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Thorvan Sullivan
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re: GUIDE: RPing in Officer Chat

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Since everyone has a different idea of how to RP in /o, I'll lay out the general details here and how to RP freely in /o. Don't be shy, this should open up lots of opportunities to RP with guildmates, whether casually or otherwise.



THE GUILD HALL: The hall itself is an exceptionally large, dark-stone Manor, almost a castle of sorts, comparable to Ravenholdt. The walls and towers are ornately decorated, with dark, gothic architecture. Inside there are four floors: The basement, which is a tall open split into two halves. The first half serves as an armory, with racks and racks of weapons, armor, and other miscellaneous equipment lining the walls, though the center is completely open for combat training or rituals requiring space. The second half is the dungeon, with chains and shackles amongst various devices of torture. The stone floor and walls are left plain for both portions.

The ground floor is next. Stepping into the hall from the outside, you'd push through the heavy oaken doors to the main hall, which is a large lounge area. Large, comfortable chairs, desks and smaller tables, comfortable couches, and the like. To the left is a long hall that goes to a large kitchen and the servants' quarters on one side - and a dining hall on the other, which features a long, narrow dining table for guild members, lined with padded chairs. Towards the back of the lounge area is a hallway leading to a spa-type area and a large alchemy lab. There are several other large empty rooms down this hall, they are for future needs. To the right of the lounge area is an expansive library with a large window seat. There are a few open areas amongst the rows of books where there are tables, benches, chairs, and small couches where reading or studying can be done. Towards the very back of the library is a large office belonging to Rinay. Little is known about the tower area that is attached by a spiral staircase from the ground floor of Rinay's office all the way to the roof. The roof access is locked from the inside, and the panel is well hidden as part of a lookout tower. The walls on this floor are decorated with statues and paintings.

On the second floor are the living quarters, each member being assigned their own room, each fully furnished with dressers, a desk, a queen-size bed, a wardrobe, and a weapon and armor rack. The decorations here are on par with the ground floor. There is an area in the main hall of the second floor that looks down into the large living area on the first floor. A high railing goes around this space, allowing those above to see down without the risk of falling.

The third and final floor is the attic, which is merely the guild's storage area. Who knows what is stashed up here amidst the clutter and dust. There are several narrow hallways that lead through this area, most of the rooms are large, and have narrow windows allowing the barest of light in from the outside, but some of the rooms are smaller, and have sconces in them in addition to the narrow windows. A few of these small rooms look as though they were once used for something other than storage. One room for instance, looks like it could have been a toyroom, another looks as though it were a lovers' hideaway, the rooms go on in this way, each looking different from the last.

Outside is a large garden, filled with eerie statues - some of them broken - several fountains of different sizes, hedges and paths, and a wide variety of plants and flowers, now coming back into bloom with recent tending. A few gazebos, benches and alcoves are scattered throughout the garden area. From the main doors of the manor is a stone pathway leading to a disk shaped, granite platform etched with runes in a circle pattern. Behind the hall is a large pond populated with fish, and a massive, towering willow tree, under which is a large stone bench, intricately carved with a depiction of lovers on either side. The tall willow tree has different initials and messages carved into the trunk. Soft, thick grass covers the rest of the land, all the way to the 'edge' of the guild's territory. The edge being a literal wall of dark violet magic, shifting and glowing faintly as it holds the entire guild hall in place. Outside the bubble one can see swirling energies of the void, and the occasional lost mail or personal effect that floats by, slipped away into limbo.



HOW TO RP IN /O: Now that you know the setting (above) the rest should be easy. All you have to do is type, ICly, what your character is doing in the hall, coming and leaving, and the like.

Ex: You log on and write: Thorvan's image fades into view upon the stone platform, walking forward as it solidifies and pushing into guild's lounge area.

