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Thread: Inside 61

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    Barbarian in the Playground
     
    Rebonack's Avatar

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    Nov 2006
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    Default Inside 61


    Flag of Inside, flown over all Remnant and Government Installations

    Current Events: Everything is awesome!

    The title is a misnomer, of course. No doubt the moniker of this place was settled on after a brief conversation that started with, 'Wouldn't it be funny if...?'. But now the name has stuck.

    But what is this place, you ask?

    Inside is everything within the City Walls. As opposed to Outside, which is everything without. This strange, whimsical city is the centre of a planar Nexus, a crossing point between all possible (and some impossible) worlds. One can find just about anything in this wondrous place, dreams that defy imagination and terrors that freeze the soul. People and whole places are regularly drawn into the Nexus, added to the chaotic melting pot of all realities.

    The city is surrounded by defensive walls, with an artificially and accidentally created moat outside the walls, a moat that has been diverted into a river-channel for one many bodies of water flowing through Inside. A gap in the walls and a bridge allow for entrance into the city proper, the main gate opening up to welcome newcomers Inside.

    Welcome, traveller, to the City of Inside. The only boundaries you find within are the bounds of your own imagination.


    Rules

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    Rules

    1:Please Spoiler any Fanservice in this thread! It is accepted that there will of course be some, and that romance and curtains happen. However, please be courteous to others and spoiler any scene that goes on for a little while, and if it reaches the point, curtain. This is so you can stay within forum rules, as well as letting those uninterested in the scene, pass by. Thank you.

    2:Godmodding is not permissible! As stated in the rules in the FFRP Central Thread,, godmodding is generally not allowed without permission. If you're shaky on what might be, and what might not be godmodding, please follow the above link.

    3:The DOOM-Shield. Inside is currently equipped with a techno-magic shield that mitigates "global" effects to a survivable level. This is to prevent anyone from simply killing all the NPCs, or affecting the entire city. For example, a plot that envelops the entire city in subarctic temperatures, will find that the cold isn't as bad as it should be, and survivable.

    4:Remnant. Please remember when doing any plots or large events, that even though it has it's own thread, Remnant - the Inside Police Force and Army - is located in Inside, and may respond to events, or may be asked to respond to them.

    4:All Inside-Wide/Nexus-Wide plots need to be brought up in OOC first! We all want to have the entire city be cast into a frozen wasteland from time to time, but such things need to be brought up in OOC first, to allow players plenty of warning, and so people don't feel like anything is being forced upon them that they don't want to RP.

    5:Inside is not Space! Anything involving massive spaceships, meteors, satellites, Lasers From Space, and the like, do not belong in this thread. Few PCs have the ability to fight off an orbital bombardment, so it is considered unfair to be able to call down such things inside Inside. It can be assumed that the Doom Shield prevents such things from occurring. The place for these sorts of things should be in Outside, or another thread all together.


    Zones and Streets
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    Zones:
    In the Zone(s): The City of Inside is separated into three zones that represent the general threat level color coded for your convenience.

    The Blue Zones are upper-class, well to do portions of Inside. You're pretty darn safe here.

    The Grey Zones consists of the more traditionally urban parts of inside. Certainly no gated community, but it isn't immediately life threatening either.

    The Red Zones represents the parts of the City that are degenerate, destitute, or downright dangerous. Sometimes all of the above. If you're poking around a Red Zone be ready to get jumped by Orks or ghouls or killer robots or something.

    Streets:

    Can you tell me how to get, how to get to Hodgepodge Street? The City of Inside also has a number of Streets. The Streets aren't a street in the literal sense, but rather portions of the City with a particular theme. While one can find anything anywhere in the City there are none the less areas were certain settings predominate. The Riftline monorail public transit system allows for quick and easy access between the many Streets of Inside, as well as take your PCs to other popular locations within the Nexus. Best of all it's fast and free!

    If you have an idea for a Street feel free to suggest it in the OOC thread.

    Hodgepodge Street: The generically modern setting! Hodgepodge Street is perhaps the most plastic of the Streets, displaying a decent mix of all settings, though modern predominates. Generally speaking most locations without a Street name will be found here. The most commonly seen locations here are the Streets and the Slums. Occasionally The Rooftops if someone is feeling daring.

    Steele Street: Need a Victorian location with all sorts of choking industrial pollution? Need an always-night urban landscape with superficial resemblance to 1800s London? Well Steel Street is by far the best place Inside to come down with Black Lung Disease! With spooky stinky fog, gross waterways, and the occasional murderer who may or may not be spring-heeled. Come for the fish and chips! Stay for the gritty atmosphere!

    Arkham Street: Spanning 1920s-1930s style fantastic horror, Arkham Street is home of such spooky locations as Philip Memorial Library, the haunted Carter House, and Dunwich Park. Ah Arkham Street, where the clustering gambled roofs sway and sag above the attics where witches hid from the king's men in the dark olden days of Town. The Town is gone, but the witches are still here! And the monsters, and the cultists, and the regular folks just trying not to lose their minds.

    Metropolis Square: It's Atom Age or Deco Punk or whatever you want to call it! 1930-50s era retro science fiction with ray guns and mad scientists and nuclear powered robots who just want to learn the meaning of love. This part of Inside is known for its slick hats, era cars, smooth jazz, a robotic workforce, and square-jawed heroes.

    The Skyway: High up above the tops of the tallest skyscrapes one can find The Skyway! A high future urban cityscape of floating buildings of glass and chrome and steel and plastic. And a space port too, if you feel like leaving the planet for whatever reason. Think Jetsons with more foot paths. Riftline, of course, grants access to The Skyway to for those not blessed with flying cars.

    [Burnt Chrome Street:] Need some cyberpunk action? You got some cyberpunk action! The gritty future of cyber-criminals clashing against government and corporate forces! With cyborgs and hackers and stuff! Grungy urban sprawl, a decaying job market, and an oppressed underclass mark this area of Inside. Burnt Chromes Street is the distopian counter-point to The Skyway's more optimistic vision of what the future holds.

    Market Street: Market Street is the ye olde portion of Inside, complete with bards, fools, open market places, and the occasional damsel in distress. While products of any age can be found in the sprawling street booths everything is done ye olde style-e. If you need a chase scene to crash through a fruit-cart this is the place to do it.

    Deadwood Street: The wild, wild west. Located on the edge of Inside this is the western part of the city. And that means any kind of western. From spegetti to steampunk to magical. Whether you need to hang around a saloon, have a duel a high noon, or go riding off into the sunset Deadwood Street is your best bet.

    PokéStreet: By popular demand! This one should be obvious enough. PokéCenters and PokéMarts and PokéGyms and PokéParks and PokéNarwhals and everything else Poké-related! Great place to visit if you feel like watching some adorable animals beat the tar out of each other. Just watch out for the tall grass. You never know what might be lurking in there.

