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11:21, 28th March 2024 (GMT+0)

Kylterran.

Posted by NodFor group 0
Nod
GM, 9 posts
I know you are
but what am I ?
Fri 1 Oct 2010
at 03:35
  • msg #1

Kylterran

insert city info here
Lukterran
GM, 3 posts
Traveler
Mon 4 Oct 2010
at 00:23
  • msg #3

Maps

Do we still have the map of Kylterran? With points of interest?

Town hall
The tavern with the stuffed bearman.
Luk's money lenders
Luk's salamander farm, near the river
Arena
Inner wall
Large Great wall surrounding all of Kylterran region.
Teleportation holding area (heavily gaurded)
Tree of Epim
Pyramid
Occubus's Mansion
Highpoint Mountain and the dwarfs.
Peakview is kind of a point of interest?
Pond/Lake to the south of Kylterran with big tree in the middle of it.
I don't know im what state the subhuman compound would be in? Since it destruction but I imagine it has come back in some form or fashion since subhumaniods are still welcom in Kylterran.
Faerie Forest is to the east of the main town.
There are lots of common shops and such.
Lumber was a big industry prior to the mythal so I don't know what happened to the lumber yards.
Gnomish Alchemist Shop
Subterrean Ruins and Passage ways should be marked out.
There is a large lake far to the north of Kylterran also.
This message was last edited by the GM at 00:26, Mon 04 Oct 2010.
Luk Terran
GM, 30 posts
Traveler
Resident Crazy Bastard
Mon 3 Apr 2017
at 20:15
  • msg #4

Kylterran Military Command & Teleport Complex

Kylterran Holding Area

The “Holding Area” as it is most commonly called is a giant structure at the center of Kylterran city. The building has a frustum shape with four sloping sides and a flatten roof. The footprint is 300ft by 300ft and rises 80ft above the ground. However, large portions of the structure are below ground. The outside of the building is incased with large granite stone seamlessly.

The main entrance of the Holding Area has a huge single entry way that is 40ft tall and 60ft wide. The black double doors are constructed from Lizard Mage Metal and have mystic symbols and runic etchings up and down throughout. The doors are normally closed. However, they can be opened (via their magic) to allow large items (or beings) to come in and out. The doors are completely indestructible and can only be opened by a person mystically attuned to the door; via a ritual performed by Lobel. Only a small handful of non-traveler guards are attuned to the door. The enchantment on the doors keeps all magic or psionics contained within the walls of the Holding Area. Nothing can pass beyond them without the doors being opened.

Atop the building is a large landing platform for flying ships to transport supplies to and from the teleportation area. The rooftop has access hatch and lift system to bring goods up and down. In addition guard towers, ballista and battlements adorn the top of the building. The upper hatch is mystically sealed and attuned just like the main doors.

The main outer walls of the structure are layered construction. The outer most layer is solid granite 3ft thick. The next layer is thin sheets of piece of parchment mystically sealed together with beeswax and made indestructible with a silver rune. This paper layer is sandwiched between another layer of stone. The third layer is a permanent magic Barrier of Thoth. The last layers are made of Lizard Mage metal and is all part of the runic door and completely indestructible. Finally, internally with the Holding Area a thin layer of granite and other materials line the walls making them more aesthetically pleasing and allowing shelfs and other items to be mounted and affixed.

Chambers

There are 4 main teleports chambers within The Holding Area building.
The first is the primary means goods and people traveling into and out of Kylterran. It is the highest level chamber within the structure and takes of the top 40ft of the building. At the center is a 100x100ft teleportation circle. Only other teleportation circles that have been linked and attuned with this circle will work correctly. Examples of linked circles are High Point, Peakview, Keth, etc.… Even though it is the safest location in the facility the area is still heavily guarded with at least of dozen guards at all times as well as many dockmen (to move goods). There is a large ramp that descends down to the main level and outer doors. Off to the side of the primary chamber at this upper level are offices, barracks, armories, storage and other supporting rooms.

