75 Ocean Rd - Daisuke's new house, this house is near the beach, and has a mixture of traditional Japanese styling and modern comforts. Player: horngeek
134 Ninja Drive - a 1 story ranch style home owned by Dave Smith, professional Ninja. Player: Mindfreak586
1312 Hidden Valley Road: Home of Judy the Assassin and Mint, their daughter, Xerina, and adopted Grey Render; Rocky. Players: Lex-kat, Quinsar, Neon Knight
4224 Wing House - Home of George Kingsley. Player: Gimliggamer
Al's Lab - Home of AMEN scientist Al Rato. He does most of his experiments and research here. Living with him is the cyborg Delta 88, or just Delta for short. Her programming has been modified by Al, making her a live-in servant of sorts. Al's player is ApeofLight, and Delta's player is KerfuffleMach2.
Alhana's Dwelling - In the far reaches of Acro can be found the nice little wooden house of the banished elven princess, Alhana Starbreeze. She made it herself with some magical help from man known as Lee. On the outside and inside are intricately carved designs. It has two bedrooms a kitchen and a bathroom. Player: Viera champion
Basil's Cabin - In an especially woody and remote area, some ways from the city, a cabin sits in the woods. It doesn't seem much different from any of the other hunting cabins one sometimes runs across, except that its scale is sized for minotaurs rather than humans. Players: Wolfbane and Happyturtle
Brendan's Upstairs - The 'upstairs apartment' at Brendan's House of Hobbies. A fairly sizeable yet still cozy home for the proprietor, his wife, and their guests. Possibly infested with lionfish. Players: Recaiden and Bushranger
Clearing in the woods - A one story log cabin built in a large clearing in the woods not far from the Dancing Fox Inn. Complete with wooden fence. This is the residence of Zaydon, Opie, and Kate. Anybody can stop by, but if nobody's home, the place will be locked. Zaydon and Opie's players are KerfuffleMach2, and Kate's player is celtois. Note: Zaydon is now deceased, and Opie has taken to living in DFI. As it stands, the cabin is abandoned.
Crimson Tempest-
http://i749.photobucket.com/albums/x...rship_1896.jpg
The ship was designed with the above image as a base.
The most prominent feature, the flame ring, has been pushed forward towards the front of the ship, while a secondary, lesser flame ring was inserted towards the back. Auxiliary and surplus power supply.
Barriers, that can be turned off as necessary, are constructed around the rings to protect them from light attack.
Primary Elemental Entrapment Ring - PEER
Secondary Elemental Entrapment Ring - SEER
Cannons are installed along the ship, each connected to small elemental rift-batteries to the plane of fire, that allow them to launch bursts of augmented flame in projectile form.
The various rooms within the ship have been magically altered to be Larger On The Inside.
This allows for more ships in a smaller space, keeping the ship's fairly lean. (Player: VampireRot)
Eldena's Cottage: The dwelling of the Viera red mage Eldena. On the outskirts of Town. Not very difficult to find. Appears to be shaped out of a tree. That's because it was. Yay magic! People are free to enter and exit as they please. But don't break anything unless Eldena is there. Player: Viera champion
Hallowmere Lake: Several hours away from the city, with no roads leading there, is a small lake surrounded by trees. On an island in the lake is a cabin, well built from fresh lumber and brick and connected to the land by a small bridge. The entrances of the house face East and West, allowing anyone who sits on the decks to watch the sunrise or sunset. There's a garage attached to it as well, and further additions seem to be in progress. A small metal sign hangs under the mailbox near the front entrance. On it, a pair of names is etched in by ornate laserwork: Sunny and Carl (players: Happyturtle and Wolfbane)
The House of the Rising Sun - Large house on a headleand facing the Emerald Sea, which, by strange happenstance, borders both Town and Acronymia. Home to Natasha, Oracle of the Dawn, and occasionally Khiansa Daggerfall, adventurer, and Natasha's sometimes lover.
Player: Kid Kris
Anyone can drop by to seek the Oracle's wisdom, or rest in the gardens, or just to say hi and share a pot of tea, but please PM, as the player may not read the thread.
Further Description, may update.
Jake Stevenson's Home: In the Victorian sector of Inside, Jacob Stevenson lives above his watchmaker shop and shares the space with his alter-ego, Augustus Acre. The room is a combination living room / bedroom, with well made furniture. The bed is a day bed, meant to work as either a sofa or bed, but because of that, it's the equivalent of a single sized modern bed. It isn't really appropriate for guests, so he rarely invites people here. Most people who wished to encounter Jake would meet him at his shop in Inside instead of his home. (player: Happyturtle)
Javert's House - It's a white house. Javert lives here alone and very rarely ever leaves. (player: singingnoodle)
Junkyard workshop - In a junkyard in the ACROverse, what looks to be a shoddy shack has been built. This building was made by Runner before he joined GLoG. Inside is a high tech workshop and laboratory. The building has very high security, and any attempt to break in immediately causes the workshop to alert Runner, which will bring him over to investigate. Runner and Sentry both have security access. Runner's player is KerfuffleMach2, and Sentry's player is FaceofEvil.
Mithar Keep -
Spoiler
Show
Thanks in part to a recent influx of affluence, a new Keep has sprung into being, fueled by the tireless Nexus contractors that create all buildings while no one else is looking. The walls stand at a daunting twenty five feet high, cast from seamless black granite that glitters faintly under the morning sun. These very walls surround an eighty foot wide courtyard on five sides, forming a pentagon of safety over the inhabitants. At each of the five corners sits a squat tower, ten feet higher than the walls it is connected to, from which defenders can protect the flanks of the nearest two towers in a near perfect net of safety. Surmounting the towers are gleaming black adamantine spikes, crafted from the Mithar treasure hoard and used to fly flags bearing the crests of the Therishein and Mithar Houses.