    Carousel Court: So much pony. Carousel Court contains the majority of the City's pony population as well as a healthy helping of non-pony quadrupedal sapient races. Ranging from quaint thatched roof cottages to the towering mane offices of Roseluck Agrifirm to the opulent stables of the well-to-do Carousel Court has it all. The sweet tooth of ponies is absolutely legendary around Inside and if you're looking for a sugary treat, Carousel Court is the place to visit.


    Locations
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    The Red Zones (Player: Rebonack)
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    Just because here are some nice quick descriptions of the various Red Zones that see some degree of use. Or at least the ones that I'll run NPCs in if I get prodded at or notice someone's PC poking around there. I don't control everything in these locations and other people are free to run things here, just keep the Lethality level in mind. Anyone exploring one of the Red Zones will find caches of magical or technological trinkets to make the danger worth their while. The higher the lethality rating the better the loot!

    The Slums: (Lethality Level Low) Accessed from Hodgepodge Street. The Slums are a generally urban area of decay and disrepair. It's a pretty good place to run into muggers, thugs, vampires, random monsters, and other generically nasty things. People live in squalor here, but no one can really figure out WHY since the rest of the City is available for habitation and has fewer flesh eating mildew patches.

    The Sewers: (Lethality Level Low) Accessed from anywhere Inside. The adventure Sewers are not to be confused with the gross functional sewers. Where the former are huge underground tunnels filled with relatively clean flowing water, ghouls, oozes, rats, and treasure, the latter are just filled with poo. Some portions of the Sewers are infested with far worse creatures, but thankfully those nasty things have been dormant for a long time. Or so they say...

    The Mispelled Cemetary:
    (Lethality Level Variable) Accessed form Market Street. The Mispelled Cemetary is fully of the restless spirits of the unded who have been ripped from there eternal rest due to the endless propagation of spelling errors on the Internet. The unded in the cemetary proper are pretty week, but catacombs below the cemetary can be accessed through the various crypts on the surface. The deeper into the catacombs ones travels the nastier the unded get. Beware the Eternal Bone Horrers.

    Midnight Park: (Lethality Level Moderate) This place enshrines a patch of forest so thick that light never reaches the ground. The smallest trees are wider than most people are tall, and the largest are truly awe-inspiring. The forest floor is a maze of twisting roots, fallen branches, and decaying leaves. There is never a breath of wind among the massive trunks, and the atmosphere is oppressive with fear and gloom.

    Or...

    At least it used to be oppressive with fear and gloom. Fear and gloom are still around, but they aren't nearly as bad.

    Foot paths have been cleared through the forest and lanterns hung up that glow with cool silvery white light to keep the feral shadows at a distance from anyone who decides to walk in the cool of the shadows. Undead creatures that stray too close to the magical lanterns will find themselves illuminated by incandescent sunlight until they retreat back to a safe distance. Signs have been set up admonishing visitors to stay on the paths and warning of the unspeakable doom that will probably befall them if they don't.

    Shadows prowl the darkness, their red eyes glinting in the gloom and the air filled with their hungry whispers, though they're loath to approach the paths. There's the occasional bodak or feral vampire spawn lurking around in the park as well, but they tend to keep well away from the paths since those areas are mostly commonly patrolled by the park's custodians.

    The custodians, of course, being Team Nightmćre. It isn't at all uncommon to find patrols of nightmćre shadelings poking about, chatting with visitors, maintaining the trails, or installing new equipment around the park to make visits by the living more pleasant.

    The Dungeons of Doom: (Lethality Level Moderate) Accessed from the Sewers. The Dungeons of Doom consists of a seemingly endless descent of themed dungeon floors filled with generally silly monsters and puzzles. But don't let the silliness fool you, the place is plenty deadly if you get too careless. Remember to pay proper respects to giant marble busts of science fiction and fantasy authors that might block your path.

    The Radiation Pit:
    (Lethality Level Moderate) Accessed from Metropolis Square. The Radiation Pit is exactly what it sounds like. A blasted crater full of radiation and the sorts of things you would expect to arise in 50's era films about radiation. So mostly giant irradiated arthropods. The danger here, aside from the radiation mutants, is mostly from environmental hazards. Make sure to pack plenty of Rad-Away.

    Bombed Out Zone:
    (Lethality Level Moderate) Accessed from Hodgepodge Street. A ruined urban landscape of burned out cars, shattered skyscrapers, and crumbling overpasses. It is the site of an ongoing three way battle between zombies, killer robots, and aliens. Getting caught between the factions is pretty dangerous, but scavenging the remains after a battle can yield some great loot.

    Black Goat Woods: (Lethality Level High) Accessed from Arkham Street. Black Goat Woods is a park full of awful eldritch abominations. If you go in un-warded you will almost certainly die a horrible death if you're fortunate. With proper warding by the Elder Sign this Red Zone is just dangerous and maddening rather than a complete death trap. If you need to collect some tomes of forbidden lore or repulsive idols try snooping around here. Just remember that Cthulhu eats 2d6 investigators per round.

    Everfree Park: (Lethality Level High) Accessed from Carousel Court. This is a wilderness within the heart of the City that hates you and wants you to die. The laws of physics and magic shift here chaotically and without warning. Powerful monsters roam the trees hunting for anyone foolish enough to stumble in. Everything that exists in this park, even the very air you're breathing, is a malevolent force that seeks your destruction. Enter at your own risk.


    Azik's Enchantments(Player: Harnel, Grey Zone)

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    Those in the area will hear a rumbling as the Nexus begins pulling in something larger than just a single person. Reality bends, and the shape of portal opens above a certain street corner. For a sickening moment, nothing happens, but then things start coming out of the portal - all of them are bricks, building up finally to a door and a roof, with tiny windows built in. There's even a large chimney sticking out of the center of this strange, conical building that begins puffing rainbow smoke almost immediately.

    A creature steps out the front door, though many wouldn't consider it a creature - He is a warforged, a living golem. Covered in what appears to be adamantine plates, he looks up and down the street, his longcoat catching in the breeze. as it flutters, one can see a multitude of wands, schema, and scrolls all attached to several belts around his waist and upper legs. On his eyes he wears a pair of blue tinted shades, despite his lack of ears, and the metal orbs that serve as his eyes glow green behind these spectacles. He looks up and down the street. He doesn't seem to be particularly disturbed by the change in location, but he does take the time to call out, in a metallic voice:

    "Azik's Enchantments is open for business! Come find a potion, a wand, a scroll to fit any need! We have spellbooks for beginners and experts! Weapons of all shapes and sizes, and armor unlike anything you've ever seen! Come find what you're looking for here!"

    And then he heads back inside. So much work, so little time. Inside is as strange as outside, with magic trinkets lining the walls on shelves, but all behind the counter, to keep any stupid kid with the idea to steal something from doing so. You can find just about anything magical here, and that which you can't find, Azik the Warforged can make within a more than reasonable timeframe.


