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    Ogre in the Playground
     
    Deathkeeper's Avatar

    Join Date
    Sep 2012
    Location
    Definitely lost
    Gender
    Male

    Default Inside 66: Order up!

    Current Events: Mid-winter is sick season! Watch out or you might catch colds, flu, or harpy pox!

    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:Intersection. Please remember when doing any plots or large events, that even though it has it's own thread, Intersection - 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
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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: Halae, 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: Ashen Lilies, 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 Ashen Lilies 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
    Show
    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
    Show
    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: Gulaghar, Grey Zone)
    Spoiler
    Show
    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
    Show
    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
    Show
    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
    Show
    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
    Show
    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
    Show

    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
    Show
    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.)


    Intersection HQ- LordDeathkeeper

    Recently re-branded, this large but basic structure serves as the new HQ for Intersection, separate from previous Remnant associations. It's well-guarded but given a nice blue-grey paint job and is meant to look more personable and comforting than the stark look of the Empire. It is reasonably, but not heavily guarded. This building is where deputized Intersection groups may seek out the chief of police, Nick Richards.


    Inside's Defenses and RemnantIntersection
    Spoiler
    Show


    Defenses
    Spoiler
    Show

    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 Intersection. These include things from Emergency Bunkers, Relief Stations, Anti-Aircraft Cannon, and the like.


    Intersection
    Spoiler
    Show

    As stated before, Intersection 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 now has again become Insides's police force containing members from Remnant, the Altaran Irregulars and other Revived Empire units, and consists of hundreds of men, women, elves, ponies, bugs, indescribable organisms, 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 Intersection 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. Intersection 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 Intersection 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 Intersection officers 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 Intersection grunts can be godmodded to be killed on occasion, but if it happens too fast, too often, one of the Intersection players may step in and RP it out. Once again, please post in OOC if you plan on killing a Intersection 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 Intersection NPC/PC
    -Stealing Identities
    -Destroying Intersection facilities

    It is not impossible for these to happen, but with proper warning provided to a Intersection player, it can be RP'd out and attempted. However, it should be noted that only Low-Ranking Intersection officers can be Godmodded in this way.
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    Default Re: Inside 66: Order up!

    Quote Originally Posted by Earl of Purple View Post
    Alleyway

    "I do not remember the buildings of where I was born. I know what certain types of building are, but... Not how I know. If they are large, well built and ornate, more like this tower than this one" motioning to the marble and then the concrete, "I should find them attractive at least." She can't remember her taste in architecture.
    "I should hope so - they are my home, after all." Keiko sighs and looks up towards the sky. "But this is a discussion for another day, I fear. Home is as of yet not in my grasp. In the meantime,
    perhaps we should find lodging. I am comfortable sleeping outside, but I would not force the same onto you."

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    Default Re: Inside 66: Order up!

    Alleyway

    "Lodging would be a good idea. But... I have no money, and I do not wish to trouble you with charity. I shall pay you back, I promise." She looks around, but she can't tell how dark it is- part of her power grants her improved night vision, so at the moment it's as bright as day to her eyes.
    Terrowin Avatar by HappyTurtle. Much thanks!

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    Default Re: Inside 66: Order up!

    Quote Originally Posted by Devixer View Post
    "Wouldn't you like to know?" Cassidy's already compromised, she's not going to risk revealing anything about her identity, and especially her organizational ties.

    Once Cassidy sees the big creature with the riot shield, gears start to slowly turn in her head. She was outgunned and outmanned, but these punks still barely knew anything about her abilities. She decides to let the thing come to her, for now.
    [Run Down Street - Red Zone]

    The big hog-woman simply comes up and attempts to shoot her with her gun then. She fires the gun repeatedly, all while moving towards Cassidy, trying to force her against the wall with the shield.