When someone logs on don't assume they're in the hall until they say there are. If I log on and you say "Hello Thorvan" in officer chat, I may not hear it as my char may not have entered the hall yet. If you -are- in the hall, make sure you let everyone know when you log in or when you enter the hall by posting something small that tells everyone where you're at.

The rune on your hand allows you to teleport to the manor platform from anywhere, and returning to the pad you came in on will generally teleport you back to where you came from or to a spot near where you would like to go.

**If a character isn't magically inclined, the chances of them teleporting to a place they are trying to go has a far slimmer chance of success than someone who is magically inclined - especially a mage. For instance, if a rogue such as Ruebi, who not only isn't magically inclined, but detests magic so much she doesn't even carry anything of magical worth on her would try to teleport to the Blue Recluse, she may end up somewhere outside of Stormwind at best, and have to get there the rest of the way on foot. If she wasn't focusing on any place in particular to go, she would likely end up within a few feet of where she came in at. Now... if someone like Rinay (who not only studies magic widely, but is also a mage with excellent teleportation skills) tried to teleport to the Blue Recluse, chances are she would end up quite near to it. Even with all her prowess, she wouldn't just appear in a favorite chair, or standing exactly where she'd like to. It takes a good amount of skill to do that, and only once in a blue moon would she actually appear within inches of the place she'd focused on. There is a wide variety of space that one can teleport into, and no matter how focused a person would be, there is always a good chance at error - small or large.**

Note that the runes will not work in combat, like hearthstones, so you can't just vanish from an enemy. They also take anywhere from a several seconds to a few minutes to activate (depending on your character's IC skills and practice when it comes to such a thing) and can be interrupted if your concentration is broken.

Aside from that, RP in the guild hall is open to everyone that has received their rune (Those who are there as prisoners and do not have a rune are also welcome to RP in the guild hall). If you have any questions let Rinay know.
Rinay Julien
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re: Manor Description - General Atmosphere

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The hall itself is an exceptionally large, dark-stone manor, almost a castle of sorts, with courtyards, outbuildings and gardens. The walls and towers are ornately decorated, with dark, gothic architecture. The manor consists of four stories, a basement, a main floor, a second story where the main living quarters are located, and an attic. The stone of the building consists mostly of dark gray stones with the occasional nearly black stone thrown in. Within the center of each black stone is a blue-violet gem, cut in the shape of a triangle - although to discover that, someone would have either had to be present when the stones were made, or see them after they had been broken open. The front of the building - going clear up to the second story - appears to be brand new. This can be seen in the fact that the stones are a slightly different color as they were not taken from the same section of the quarry the original stones came from, and the front doors and the windows surrounding are very obviously newly done. The rooms of the manor are furnished with a multitude of vases, bowls, stands, paintings, tapestries and interesting odds & ends. The archways, doors and wainscoting are all strong oak wood, stained a dark, rich brown color. Sound does not travel well due to the thick doors and walls, and even a scream from a bedroom would seem muffled to someone in another bedroom just down the hall. The floors do creak here and there, and as a result, people can generally be heard walking around, although it would be hard to pinpoint exactly where the sounds were coming from. The manor itself is without drafts due to the fact that there is no wind to be had in the bubble of protection surrounding the manor, save for what is created now and again artificially by magic or experimental items. The bubble that surrounds the whole of the manor is large, and it would be impossible to push or pull anything through the barrier. It is however, possible to see the random object floating by, something either lost in teleportation or purposely cast into the twisting nether. The bubble surrounding the manor would not be seen by someone travelling through the nether unless they were pushed directly into it, and even then, anything that they could see of the inside would be warped and purplish at best.


Last edited by Rinay Julien on 01-13-2011 11:36 am; edited 1 time in total
Rinay Julien
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re: Teleport Pad

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Teleporting to the manor can range anywhere from an unpleasant experience to a neutral to a thrilling feeling depending on your character's point of view and relationship to magics. The magics used for teleporting include a great amount of arcane, a decent amount of shadow, and a noticeable amount of holy.