    Emergency Bunkers
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    Eight bunker-like structures in a ring-like arrangement at about the midpoint between the walls (or the docks) and the center of the city have been completed.

    The interior of each is rather dull, rather befitting a bunker, but there are underground areas beneath the visible bunkers. These are similarly dull and military-styled, but they also act as hospitals.

    These are mostly designed with emergencies such as shelling in mind, and are usually closed.


    Emergency Clinics

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    Like the bunkers the clinics are spread through-out the City and are equipped with technology akin to a modern emergency room. Since there's no magical healing available the speed of recovery is going to be noticeably lower than what is available at one of Inside's many temples. However their availability makes them absolutely vital in the application of life-saving care.


    Erin's Emporium
    (Player: The Bushranger, Grey Zone)
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    Construction Gnomes have been hard at work renovating a small store along one of the various merchantile roads. Well, it was small. Now it's bigger on the inside.

    And filled with every sort of weaponry imaginable, from across the multiverse. From blaster carbines to P-90s, surface-to-air missiles to ballistas, zats to nunchucks, they're all here.

    Is that a siege crossbow sitting in the corner?


    Evolution Industries Headquarters + Factories
    (Player: Darkcomet, Blue Zone)
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    The headquarters of the company known as Evolution Electronics and Power is a fairly standard-looking modern-day tower in appearance, not quite reaching the level of skyscraper.

    The company owns a large factory nearby, used in production of its MACE units, and potentially other products, should it be desired.

    The company also possesses a number of other factories around the city, used for production of weaponry and other military materiel.

    Retail outlets for Evolution's products are scattered around the city.


    Hastings and Sons Mortuary (player: Kid Kris, Grey Zone)
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    Near one of the older parts of the city sits a large and somewhat dour building of brick and mortar, built in the traditional sense, with a metal plaque by the door that reads (predictably enough):
    Hastings and Sons
    MORTUARY
    For the preparation of the dearly departed.

    And indeed, should one go in one should find all the trappings of a conventional mortuary, including several large visitation rooms, run by this guy:
    Though of course, usually without the zombie there.
    In recent times however, the true business of the resident Mortician has branched into a more heretical bent, offering certain services to the living impaired (more commonly known as the foul Undead). These start at simple healings and flesh grafts (the flesh occasionally obtained 'legitimately', when a body comes in for cremation and the Mortician gives them an urn full of wood-ash, but usually corpses are obtained through donations from customers or good old fashioned grave-robbing). But services can also range into body part replacement and augmentation for the undead who wishes his creator had seen fight to give him a giant lobster claw or retractable venomous spines, or even full body/flesh reconstruction for the self-conscious lich (or lich in disguise, though making your new flesh look like someone else usually costs extra) or the zombie in his golden years. These customers usually come in through the back door, where there is a plaque listing the full list of services. Though of course some are brazen enough to come through the front door anyway.

    ((PM if you wish to interact with the Mortician, as Kid Kris may not always check the thread.))


    MagMart (Player: Lord Magtok, Blue Zone)
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    An absurd mash-up of K-Mart, Wall-Mart, Target, and every other vile retail chain, MagMart is staffed by an unswervingly loyal Magbots, lobotomized talking cats that are too brain-dead to know any better, several voodoo spirits, and a pickle jar that everyone insists is a sentient being that only communes with those who truly believe in it.

    Here you can find everything from curtains to carpets, macaroni to monkeys on motorcycles, groceries to zombies. The staff is always happy to help (or else), and if you aren't entirely satisfied with your shopping experience, you can pay a small fee to watch the MagMart employee of your choosing get fired out the MagMart complimentary employee morale cannon.


    Magnificus Theater (Player: ThePhantom, Red Zone)
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    This large theater is an attempt to bring culture to the city of the Inside. Plays are regularly show here, and if desired other events can be held here.

    The walls of the theater are colored with three shades of blue in a wave pattern. Inside the theater are a pair of grand staircases, with the railing colored gold, while the stone of the stairs is white. The stage itself is one of the largest in the Nexus, carefully designed for the greatest enjoyment.

    Rules: Please, no violence. If you must have some violent action in a theater, pm me first.


    MERC Office (Player: Morty, Grey Zone)
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    The building that serves as MERC's de facto embassy in Inside is now open for business (though there is a separate MERC thread that serves as a meta location to post in). It's a large, newly constructed office building with a very no-nonsense look to it. Its purpose is to do business, not more and not less.

    Once inside, the prospective licensed mercenaries will be confronted with a large hall lined with tables, behind which NPCs work at filing and cataloguing the people who arrive to receive their certificates. At least one actual MERC member is also usually on a shift in the building.


    Sable Spire (Player: Darkcomet, Blue Zone)
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    A great, black-colored tower now stands at the highest point of the Skyway. Appearing mostly similar to a modern-day skyscraper, albeit more futuristic, reinforced, and armored. Upon close examination, some parts of the tower appear to conceal compartments of some sort, likely something along the lines of concealed defensive turrets. the top portion of the tower is rather different in appearance.

    It appears as a truly massive hatch, similar to what one might see over a missile silo under normal circumstances.

    This hatch opens into the landing area of the aerial aircraft carrier Sanctuary, the main asset of the Altaran Irregulars. Said landing area is set to act as an elevator, capable of moving up to the top of the tower or moving back down to conceal whatever is landed (usually the aforementioned carrier) under the heavily armored hatch.

    The Spire, constructed by Remnant in an alliance with the Altaran Irregulars, is now a major base for the the latter, who currently act alongside Remnant in protecting the city. Their troops largely use the same equipment as Remnant's, but use the old Imperial black-and-navy color scheme to distinguish themselves.


    The The Temperance Teahouse (Grey Zone) Owned by Artemis
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    In an old section of the city stands a wooden building of ancient construction. From inside comes the sound of good conversation and, occasionally, music being played. The scents of exotic teas, spices, and good foods drift out onto the street. along with the scents and sounds come an aura of peace and comfort. It's a nice place here, you could definitely stick around for a while, to escape the general madness of the city.

    Two wings extend out from the main building. To the north (the right side as you face the tea house) is an extension of the main structure, still made of wood, the architecture is slightly different and more brightly colored, and also noticeably newer. The west side of the building is surrounded by a stone wall, enclosing a garden. The garden ends at a low stone building running the length of the west wall.

    [Restaurant]
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    Inside the restaurant is filled with tables and chairs, spread out across the dark hardwood floors. Thick wooden pillars support the second floor and the roof, their tops carved with geometric designs. At the north side of the restaurant is a long counter, surrounding an open kitchen. Steam and smoke drift up from the fires and the woks used for cooking. A shelf along the back wall is filled with dozens of tins, each containing a particular tea or herbal blend. Interspersed among them are tea kettles, each one used to brew a particular type of tea.