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    Docks => Main Gate

    It was far from an unusual sight for The Porkchop Express, a wide and low barge of extreme size to slowly come floating in to dock. The surface of the barge was nearly empty and ready to pick up its bi-monthly load of scrap metal from the local junk yards. It was a little earlier than usual though but perhaps the semi-truck and trailer on the surface of the barge was the reason. The trucker-capped driver gives a wave to the captain of the vessel before pulling off of the ship and slowly making its way to the city proper. If the trucker is stopped, he has a manifest detailing a load of old tires to be delivered to a recycling facility outside of the city on the opposite side. If the truck is searched, that's exactly what they'll find as well. The back is filled to the brim with dozens of old rubber tires of all shapes and sizes, ready to be shredded and turned into sneakers or playground padding or whatever else the geniuses could come up with.

    After the inspection, if there is one, the battered and slightly rusted truck makes its way through the meandering streets of Inside towards the main gate. He drives the entire way with his window down, listening to whatever music he could get on that old radio of his, and every so often he takes a sip of coffee from a thermos until he finally approaches the gate. The moment he begins to cross the threshold however, a series of loud pops can be heard as his front left tires blow, causing his truck to swerve dangerously into oncoming traffic. He nearly hits another semi-truck but swerves back out of the way only to twist his truck in a dangerous jacknife. His truck screams as it skids to a stop alongside the right side of the road. White-hot sparks fly from the rims as they scrape on the road, but when it comes to a rest the trucker kicks his door open and leans back, clutching his chest.

    The other semi-truck, yellow, had to swerve onto the opposite side to avoid the collision, but this driver had been skilled enough or lucky enough to avoid the dangerous skidding. A blue-skinned elf leans out of the window, looking over at the man before popping her truck into park after getting it on the side. "Hey! You a'ight?" She shouts. When there's no answer, she hops out of the truck and dashes across the road when there's a gap in traffic to scamper up to the man. She helps him out of the truck, but the man looks a little pale and there's a nasty gash on his forehead. Seeing the blood, the elf props the man up over her shoulder for support and waves at any present Intersection officials near by. "HEY! This guy's hurt! We need a doc!" She shouts as she starts to help haul him away from the road.

    Behind them, thick black smoke starts to billow from beneath the truck. It looks like the sparks may have caught something on fire, and if those tires ignited it'll be hell to put it out.

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    Default Re: Inside 66: Order up!

    ((Sorry for missing this post for so long! You could have said something.))

    Quote Originally Posted by Morty View Post
    [Message's Shrine]

    Dorota takes a deep breath.

    "Yes. I'm not sure about many things, but I'm sure about that. I can't imagine ever not being an alchemist. So if I have a purpose... it has to be that."
    That wasn't exactly what the goddess meant. But it sounds like it's progress all the same.
    "How did you come to be an alchemist?"
    ~Inner Circle~
    Quote Originally Posted by Raz_Fox View Post
    He takes normality and reason and turns them UP TO 11!
    Quote Originally Posted by Anarion View Post
    Recaiden, stop using your mastery of the English language to confuse the issue.
    Echidna by Serpentine

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    Default Re: Inside 66: Order up!

    Main Gate
    The accident has attracted some other attention. A middle-aged man in a tattered brown coat, with long hair and a full, unkempt beard approaches the scene. There's something suspicious about the way that truck crashed. How in the world did both left front tires blow at the same time? The man walks up to the wrecked truck, the pack on his back rattling with all the junk that fills it. He asks the elf,
    "Need any help?"
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

    Quote Originally Posted by William Shakespeare, King Lear, IV.i.46
    'Tis the time's plague, when madmen lead the blind.
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    Default Re: Inside 66: Order up!

    Front Gate

    The elf looks up at the man and gives a thankful nod. "Please, get his other side and let's drag him away from the truck. When that burns, it's going to be a bad deal." She points out, looking over her shoulder at the black smoke that's only getting worse. It was quite obviously tires that was burning as the distinctive smoke begins to obscure everything near the gate, but with the man's help the elf and the trucker will be out of the way shortly enough.

    Once he's dragged out of the way, the elf looks the trucker's head over before giving a hiss at the gash. It was shallow and clean but quite bloody and painful looking. "Dunno what he hit, but that's gonna leave a nasty scar. Ya wouldn't happen to be able to use a bit of healin' magic or have a potion or somethin' on ya, would ya?" She asks.

