Topic: Where Ever I May Roam (Places/locations)

The Redneck

Date: 2012-04-05 11:23 EST
Arborea

It is a plane of passion and peace.

It is abundant nature in its patchwork glory.

It is the domain of the Elven Lords. The Greek Pantheon. And the Roman Gods.

Yet only the top layer of Arborea has the great forest implied in the name of the plane. Arborea's second layer is an endless ocean, and its third layer a borderless desert of white dust. All three layers are places of mercurial weather, sudden attacks, and strong passions. Arborea is a plane of joy and sorrow.


The Olympian Glades of Arvandor are a crazy quilt of climates and environments, all of which thrive. Arvandor contains great woods of towering maples, birch, and oak. These great deciduous trees strain skyward, leaving a forest floor relatively free of undergrowth and brush.

The ground beneath the canopy itself is a rolling landscape of velvet moss and ferns. But the forestscape sometimes retreats before open glades of wildflowers, fields of swaying wheat and barley, and neat rows of fruit trees untended by any human hand. Here are trees that have never seen the woodsman's axe, fields rich with grain, and orchards heavy with fruit.

The very air of Arvandor seems charged with anticipation and excitement.

Sudden squalls brew up out of nowhere, beating the tree-lined paths with heavy winds. They pass within minutes and leave behind warm, sunny arcs of light filtering through the forest canopy. In the distance there always seems to be music; sometimes the elves and the fey are playing, but just as often the faint tune is merely the wind curling through the boles of the great trees.

Arvandor is a place with flowers in bloom and trees bearing fruit simultaneously. There are uplands covered with snow, but even the snow shines beneath a crystal blue sky.

Arvandor is almost overwhelming in its beauty, and the land embodies both wilderness and loveliness in one package.

The Redneck

Date: 2012-04-06 07:59 EST
It is a domain of natural savagery and plenty.

It is the forest eternal.

It is where the most loyal animal companions go when they die.

The Wilderness of the Beastlands is a plane of nature unbound. It is a plane of forests ranging from mangroves hung heavy with moss to snowfall-laden pines to acres of sequoias 50 thick that no light penetrates their canopy. Oak, birches, spruces, firs, and maples are common here, and explorers into the plane's distant corners find great forests of giant fungi and mushrooms. There are vast deserts as well, though they are hardly barren wastelands. Cactus, aloe, and other desert plants thrive in the arid parts of the Beastlands. The air of the Beastlands is ideal for anything that grows. It is humid and warm in the swampy regions, calm and cool beneath the sequoias, breezy and clear among the beeches, and arid and hot in the more open lands. The Beastlands consists of three layers, each layer frozen at part of the day. The top layer is a place of eternal daylight, its second layer a domain of perpetual twilight, and its third layer a land of night illuminated only by a pale moon. The most important aspect of the Beastlands is how it favors animals of all kinds.

Like Arcadia, it is a plane heavily populated by animals, beasts, and magical beasts. Traditional towns, cities, and strongholds are few and far between. Those who make their homes here seek to live with the trees, not against them.

The Redneck

Date: 2012-04-06 08:11 EST
The Beastlands' top layer is Krigala, split in two by the River Oceanus. The river flows through the layer in a strong torrent, flanked by verdant forests that often bridge the great river with intertwined branches above. Small side channels depart from the river, and there are numerous bayous and oxbow lakes formed whenever this extraplanar river alters its banks.

Krigala is a land of eternal afternoon. A warm sun basks the land in its continual glow. It is just warm enough in Krigala for the plant life of the area, and temperatures remain in a comfortable range unless manipulated by spells or divine will.

Time passes normally but is not tracked by the moving of the sun.

Instead, gentle rains drift in on soft breezes once per day. More rarely, occasional thunderstorms strike, sending many of Krigala's beasts to cover.

The centaur deity Skerrit lives in Krigala with his closest petitioners.

Skerrit is a lesser deity, but he is greatly venerated by the centaurs. The deity's realm looks little different from the surrounding woods, and the homes of his petitioners are often small huts and lean-tos. When a feast is called (and that's often if you're a centaur), the centaurs set out great tables in the midst of the forest, trusting to Krigala's benign nature and Skerrit's power to keep them in line. Skerrit's petitioners take centaur form but are otherwise similar to other Beastlander petitioners. They attack as centaurs do. In extreme cases, Skerrit might arm them, but such events are exceedingly rare.

Most of the creatures encountered in Krigala would be active during the day if they lived on the Material Plane. Most of the native life has a basic understanding of how me portals between the layers work, and they can avoid the portals instinctively if they choose.