    The center of the restaurant is open to the second floor. Stairs lead up to more seating on the second level, which looks down on the restaurant below over carved wooden balconies. The ceiling above the open space is painted with a mural of a golden dragon floating through the clouds and circling the sun.

    Seats on the west side of the building go fast, as they offer the best view of the gardens. The south and east sides offer views of the bustling streets below. The north side of the second floor has no windows and sits above the kitchen, so it is often darker and smokier than the rest of the restaurant.

    Menu
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    Drinks

    Herbal Tea
    Green Tea
    Black Tea
    White Tea
    Yellow Tea
    Red Tea
    Blue Tea - Mentally stimulating.
    Purple Tea - Very relaxing and slightly hallucinogenic.
    Iced Tea - Served sweet or unsweet, with or without lemon.
    Sake - Available chilled, heated, or at room temperature.
    Lychee Wine - A rich sweet drink with a deep golden color. Pairs well with seafood. Served cold.

    Food

    Dim Sum
    Sushi
    Stir Fry - Served over rice or noodles
    Noodles
    Soup
    Rice Cakes

    Sweets

    Ice Cream - Vanilla, Green Tea, Red Bean, and Mango flavoured.
    Dragon's Beard Candy - A spun sugar similar to cotton candy.
    Moon Cake - A dense sweet cake around a salted egg yolk "moon".
    Sun Cake - A crunchy pastry filled with a sugary cream.
    Tempura Fried Bananas - Served over ice cream.


    [North Wing]
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    The north wing of the restaurant is of newer construction. It is more brightly painted and more heavily decorated than the main restaurant. Two doorways on each floor lead to a U shaped hallway that runs through the north wing. Sliding paper screens from the inner walls, so that they can be slid aside and make the spaces much larger. The lower floor holds private rooms that can be reserved for larger parties or special meetings. These rooms typically have a long low table surrounded by cushions. The second floor rooms have more flexible floor plans. Most have tables and chairs, often used to host card or board games. A few can be rented out for sleeping quarters, but patrons are reminded that the walls are, literally, paper thin. Disruptive behaviour will have you evicted without a refund.


    [Garden]
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    The west wing of the tea house is a large garden surrounded by stone wall. A circular gate leads directly from the garden to the streets, as well as doors leading into the restaurant. The garden itself is carefully kept, trees and bushes trained and cut into pleasing shapes. Stone lanterns and statues decorate the garden. Two pools filled with koi fish sit diagonally from one another, connected together by a stream filled with river rocks. The sound of trickling water fills the garden. A winding path leads through the garden and over a low stone bridge. On the far side of the bridge, the path passes through another circular gate guarded by two stone dragons on plinths. the pair stare down at any visitors, questioning their intentions in passing through their gate.

    Beyond the Dragon Gate the path becomes perfectly straight. On either side are large black stones surrounded by carefully raked white sand. The path passes under a red Torii gate before encountering the low stone building at the far side of the garden. The building runs the full length of the west wall and is open to the garden. Large prayer wheels line the opening and are turned by the breeze or visiting people. The walls within the building are heavily decorated and covered in hanging scrolls. At the centre of the building is a shrine, covered in candles. Behind it is a mural depicting scenes of a warrior, a golden dragon, and the sun. Sitting on the shrine a wooden statue of a warrior, sitting in meditation, his sword set aside. The wood is lacquered and carefully inlaid with delicate patterns in gold. From the statue emanates a strong aura of peace, which spreads throughout the entire property.


    NPCs
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    Hideki - A large man with a red face and a long nose, he is most often found in the kitchen, cooking up tasty things.
    Hanako - An older woman, her black hair streaked with grey. She is Hideki's wife and most often found behind the counter serving tea.
    Sakura - A lovely young woman and the daughter of Hideki and Hanako. She acts as a waitress and sometimes plays music.



    OOC: Please Read. Important information.
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    The Teahouse and garden are protected by an aura of non-violence. Violent acts cannot be committed here. You cannot attack another patron or do anything that would cause them bodily harm. Anyone who attempts it will find it extremely hard to convince themselves to do it. If a particularly willful person overcomes this compulsion, something in the environment will intervene, as if by seemingly random chance, to protect their victim as if by divine intervention. Because that's exactly what it is.


    Needle and Thread (Blue Zone, Player: Artemis97)
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    On one side of a wide cobblestoned street is a small shop. The sign hanging over the door depicts a simple spool of thread, pierced by a needle. No words were included, as a courtesy to those who could not read, nor were they needed. It was clear from the merchandise displayed in the two large windows on either side of the door that this was a clothing boutique. The right side displayed the latest in women's fashions, dresses and skirts in unique designs, all detailed by hand with beading and embroidery. The left window showed men's clothing, from a beautifully tailored three piece suit, cut from expensive fabrics, to the very best in adventuring style, rugged and sturdy, clearly built to last.

    Inside, racks and mannequins display more clothing, split down the middle between men's and women's fashions. The back wall held rolls of fabric, some plain, others with obviously magical properties. A large, three-sided mirror sits in the back corner, next to a small changing stall. On the other side is a small counter holding a cash register, behind that the door that led to a small workroom.

    The Needle and Thread is a clothing shop specializing in custom tailoring and speciality designs. It is owned and operated by Lillith Rock, and the kindly fiendish woman can usually be found behind the counter, or working on orders in the back workroom.


    Pontius' Custom Constructs
    (Player: Earl of Purple, Grey Zone)
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    The caravan of 6 wagons (I never said 3! Well, I did, but still.) arrives at a warehouse, previously for sale. The gnomes lead the golems and other constructs inside, and get to work. The warehouse has an open yard at the main entrance, and several golems, like crude figures of worked stone or wood, stand in the yard. A gnome wearing an apron over smart-yet-practical artisan's clothes and puts a sign up.


    Pontius's Custom Constructs
    Golems of Any Material* at Unbelievably Low Prices!!!**
    You Won't Find a Golem, Gargoyle, Guardian or Homonculus Cheaper!!***
    Come Now and Buy 1 Get 1 Full Price!!!****



    *Flesh has an additional charge. **Define 'low'. ***Except at our competitors. ****Terms and conditions apply.


    Sanctuary Fortress of Zoemaytare (Player: Rebonack, Blue Zone)

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    Like so many other prominent buildings in Town, or not so prominent buildings for that matter, this place seemed to pop up out of nowhere over night.

    Buildings are like mushrooms in Town. Probably spread via spores, too.

    Regardless, here it is. A rather sizeable campus marble hewn from the mountains some distance away. Carved and hauled here near the edge of the slums where they were no doubt assembled. Though... no one can quite place a finger on when this happened.