The teleport pad itself is a construction similar to the ones that can be found in many of the goblin cities, although a close inspection would show that it was not made by any of the mainstream goblin factions. The stamp says: 'Sprocket Engineering, 7th Division'. The metals used in the construction are a grayish-purple, and there are seven small purple gems set into the outside ring of the teleport pad. On the floor of the pad is a large red gem, seemingly secured under the large glass plate that lies over the rest of the pad, protecting the insides from tampering. If someone were to lean down and inspect the red gem carefully, they would see that the gem is imperfect, and contains a chunk of something black in the center about the size of a pebble. The only screws that are visible are on the back near the nameplate and look like they've been either welded in place or melted with something very hot.


Last edited by Rinay Julien on 01-20-2011 10:24 am; edited 1 time in total
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re: Outside the Manor

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There is a gray stone path leading south to the dark double doors of the manor from the teleport pad. The windows in the front of the manor appear tall, both on the upper and lower story. There are low shrubs lining the front of the manor, all of the same variety.

Fight Ring & Punishment Post
If one were to head right from the path (rather than going inside the manor) they would find a long dirt oval, the center of which has an ominous dark red color to the dust and grime. Crude wooden benches with metal framework have been constructed on the outside of the ring, and they have been marked, scored, stained and burnt over the course of time. The ring is obviously something that has been set up for fighting, and while rarely used, the scent of blood and alcohol hangs over the place like a veil. Heading further away from the manor, one can see another small patch of dirt - still in close view of the benches - with two long metal poles constructed in it's center. Old leather straps hang off the poles, stained with long-dried blood. The poles and the dirt all around this smaller circle are stained with old blood as well, and the indents where the mud dried sometime ago are scored with evidence of a struggle. Looking towards the manor at this point would reveal that you are somewhere outside the library, the dark and creepy stained glass pictures too thick to see through to tell if anyone would be on the other side.

The Tower
Coming around the side of the manor there is a large octagon shaped tower. It is completely without windows, and covered in some sort of creeping vines. At the top can be seen a lookout point with a small pointed roof, but it would be impossible to know if it had ever been used. There does not appear to be any entrance from the attic to the roof visible from the outside, so there is a good chance it is merely for decoration. Knowledge of the inside of the manor would lead one to understand that the base of this tower must be where Rinay's office is located. The middle and upper portions of the tower are nearly never spoken of, so it would be almost impossible to guess at what could be within them as well.

The Peaceful Garden
The grounds outside the tower are simple enough, tall shrubs pop up to form the border of a small walking garden - conveniently shielding the gory views afforded by the dirt rings nearby. The walking garden is a seemingly peaceful one, full of white gravel pathways and statues which are elven in nature. A few smooth white benches and glistening fountains can be seen here and there. One of the fountains has tiny nude babies tucked into flowers here and there, and a few goldfish flit around the inside basin. The flora in this garden is labeled every so often, the small silver nameplates appearing like a flash beneath dark green leaves and brightly colored flowers. Each nameplate has a number next to it's description... obviously someone thought enough at one point to carefully catalogue these things, and has either a great love of plants or a great knowledge. Perhaps both. The pathways in the garden seem open and free, the center of it contains a white wooden gazebo with a bench swing in it. At the edge of the garden is a smaller pathway, the gravel on it slowly turning from a white color to a gray color. This path leads to a pond, located at the farthest point from the manor, and curves right up next to the purplish bubble surrounding the entire place.

The Pond & Willow Tree
The pond has very little around it, save for an extremely old and large willow tree, the branches of which touch the ground - neatly hiding an old, cracked, gray-stone bench. The bench itself depicts a worn carving of human lovers on either side. Initials and crude carvings have been etched into the old willow tree by past visitors to the manor, the most recent additions seem to be : "V&K" - scrolled inside a heart, and: "roach wuz hear". The pond is stocked with a small variety of fish commonly used for eating, and an old dock is set into one side of the pond. An old rusting bait box is set at the end, a scan of the inside would reveal a dead crust of worms on one side, a few badly feathered fishing lures, and a tin of 'Nat Gunk', which is probably best left unopened since the smell is atrocious.