The Grove of the Unicorns: Deep within the Beastlands is the realm of Ehlonna, deity of forests and woodlands. The grove sits at the base of a cluster of great sequoias that form a natural cathedral for those beneath the canopy. The lowest branches of the great redwoods are hundreds of feet in the air, such that those with wings can fly through Ehlonna's cathedral without difficulty. Those who reside within the borders of Ehlonna's realm live in peace with the trees and animals, and they are similarly left alone by the wild creatures. The thinking creatures of the Beastlands adore Ehlonna, such that she is often aware of occurrences that happen far from her Realm.

True to its name, the grove attracts groups of unicorns. These are both unicorns with the celestial template and half-celestial/half-unicorns. In addition, there are flocks of bariaurs in Ehlonna's service. The grove is not far from Skerrit's realm; centaur petitioners are found in Ehlonna's realm and half-celestial/half-unicorns in Skerrit's.

Ehlonna has taken advantage of the Beastlands' divinely morphic trait to give her realm the enhanced magic trait. Ehlonna has the power to make other alterations to the traits within her realm, if she so desires.

Not many Powers call the Beastlands their home plane. Mortal souls arrive in the Beastlands based on their alignment or philosophy; good with a lean toward chaos over order.

These petitioners take on the aspects of natural animals soon after their arrival in the Beastlands (formerly known as the Happy Hunting grounds). How soon, and what animal depends completely upon the petitioner. Some let themselves go within hours of arriving, others hold on for years (as the Primes reckon them).

Many Native peoples who hold with their old ways spend their after lives in the Beastlands. Among that number, those who prefer mid-day gravitate toward and settle on Krigala.

It is Krigala where Thorn's maternal line, with a few generations skipped here and there, settled after the ending of their lives. Because of this, the redneck visits the Plane at least once a year, though her visits are usually more frequent than that.

The Redneck

Date: 2012-04-14 09:23 EST
Sigil

The Spire that Sigil floats above marks the center of the Outlands, the last pathway to the Outer Planes. The Outlands are not part of the Ring of Planes -- it's the center of it. Journey across the Outlands, and eventually a person gets elsewhere -- not just elsewhere on the plane, but into another plane entirely. The farther a body goes toward a plane on the ring, the more the Land looks like that plane, until at last he comes to a gate between here and there.

Sigil, City of Doors, the Hive, the Hub, the Cage. A city-plane like no other. Those newly arrived in Sigil are, most often easy to spot. They're usually the ones who either have to sit down in a hurry, pass-out abruptly, or suddenly find themselves tossing their cookies. Most often that's because they've made the mistake of looking up. Sigil is built to mimic the inside of a wheel, and Primes don't always deal well when they see buildings curving down toward them, or streetlights directly above them.

The Lady of Pain, ruler and protector of Sigil, by her mere presence, keeps the relative peace. Balor and Pit Fiends set aside their differences, completely, while within the Hub. The Powers do not enter the city, ever.

This is not to say that Sigil is a safe place, a peaceful place, nor does the Lady put her hand on every little thing that occurs. Finding out just how much a person can get away with and how far they can push whatever line they're walking, is just a part of every day life. Be sharp because one never knows when the imp they're stealing from can, and will, send a press gang looking to recruit for the Blood Wars to that thief's door step. Or worse.

In Sigil, there are portals, doors, to nearly every place in the multiverse. Only problem with that is, just because you know there are doors, doesn't mean you can find, or use them. In Sigil, knowledge truly is power. Sometimes the doors move, sometimes they're guarded, sometimes they're hidden, and sometimes it's a combination of the three.

Now, knowing the location of a dozen or so portals, doesn't raise a person's status in Sigil by all that much. Neither does knowing how to activate the portals, or what's on the other side of them. Does give them an edge though. A small one.

All in all, Sigil is where anything and everything can be found and acquired for the right price. That price isn't always gold or jewels, souls and blood, skin and populations can be traded off as easily as the rest. And for some, it makes Rhy'din look like an amusement park.

Even the most wary can find themselves on the wrong end of a deal, or in the wrong place at the wrong time.

The Redneck

Date: 2012-04-14 09:45 EST
The Golden Vale

The Vale is a five story building in one of the many Skin Districts in Sigil. The building was built to wrap around a massive courtyard which has been covered over with clear sheets of glass strong enough and thick enough to support the weight of forest like gardens, and resilient enough to survive countless feet, hooves, paws, etc. scampering over its surface in pursuit of delight.

