Post by Wids on Nov 14, 2018 17:41:10 GMT -5
Continuing off of this topic, I'm still entertaining ideas on which of my mid-Level characters should make a place to live, what it should be like, where it should be built, why it should be built and how it can serve other players and/or the server as a whole. So before I open my Aurora Toolset again...:
Lilibeza Hillington (Wizard)
Where: Under one of the hills in Secomber.
What: A Mages Guild, as mentioned in that first topic.
Why: Because Secomber is a magic-friendly settlement, and it may be secluded enough for Lilibeza and any wizards with them to perfect their mastery over the arcane arts (relatively) undisturbed.
Lilibeza Hillington (again)
Where: Some secluded cavern or recess somewhere in the Underdark.
What: That Mages Guild again.
Why: Because Lilibeza pays more than a little lip service to the goddess Shar, and the Underdark (where Shar holds sway) and its denizens have countless arcane secrets to be learned and exploited.
Barleigh Stoughfarrow (Paladin of Chauntea)
Where: In or near Orlbar.
What: A brewery and an alehouse, tavern or festhall.
Why: Because Orlbar's farmers should have a place to unwind and socialize after a day of serving Chauntea's will in the fields. Plus, what better place for a paladin to keep an eye on the Zhentarim (and to protect the commonfolk from their predations) and to earn the support of the commonfolk than right underneath the Zhentarim's collective nose?
Maralah (Druid/Shifter)
Where: Somewhere in the Direwood (though not too close to the Druid of the Direwood's camp).
What: A hidden druidic lair and temple to Grumbar, Maztica and/or gods of earth in general.
Why: The Direwood is scourged and suffering, the natural order there is broken, and Maralah feels the need to set up shop there and get to work restoring the balance. Help from any guests would be welcome, of course.
Ashanti M'bao (Barbarian/Ranger)
Where: Somewhere in some wilderness area where there are plenty of monsters to cull yet not so many rest areas to be found.
What: A hunting lodge (boasting several stuffed beasts and mounted trophies) in the middle of a wild hedgemaze, possibly including a merchant who deals in skins, hides, horns, skulls and other harvested trophies.
Why: Because players certainly wouldn't object to having an inn of sorts in the middle of nowhere, possibly with a cookpot and a place to get useful survival supplies. The hedgemaze is simply Ashanti's tribute to her patron deity, Ubtao.
Kokar Orkazan (Cleric of Luthic)
Where: The outskirts of either Llorkh (where half-orcs don't get quite as much grief), Secomber (which doesn't have any temple of its own at the moment) or Orlbar (again, no temple).
What: A crudely assembled house of Luthic, incorporating a shrine, a public kitchen, a midwifery and a small orphanage. Luthic's teachings can be filtered (through Kokar's Charisma and Wisdom, in part) to make them more palatable to a human audience.
Why: Because family is crucially important to Luthic and her clerics, so why not set up a house where mothers and children can be tended, protected and made stronger? As a bonus, the Tuesday Night Crusaders get a clubhouse. Yes, even the stinky, dimwitted dwarf and the frail, sneaky elves. Awfully nice of Kokar, right?
So what do y'all think? Pick a few and let me know.
Lilibeza Hillington (Wizard)
Where: Under one of the hills in Secomber.
What: A Mages Guild, as mentioned in that first topic.
Why: Because Secomber is a magic-friendly settlement, and it may be secluded enough for Lilibeza and any wizards with them to perfect their mastery over the arcane arts (relatively) undisturbed.
Lilibeza Hillington (again)
Where: Some secluded cavern or recess somewhere in the Underdark.
What: That Mages Guild again.
Why: Because Lilibeza pays more than a little lip service to the goddess Shar, and the Underdark (where Shar holds sway) and its denizens have countless arcane secrets to be learned and exploited.
Barleigh Stoughfarrow (Paladin of Chauntea)
Where: In or near Orlbar.
What: A brewery and an alehouse, tavern or festhall.
Why: Because Orlbar's farmers should have a place to unwind and socialize after a day of serving Chauntea's will in the fields. Plus, what better place for a paladin to keep an eye on the Zhentarim (and to protect the commonfolk from their predations) and to earn the support of the commonfolk than right underneath the Zhentarim's collective nose?
Maralah (Druid/Shifter)
Where: Somewhere in the Direwood (though not too close to the Druid of the Direwood's camp).
What: A hidden druidic lair and temple to Grumbar, Maztica and/or gods of earth in general.
Why: The Direwood is scourged and suffering, the natural order there is broken, and Maralah feels the need to set up shop there and get to work restoring the balance. Help from any guests would be welcome, of course.
Ashanti M'bao (Barbarian/Ranger)
Where: Somewhere in some wilderness area where there are plenty of monsters to cull yet not so many rest areas to be found.
What: A hunting lodge (boasting several stuffed beasts and mounted trophies) in the middle of a wild hedgemaze, possibly including a merchant who deals in skins, hides, horns, skulls and other harvested trophies.
Why: Because players certainly wouldn't object to having an inn of sorts in the middle of nowhere, possibly with a cookpot and a place to get useful survival supplies. The hedgemaze is simply Ashanti's tribute to her patron deity, Ubtao.
Kokar Orkazan (Cleric of Luthic)
Where: The outskirts of either Llorkh (where half-orcs don't get quite as much grief), Secomber (which doesn't have any temple of its own at the moment) or Orlbar (again, no temple).
What: A crudely assembled house of Luthic, incorporating a shrine, a public kitchen, a midwifery and a small orphanage. Luthic's teachings can be filtered (through Kokar's Charisma and Wisdom, in part) to make them more palatable to a human audience.
Why: Because family is crucially important to Luthic and her clerics, so why not set up a house where mothers and children can be tended, protected and made stronger? As a bonus, the Tuesday Night Crusaders get a clubhouse. Yes, even the stinky, dimwitted dwarf and the frail, sneaky elves. Awfully nice of Kokar, right?
So what do y'all think? Pick a few and let me know.