The Outside of the Courtyard
Heading further still towards the back of the manor from the tower, more stained glass windows from the library could be seen before the edge of the manor stopped and a long high wall would appear, seemingly running into the back of the bubble. Oftentimes, low voices can be heard from the other side of the wall, leading one to believe that this must be the courtyard that leads from a small door in the back hallway of the manor. Walking towards the bubble shows that there is just enough room for one or two to comfortably pass around that end of the wall side-by-side. The wall has no doors in it, and there are no flowering plants, shrubs or vines anywhere along it. The wall ends abruptly, turning into the back section of the manor home. The lower story has no windows in it, but the upper story has the usual glass windows that are seen in bedrooms.

The Kitchen Gardens & Cellar
Soon the side of the manor dips back in, the lower story still without windows, the upper story looking to be bedrooms. In this new space are the kitchen gardens, the neat rows outlined with hand-made paper signs telling what exactly has been planted. At the edge of the gardens is a low outbuilding, set flush against the back of the manor. The door is unlocked. Going inside leads down into a cellar. Once inside, the low room can be seen to contain casks upon casks of ale, enough wine to give an army, and a multitude of every sort of liquor imaginable. There are two doors in the cellar, the one to the left leads to a cooled room where an assortment of raw meats and fresh butters, cheeses and milk are kept. The door to the right is locked, but it's no small secret that this tinier room contains a rarer selection of alcohol - Rinay's personal stash. The lock has been picked in the past, and a bottle or two taken with the intent of sampling some of the finer wines or whiskeys in the manor. That however, is known to be a dangerous gamble, for several of the bottles in there are poisoned just enough to give the drinkers a night of hallucinations usually seen only by those on acid. Side effects in the past have included loss of memory, vomiting, confusion, waking up in bed with a troll, and loss of bowels. Near the outside of the cellar there is a back door leading to what one could only assume is the door that heads into the kitchen.

The Stables
Heading towards what would be considered the east side of the manor (were it possible to see the sun, moons or stars to gain a direction) and past the cellar, there is a medium-sized stables. Most of the animals in here are domestic in nature, boars, cows, sheep and chickens. A scraggly orange cat is usually running around here and there, likely now living off of handouts from the kitchen now that there is no need of her as a mouser. Every so often a new animal is brought in, either by the slaves of the manor for certain death as a meal or by one of the members who chooses to house a beast there as their pet. The inside of the barns are appropriately stocked with grains, hay and straw. In a few of the empty stalls can be found romance novels, empty liquor bottles, sewing kits, writing paper & pencils, ribbons, clothing, dice, cards, matches, lanterns and blankets. There are a few 'beds' made of straw, and it seems to imply that at some point at least more than one of the slaves preferred this place as their 'home'.

The Shadowed Garden
On the east side of the manor there are again no windows on the lower level and bedroom windows on the second story. Knowledge of the inside of the manor would allow one to know that they are passing first the kitchen, and then the servants quarters as they head towards the front again. This side of the manor has another garden, far darker in nature than the other, and larger as well. This garden is full of taller hedges and tangling trees and plants. It appears overgrown compared to the first garden, and regardless of the artificial day or night under the purple dome, the area almost always seems to be in twilight. Rustlings here and there would make someone of timid nature jump, and staring too long at a bush may cause a viewer to wonder if they were seeing things... or if there really was a set of eyes peering at them moments ago...? The benches, fountains, alcoves and statues are mostly broken or so aged the carvings on them are impossible to see. The statues are all modeled so as to be twisted and darker in nature, a haven for those who delight in shadowy side of life. There are two gazebos in this garden, a larger one that appears to have had one side smashed, although it still stands sturdily enough, containing a set of dark black stone benches and a table... And a smaller one that has a well in it. The top of the well looks as if it was once meant for a wishing well, but the crawling vines that are going over it give it a sinister look, leading one to shudder at the types of wishes that may have been made in the past. Throwing something down the well wouldn't cause any type of sound at all. The long black hole appears to have no end, and who knows how far the chunk of Azeroth that came with the manor may really be. One thing is for certain, falling down it likely wouldn't lead to anything good. A tall border of trees has been formed around this garden for anyone not wishing to peer into it as they walk along the pathway next to the outside of the manor on their way to the stables.