The ground floor of the Vale was designed as meeting rooms, dining halls, gathering places both large and small. The feasts served here are superb and well worth the price for those who had the jink in their pockets to cover it.

Above the ground floor, well the Vale is a brothel that caters to an extremely wide variety of tastes among a select clientele. If a patron wishes it, it will be provided, no matter the cost.

Despite the exorbitant fees commanded of its patrons for an evening's entertainment, the Vale is always busy. And always discreet. While many of its competitors trade in secrets and gossip, the Vale keeps what happens behind closed doors, silent.

With membership, even a visitor's pass, requiring a token, a personal introduction from a member in good standing, and the initial fee of-- well putting a numerical value on an evening of exactly what you want, exactly the way you want it, exactly when you want it is a bit, gauche don't you think? With these standards in place, it is exceedingly rare that a reveler finds their evening disrupted.

Though it has been known to happen. The disposal of the offending party, or parties, is a service provided free of charge of course.

The Redneck

Date: 2012-05-01 14:14 EST
The Abyss

Infinitely layered plane dedicated, attuned, to Chaos and Evil. Home to the countless numbers and breeds of Tanar'ri from Least to Greater. Land of Exile for the fallen, outcast Gods of innumerable theologies. And just, overall, not a good place to visit.

Most of the time when Primes think of Hell, they're really imagining the Abyss. Or at very least, one or two layers of it.

There is no way to map, or even categorize the Abyss. There is no way, no one who truly knows all the secrets of that chaotic evil pit.

A cutter'd have to be barmy to want to set up shop there, not if they weren't born there or didn't have high up connections.

There the great generals plan their battles and breed or recruit their armies. Train their combatants and replace their losses. And above all, scrabble and fight to rise higher. Nearly every denizen of the Abyss is out for themselves first and foremost. And they'll do whatever it takes to gain whatever goal they've set for themselves.

Usually however, those goals are fed by webs of lies and deceit so thickly woven, so widely cast, that the majority of them do not come to fruition. Most folks, those few that are have even the faintest clue, are grateful for that.


The Palace of The Maerkhet

The Maerkhet, a title heard by very few outside of the Abyss, and fewer still who haven't spent a prodigious amount of time either sifting through texts spanning back to the beginning of time, or becoming closely acquainted with one of those few who do know what it means. In a race thought of as among the least powerful of their kind, one was always raised by the Abyssal Lords and Princes as a figurehead ruler over the Clans of Succubi. Always female, never a male Maerkhet in the entire history of their breed.

Mor Haril Vhenguir was supposed to be just another of those puppet queens. How wrong they'd been.

In the thousand since her Ascension, the Last Born Offering of Clan Vhenguir had forged the majority of indolent, self-serving Clans and Houses into a force to be reckoned with. Had finally broken through the eons of conditioning they'd one and all been subjected to and shown them the first glimmerings of the Dark of their own chant.

Only a Succubus could Gate in a Balor or Merelith in time of need. Only a Succubus underwent Training and Offering. Only their breed had to be broken before they were considered useful.

Now, her palace sat dead center in the area of her control. With five above and five below, the current Maerkhet controlled more layers than any before her, with the exception of her Sire and Patron. Surrounded by lush gardens that enhanced the terrain, bordered on all sides by sheer drop offs and steep cliffs. The palace sat atop a high, unnaturally flat topped mountain in a forsaken corner of the area of her control.

Lush beyond the edge of decadence, any number of unholy delights and punishments could be found within. From feasts and celebrations that made the most debauched of Roman get togethers seem pale and tame, to the training and proving grounds where more than a few gave their lives in an effort to join her vanguard.

Those in favor, those who proved their worth and use, were treated like minor deities. Those who failed, were consigned to the Floor.

Almost a pit, set in the center of her Court where all who entered could, and would, bear witness. Most didn't survive long, fewer still remained sane. Pleasure could break a person so much more completely than pain. When the pleasure was used to torment, to destroy, the fall tended to be faster, more final.

Here, often by the reckoning of time in Rhy'din, the redneck sought solace. In the private apartments of any number of those bearing the name Vhenguir, Thorn found comfort in a myriad of ways. This Clan had adopted the Prime child as one of it's, well not exactly as one of its own. There was too much history between the Clan's forefather and the redneck's Steward blood for that.

One of the few allowed to come and go as she pleased, Thorn enjoyed privileges, and responsibilities very few who were not of the Clan ever would.

She had been a hidden Love of the Patron and the open playmate of those in the Core. Through their association with her they'd lost nothing, and gained just enough. Ties had been cemented.