    The man on the ground however just shakes his head and sits up, wiping the blood off of his forehead on his sleeve. "Nah, look. I'll be fine, Jus' a scratch, right?" He asks before grinning. "Gotta admit the jacknife got me a bit worried, but I pulled it off well." He admits, taking a look at the wrecked truck. With a shake of his head and a click of his teeth out of annoyance, he turns back to the newcomer and offers him his hand to shake. "Marcus of the Scourge, pleasure to meet ya. I see you've already met my wife, Tallar."

    When he finishes his introduction there's a hiss of hydraulics not from just his truck but the sea-elf's as well. Six heavy steel spikes launch downward from the underbelly of each of the semi-trucks, anchoring them on either side of the road. It's easy to miss the sight of it due to the smoke, but the sound of steel piercing through asphalt is fairly distinctive. Neither of the drivers seem concerned in the least, even as engines can be heard roaring through the smoke as they come closer.

    And with the engines, music can be heard as well, sang by a rather coarse voice ill-suited for such a task.

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    Default Re: Inside 66: Order up!

    Front Gate
    "Wayne. You planned that crash?" The sounds from the trucks are suspicious, just like everyone else here. If Wayne had a bit more sense, he'd be running, but one does not become a superhero without some level of foolhardiness.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

    Quote Originally Posted by William Shakespeare, King Lear, IV.i.46
    'Tis the time's plague, when madmen lead the blind.
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    Default Re: Inside 66: Order up!

    [Message's Shrine]

    Dorota relaxes a little and begins to tell an old story.

    "I was born in the old, crumbling city of Bożyniec," she says. "As the daughter of an innkeeper. He wanted a son, but only had daughters. He wanted to keep me around as help, or marry me off... but I' would always hang around the scholars' quarters, trying to find out what I could. I had no hope, but... I was approached by someone from the guild of alchemists. They were eager for new blood, since their guild isn't very respected among the magicians' caste. My father's misgivings were silenced by a fat pouch of silver and the alchemists made sure the records showed I belonged to their caste. And I began to study."
    My FFRP characters. Avatar by Ashen Lilies. Sigatars by Ashen Lilies, Gullara and Purple Eagle.
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    [Curious Curios]

    "Not yet. There's some standard stuff. Barkskin, natural armor. But that's just what I need, more scales." She sighs.

    Sam will spot a pin, it's an enameled black cat with wide yellow green eyes. The card in front of it declares it to be "Pin of Cat Affinity" it goes on to read that it grants low light vision, silent step, and the ability to talk with cats.
    ~Amor Vincit Omnia~
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    Message listens, thoughtful.
    "You were curious. And the alchemists recognized it. Keep following your curiosity."
    "You know, if there had been a plan, your father and the guild would have been all complicit in going against it."
    "Now, here you are, so I imagine your studies went well. Did you get the guild the respect it was looking for?"
    ~Inner Circle~
    Quote Originally Posted by Raz_Fox View Post
    He takes normality and reason and turns them UP TO 11!
    Quote Originally Posted by Anarion View Post
    Recaiden, stop using your mastery of the English language to confuse the issue.
    Echidna by Serpentine

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    Front Gate

    The two truckers laugh at the suggestion that they were the ones who came up with the plan and eventually shake their heads in unison. "Nah, see, that was our boss. We just did as asked." Marcus says as he lets go of the handshake. He reaches up to wipe his forehead with his other hand before pausing, as if remembering something. "Ah. Right." He states to himself before picking a razorblade out from between his fingers and tossing it behind him. "Old wrestling trick if you ever need a cut." He remarks as the roar of engines comes closer.

    Suddenly, with loud whoops and hollars, over a dozen heavily armored motorbikes break through the smoke. They look geared for war given their heavy armor and spikes, but instead of any real guns, they are armed with nets launchers and harpoons cannons. Each bike has a single driver and several large pouches that are currently empty. They split apart in groups of 4 and weave their way through traffic with well practiced ease before each group goes their separate ways.

