Topic: .Places, Buildings, Settings, Etcetera.

Necromesh

Date: 2008-01-06 19:55 EST
((Here is a place to put ridiculously detailed descriptions of places or non-player characters the threads use. Just in case people want to get into that kind of thing. Cause I think it'll be useful, at least to me, and some others... Yup.))

Necromesh

Date: 2008-01-06 20:04 EST
Skid?s home? It's in a generous outcropping of rocks in a not-so-clear clearing at the base of one of the mountains deep within the southern woods. Large fields of odd, white flowers known as Tufts surround the entrance, remaining about knee-high throughout, but growing higher at a sharp incline right before the entrance, rendering the rock wall all but impossible to see.

Inside, it opens up into one main cavern, about thirty feet in diameter, which heads off in three directions. The right takes you to Skid's vault caverns, the left to the living areas, and the central path takes you at a steady downward incline for about a quarter mile before opening up into one hell of a big cavern. Within here rests Skid's most prized possession; his piano collection. The player piano is immediately to the right in the opening. He spends hours at the thing, head pressed up against the wood while it hammers out tunes from the fed pieces of paper.

In the vault caverns, there are different treasures (mostly random valuable things he?s collected or stolen, some junk too) and materials in different caverns. Like, gold trinkets in one, silver in another, precious stones in another, weapons, alchemic stuff, preserved limbs, etc... Anything he would collect. There?s even one cavern filled with slugs that produce a unique sort of mucous that allows precious stones to crystallize and form upon their bodies. At the far end of these caverns rests a small laboratory, used by one of Skid's... Associates. Stay away from it if you value your eyebrows or your genetic stability. As far as the living caverns go, there are about ten or fifteen extremely small caverns, and three or five medium to large ones. Only the large ones have any stuff in them...

One is the bedchamber, filled primarily by the monstrous bed fashioned from obsidian. It's kind of a theme. Another is the 'hanging around' room, filled with the most comfortable surfaces imaginable, since Skid tends to like collecting and amassing things of a comfortable nature and of course, he would want them nearby at all times, and the last is Skid's personal pet project. It?s a mile deep into the tunnel he?s burned out, at the least. There IS a mine cart to get there. It's more of a couch on tracks, but whatever. It's all done up on magnets, to going from one end to the other only requires an initial push. He's recreating a three-story "Humanesque" industrial-style home kind of thing. It's not done yet, but it's got rooms, lights, and energy sources. No stuff in it, some doors, and cement stairs. Another room in this winding maze is that of his Son. It's fairly large, filled with useless knick-knacks, and has an obsidian bed (big surprise) with a mattress upon it one could use to slip into a coma. It's quite comfy. All the smaller caverns are close enough to each other that they could be hollowed out into larger ones with the others, but Skid doesn't see any point in it. He?s making the building thing more on a whim than anything else, but it's getting done so slowly because he only works on it when he's REALLY bored. Pity, right? The only other notable thing is a gateway that opens directly into a Hell Dimension, but that's in a very, very, *very* well-sealed room. No need to fuss.

There are gates blocking off all three pathways; a huge sliding stone slab over the middle one, which camouflages when it's down (seeing as it's made of the actual slab of wall that used to be there), a huge metallic vault door blocking off the caverns where he keeps a sampling of his various treasures and garbage, and two big obsidian double doors to the living caverns. The obsidian doors slide open like they weigh nothing, but they're a b*tch to break into if they get sealed. It's more or less, well, no, it IS cutting through three solid feet of obsidian once they lock into place. The vault actually only opens up through a side door that's hidden and sealed with a complex and nonsensical lock, and the slab only goes up with Skid's unique touch, so to speak.

He has a Chaotic ward system in place; He made it up himself since he doesn't know how to make any specific wards or properly use magic, so he found all the different magical signatures he could, plus his own Draconic and Daemonic ones, ruined technology with his experimenting in boosting the thing, and formed this sort of multi-aphasic ward that renders the place more or less in the same state of perpetual sh*t the West End is always in.

Hina

Date: 2008-03-21 00:45 EST
?Mushi Mushi!? Is usually what you hear upon entering this fairly quaint shop. Provided the shop sign says ?Open?. Think of the shop in this way.

Cherry red wood floors warm the shop?s main room as the door opens to allow entrance. A pen around the bay window is filled with stuffed animals, alive stuffed animals, and quite the cuddly bunch as well. In front of the pen is a counter with a quite comfortable chair behind it. A fish bowl is on the counter and a feathery fish inside swims about, a deck of cards, and of course the till. In the corner of this room there is a large round dog bed, occupied by none other then the shop?s dog, Jake. A massive dog roughly two thirds Hina?s size. Honestly, he?s like a bull in a china shop inside the knick knack and jewelry shop. Two doors lead away from the main room, one opposite the entrance door and one on the wall right next to it. There is also a set of stairs leading up and to the quarters of the shop meant for the shop owner?s living.