And in her way, the Maerkhet enjoyed her association with the mortal. That was enough.

The Redneck

Date: 2016-05-24 16:39 EST
Kaos Coffee


General Info

Hours of operation: Mid-morning 'til well after midnight. Seven days a week. Closed on all Major Rhy'din Holidays.

Layout

Rather than a traditional coffee shop Kaos is set up in an old storefront, which means that the service floor is a long rectangle from front to back.

The floors are old and scuffed wood, honey colored pine under the varnish. There's a walk-way down the middle of the lounge wide enough for four adult men to walk side by side comfortably that leads back to the "bar." Against the walls on either side of this "corridor" are groupings of couches, loveseats, and overstuffed arm chairs around coffee tables.

Each grouping is set up rather like someone's living room; the chair with its back against the wall facing inward, couch and loveseat facing each other over the low coffee table set conveniently in between. There's about three to five inches of space between each "section", and the sections march all the way back to the bar.
The accoustics are such that even when the lounge is packed it's possible to have a private conversation with one or more people without having to raise your voice, or lean close enough to whisper back and forth. The atmosphere is laid back but not lazy. For the most part the customer base falls into the categories of; young, upwardly mobile, beatnik-ish, trendy, moderately alternative, and centered.

As the lounge is set on the edge of what used to be a "hub" for an upper-middle class neighborhood (but is now more tuned toward those with an artistic or fringe bend), the feel is in keeping, and makes sense.
Kaos is the type of place you might bring a friend after catching a play in one of the 'Houses nearby, or meet up with friends for a quiet no-clean up evening out, or for that matter meet up with someone for one of those first date outings. Some patrons choose to settle back with a book, others bring their laptops to catch up on homework or some project or another for work, or simply to email family and friends.

The overall feel is very close to the living room of a friend, with a coffee bar at the back of course.

To the right of the front door is a small raised stage with two mid-sized speakers to be used for Tuesday nights' open mic/poetry reading event. To the left is an old upright piano, the veneer is fading and flaking here and there but it's kept perfectly in tune and damn well cared for. In the back, beside the short hall that leads to the restrooms is a pool table, a quarter a game if you feel like dealing with warped sticks.

No alcoholic drinks are served at Kaos. No food is served here. Just excellent coffee made the way you want it made, and Italian Sodas (which really are just flavored syrups and carbonated water, most often fruit of some sort, served in heavy, lead free vases instead of glasses). None of the furniture matches, none of the cups match, and none of the vases for the sodas match. There are no uniforms for the staff; only the dress code which states - tasteful please! and nothing more.

Customers bus their own tables, and order their own drinks, and no one complains about this arrangement as it keeps the cost of said drinks down to very reasonable instead of outrageous as in some other, larger establishments.

Staff

Derek, Manager. At twenty nine, and a Rhy'din native, Derek knows his way around the block, and a couple over too. Doesn't mean he's going to do anything stupid any time soon though. The boy loves his job, and totally digs the vibe the place has going on. Easily recognized by his rainbow dreads and smiling green eyes, the day shift is his domain.

Staria, Assistant Manager. A little heavy, a little cheery, and a lot nerdy, Staria has a lot going on inside that red head of hers, and isn't afraid to share her opinion when called upon to do so. From Dr. Who to Harry Potter, she wasn't afraid of being wrong, neither was she afraid of being right. Brown eyed, fair skinned, with dark red hair and a smattering of freckles across her nose, the twenty-three year old had a lot of life to live, and a lot of living in her. The evening shifts were hers and she was just as likely to be gaming at a side table as she was to be studying behind the counter.

Terri, Mid-shift. With pale blue eyes, and the foolishly arrogant attitude of most young humans, Terri looked at life like an adventure. Though that adventure might one day be the end of her. She has a ready laugh, a warm heart, and an open mind as well as a work ethic that just won't quit. While she might be the type of person to take the pill you find in your couch and tell you what it does when she's off the clock, at work she's all about her customers. Bleached blonde hair and barely more hip than a boy, tanned skin and knobby knees. She favors flowing skirts and what's come to be known as the Boho style.

Sky, Mid-Shift floater. Young, and confident with it. He's barely old enough to buy a beer after work, and had one too many arguments with Captain Morgan to ever want to drink Rum again. Not quite six feet tall, with deep blue-grey eyes and dirty blond hair. A heavy build that requires some upkeep to keep from going to seed, and a pair of dimples that just won't quit. He's good natured, and slow to rile. Though his mouth does have a tendency to run away with him when he's finally decided he's been pushed too far.