    Though the buildings aren't of only cold hard stone, no. There are timbers as well. Not what one might expect, however. They seem almost organic. As though they had grown into place rather than being hewn.

    Oddness aside, the temple is arranged in a rather interesting fashion. Several concentric wall and courtyards ending in a central temple.

    The outer wall is lower than the rest, each tier of the temple built onto higher ground like a wedding cake. Each wall is topped with a roof supported on the inside by pillars, creating a sheltered walkway. The exact use of these porches depends on the section of the temple one happens to be in.

    Anyone is allowed entry through the first wall and into the first court, the Court of Meeting. Beyond the second wall only worshippers of Zoemaytare are allowed admittance to the second court, the Court of the Blessed. Beyond the third wall only the priests are allowed, where they carry out holy rituals within the temple itself.

    The Court of Meeting is dedicated to service of those the worshippers of Zoemaytare dwell among. Food is prepared for the hungry here and given out without expectation of recompense. Those without a place to lay their head are allowed to sleep within the porch. The grounds beyond the porch are devoted to a wondrous garden boasting vibrancy and spectacular color. This are is always comfortably warm and brimming with life. Wounds heal faster as the body is refreshed. Undead creatures will find that remaining here is decidedly uncomfortable.

    The sky above the temple seems to be perpetually clear, filled with pleasant sunlight in the day and cloaked with gossamer stars at night. Benches are set up here and there, under trees with hanging branches and above fragrant shrubbery. A lively stream flows endlessly in a circuit about the Court, spilling into several larger pools and meandering up a small outcrop of stone before cascading back down the other side.

    This section of the temple is tended by members of the faith. Not priests, though devote. They can be found tending the garden and serving warm food. When in service to the temple these devotees wear a white linen ephod bearing the symbol of a willow tree, ornately rendered in blue thread. They'll be more than happen to answer any questions. Priests tend to have stricter ceremonial garb, including a blue tunic and white robe in addition to the ephod.

    Welcome, traveller. May you be more blessed when you leave than when you came.

    Spoiler
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    New information that isn't readily noticeable at first glance at the temple will be added here.

    The temple grounds are protected by a dampening field that blocks unauthorized teleporation and dimensional shifting. The place is something of a fortress after all. Being able to pop in and out at will would defeat the purpose.

    Zoemaytare isn't a god of (fill in the black) but rather the patron and protector of her people. As such, her domain, if she even has one, is over all that her people do. The people in question are collectively known as the Zoeos, and this particular temple is their first major venture into Town. At present their stated goal is to set up trade relations and aid the city. This is ministered through the temple on account of the Zoeos government being a theocracy.

    It just so happens that there's a dungeon under the temple, though the entrance to it is well hidden.

    NPCs thus far:

    Potentate of the temple: the head priest and administrator. He has yet to be seen 'on screen' though he has been referred to.

    Regent Zachius: And elderly human with a coppery complexion and deep-set wrinkles, the sort of face one expects of a person who has spent a great deal of time in the sun smiling. He's a kind old fellow who is in charge of the Court of Meeting.

    Regent Stephen: A younger human who smells rather distinctly of wolf. He's in charge of the dungeons of the temple and seems to be a rather caring and compassionate fellow. It's his job to bring the cases of prisoners before the Potentate.

    Regent Thadeus: One of the priests who aids in minor upkeep in the temple proper. He usually isn't seen outside the temple and since his position doesn't put him in much contact with the common folk he tends to be somewhat aloof and judgmental. Also happens to be an elf. Those snooty elves!

    Bognus Thundershield: a lay dwarf that operates the temple's teleporter, primarily from Trog's. Though people can be 'ported in from elsewhere as well. While it isn't commonly known, this device can send people over rather long distances, though it's somewhat inaccurate when doing so. Bognus is a bit gruff, though generally good natured. He speaks with a thick Scottish Dwarven accent.


    The Statue of Vyrn (Blue Zone)
    Spoiler
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    On a hill near Evergreen Gardens at an previously empty lot surrounded by spot lights now stands an over 300 feet tall (100 meters tall to be exact) mitharal statue of Emperor Vyrn. Whoever made it seems to have tried to come as close to his likeness as possible on a white mithral surface.
    The emperor is dressed in his most most archetypical attire, one fist raised to the skies and another clutching a sword held against the ground. His face perfectly stoic as he overlooks Inside's harbor.
    The statue is actually hollow and small groups of people are allowed to take the elevator up to be able to see the city from atop the statues head. Otherwise security is tight around the statue with a tall fence, guards and security cameras there to prevent people from defacing it.
    At night the statue is still clearly visible thanks to the many spotlights illuminating it, still making it visible for anyone approaching the city, by day or night.


    The Swordfish (Player: Ghar, Grey Zone)
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    A new shop has opened up in Market Street. The building is a simple affair. A brick building with a massive chimney that constantly billows smoke. On the inside a massive forge dominates the far wall from the entrance. All manner of smithing equipment is carefully placed around the large room that dominates most of the building. Lining the two side walls are many tools for his craft, while lining the far wall are the products of that craft.

    Swords, swords of all shapes and sizes. Some brutally efficient, simple weapons and others pieces of art that are no less functional. Each and every sword is obviously the work of a master.

    And the master is always present. A great robot moves around the room, always working and experimenting with its remarkable talent. The machine is a hulking, bronze coloured humanoid. The robot has a number of slides and doors, implying there's more to it than is immediately apparent. Finally, at its head is a glass dome, filled with water. Dominating the container is a great carp, as big as a man. It gazes at it's work with eyes that know little more than hate. Hate and its new inspiration.

    Word travels quickly of this bizarre master swordsmith. Though it is quite fearsome, the quality of its blades are unmatched.


    St. Guinevere's Sanatorium for Lunatics and Object Seekers (Player: Anyone, Gray Zone)
    Spoiler
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    This insane asylum exists for people questing after Objects from the Holders Mythos. Anyone can run an Object quest, but please look at the community agreed guidelines first as it helps keep things consistent.

    If you want to use the Sanatorium for other uses, feel free, but expect it to be a house of unspeakable horrors.


    The Temple of Dalachrech (Player: Earl of Purple, Grey Zone)
    Spoiler
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    The first room entered is a foyer. On the walls are red drapes with silver, two-tailed scorpions embroidered on to them, and next to the door is an ornate font. The granite font stands about waist height, and is a plinth with a bowl of unholy water. Winding around the font are carved centipedes. A door away from this chamber leads to the main prayer hall. This room also has drapes with the two-tailed scorpion device on the walls, and a red velvet carpet flanked by wooden pews leads to an altar at the far end. The altar is covered with red velvet, with a gold statue and red candles placed upon it. The statue depicts a demon with a centipede's body, a scorpion's tail with spinnerets next to the sting, a stag beetle's head and the claws of a praying mantis.

    Please PM Earl of Purple before entering this location.