In the office there is a simple desk and chair where Hina does her paper work. There is one door connecting two shops together and the second shop is DawnSteel Smithing. A trap door rests in front of the desk and is un able to be opened unless the password is known by the opener. Another item is a chair in a bubble that only seems to do anything for Hina and two others; it usually just sits there while the shop Mistress is busy. Also in the room is a vault which only seems to appear when Hina is looking for it.

The Oasis is what the trap door leads to. A black sand beach with naturally warm waves of water. On the beach is a porch with a fire pit, chairs, a old 1900?s radio, think of one of those monstrously big radios that were the first ones ever. Palm trees galore with oddly colored birds, animals, and land, all life are tame and peaceful. The sky scene is the sunset where the stars are coming out, moons (All three of them) are glowing, and planetary rings glitter in the sky.

Hina?s room, which is up the stairs and to the left is fairly simple and small. There?s a bathroom attached with a common set of tub/shower and of course toilet and sink. There?s the closet, that?s doors fold out for Hina to get to her clothes in and out. A desk in the corner of the room is where she spends most of the evening hours recently, doing last minuet paper work and writing in her journal. On the desk is a lamp, two note books, a vase of flowers, and a tri fold picture frame. The pictures are one of Teshid, her son, one is of Ren and her sisters Hitomi and Hinata, and the last frame holds a picture of Skid; pretty much her family. On the wall behind the desk is one of her favorite pictures, blown up. Bree in her show girl dress, and her beloved blade, Dawnsteel. How she loves Bree and misses her nymphy ways. Against the window is the bed riddled with blankets of silk, a feather comforter, and a feather pillow or two also covered in silk. It?s usually not made unless thrown together because of company.

The room to the right of her room is usually shut and locked, but when its opened it reveals her son?s room. It is obvious that this room has been enchanted by Hina and all her family for the newest family member. The bed is a massive bed set in a dragon frame, it moves and flies too, the coosh of the bed is made more like a trampoline, better for bouncing, Ren?s idea. There are enlarged living toys made by Skid for what ever Tes wants to do with them, from riding their backs to holding onto them as they climb the rope ladders on one side of the room going up to a secret hide away. There?s a mountainous slide that spirals and loops down to a ball pit that wraps the room like a mote. In the middle, usually below where the bed hovers, is a play ground with slides, tunnels, black sand box, and well a jungle gym. A train that moves around the room is a toy train that is big enough to hold Tes and his whole family to their destination. The whole room is painted to look like a space scape with stars, nebulas, and planets that move on their own. There?s the occasional super nova and meteor shower, but it never does damage to the room. Of course there?s always room for improvement on the room. Outside the bed room and on the door is a plaque with the simple engraving, ?Teshid?, signifying the owner.


Necromesh

Date: 2008-03-21 03:47 EST
The offices of Jester Entertainment Systems {J&J Underground} reside in a fairly out-of-the-way patch in the Marketplace. The front of the building looks like a simple shop. Grey shades overshadow the several barred windows in its front, and a massive metal door stands in its center. The door is simple to open; gliding on its hinges like it weighs less than nothing. The sign over top of the door is in a jagged black text, quite exciting for those font enthusiasts.

Once inside, the short, grey-carpeted hallway leads to a main office. A section for waiting, filled with ridiculously comfortable chairs and the best of reading materials, resides nearest the entryway. A small wooden divider wall keeps the cubicles of the by and large female employees from the waiting room. These employees assist less interesting client?le with party planning, as the most interesting are always sent to the stairs for Skid or Abby to deal with. A desk, always manned by a woman, rests at the forefront of the wall and is littered in forms and paperwork. There?s also a phone somewhere on the desk, but it?s usually covered up.

Beyond the cubicled room lies a set of stairs, which lead to the second floor. Private offices are marked by doors on the outside wall of the hallway, and one door marks the office of the Jester on the inside wall. It?s basically a big square. The offices are used mainly by the heads of different branches of planning or supplying, but there are several that are kept either in good faith or in use by personalities the company employs in certain festivities. The most prominent of the outer-walled offices are those of Kairee and Stitch. They sit upon corners, and the insides are kept in pristine condition despite their entire lack of use.

The office of the Jester is the most heavily-enchanted room in the building. There are chairs, beanbags, benches, and any other methods of seating one could imagine. There are televisions, different kinds of phones, games, and enchanted and ever-shifting decorative pieces crafted from onyx and obsidian. There is one desk, massive and double-sided. Two chairs in particular reside on either side of it, massive and more comfortable than anything one could conceive. The plaque on the outside of the door bears two names, showing that the Jester?s office is shared. It reads ?Skid, The Jester? and ?Abby, The Fairy Goth Mother? one over the other. The office itself exists in a pocketed dimension, which Skid mainly employs for privacy from the scheming competition his paranoia convinced him of.

All employees within the business wear outfits of their own design, but most are in shades of grey. Higher-level employees are usually seen in more vibrant colors, but considering the base for vibrance stems from grey, they tend to stay away from the extravagant. All workers, however, are intensely friendly and helpful. Some seem a bit touched in the head, but not nearly to a level that could do anything but provide them with interesting things to say. On occasion, groups of wild animals roam the halls, mostly primates. They tend to do repair and custodial work on a semi-regular basis.