(Since Kaos is a hangout type place, and there's neither booze nor food involved, I think it'd be best if it was a violence free zone. Arguments are one thing, but all out fights should be taken "outside." Player staff are more than welcome to flesh out the four NPCs I have listed here, just ask. Feel free to use. Please don't maim, wreck, kill, slaughter, wound, trash, destroy or cause harm to. )

The Redneck

Date: 2016-05-24 16:47 EST
That One Bar

Hours of Operation: 24/7/365

Layout

That One Bar really is a generic bar, there's nothing to set it apart from a thousand others. Your basic square of a building, large enough to hold more than a handful, but definitely not something you'd want to cram more than thirty people into on a given night. The bar itself sits to the north in a lazy half circle with plenty of room behind it for two or three tenders at a time, plus the 'kitchens'. There's no appliances for cooking back there, no one wanted to deal with the clean up, or learning how to cook. Just more than a couple dishwashers and heavy sinks, along side stock to be rotated in as needed.

More than a little run down, more than a little ragged at the edges, technically you could call the place a dive and that was fine. There were regulars who kept to themselves nursing their beers either at the bar itself or in the booths along two of the walls, or at the scattered tables and chairs across the dance floor. There was a jukebox set firmly between the doors to the restrooms that looked like it'd been there since Christ was a corporal, and played Big Band music right along with metal, rock-a-billy, country, and classic rock. There are pool tables off to one side that run a dollar a game. Dart boards run the same.

There was a porch of course, a good bar had to have a porch really. Deep and wide it ran across three out of four sides of the building, going barefoot was not recommended by the by.

Serving window off to the right of a short flight of steps to make everything easier on customers and staff, though there really was no telling who'd be the tender taking your order there at any given time.

A parking lot in front, though most people walked since they had every intention of getting drunk and didn't bother to hide that fact in the least.

Several lines of alleyways connected up to dump a person out just a few doors down, if not right there on the lawn looking at the end of the porch.

In all honesty, the place was put together following a template that more than a dozen other bars shared. Two storied though there were no rooms to let at all. The second floor served as living quarters for Afra and Harlin, and an extra stock room.

Staff

Tender, Afra.
A retired prize fighter who'd taken a few dozen too many shots to the head. He's suffered too many concussions, had his ear cauliflowered one too many times, and lost entirely too many fights.

At six foot and a lot of change, weighing in at around two seventy-five, he didn't, and wouldn't, take anyone's crap. The features of his face had been rearranged, with a heavy hand, more than once, and not even he was sure that was his real face any more. But the man could mix a drink and kept orders shouted to him on a busy night straight in his head.

And really, most people had the brains to not start something with someone who was built like a big slab of brick wall.

Assistant tenders, Jacob and Harlin.

Jacob was small and on the puny side but since he had a love affair with sharp shiny things and they way they slid between someone's ribs, some people tended to overlook his lack of girth. Black haired, brown eyed, Jacob wasn't going to win any beauty contests, nor was he going to try.
He had his woman, he had his house and they had their kids, that really was all he wanted out of life. That, and to go more than a couple of months without having his damn Dodge break down again.

Harlin was average all the way across the board; height, weight, physical appearances. But, there was something hiding behind those mud brown eyes that usually gave a person pause.
Something, well ugly for lack of a better word. He rarely talked to anyone more than he had to to get their order, take their money, and do his job. But once you got him going, I mean really going, it was damn near impossible to get him to shut up again. An educated man with a taste for the finer things in life, when he could afford them.
When his cash flow was running low, he was more than willing to start putting by again, more than willing to do without until he didn't have to any more. This system worked for him quite well.

(If you'd like your character to work at T.O.B., just drop me a line. Feel free to use. Please don't wreck or destroy the place, or maim, wound, or kill the staff.)

The Redneck

Date: 2016-05-24 17:05 EST
The Tiefling's Den

Hours of Operation: West Bar: Breakfast through Dinner. East Bar: Dinner past Midnight.

Layout

The Tiefling's Den is actually two buildings connected by a canopied breezeway the patrons have begun calling a porch. Behind the complex, in the middle of a large grassy area is a pool that is always kept sparkling clean, and is always the perfect temperature (even in the middle of the winter).

The Den caters to persons with more ... exotic tastes in refreshment. A seedy establishment where information can be exchanged over a meal that may or may not have been someone's favored pet (in pretty much any connotation of the term) an hour or two before. Slicked over with the sort of gloss and shine that had tourists, and more than a few locals wondering whether or not the rumors were truth or fiction.