    Trollfinger, Ironpick & Greencheek, Mining & Engineering
    (Player: Morty, Blue Zone)
    Spoiler
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    A run-down building near Trog's Tavern was bought by three goblin entrepreneurs with a large crew and now houses their mining and engineering company. Everyone who needs something dug, built, repaired or blown up is welcome.


    Warwick Works
    (player: happyturtle, Grey Zone)
    Spoiler
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    In the industrial area, a building is rented and has a new sign put out front.

    W
    Warwick Works


    The building itself consists of a small office area in front and warehouses in back. There is no indication of what sort of business this is, but a certain cyborg with a satellite might recognize the logo and name.


    Witch Which's Wish Shop
    (Grey, Player: Haruki-kun)
    Spoiler
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    Welcome. If you have stepped into this store, it is because you have a wish.

    The store is big, ancient and beautiful. It has a large garden with colourful flowers, a pond with fish and running water, and chirping birds. This is the outside of the store. The inside, however, is, to put it simply, gloomy. There’s burning candles and incense everywhere. From the hall where you enter you are led off into a side room with a low table and cushions around it. A tall, masked and unnamed stranger brings tea and snacks to the guests. The Witch sits opposite and rarely ever moves.

    RULES (OOC):
    Spoiler
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    This is a Wish shop. Your character will only enter this shop if he has a wish. Whether the wish is granted or not is a different issue.
    Witch Which is in charge of the shop and will grant wishes to everyone who asks, regardless of intent or alignment, as long as the appropriate price is paid. Under certain conditions:

    Condition one: Witch Which will not haggle. She couldn’t lower a price or overcharge even if she wanted to. A balance must be kept in order for the wish to be granted.

    Condition two: When a Wish directly affects another player’s character in a way that would be considered godmodding, the other player must agree first.

    Condition three: The Witch may not reject any wish unless the price is too high to be paid. Wishes to take a life or to destroy the world, for example, carry a price higher than anyone can pay. ANYONE.

    Condition Four: The Witch will never engage in battle. Be glad. The Witch is the very definition of True Neutral.

    Condition Five: The store is not hard to access; in fact, there’s a big sign outside and everything. However, the store’s grounds exist in a special separate dimension, protecting it from anything that could destroy it, up to and including plot.

    Condition Six: Haruki-kun reserves the right to alter the conditions if he feels they’re causing problems such as godmodding or similar issues.


    (Haruki-Kun wishes for a PM to be sent to him upon someone entering the shop so he knows about it.)


    Inside's Defenses, Remnant, and The Council
    Spoiler
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    Defenses
    Spoiler
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    As stated above, the city of Inside is defended by the Walls, Moat and DOOM-Shield, but it is also defended by a more "mundane" force field that can be called upon in times of need, as well as a number of more conventional defensive capabilities, nearly all of which are manned and controlled by Remnant(Controlled for the most part by Wolfbane). These include things from Emergency Bunkers, Relief Stations, Anti-Aircraft Cannon, and the like.


    Remnant
    Spoiler
    Show

    As stated before, Remnant is Inside's police force, army, and main defensive body. It is made up of the remains of what was once the Acronymian Empire, and consists of hundreds of men, women, and machines, both soldier and civilian, sacrificing their daily lives and time to make sure the city of Inside is relatively safe for it's citizens. There are Remnant Outposts all throughout the city, with the main HQ in Blue Zone, and less Outposts in Red Zone. These can be reached fairly easily, and allow people to report crimes, turn in criminals, collect bounties, and even ask to be recruited. Remnant controls most of Inside's defenses, but also controls Rapid Response Units capable of stopping fires, providing emergency medical aide, and even disaster relief to clean up debris and fix buildings and roads damaged by the day to day events of Inside.

    Squads of Remnants patrol the streets "every so often" and should anyone need one, can interact with them (Please check in OOC upon doing so, however).

    As a note, Low-Level Remnants can be Godmodded! They can be assumed to fight the fires that pop up, but can also be asked to provide basic information. This also means that they can be bribed for less well-known information such as someone's name and rank, or to look the other way for a small crime, such as theft. Anything more, please post in OOC in case there is something that needs clarified. The Remnants can be godmodded to be killed on occasion, but if it happens too fast, too often, one of the Remnant players may step in and RP it out. Once again, please post in OOC if you plan on killing a Remnant NPC.

    What is NOT Godmoddable:

    -Getting Security Codes
    -Accessing Secure Areas
    -Killing off more than one or two NPCs at a time, or killing a Named Remnant NPC/PC
    -Stealing Identities
    -Destroying Remnant facilities

    It is not impossible for these to happen, but with proper warning provided to a Remnant player, it can be RP'd out and attempted. However, it should be noted that only Low-Ranking Remnants can be Godmodded in this way.
    Warning! Random Encounter™ detected!
    The Eternal Game Nightmćre Stuff
    It doesn't matter whether you win or lose, just how awesome you look doing it.

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    Le Parc Vert

    Jace rolls his eyes.
    "How to put this in the simplest way possible. Uuuh..." "She's our roommate." interjects Zebes.
    "Yes. That. She lives with us. Was this about three months ago? Because ah, well, she used to be a hippogriff and was slowly turning into what you saw her as because she ate some chaos magic, and in an effort to calm down, well, basically just us and her boyfriend who found it...odd...she ended up with some sort of spell that made her only like that some of the time but with some...regrettable side effects while she was. She's gotten her chipper attitude back since she accepted everything." says Jace apologetically.
    "Uhm, yeah, and since some mistakes were made in that time it was the least we could do. Even though until she figured out size-changing the house really couldn't fit her well." says Zebes, embarrassed.
    Spako Highclaws by Ceika.

    [Sorry Boss, but as always, I get the last word.]

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    Default Re: Inside 61

    Le Parc Vert

    Kate takes a deep breath. "Well, it's nice to know she got that sorted out. Can you fix it? Can she fix it? What even is it?"

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    Le Parc Vert

    Jace shrugs.
    "It's just some chaos magic. I don't know what it does, and I don't think it's even possible to know what it does. Her powers are, at their core, random. But here, it's still around, let me try a dispel. Otherwise, she's gotten pretty good at reversing the effects of her rolls once they've happened."
    Jace waves a hand and tries to dispel the active chaos magic. Magic that's still "around" is generally much easier to dispel.
    Spako Highclaws by Ceika.

    [Sorry Boss, but as always, I get the last word.]

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    Default Re: Inside 61

    Le Parc Vert

    It works!

    ...oh, no wait, it's still on her. Despite the feedback feeling successful. That's annoying.