The Blacksmith
Heading back to the front (towards the left if you are viewing the manor from the teleport pad) shows the newest addition to the manor, a blacksmithery, complete with tools, forge, anvil and a small supply of metals and stone. It looks to have been used recently enough, but it's a small enough building that one would doubt it to be used for anything other than the occasional forging. Definitely not equipped to outfit the entire manor for battle. This building isn't locked, but is known to be forbidden to slaves in general.

Walking on will bring you back to where you started, on the pathway of the manor.
Rinay Julien
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re: The Basement

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The basement contains two different sections. The east half of the manor contains the dungeons, which - for the most part - run underneath the kitchen and slave quarters. The west half runs under the library and contains a small armory and several rooms which are either locked or empty. The entrance to the east basement can be found by heading directly left upon entering the manor. At the wall there is a stairwell going down with a door located at the bottom. The entrance to the west basement can be found by heading directly right upon entering the manor. Again, at the wall there is a stairwell going down, with a door located at the bottom. There -is- a middle section of the basement that has been long inaccessible directly beneath the common area of the manor. The old entrance has been stopped up completely, but more on that later.

The East Half - The Dungeons & Torture Rooms
This door is locked with a type of magic, and the usual seal of the Order doesn't seem to work to open it. Anyone who tried to place their hand upon the seal lock with an unaltered seal would find that the rune upon the door simply lay silent. Only those with the altered runes of a Slave Master, Archon, Keeper, or the Lady herself are able to open this door. If one should be standing near when it happened, they would see the rune glow blue before an unlocking sound was heard and the door swung inward. There is a long hall with torch-filled sconces heading directly underneath the slave quarters. Most of the cells stand empty, although some appear recently used. Each of the cells are equipped with a rune-lock similar to the one on the entrance to the dungeon. The cells themselves have manacles clinging to the walls, although they look new and unused. The bars forming the outer cell wall all have a convenient slot for passing items through, and the bars themselves seem to be made of obsidium. At the very end of the hall is a dark wooden door, reinforced with some sort of steel plating on the outside. The lock on this door almost has a sinister gleam to it, needing both a key and a rune to gain entry. If one happened to have the priviledge that both key and rune could provide, opening this door would reveal what appears to be a torture chamber. The walls and floors are to this point spotless, the tables and tool benches covered with sheets. This room seems to feel already destined for the dead, and the eerie coverings and absence of filth make it seem far creepier than it should.

The Original Basement
If for some reason a part of the wall would ever be knocked down - directly to the left side of the fireplace when facing it - a gaping hole in the wall would appear. A darkened staircase turning down and around would lead into the manor's original basement. Everything in here is covered in dust and cobwebs. Spookily enough, there are some areas of the floor that appear less dust-covered than others, implying that something or someone was here more recently than the date the place was walled up. Debris covers the floor and shelves, and there is an old dead smell to the place.

The Hall of the Original Basement
The first area one would walk directly into is nothing more than a very wide hallway, only going as far as the length of the manor towards the doors. There are three doors on the left and three doors on the right, although the last door on the right has been completely busted down. The doors on the left are nothing more than plain oak, only half as thick as the doors used currently in the manor. The doors on the right are quite a bit thicker than the ones on the left, and small barred windows are at the top of each. At the very end of the hall there is a large stone engraving around what looks like a granite door.