Anything, everything quite nearly, available in the Multiverse for the right price, can be acquired through contacts made over a truly excellent steak, or a glass of superb wine.

The Porch


Nestled between the blacktop of the parking lot, the pool behind and both east and west bars stood the porch. A few tables scattered around. Two wooden swinging benches, two stationary ones and a couch made from leather, the pattern was odd so please don't ask what it was from you might not like it. A bit sheltered as there was a translucent canopy stretching from end to end. Service windows from both Bars at the northern end.

The walls of the front of both bars having a black rod iron lining the stone. A spiraling and chaotic pattern on either side. The stone of the ground would hold the same pattern as well etched into its surface though great care had been taken to fill in the etching with white marble and solidified so there there were no gouges or tripping hazards.

West Bar


The west bar's interior looks like natural formed stone and feels like it as well.
Low set tables and wide cushioned chairs adorning each. Booths set along the walls only broken by two hearths.
A swinging door to the far end just behind a wood grained bar on the north side of the room.
Behind the bar menus stood aplenty and ranging from the most plain to exotic tastes. Not too much on the drink though it looked like all that was served here was food and lighter drinks.
Small glowing stones held in reflective holders along the ceiling making the place a rather warm and hospitable setting.
To the west end of the bar stood another door marked bathrooms. Though you might think that is the place to relieve yourself it is not.
Inside the room you would find a communal tub tiled in light blue for those that are tired to soak in and relax.

Staff

Joran - Half elf Male, Tender. 5'5" 130 pounds Red hair green eyes tanned, around thirty years old.
Daritariax - Cambion Male, Chef. 6'1" 290 White hair black eyes pock marked black skin, around sixty years old.
Zovarath - Steam mephit, Cooking Assistant. 4'1" tall 80 pounds. Grey eyes, dark blue skin.
Vax - Fire mephit, Cooking Assistant. 4'3" tall 100 pounds. Black eyes brick red skin.
Sarah - Human Female, Waitress. 5'9" 140 pounds around twenty-seven years old. Blond hair and blue eyes.
Brandon - Centaur Male, Waiter/Bouncer. 6'8" tall around thirty-five years old. Black roan, black hair and green eyes.
Jenny - Human Female, Waitress. 5'3" tall 97 pounds around twenty-seven years old. Red hair and green eyes.
Verin - Human Female, Waitress. 5'6" tall 190 pounds around forty-two years old. Brown hair and hazel eyes.

East Bar


Through the east doors is what everyone seems to want.
A large room with tables and chairs everywhere spread almost haphazardly.
A center hearth in the middle of the room and two others at the north wall and one on the south.
A bar against the east wall running the length of the tavern.
The back bar is stocked with shelves of beer and liquor containers showing off what the place had.
Hanging tapestries adorning the walls of battles and hunts, not to mention a few that looked like a knight in courtly love with the one he wasn't supposed to be in love with.
Wide double doors on the northern wall next to the hearth marked lavatory.
The lighting in the place was dim though not hard to see in as there were those glow stones around the ceiling though no reflective surfaces and not as many as the West Bar.

Staff

Zuu - Gnome Female, Tenderess. 4'3" tall, 83 pounds around sixty years old. Brown hair, and brown eyes.
Rochelle - Half-Giant Half-Human Female, Bouncer. 7'6" tall 250 pounds around twenty-nine years old. Blond hair, and blue eyes.
Gemeni - Half-Elf Male, Server 5'9" tall 160 pounds around twenty-three years old. Multi-colored hair (green, blue, white, and red), with silver eyes.
Arran - Elf Female, Server. 5' tall 80 pounds around one hundred and forty years old. Silver hair, and green eyes.
Goran - Hill Dwarf Male, Server. 4'6" 170 pounds around fifty years old. Brown hair, and brow eyes.
Felicia - Half Drow Female, Server. 4'8" tall 95 pounds around seventy years old. White hair, and red eyes.

(If you'd like your character to work at the Den, in either bar, feel free to drop me a line and we'll get it set up. Feel free to use. Please don't destroy or wreck the place or kill or maim or wound the staff.)

The Redneck

Date: 2016-05-26 17:35 EST
Garden of Thorns Pub

Hours of Operation Noon 'til eleven p.m. seven days a week, closed on holidays.

Located in one of the outlying suburbs, between hustle-bustle and farmland, the pub is best known for its welcoming air.