    Right behind them, there are several large armored trucks that roll through the gate as well. Each one has an armored prow on the front, and while they are going at a fair pace, they stay slow enough to avoid anything in their way. If there's too many vehicles though, they use the prow to push them aside. Behind it all, the person singing finally makes her appearance.

    The first of her that Wayne will see is a large beast that could easily be mistaken for an overgrown wolf. This "overgrown wolf" however, stood taller than a Clydesdale horse and was easily twice as wide. His head, chest, back, and shoulders were heavily armored with bony growths that spiked up out of his blue-white coat of fur. The tire smoke doesn't seem to marr the fur at all for he brings a gust of icy wind with him that smells of glaciers and stone. On top of him sat a seven and a half foot tall silver-armored figure. Her shoulders are broad and even without the armor she would be an incredibly intimidating being. A wolf-head helm obscures her face, but it only serves to amplify her terrible singing. The wolf pads up slowly to the truckers and Wayne, where the rider inclines her head. "You have done well, though I had not been aware that the plan included wrecking your truck. Either way, hop on board. You know the rules. You lag behind, you stay behind." She warns the married couple while utterly ignoring Wayne himself.

    Unless otherwise prevented, the two drivers will hop onboard one of the passing trucks.

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    [Message's Shrine]

    "I think I did," Dorota says. "The guild was... a bit reinvigorated by the inclusion of a young, ambitious person. I did as much as one woman could. And I know they would have gone against the gods if there really is a plan. That's my whole dilemma."
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    "You've done well, and you've done good. I mean, the guild got its inspiration, you got a better life, your father got financial support." Message confirms.
    "The lemmas look different to someone with my past. If there is no plan, you have to make your own choices. If there is a plan, but it commands the path for you to walk, it isn't worth following. One more question. You mentioned that some of your people turned to other gods. Why follow the plan of your priests, and not others?"
    ~Inner Circle~
    Quote Originally Posted by Raz_Fox View Post
    He takes normality and reason and turns them UP TO 11!
    Quote Originally Posted by Anarion View Post
    Recaiden, stop using your mastery of the English language to confuse the issue.
    Echidna by Serpentine

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    Front Gate
    The mysterious thing is that Wayne has disappeared in the chaos, leaving no evidence as to where he might have gone. However, a figure appears out of the fog, a man wearing a rubber mask in the shape of a rat's face and a ski mask, completely covering his face. He wears a brown trenchcoat and heavy rubber boots. He has a penknife in his right hand and a tin can in his left. He speaks, his voice familiar but hard to place. What is going on here!? Who are you people?"
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    Quote Originally Posted by William Shakespeare, King Lear, IV.i.46
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    [Message's Shrine]

    "I've never considered it, really," Dorota admits. "My wife and I got married in the temple of Inari, but that was just because it's a nice place for it. It's less about worship and more... certainty?"
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    Arkham Street Interaction Wanted
    Tethrik, a four-armed, green-skinned demon is wandering the area, looking vaguely confused. His bladed upper arms clack together occasionally as he looks around. This looks like the sort of place I'd find a library with books about alchemy, but I don't see any signs. If someone passes by, I'll have to ask for directions.
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    Quote Originally Posted by William Shakespeare, King Lear, IV.i.46
    'Tis the time's plague, when madmen lead the blind.
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    Quote Originally Posted by Earl of Purple View Post
    Alleyway

    "Lodging would be a good idea. But... I have no money, and I do not wish to trouble you with charity. I shall pay you back, I promise." She looks around, but she can't tell how dark it is- part of her power grants her improved night vision, so at the moment it's as bright as day to her eyes.
    Keiko shakes her head. "Please, do not worry over much about paying me back. I am not so concerned with material wealth that I will overlook someone in need." The sky hasn't gone completely dark yet, but the sun is setting, bathing the sky in red and orange light.