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    Le Parc Vert

    Jace frowns. Darn it Fortuna!
    "Yeesh, it's persistent. Well, none of her 'rolls' are really harmful, just annoying sometimes, as you've seen. You can probably just go and it's unlikely it'll do anything too bad, otherwise we can take you to see her. I mean, if she can eat the chaos magic out of Dice of Wonder she can probably absorb whatever power of hers she left lying around. "
    A beat. Zebes looks at him.
    [Yeah, but what if it turns into a Roll and ends up like what happened to us and Henry?]
    "On second thought, this could involve other people. Maybe we shouldn't wait." he says. From his expression, there's probably a story there.
    Spako Highclaws by Ceika.

    [Sorry Boss, but as always, I get the last word.]

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    Default Re: Inside 61

    Le Parc Vert

    "Other people? What?" Kate blinks. But does she really want to know? "Well, lead on, I guess?"

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    Le Parc Vert

    Jace sighs.
    "Well, sometimes her things can involve multiple people when they go off, and I have no idea if that little magic sitting in you could do that. In our particular example, well, uh...you show her Zebes, yours is less embarrassing." he says as he gets up, gesturing to her which direction they'll be heading in. Zebes grumps. "Wimp!" and hops down to the ground, whereupon he immediately grows into a Dragonite.
    "Gooon. Dra. <Wow it's warmer like this.>" says Zebes, scratching his belly.
    "Vic. Vic-tini. <That's because you're fat!>" says Jace, shaking his head violently and turning back to Kate to stop him from further speaking Pokespeak. "Pretty much everyone in the room ended up like that for a little while. Well, except most of us were a lot...smaller."
    he says, blushing slightly.
    Spako Highclaws by Ceika.

    [Sorry Boss, but as always, I get the last word.]

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    Default Re: Inside 61

    Le Parc Vert

    GAAAAASP

    Kate's eyes are wide open. It's a childhood dream come true! Kate's sudden urge to hug the tubby dragon is only barely squooshed. It's exactly how she imagined it, albeit this time around she was taller so there isn't quite the same level of HUG THE CUDDLY DRAGON Kate manages to not hug the dragon.

    "Dragonite was always one of my favorites!"

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    Le Parc Vert

    To be fair, at over seven feet tall Dragonites are generally taller than kids of all ages. Zebes giggles and holds out his arms. He knows that expression when he sees it.
    "Oh yes, the experience was very enjoyable. It's just that we didn't really expect it, and it would be bad if it happened to you and a bunch of strangers.
    That and half of the time when I do it I'm either swarmed by kids who are suddenly taller than me or piss people off because it's one of the 'new ones.' Whatever that means."
    he says.
    I don't think Zebes ever explained these games very well to Jace.
    Spako Highclaws by Ceika.

    [Sorry Boss, but as always, I get the last word.]

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    Default Re: Inside 61

    Le Parc Vert

    When invited, Kate gives in and goes for a dragonhug. After a bit, she straightens back up, trying to regain her maturity and dignity.

    "I lost track after the third Gen, myself. Wound up going into advanced schooling, and then I went into AI design and-no, I went to... I was going to go to college and then did not due to being sucked into the nexus." There. Got it right.

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    Le Parc Vert

    Hugging a tubby dragon is probably pleasant and warm.
    "Yeah, from what Zebes told me my other shape was Gen...four?" he says, turning to Zebes, who shakes his head. Jace has to turn away before trying again and repeating the process. "Five?" A nod. "Yes, five. And uh, having some trouble keeping your story straight?" he asks, curious.
    Spako Highclaws by Ceika.

    [Sorry Boss, but as always, I get the last word.]

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    Default Re: Inside 61

    Le Parc Vert

    "Uh, long story short, I died, and then me from an alternate world got sucked in, and now I have two sets of memories, and sometimes they get a little mixed." Even after Copi marked them, they still sometimes get mixed, but at least now it's easy to sort out.

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    Leaving Le Parc Vert

    Jace blinks.
    "Well, that sounds altogether unpleasant. But I suppose if we weren't physically different the same could happen to the two of us, but of course it's easy to pick out memories from the two of us. Besides, we were generally always in the same place after about five years ago." he says.
    Zebes really doesn't have that many interesting memories from before that point anyway.
    Spako Highclaws by Ceika.

    [Sorry Boss, but as always, I get the last word.]

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    Default Re: Inside 61

    Leaving Le Parc Vert

    "You two share..." That's an odd idea. "Is it a wizard and familiar kind of deal?" That's what might make the most sense. Either that or something weirder.

    "...it's more complex than that, isn't it?"

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    Leaving Le Parc Vert

    Jace and Zebes look at each other and shrug.
    "Sorcerer, but no, that's basically exactly what it is. Basic familiar soul-bond. Really no need to complicate that." he says with a shrug, as if matters of the soul were no big deal.
    Which of course he knows they aren't. He's shown that quite well.
    Spako Highclaws by Ceika.

    [Sorry Boss, but as always, I get the last word.]

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    Leaving Le Parc Vert

    "Oh. It's just that in my experience nothing can ever be simple... well, maybe that's an overstatement."

    Anyway, Kate will walk with them to... wherever they're going. She assumes it's either Jace's home or workplace.

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    Quote Originally Posted by FireFox View Post
    [Skyscraper]

    These punks think they can escape their own nuclear detonation, despite your teleblocking. Unless they are suicidal, completely insane, or controlled remotely we must assume that they believe whatever method they have to survive their bomb will enable them to survive yours.
    Tobias argues his case calmly yet quickly; time is of the essence. It will take weeks to sort through the rubble of a building that large. Even if you blow them all up, we won't confirm the kills for an extended period of time, during which we would have to spend time and energy watching for them in case they did escape. Not to mention the expense to clean up the surrounding blocks after the building comes down. Don't even get me started on asbestos, ma'am. I share your concern with acting before getting operational intelligence, but that also applies to your plan. Either way we need to go in, defuse the bomb, and get the hostages out before doing anything else. Finally, both I and my operative have more experience walking into fights with deities of unknown powers, gathering information on the fly, and then defeating them than anyone you have here. I have made a career out of killing gods by getting inside their OODA loops and then writing papers on competitive cognition, control theory, and tactical tempo. The fox-eyed king is convinced his way is the best and, if you believe his claims to professional experience, he may have a point. But he can't really argue against the Union's plan. It certainly is safer, if one accepts the consequences for using precision-guided munitions on your own building. Okay, I've made my argument. He checks his watch. We're halfway to the deadline. Your call, Vice Commander. What do you want me to do?


    The operative on the rooftop is surprised that she's not dealing with a UDN soldier. But it doesn't make a difference, she doesn't seem to be bothered by EI at least, so she continues to wait for go/no-go.