A white, sealed brick building with large picture windows across the front and dark painted wood trim. Set up shot-gun style, with the bar and kitchens directly back from the windows and doors, and booths and seating arranged just so to maximize travel flow and ease of use and conversation. To the left of the bar is a small-ish raised dais for live music on the weekends, and a cleared space in front of that for dancing.

To the right, down a short hall and past the restrooms is a set of doors that lead out to the back yard. Swing sets designed for grown-ups and children alike are set on either side of the thick, plush lawns. A white picket fence marks the area off from the alley and businesses beside. A brick smoke house where the pub smokes the meat its briskets, butts, sausages, and bacon, is always going.

The day's specials are listed on chalk board signage on the wall beside the counter. For a very reasonable price an excellent meal is always ready to be had, and plenty of it. None of the servers believe in half portions.

The kitchens are downstairs, taking up the entirety of the finished basement that runs the length and breadth of the building. On a normal day the Pub's food and snacks is prepared here by skilled, passionate hands who fully believe in farm to table dining.

Their kitchens and bar are stocked from local farms and brewers.

Staff

Derval Manager/Head Tender. A dwarven male who retired from a life of adventuring after a stray arrow took out half the tendons in his left hand. He discovered a passion for good food, good booze, and good company somewhere along the way and decided to devote as much of his remaining years to just that as he could.
Since the Pub was bought, over a decade ago, by a woman who wanted nothing more than to let him do his thing and pay him very well for it, he had no complaints.

Brenda Server/Tender. A human woman with a retired husband and a house full of grandkids, Brenda spends as much time at the Pub as she can. Always full of smiles, and always ready with a quip or laugh, if she didn't have her job, she'd probably go slowly insane.

Tennon Tender/Cook. Tennon is a tiefling who refuses to talk about his past with anyone unless they work for the Pub. A charismatic fellow, he's as likely to flirt with the male patrons as the female, and just as likely to toss a wink and brow waggle to the ones who may be both, or neither. He'll take the stage on Sundays during the summer, to strum his lyre and croon a song of his own creation.

(If you'd like your character to work at the Pub, in either bar, feel free to drop me a line and we'll get it set up. Feel free to use. Please don't destroy or wreck the place or kill or maim or wound the staff.)

The Redneck

Date: 2016-05-26 17:57 EST
Garden Of Thorns Catering

Operating out of the basement kitchens of the Pub which shares the same name, the Garden Of Thorns Catering company has been in business well over a decade.

Originally operating out of the kitchen of a private home, over the years the Garden has grown its customer base steadily one wildly successful event at a time.

From an afternoon tea for three to a formal Wedding dinner for two hundred, no job is too big, or too small for the staff to handle. Fully inclusive everything from table linens and flatware to servers and bar-staff can be included in any event.

(Mostly staffed by NPCs, the Garden is available for pretty much any event. If a player prefers, their character can contact Thorn directly for a more detailed meeting. Feel free to, respectfully, use the Garden.)

The Redneck

Date: 2016-05-27 13:24 EST
Curious Bits, Baubles, Jots, and Tiddles.

Ranging from carts to kiosks to actual store fronts depending on the size of the station, an assortment of non-magical items are offered for sale. From mosaics in all forms (made from bits and pieces of random shards of stained glass), to tapestries, to suits of armor, to weaponry, to semi-precious gems (loose or in assorted settings), to book bindings, to scroll cases, to ink wells and quills.

Need a fertility Idol to scare the life out of an annoying in-law, friend, enemy, frenemy, significant other? Dear Gods do we have them!

Need matching unicorn statues carved from pink sapphire? We've got 'em.

Need a tapestry depicting some manly exercise for the den? We've got 'em.

Need scroll cases to gift the mage who has damn near everything? We've got 'em.

Shops are all staffed by students and trainees who have entered their on-the-job-training portion of their education at any of the Dream Chasing Foundations campuses.

Stop on in, our prices vary from item to item and availability. Ask about our Summer Special!*

*Buy any item, receive a fertility idol, your choice, free. Buy a fertility idol, receive an item of equal or lessor value, your choice, free.

(Staffed by NPCs currently, though if a player would like their character to work at a location, drop me a line and we'll get it set up. Characters do not need to be attending any of the Dream Chasing courses or programs to work at any of the Curious Bits locations. Feel free to use. Please don't maim, wreck, kill, slaughter, wound, trash, destroy or cause harm to.)

The Redneck

Date: 2016-05-27 15:31 EST
The Black Sands Inn and Tavern

Located well outside the city proper, the Black Sands has been considered by more than a few a destination location.