    Quote Originally Posted by Shadowcaller View Post
    [Run Down Street - Red Zone]

    The big hog-woman simply comes up and attempts to shoot her with her gun then. She fires the gun repeatedly, all while moving towards Cassidy, trying to force her against the wall with the shield.
    Cassidy dashes forward in a serpentine pattern, before jumping right on the big woman's riot shield - how she has balance like that is anyone's guess, though it probably has to do with her adept powers. She levels her pistol at the goon's face before firing two shots and jumping away again, hoping to make it out of KABAL territory. She was brash, not stupid. She knew she was outgunned here.

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    Quote Originally Posted by Morty View Post
    "I've never considered it, really," Dorota admits. "My wife and I got married in the temple of Inari, but that was just because it's a nice place for it. It's less about worship and more... certainty?"
    "It is a nice place." Message agrees. "You can be certain about Inari - I've met her, even. You can be certain about me - right in front of you. You could be certain about your work and your wife. But the gods of your people, you might never know one way or the other. So do consider it. You might find something else that speaks to you during your investigation, if you're open to it. And certainty isn't really the point of us, you know?"
    Last edited by Recaiden; 2018-03-02 at 10:42 AM.
    ~Inner Circle~
    Quote Originally Posted by Raz_Fox View Post
    He takes normality and reason and turns them UP TO 11!
    Quote Originally Posted by Anarion View Post
    Recaiden, stop using your mastery of the English language to confuse the issue.
    Echidna by Serpentine

  21. - Top - End - #21
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    Quote Originally Posted by UncleWolf View Post
    Front Gate

    The two truckers laugh at the suggestion that they were the ones who came up with the plan and eventually shake their heads in unison. "Nah, see, that was our boss. We just did as asked." Marcus says as he lets go of the handshake. He reaches up to wipe his forehead with his other hand before pausing, as if remembering something. "Ah. Right." He states to himself before picking a razorblade out from between his fingers and tossing it behind him. "Old wrestling trick if you ever need a cut." He remarks as the roar of engines comes closer.

    Suddenly, with loud whoops and hollars, over a dozen heavily armored motorbikes break through the smoke. They look geared for war given their heavy armor and spikes, but instead of any real guns, they are armed with nets launchers and harpoons cannons. Each bike has a single driver and several large pouches that are currently empty. They split apart in groups of 4 and weave their way through traffic with well practiced ease before each group goes their separate ways.

    Right behind them, there are several large armored trucks that roll through the gate as well. Each one has an armored prow on the front, and while they are going at a fair pace, they stay slow enough to avoid anything in their way. If there's too many vehicles though, they use the prow to push them aside. Behind it all, the person singing finally makes her appearance.

    The first of her that Wayne will see is a large beast that could easily be mistaken for an overgrown wolf. This "overgrown wolf" however, stood taller than a Clydesdale horse and was easily twice as wide. His head, chest, back, and shoulders were heavily armored with bony growths that spiked up out of his blue-white coat of fur. The tire smoke doesn't seem to marr the fur at all for he brings a gust of icy wind with him that smells of glaciers and stone. On top of him sat a seven and a half foot tall silver-armored figure. Her shoulders are broad and even without the armor she would be an incredibly intimidating being. A wolf-head helm obscures her face, but it only serves to amplify her terrible singing. The wolf pads up slowly to the truckers and Wayne, where the rider inclines her head. "You have done well, though I had not been aware that the plan included wrecking your truck. Either way, hop on board. You know the rules. You lag behind, you stay behind." She warns the married couple while utterly ignoring Wayne himself.

    Unless otherwise prevented, the two drivers will hop onboard one of the passing trucks.
    As the armored trucks start down their paths, an individual clad in white robes with a hood pulled low to cover her face quietly steps out in the middle of the path of one truck. Looks pretty harmless, right? Well, the golden feathered wings sticking out of holes in the back of the robes and one or two well-concealed but by no means invisible creases and bumps beneath the robes that suggest this individual is rather well-armed might cause an observer to reconsider that assessment. That and the fact that this individual is rather tall as well, though very much dwarfed by the armored truck she apparently intends to face off against.

    "You're not welcome here. Call off this attack and go back where you came."