The 2nd ground floor level chamber is equally as large as the chamber above. This is the main location any “unknown” person will appear if attempting to teleport into the Mythal. It is heavily guarded by at least three dozen of Kylterrans best trained, armed and equipped troops. Along with a dozen or so permanently station magic users (warlocks, wizards, diabolists etc.…). This area is heavily protected with numerous wards and other protection circles. The half the guards are protected behind stone curtains walls with arrow slits in then to fire bows are intruders from or atop bastions with mounted ballista armed with lightening arrows and the like.

Beyond those formidable defensives. There are 48 Esten Guard and another 12 Mystically Enhanced Golems that are stationed around the chamber. Lastly, the entire ceiling which is lined with numerous spear like 4ft long spikes made from Lizard Mage metal (each spike tipped with silver and mystically enchanted) can be released to fall down onto the teleportation chamber with a weight of over 12 tons impaling and smashing all beneath it. However, this is rarely ever used and only as a last resort.

Again there are dozens of side offices, rooms, hallways and prison cells off to the side of these primary chamber which are sections off from this room via a number, doors, portcullis and gates. The two largest double doors 40 x 60ft can be opened that lead outside to the facilities primary doors and the ramp section to the upper level.

The 3rd subterranean chamber below the main chamber is where those that attempting to kidnap or abduct anyone from the Mythal are transported into. There is not a teleportation circle at this level and the chamber is about half the size of the above two. It defenses are similar the ground level chamber above. However, only about a 3rd of the guards are present to handle these criminals.
Beyond this chamber is where the majority of the facilities infrastructure and supporting rooms are located at this level. It includes kitchens, more permanent barracks, armories, dungeons, lavatories, baths, component storage etc…. Everything that is needed to operate and keep the Holding Area crew supported is located in these subterrean rooms.

The last chamber is secret and only known to The Travelers and less than a hand full of other guards, The Mayor of Kylterran. This area is the secret chamber that Occubus and Luk use to secretly funnel in other items or creatures that they do not wish the larger population of Kylterran to be aware. It cannot be teleported into execpt by Occubus and Luk and those few Travelers made aware of its existence by them (whom took part in the creation of the Mythal).

Again this area has a numerous mystic traps and protections as well as an army of magically created sentinels that guard from intruders (over 500 magical creations guard this side of the chamber alone). In this secret area of the complex is where a permanent rifts are open to Quason and a few other “safer” worlds. On the other side of the rifts camouflaged subterrean structures with similar protections to the Holding Area and magically created Sentinels stand guard unknown to the inhabitance of those worlds.
Beyond that there are a number of useful rooms and chambers used for by Occubus and Luk to perform necessary magical functions.
This message was last edited by the GM at 16:07, Sat 30 Sept 2017.
Nod
GM, 34 posts
I know you are
but what am I ?
Sat 30 Sep 2017
at 16:16
  • msg #5

The Splugorth

   Due to the permanent Rift to Quason in the underground complex, Jack and Ariel’s crews constant fuckery in Atlantis, not to mention Occubus gifting many of Kylterrans most capable mages with the secrets of Biowizardry, Tattoo and Rune Magic it is inevitable that Kylterran will clash with the Splugorth. They have a vast treasure horde of knowledge and artifacts from the plunder of Atlantis including Splyncryth’s personal horde. This has led to a serious integration of the Mystic Sciences to many aspects of Kylterran life. They mostly keep the Rune Weapons under wraps for now save for the occasional close ally and top officials. But they saw no reason not to make as much gold as they could on some of the less lethal items as well as inventions of their own. So now Kylterran custom made Bio-Wizardry items have proliferated among the wealthy and powerful throughout the city, world and other worlds.

   With mages shuttling people from all over to and from Kylterran the city has become a bustling marketplace where sighting an inter-dimensional being is no longer a cause for alarm.  So far only a Slaver Barge and small raiding party were detected forty miles from Kylterran. At thirty-seven miles out they were instantly disintegrated. That was three years ago. Though there are no doubt agents of Splugorth engaged in espionage in Kylterran there have been no further reports of any Splugorth Minions. It was probably more of a way for them to say we know where you assholes are or maybe just a random slaver who made a really bad choice in direction. Historically any serious Splugorth incursion into Palladium would warrant a significant deific response. However with Thoth gone and Xy awake many gods would likely hold back if Kylterran were the sole focus of an attack.