The Left Side of the Original Basement Hall
Going into the first door on the left reveals nothing more than a small alchemy lab. Oddly enough, many of the cabinets are still firmly locked, the mechanisms not only free from rust, but with only a small amount of dust on them. Breaking into any of these cabinets would reveal a deadly assortment of alchemy potions and ingredients. One cabinet in particular contains an entire row of bottles with dark green liquid inside, each with a clump of purplish goop resting at the bottom. On the ceiling of this room is a crossbeam, and several clumps of the more dangerous and deadly plants known have been hung to dry. The floor of this room seems as though something has been brushed over the dust, there are no footprints, only long drags of something across it.

Going into the middle door on the left is a bit harder. This door seems to be stuck as though something is wedged behind it. Shoving through, one would be appalled to raise their torch and find that the door had been blocked by a pile of skulls that had toppled over sometime in the past. The flesh has long rotted off of them, but the stink of old death and decay is heavy in the room. A good observer would notice that almost all the skulls had a hole carefully drilled somewhere into them, and some of the skulls had more than one. A workbench on the right side of the room contains nothing more than hands that have been chopped off, and every single one of them is a right hand. There are five slabs of wood placed on makeshift benches throughout the room and all of them have a body strapped to them. Three still have their heads, the other two are headless - perhaps their skulls joined the pile that was nearly blocking the door, and all of the bodies are missing their right hand. None of these skeletons have any remnants of clothing visible, suggesting that perhaps it was never there, or the rats ate it away along with the flesh. There are scraps of fabric pressed between the teeth of the bodies however, suggesting some type of gag was definitely used for whatever was going on down here. At the very back of the room is another workbench, this one lined with an odd assortment of handmade tools. They all have sharp points someplace or another, and they are uncomparable to anything generally seen in Azeroth.

The last room on the left is locked, but busting the door down would reveal an assortment of cauldrons, some with liquid in them, some without. Near the middle of the room is a cauldron with charred wood under it that still smells surprisingly strong. Perhaps something was heated down here not too long ago. The same sweeping marks that were in the alchemy lab can be found on the floor of this room as well.

The Right Side of the Original Basement Hall
Going into the first door on the right reveals what seems to be an old armory. A heavy coat of dust is on everything in this room, and the only objects that can be seen on the shelving and wall hooks are either broken or worn down weapons. Obviously whoever was in charge of the move from the old armory to the new one didn't think these items were even worth the effort to take them.

The middle door on the right sticks a little, making a loud noise as it's opened. The walls of this room are covered in manacles at all different heights, and three torture tables are pushed against the back wall. There is a workbench where 'tools' may have been once kept, but there is nothing there now other than the old bones of a finger belonging to some unfortunate soul and an object that looks like a corkscrew. Picking it up and inspecting it would reveal that is IS in fact a corkscrew, a very old handmade one. The initials on the top of it have been formed around the crest of a raven eating a pile of grapes and are S.L. The entire length of the corkscrew is stained with the dark tinge of old blood.

The last door on the right looks to have been busted down from the inside, whatever or whoever was in here must have been either suddenly possessed with a great amount of strength, or given a battering ram. This door was reinforced at one point on at least the inside with a shield of steel, but that didn't seem to phase whatever broke it. The insides of this room have nine sets of manacles attached to the wall at about hip height. On the left side of the room towards the back, there are two chunks of stone taken out of the wall where a tenth set of manacles may once have rested. On the right side of the room opposite of the place where the wall has been broken, there is a strange burn cast across the stones. The burn appears magical in nature, and the outline of the burn shows that there was someone standing in the way when the place was hit. Nothing else is present in the room, however, to give a clue as to anything that may have happened here.

The Granite Doorway in the Original Basement Hall
An engraving has been done in gray stone, framing a gray and white granite slab that forms a door to an unknown place in the manor. The engraving itself is a long trail of roses and images of people that have a spiritual look to them, each containing a set of eerie, purple, gemmed eyes. At the top of the door are a set of hands that have been made to look like they are attempting to push the door into place. Only the fingertips touch against the door, the hands spreading wide in a pale grasp. They look movable, but it would be hard to say how. The door itself is nothing fancy, but appears completely immovable, and no amount of force could push it out of place.