A venerable old building, well loved by generations of proprietors and patrons alike, the Inn is a three storied affair situated on the eastern shore of a large lake, from which the Inn gets its name. Sugar fine, the sands are volcanic black, and the water perfectly clear to a depth of twenty feet.

The grounds surrounding the Inn have been left predominantly in tact, with only the most skillful of taming and training, and the bare minimum of clearing when needed. A wide, paved lane leads from the main road, curving back into the woods to lead to the Inn's yard.

Made of the same rock and wood construction as the Inn itself the stables are always manned, with stableboys on hand to settle your mount or team after a thorough cooling out and rubbing down.

The common room is kept scrupulously clean, with staff meandering about with a purpose to keep their custom's evenings as worry free, and positive as possible. A river stone heard takes up the corner of two walls, the bar takes up two thirds of the wall opposite that. Chairs and tables, dark with age and shining with loving care, are scattered throughout the room. Stairs lead up to the upper-stories for those with rooms, or those who simply wish to freshen up after a hard day of travel in the bathing rooms.

By special request, or arrangement, the Grand Ball Room can be used for private parties of just about any sort.

Located down a long stone walled and torch lit hall beneath the wine cellars, the Grand Ball Room lives up to its name. Past the bronze banded oak door the room opens up into a Ball Room fit for a High Feast. The walls are lovingly worked pale grey stone, perfectly cut to fit cheek-by-jowl with its neighbor, and rubbed and polished silk smooth. Sconces and chandeliers loaded with torches and candles offer plenty of warm, golden light when lit. Even then, however, there's an ethereal, otherworldly quality to the room's ambient light.

The ceiling in the center of the room is glass. Thick as hell, and tempered masterfully to readily, easily, withstand the pressure of the lake overhead. Starlight and moonlight filter down through the perfectly clear waters overhead, adding their rippling dappled shadows to the candles and torches. When the moons are full, a party has the unique perspective of watching them travel the sky from underwater.

Booked well in advance, reservations are required for the Ball Room, please inquire within.

(Staffed by NPCs, I'll try to flesh them out later. Feel free to use. If your character'd like to work at the 'Sands, drop me a line and we'll get it set up. Please don't maim, wreck, kill, slaughter, wound, trash, destroy or cause harm to.)

The Redneck

Date: 2016-11-02 19:48 EST
Court of The Bygone, the Bygone Court

Everything, everyone dies. Whether through age, infirmity, disease, war, accident or murder, death comes. Man, animal, dragon, even realms.

Entire Realms fall to the dust of time and fade away like memory's ash.

All things under creation die. All thing, under creation.

There are those who stand outside creation. There are those whose very life force, their essence, their existence, powers and drives the cycle of creation and destruction. Life and Death, Light and Dark.

There are those who stand outside creation because, simply put, they were creation. Without them, without the primordial power they'd been formed of, chosen by, taken up, there would be nothing in the Multiverse.

As Realms and peoples grow, progress, evolve, far too many forget where they came from. Far too many forget, choose to ignore those that breathed life into the miserable piles of dross that they'd been born from. Far too many forget who they owed, absolutely everything to. Forgetfulness is a slow thing, neglect a slow killer for some.

For others, for the Powers, it never kills. All things die. All things but the Gods, the Powers themselves.

Age, infirmity, war, disease, aggression, these things do not, cannot kill a Power. They can only weaken one. To kill even a new-fledged spark without a single follower, takes quite a bit more than brute strength, quite a bit more than brilliant tactics or genius subterfuge. To kill a God takes, everything.

There are many places in Rhy'din city proper where the fallen Gods, those who'd lost their Seat or Base, settled, congregated.. Those who weren't mortal, not by any means, but who weren't as strong as they had been. Weren't as strong as their brethren.

Everyday a hustle, a struggle to get through, to cope, to forget what once had been.

Hope had long since fled.

Gods can be forgotten, can be weakened by the loss of their power base, some can at any rate. Some Gods can lose themselves completely, stuck in some weak form until, or unless, they manage to be found by a true believer, a true follower. Some Gods breathe a sigh of relief, their burdens eased finally, and slip off into whatever life they'd always dreamed of. Some Gods, some Gods hunt the shadows and light, waiting not so patiently for someone foolish enough to come to them.

A few, here and there, now and then managed to cobble together another Base by answering the prayers of those who were desperate enough to approach, to make a deal. To strike a bargain.

(Very much a w.i.p., the Court's description will be fleshed out and filled in, eventually.)