   After the fall of Atlantis, Occubus made it very clear to Kylterran’s various leadership that whatever else may come, the potential for a full scale Splugorth invasion is highly likely. To that end he charged them with creating a war machine the likes of which have not been known on the Palladium world since the Time of Chaos. Of course a small city state of less than a quarter of a million individuals from a comparatively backwater world should stand no chance going toe to toe with an advanced civilization of Alien Intelligences that span multiple dimensions, thousands of worlds and is comprised of millions of loyal minions. To be honest they do not stand a chance in a head to head battle. What the Travelers and sorcerers in Kylterran have done instead is to develop specific strategies using advanced magicks that allow them to reach out and destroy Splugorth personnel, materiel and assets wherever they are. So far conflict between Kylterran proper and the Splugorth has been avoided.

   In Atlantis however battles rage around the periphery of the permanent Sanctuary everyday as Jack, Ariel, Amber and the legions they have amassed conduct raids to free slaves and undermine Splugorth control. The headquarters of this insurgency is the former Imperial Pyramid of Splyncryth. At the apex of the massive pyramid flies a gigantic flag that can be seen for miles around Atlantis. On one side of the flag has the Traveler logo and the opposite is two fists with middle finger extended.

The message is very clear...
This message had punctuation tweaked by the GM at 16:16, Sat 30 Sept 2017.
Nod
GM, 35 posts
I know you are
but what am I ?
Sat 30 Sep 2017
at 16:35
  • msg #6

Atlantean Influx


   Largely a nomadic race known for dimensional exploration True Atlanteans are no stranger to the Palladium world. Though few native archaeologists realize it many of the great ruins and even some still standing ancient structures bear the design elements of the master stoneworkers. In the earliest days of Kylterran the Atlantean Stone Master, Othello, constructed a small residential pyramid for the Gimel family. Immediately on completion of the modest project Occubus congratulated Othello on the excellence of the construction and informed him that he would like another further down the road and would like for it to be the largest pyramid in the Palladium world. Othello contacted some of his clan who in turn contacted other Atlanteans and soon a large number of Atlanteans converged on Palladium.

   Massive public works projects throughout the years have been the hallmark of Kylterran. They are constant and the techniques are ever evolving. The completion of a state of the art Ziggurat that is an aesthetic recreation of the Legendary Temple of Kor is only one of the most recent marvels. The Mythal Wall of course has been the largest and most encompassing project that Kylterran has embarked upon. Under construction for almost a decade the wall is one of the great wonders of the world. Thousands of Atlantean artisans have contributed to the wall over the years. Many of them brought their families and have subsequently bore children in the Mythal. Atlanteans run jewelry, tattoo, magic shops and other businesses in Kylterran. They are honored guests and many have chosen to become citizens.

   The Traveler victory in Atlantis and killing of Splyncryth sent shockwaves through the Megaverse. Many Atlanteans who otherwise had little interest in Palladium made the journey to visit and pay homage to the people who had done what the Atlanteans had only dreamed of doing. Once in Kylterran the sheer splendor of the Mythal, Epim’s Millenium Tree, Peakview, the resurgence of Rune Magic and the spirit of cooperation between magic disciplines and scientific advancement are appealing enough to encourage settlement. It is the fight however that interests most Atlanteans who choose to stay. It is no secret that Kylterran is being built to act as a hub in the war against the forces of darkness. Add that to the fact that it is also the home to the people who have made the most significant step in reclaiming their ancestral homeland and it is easy to see why the place has become a beacon to Atlanteans and others who call the Splugorth enemy.