The West Half - The Armory and Other Interesting Rooms
This door to the basement leads into a modest armory, and while locked with a type of magic, the only thing needed to access it is the seal of the manor upon ones hand. There are neat rows of weapons, shields and ammunition arranged on shelves and hooks, and while the armory isn't nearly large enough or stocked enough to accomodate the manor, it's considered almost unneeded as many of the Order members already have their own weapons on them. The armory area is open and contains a couple of sparring dummies in the center.

A hall from the armory heads south, the new sconces on the side of the wall allowing a generous amount of light when lit. There are four doors leading from the hall. The first is unlocked and is nothing more than a long stone room containing newer wall sconces, completely empty except for a few small boxes near the doorway containing cobalt bars. The second, third and fourth doors are all locked with a normal mechanism, if the locks were picked, the rooms would be shown to be duplicates of the first room - long and empty.


Last edited by Rinay Julien on 05-28-2011 8:29 pm; edited 1 time in total
Rinay Julien
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re: The Main Floor - Common Area

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Upon entering through the manor doors, one would find themselves in a large open room filled with all varieties of things to sit upon, placed all about the room in groups around coffee tables. There is a fireplace at the back of the room, the stone design is the same as the one the manor front is made of. Although a good portion of the manor walls are made of stone - this room, all the rooms on this level, and all the rooms on the second story have long thin planks of dark-stained wood covering the stone, giving the manor a more 'homey' look... or perhaps purposely covering something somewhere in the manor up. Directly to the right of the fireplace (when facing it) is a large black desk. The chair of the desk is nearly pushed against the back wall of the room, and the desk itself is almost completely barren of anything on top of it except for a few writing utensils and a few blank sheets of parchment. The drawers of the desk are all locked, not just by key, but by magic as well. Picking the lock would allow for only the writing utensil drawer at the top to open. The rest of the locks would need some type of magic force to accompany the unlocking. There is a good chance the key used to open the drawers is enchanted somehow. Large area rugs are scattered throughout the room and a grand variety of artwork is hung over the walls. Everywhere are end tables or side tables with vases, plants, and other similar odds and ends. Large wooden beams arch throughout the room to provide support, and several candle laden chandeliers are hung from them. The flames themselves never appear to go out, and the candles never seem to lose any wax. If they were inspected carefully, the flame at each would be found to be of a magical nature, and the candles themselves not made of wax, but some type of ceramic, and the wick at the end of each magical, never burning up despite the constant flame.

From the standpoint at the door, one would be able to navigate quickly throughout the manor simply by knowing which halls went where. By turning directly left once in the manor and walking all the way to the wall, one would find a stairwell leading down to a locked door known to be the dungeon area. If a person turned directly right once in the manor and walked all the way to the wall, one would find a similar stairwell that led down into the armory and several spare rooms. This door is not always shut as it should be, but if it were locked, anyone with a rune on their palm would find it to open easily enough when their palm was put to the handle.

Still standing at the door of the manor: A large, ornate archway is set into the right wall and is known to lead into the library. Against the right wall and leading up is a large staircase, the side of which is walled on both sides, disallowing view of whoever is coming down until the last second. The underside of the staircase has been walled off, and there is a large picture of a scene in Redridge hanging on this section. Beside the picture is a massive bulletin board, and markings suggest that at one point in time it had a lot more on it than is currently present. There are several flyers and notices stuck to this board regarding hits that have been put out, upcoming events and reminders.

At the back of the common area is a long hall leading towards several rooms that are more for convenience and pleasure than anything else, and a door that leads out into a courtyard.

On the left side of the common area is a hall leading towards the kitchen and dining area, as well as the slave quarters.
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