy illnesses, or riddled with lycanthropy, sent back to the town to pass on their inhuman maladies. There're some good sides - the woods, less touched than humans than most, are home to tribes of centaur and unicorns, but the more humans that seek such mystical company, the more that die...

The Labourer's Eye
The largest guildhall still in operation, the Labourer's Eye is a great brick and thatch building, distinctive among the normal dark-stone buildings for its design, but also for its size, standing as one of the greatest buildings in size in all Fort Diomedes. Within its walls, one may find a criss-crossing section of huge rooms, where all manner of administrative activity takes place, along with some other actions. The Labourers' Guild, one of the richest left, now has rooms selling food and drink to the masses, alongwith concert halls, and areas where trade agreements and the like can be arranged. The guild also offers bounties and warrants where necessary, paying much of the town's law enforcement, overruling the town council, often. However, the guild is also corrupt, and in its myriad rooms, many a criminal deal can often be made with a wink and a nudge, and this can be dangerous - or profitable...

Other Notes

Magic is somewhat stronger in the town that it normally is - that is, magic that draws on ambient forces to work. The ley-lines beneath the town, saturated and fed with the dark, evil, violent energies under, power up mystical activity, and can cause mystical pracitioners to also heal, move, and think quicker, while their spells work better, or stronge, but they may also be tempted to evil each time they cast, the ley-line trying to seep into them as they siphon from it, with or without knowing they're doing so.
The town's weather is very often cold and snowy, but rainstorms or sudden blasts of sun can occur quite frequently, so if you're sick of roleplaying trudging through the snow, don't have it that way.
The town's primary sources of income come from exporting fish and wood, and also the mines which work their way beneath the town.
The town is close enough to other Nexus locations to make travel to them worthwhile, but it is still a sizeable distance away, and anyway of getting to the other areas via mundane methods is oft-fraught with danger. The town's likely nearest to NO, of all the organisations.
As with most other threads, standard rules apply. Please keep all "curtain"/squick activity to a minium, don't destroy the whole place without express permission, post adequately long posts, and be nice to one another.

Murkus
2010-09-13, 12:27 PM
A strange flying machine approaches from the mountains beyond Fort Diomedes. A rickety, helicopter-esque contraption, large and boxy, flies through the storm.

A rotor-wing sticks out from either side of the angular vehicle, with a cracked cockpit at the front. At the rear, of course, is a third rotor and further fanned wings, for stearing purposes. The whole thing is about the size of a large car (minus the rotor/wings) and camouflaged for an arctic environment.

It grows unsteady in the wind, creaking loudly as it drops towards the town. Not at a dive, just moving in for an unsteady landing.

Moments later, it touches down just outside the Fort.

Out steps Skez, an arctic lizardfolk, a hermit who comes here on occasion for supplies. The burly beast hefts a massive duffel bag over one shoulder, a bow strapped to his back, and approaches the town. He is a thick-necked creature, of blue-green scales and a razor-spiked back. Unlike his swamp-based cousins, large bony spikes cover the back of his head. Skez's eyes are a bright yellow, naturally. His bare feet, scaly and clawed, leave massive tracks in the snow.

How does any species of reptile grow fit to live in an arctic environment? I have no idea.

He walks towards the gate at a steady pace, dressed in arctic wear solely to keep the snow off of him. He seems to either thrive off the cold, or derives heat from some other source.

Kaelaroth
2010-09-13, 12:36 PM
The town's gates creakily open, sending an eerie noise through the air, before that's quashed the sound of the pulley system jamming, and various swear-words being issued as the guards fiddle with it, and force it running again, eventually forcing said gates open. Guards, for the most part human, in basic armour and furs, stand just inside the gates, shivering, nodding to the newcomer.

Murkus
2010-09-14, 11:21 AM
Skez nods to them, the guards semi-familiar to him. The bulky lizard slips inside, feet crunching in the snow.

He walks through the streets, quietly observing everything around him. He steadies the duffel bag, occasionally forced to blink snow out of his eyes.

Kaelaroth
2010-09-14, 11:47 AM
Few men walk the streets, and those that do look less than happy. A gaggle of miners huddled outside the nearest pub, from which lights and music can be heard, but otherwise the streets are fairly desolate, today, anyway, a number of large shops closed or vandalised.