    [Skyscraper]

    "Very well. We'll go with your plan, but..." N'alae produces a pair of small transmitter devices. "You and your operative will be equipped with these for the duration of the operation, for extraction via the same method if something goes wrong. I can also provide a personal cloaking device if they're not currently equipped with one, although it will not be as effective as a full stealth suit." Then she conjures up a pair of...datapads? and offers them to Tobias. They seem to display maps of the building, with marked lifesigns updated as the satellite scans continue, for hostages and terrorist goons alike. "Maps and lifesign readouts. We have not been able to detect the nuclear device, meaning they've either shielded it or they're bluffing, and their lack of even standard anti-teleportation measures implies the latter. But we're not risking that going off based on a guess. If you or your operative manage to locate it, you are to mark its location on the datapads at the earliest opportunity.

    Get those to your friend, and we will begin the operation."


    [Street Barge Stratus - Gambling Hall]

    Post delayed pending conversation for clarifying somethin', but I didn't forget!
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    by Happyturtle and Ashen Lilies

    FFR Links:

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    Default Re: Inside 61

    [Hodgepodge Street]

    Sebastian's home is a few turns off the main thoroughfare, down to a narrow little sidestreet that slopes away underfoot along the curve of a steep hill, the buildings old and made of crumbling red brick. Squeezed together without so much as an alleyway, the whole row looks like one long flight of steps down to the green swathe of Crescent Park far below.

    And one of those houses is Sebastian's. Well, only the upper story, and only on rent, but home is home.

    The place smells of damp earth and flowers, with a somewhat threadbare carpet and earth-toned, comfortably worn furniture crowded into the small, low-ceiling'd rooms. It's noticeably lacking for modern comforts, besides the little television sitting opposite an overstuffed sofa. "Just set them anywhere, I don't have a proper bookshelf yet." Sebastian says, before adding, with a dubious glance at his scruffy companion, "And grab a comb. You're in desperate need."
    Last edited by ThirdEmperor; 2014-12-21 at 06:36 PM.
    Meese Mobster by smuchmuch.

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    Hodepodge Street

    Taine was sitting on Sebastian's shoulder with the books on his lap. He'll do a bit of a controlled fall as he drops them on the floor by the door. Then he flutters over to the sofa, laying down. Luckily, demons don't shed like dogs.
    "In need of what?" he asks, confused.
    Spako Highclaws by Ceika.

    [Sorry Boss, but as always, I get the last word.]

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    Default Re: Inside 61

    [Hodgepodge Street]

    "Grooming." Sebastian says, ducking into the tiny bathroom and returning a moment later to throw a plastic comb to Taine. "You may as well look presentable. Never hurts. Now, I've got to find something." And then he's off into another room, presumably his bedroom, leaving the poor imp to puzzle out the strange instrument of hair care.

    A comb is a very strange thing if you don't already know what it is.
    Meese Mobster by smuchmuch.

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    HodgePodge Street

    The imp's response is to look rather insulted, sputtering a bit.
    "What? Grooming? There's nothing wrong with my hygiene! You saying I have fleas? 'Cause I don't. Master Tep would kill me if anyone brought those into the workplace!" he says testily.
    It seems he understands what grooming is, just in the practical sense only.
    Spako Highclaws by Ceika.

    [Sorry Boss, but as always, I get the last word.]

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    Default Re: Inside 61

    [HodgePodge Street]

    "I'm saying your hair is a mess." Sebastian shouts back, over the noises of various detritus being rearranged. A moment later he sticks his head out, with a dangerously irritable expression. "And I can't help but notice the imps at the shop combed their hair. Now, hurry up or I'll have to do it." His tone suggests that would not be a happy outcome. It might even involve curlers.
    Meese Mobster by smuchmuch.

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    Default Re: Inside 61

    HodgePodge Street

    The imp seems unafraid of the young man.
    "What do you mean, 'their?' Exar was the only imp there!" unless he's counting Tep, which would be a dangerous thing to do.
    "You can't make me change my appearance! I didn't sign up for that. Besides, this thing is huge. I couldn't get my back or even my front very well with this oversized thing even if I wanted to. So there."

    Well, technically Taine is required to help Sebastian in any way he's able once the mortal begins the quest. So, technically since Sebastian is preparing for it right now, he can invoke the contract. Which would not be very pleasant for the imp.
    Spako Highclaws by Ceika.

    [Sorry Boss, but as always, I get the last word.]

  25. - Top - End - #25
    Bugbear in the Playground
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    Default Re: Inside 61

    [HodgePodge Street]

    Sebastian scowls. "Oh yes, I do believe you did. Read your contract." And the door closes, on a rather final note.
    Last edited by ThirdEmperor; 2014-12-22 at 12:19 AM.
    Meese Mobster by smuchmuch.

  26. - Top - End - #26
    Ogre in the Playground
     
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    Default Re: Inside 61

    HodgePodge Street

    Taine stiffens and picks up the comb, but sadly he wasn't kidding about the size. It really is unwieldy in his tiny hands. When Sebastian gets back the imp won't be in much better shape, since needing two hands to use the thing pretty much means he can only reach his wings and legs decently, and since he's never actually done this before he has, quite frankly, no idea what he's doing, and isn't really doing much besides sort of rubbing himself with it, which obviously not how it's supposed to work.
    Spako Highclaws by Ceika.

    [Sorry Boss, but as always, I get the last word.]

  27. - Top - End - #27
    Bugbear in the Playground
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    Default Re: Inside 61

    [HodgePodge Street]

    When Sebastian returns, he's got a leather satchel strapped to his waist and a hunting rifle slung over his back. It's a nice little antique, if not quite the type of firepower common in the Nexus - scoped, with polished oak for the stock and twisting ivory engraved on the body and down the lever for the action. "Well, it's a start." He comments, setting down on the arm of the sofa. "But not quite. Here, give me that." He holds out his hand for the comb.
    Meese Mobster by smuchmuch.

  28. - Top - End - #28
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    Default Re: Inside 61

    HodgePodge Street

    Taine suppresses embarrassment and sheepishly hands the comb to the young man, eager to get the awful thing out of his hands.
    Spako Highclaws by Ceika.

    [Sorry Boss, but as always, I get the last word.]

  29. - Top - End - #29
    Bugbear in the Playground
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    Default Re: Inside 61

    [HodgePodge Street]

    "It's a comb, not a torture instrument. Just hold still." Sebastian does, however, exercise some restraint as he sets about trying to make something of the imp's scraggly fur. The comb isn't quite the right tool for the work, but he should at least manage to untangle the demon. "There. Fit for the lap of high society." He pronounces, a little generously.
    Meese Mobster by smuchmuch.

  30. - Top - End - #30
    Ogre in the Playground
     
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    Default Re: Inside 61

    HodgePodge Street

    Taine, much to his chagrin, sits quietly and lets the mortal do his terrible work. Though once it's over he's quick to go back to crossing his arms and pouting.
    "Like hell I'll be sitting on someone's lap!" he mutters irritably.
    Spako Highclaws by Ceika.

    [Sorry Boss, but as always, I get the last word.]

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