    Her wings spread wide as a faint aura of pale yellow light envelopes her. Ithuriel lowers her hood, shaking her long blonde, almost golden hair to one side. Her face possesses the typical youth and vigour afforded to an angel, though she's extremely pale-skinned. Her purple eyes stare up at the truck with an almost feral, excited look, as if she'd really, really enjoy it if they didn't back down. One hand reaches down and brushes the white cloth of her robe to one side, gripping the hilt of a sword and revealing a flash of gleaming white metal armour beneath.

    "Otherwise I will have to bring your vehicle to a halt, by force if necessary." Her voice rings out clearly over whatever din the truck is making, carrying with it a certain degree of divine authority. For what little good that will do. "And I should warn you, I've been known to get a little carried away if I have to resort to violence."
    Before you criticise someone, walk a mile in their shoes. That way, when you criticise them, you'll be a mile away and you'll have their shoes.

  22. - Top - End - #22
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    Front Gate
    The man in the rat mask nods to Ithuriel. "Nice to have some help. I need a hand free. Catch!" He throws her the tin can, then draws a coil of rope from beneath his trenchcoat.
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    Quote Originally Posted by William Shakespeare, King Lear, IV.i.46
    'Tis the time's plague, when madmen lead the blind.
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    Alleyway

    "Very well; I shall accept your charity." Makuro nods slightly, though she's not particularly happy with the arrangement. "Do you know where to find a place to stay?" Makuro doesn't.
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    [Message's Shrine]

    "Maybe it's not. And maybe the search is worthwhile in itself, even if I don't finish it," Dorota says. "It's like with alchemy. No one has ever managed to achieve the purity of form that's supposedly the end goal... but what we do make still has great worth." She bows her head. "Thank you, Message, for all you've told me."
    Last edited by Morty; 2018-03-02 at 04:14 PM.
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    "Official warning: don't get too caught up in the search."
    "That said, I'm glad to help. I hope you do find something worthwhile along the way."

    Message vanishes in the next instant, without a trace, and the candles get a little brighter.
    ~Inner Circle~
    Quote Originally Posted by Raz_Fox View Post
    He takes normality and reason and turns them UP TO 11!
    Quote Originally Posted by Anarion View Post
    Recaiden, stop using your mastery of the English language to confuse the issue.
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    Alleyway

    "I confess that I do not; I am but a recent arrival to this land as well." Keiko looks out of the alleyway. "But I am sure any innkeep will accept coin or barter for a night's lodging."

  27. - Top - End - #27
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    Quote Originally Posted by Artemis97 View Post
    [Curious Curios]

    "Not yet. There's some standard stuff. Barkskin, natural armor. But that's just what I need, more scales." She sighs.

    Sam will spot a pin, it's an enameled black cat with wide yellow green eyes. The card in front of it declares it to be "Pin of Cat Affinity" it goes on to read that it grants low light vision, silent step, and the ability to talk with cats.
    [Curious Curios]

    Sam's eyes light up.
    "Oh, what about this one? It makes you silent. Useful for skulking around creepy castles, right? And petting cats, apparently." he suggests cheerily to her. He likes cats. But he's not sure if he's allowed one.
    Spako Highclaws by Ceika.

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

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    Alleyway --> Finding Lodging

    "I do not know what skills I have to barter with. What do gymnasts do when they aren't being gymnasts?" Although Makuro does have slightly enhanced strength, though not as much as her reflexes or flexibility. The strength and flexibility add to enhanced speed, though all in all she's not really a brute.
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    Barbarian in the Playground
     
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    Finding Lodging

    "I was more referring to the bartering of my possessions. But we are both able in body. I'm sure work can be found for those as strong as us." Keiko can't read the strange signs on the vast majority of these buildings, but surely there's some cheap motel that they will recognize.

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    Finding Lodging

    "I have no possessions, and I'm not willing to give away my clothing." Fortunately, Makuro recognises the English alphabet, and will point out anywhere that looks interesting.

    As I came up with their last destination in Peaceview Park, I think it's your turn.
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