Earl of Purple
2010-09-14, 04:23 PM
Headed to the Gates

On the main road (or what passes for one) is a four-wheeled wagon, pulled by a furry white snow-spider, accompanied by seven people; the driver and six guards. The wagon is made of wood, with a black canvas roof with a large red two-tailed scorpion ensignia on the top.

The driver is a very attractive female, with golden hair and silver-grey eyes. For those with the ability to detect such, or with sufficient experience to identify one, she is an aasimar; a human with an ancestor from the Celestial Realms. She is wearing thick furs to keep the cold at bay over a suit of chainmail and atop her head is a hat made of yeti fur; around her neck is a silver amulet depicting a two-tailed scorpion. At her waist is a hammer with a counterweight shaped like a scorpion's claw.

The guards are also wearing thick furs over chainmail, although they wear helmets instead of fur hats. All six are human, and they're also all male. The guards are uniformly armed with spears and daggers.

Kaelaroth
2010-09-14, 05:02 PM
At the gates, guardsmen yell out to the approaching party, closing the gates hurriedly, pushing past the somewhat rusty pulley system with great strength. Halt! A guardsman, somewhere up in a watchpost clinging to the gate, yells. Who goes there? State your name and purpose? Good for Skez he's recognised, perhaps? After all, a sharp-eyed man might notice a couple of youths, fresh-faced and nervous, but clutching aged crossbows, atop the posts near the gates, shivering in the cold as they vaguely point their arrows at the newcomers.

Earl of Purple
2010-09-14, 05:07 PM
Gates

"I am Azurelle D'Langley, and I am a healer. I wish to live here. May I enter?" Azurelle's guards look wary. None of them look particularly battle-hardened.

Kaelaroth
2010-09-14, 05:30 PM
There's clear sign of discussion amongst the guards up by the gates. They're torn between wanting to let her in, and being scared of being reprimanded in case that's really not a good idea.

... Have you got money and papers?

Earl of Purple
2010-09-14, 05:34 PM
Gate

"I have money, yes. I don't have papers, however. Is there a fine I could pay for the offence?" Yes, she's offering a bribe. Not very subtle, though.

Kaelaroth
2010-09-14, 05:41 PM
The guards mutter.
Present a sizeable amount of coin as you enter, ma'am, and we'll say no more about it. With some red-faces and coughing, the gates're pulled open.

Earl of Purple
2010-09-14, 05:46 PM
Gates

"Very well." As the wagon pulled by a white-furred snow-spider enters the gate, Azurelle removes a bag of coins from inside the wagon; the bag contains 100 gold coins for each guard. If that's not enough, she'll produce another bag of the same amount, and again if necessary. 300 each is as far as she's willing to go, however.

Kaelaroth
2010-09-14, 05:53 PM
The guards take as much money as they're able to, and the entourage are allowed into the town, where they'll see much of what Skez observed; a desolate, lacking in people or riches.

Earl of Purple
2010-09-14, 06:03 PM
Fort Diomedes Proper

Azurelle and her entourage will try and find out if they need permission of any kind to move into one of the abandoned houses. People might be put off by the giant, white-furred snow-spider pulling the wagon.

Murkus
2010-09-14, 09:08 PM
Skez is feeling a bit lonely these days. Being a hermit has it's advantages and it's setbacks, after all. He's kept away from other people long enough.

The old lizard may occasionally chat with the townspeople as he passes through. Buying things, talking about life here, perhaps recent events revolving around the strange locations adjacent to the poor little village.

Kaelaroth
2010-09-27, 04:38 PM
Skez's told the local rumours and gossip. It's all the same, really. Deaths and ghost stories, with hints of blood, murder, and the macabre. The townsfolk keep talking of some huge spider-monster that's arrived, too, as a new rumour, but also of the death of a former town Elder's daughter, who was found hanging from a noose in her father's old study. Scary stuff!
Meanwhile, though, they'll sell him what they need, much as they'll allow Azurelle to move in, as long as she slips the neighbours in charge of keeping away squatters a few coins...