Immediately as you enter through the gates you can see two square, flat-topped granite outbuildings flanking either side of the short road leading up to the keep proper. The right most building holds the forge, where Harnel himself works tirelessly to turn out high quality adamantine arms and armor. The left is his armory, stocked high with the fruits of his labor.
The keep itself retains the outer wall's pentagonal theme, five sides of glittering stone reaching almost fifty five feet in height. It is capped by a flat roof that acts as a flight deck for Harnel to take off from and land on. To this end imposing black spikes have been installed to act as perches, so that he and his future children will have no trouble landing in extreme weather.
In the first apex of the Tower walls from the gate there is a door set deep into the stone. Beyond this door is the ground floor, more specifically the entrance hall where Harnel greets his guests. The room is oddly shaped, a sort of wedge that gets wider towards the exterior walls. Towards the center it converges into three doors, one leading off to the kitchen on the right, and another to the living room on the left. The one in the center leads up a spiral staircase to the next floor, and the ones after that eventually. Also on the first floor is a washroom and Harnel's personal study. All of the rooms are arrayed around the central staircase in the unique wedge shaped pattern.
The second floor is a bit more esoteric, holding only three rooms. On the apex facing the gate is a small space for storing alchemical ingredients and curative potions. The recreational room take up a double sized wedge on the west side, while the east is a room for the safe practice of rituals and other potentially catastrophic magic.
The third is where the family makes its home, including a double sized master bedroom and two guest rooms, one already set aside for the little one on the way. Another bathroom can also be found here, to eliminate the inconvenience of running down two flights of stairs in the middle of the night.
The fourth and final floor was left open and converted into a massive library as Harnel's gift to his lovely Cessie. A place so well stocked with lore, both arcane and mundane, that I'm certain no one could possibly read every tome amongst its shelves. From here the stairs only lead upward to the Aerie, which has been equipped with guard-rails and no slip coatings to ensure that no one takes a nasty tumble to their doom while enjoying the pleasant view.
Because honestly, who builds a tower with roof access and then doesn't install guard-rails? Incompetent contractors, that's who.
Other things of note include the extensive tunnel complex the land was built on, now fully integrated into the design to allow quick access to all of the buildings on sight without exposing the people inside to an enemy siege. These tunnels also join to a rather well built cellar/bomb shelter and Harnel's underground hoard of adamantine bars. An interesting fact: All the metal fixings, including faucets, doorknobs and hinges, were made from this very stash.
In addition, the contractors left their benefactor something special behind in the Entrance Hall to show their gratitude to him for allowing them to work with such superior quality materials. A pair of his precious bars were carefully welded to a plaque, to be hung over the mantle with pride in honor of this momentous testament to what can be done with the right people and piles and piles of money. (Players: Harnel and ShadowCaller)
Nabrius' Domain - Located in the depths of Hell, Nabrius' home is rather comfy despite its location. A fireplace provides most of the light in the room. The low, crackling hellfire lights up the carpets floor and the comfy chair and love seat off to the side On the left wall is a small bar, well stocked with wines and champagne, along with some harder drinks. Directly opposite of the fireplace is a bed. Red silk sheets cover it, a curtain hangs ready to be drawn around it, and it's easily large enough for two people to move around freely. The only exit from the room is a single, windowless door opposite of the bar. A small sword rack hangs on the door by the wall, able to hold a single blade. Player: Gulaghar
The Nest/Rael's House - A converted hotel in the Red Zone. It currently houses Rael Kairos, a 300 year old vampire, a large number of strange lifeforms he's created, and a couple of dozen other vampires that he's made.
Break-in attempts are fine, even if Rael isn't home, as the other residents are capable of defending themselves against intruders. If you're just looking to mess with the place, he won't hold a grudge as long as you don't kill or maim any of the sentient inhabitants. Stealing most things is also okay, though any unique things he might come after you to get back. Full scale attacks are also welcome, but he will come after you.
Players: C'nor, Technoscrabble, Beans
New Rock Household - A nice place in the city's suburban area, just inside the walls. It was specially built to appear larger on the inside than it does on the outside. It has the works - White picket fence, workshed out back, spacious basement(with attached laundry room), a study, kitchen, bedrooms, guest room(with it's own bathroom), living room, parlor, dining room, entry hall, three bathrooms...Everything a typical suburban family could want, complete with a nice hardwood floor.
Darn shame Lucas and Lillith are turning the study into a room meant solely for displaying adventuring trophies, and Arthur's going to be using the workshed for his crazy experiments. The neighbors are going to complain, no doubt.
Players: blackouttwo and Artemis97
Phil's Warehouse - 3224 Seaside Rd Big, slightly rusted corrugated steel warehouse that was once abandoned, sits on a lot that's been overgrown with weeds and small trees and bushes and such...has a gravel driveway leading up to it...and...near the docks...
Oh, yeah, it has a hydraulic lift leading to an underground garage! And the inside is full of parts and half-finished inventions! Run by TechnoScrabble.
The Tarmikos Studio - This space serves as both a living area and workshop for artificer and plane-hopper Niara Tarmikos. It is, in fact, its own separate plane of existence - and a minuscule one at that. It comprises, in its entirety, of a single room (around 180ft. long, 60ft. wide and 30ft. tall), and is split into many separate rooms with simple partition walls. To those who know of its existence and have the means to travel there, it is easy to gain access to. Niara's player is Baeleck.