As of Year One A.X. (Anno Xy)

Current permanent Atlantean population in Kylterran: 3622

Current transient Atlantean population in Kylterran: fluctuates but typically between 2000 – 6000 mostly laborers and artisans but also many adventurers, warriors and mages.
Nod
GM, 38 posts
I know you are
but what am I ?
Thu 31 Mar 2022
at 02:39
  • msg #7

Gimel Mountain Region

Incomplete notes I found

The Gimel mountain fortress complex is located on a 10 square mile tract of land in the northeast corner of the Mythal.  The entirety off the property is surrounded by an 8ft fieldstone wall. Every 100 yards or so of wall you will notice a  4ft crystalline obelisk that glows softly with purplish eldritch light in the evenings. A closer inspection will reveal a basketball size eye of eyelor encased within. The vast majority of the myriad defenses across the breadth of the compound are almost entirely passive, i.e. surveillance, tracking etc. unless in response to a direct assault.  There seems to be only one break in the miles of surrounding wall though it would be simple to scale. This entrance is right along the main road leading out of Kylterran towards Havea. An ornamental wrought iron gate 30ft across with a giant Traveler symbol at its center bars the way. Two retired soldiers stand guard at all time. They are stout old fighters but were chosen for their friendliness more than anything since their only real job is to run off the curious. Anyone is allowed to pass through as long as they are obviously not just looky loo’s. The bulk of the land inside is untamed wilderness but there are a few things of note located within.
1.Lake Gitchigoomy – probably not its real name but nobody cares. The famous Traveler Torate King has a residence along it’s shores that he shares with a cranky old dwarven blacksmith.
2. Moonvale Valley – On the far western part of the property lies the Moonwell. A small community of around three-hundred rangers, druids, and followers of Kon-Shu live in the wilderness surrounding this site of power. Most notable among them is famous Traveler Turil Malakron and his family.
3. The Black Keep - Located in the bend of a large winding creek surrounded by a grove of massive redwoods ranging 200-300ft is a squat basalt fortress built directly into rock face with a large cave system beneath it. This is the headquarters of Ariel’s Anti-Demon academy though she is never there anymore. Instead Nivek of Wormwood runs the training program. The crazed little fireplug of man who is never without his scary rune mask can be found anywhere on the property with his disciples practicing their deadly arts.
4. Crossroads – Just through the gates and about a half a mile down the wide tree lined cobblestone lane there is an intersection with a large ornamental fountain with a 20ft tall grinning Ariel Entreri with Legion and Lazarus in hand with a variety of dead demons and Deevils around her. The water looks like the red black blood of their ilk and a stream of it spurts skyward in heartbeat intervals from the severed head of a beast demon. A 12ft Eyelor crystalline obelisk has directions written in readers’ native language. Arrow pointing East says Moonvale Valley, arrow pointing West says Kid’s Place and the arrow point North says Gimel Mountain. A small newer sign posted along the northward branching part of road reads. “You are entering the territory of the Gimel family. If you do not belong here you will be lucky if we only kill you. Have a wonderful day!”
(Mary Mopatese likes to hang out here so she can meet new people. She is as terrifying in countenance as she ever was and still prone to screaming her own name as she zooms along on tank tracks. Though these days she thinks she is a nature loving druid and poses no real threat to anyone unless they are doing evil shit or tipping natures balance in a negative fashion. Mostly she is talkative, helpful and very familiar with all the area inside the walls that she patrols. )
5. Kid’s Place – A couple miles down the eastern road leads you to Kids place built into a large solid rock hill that is at the tail end of the small High Point chain. Yeah you know all about Kids Place.
6. Emerald Temple – A large pagoda style temple made of pure jade stands in front of the white fountain that contains the massive PPE well linked to the Travelers Ectoplasm Magic artifacts. The guardian of the well is a “Green” Great Horned Dragon named Nyx. He is always there usually sleeping inside the jade temple unless he is visiting with his best friend Iron-Heart. After years of pointless daily combat they only fight with each other every so often. Mostly they hang out and play cards, drink dwarven spirits and play music together. Ironheart kills on the accordion and Nyx can sing like a champ as well as play the lute.  (Nyx – SDC: 55,000, PPE: 13,500, Spells 1-15)
7. Gimel Mountain – Gjolnirs Tooth was the name of the solitary mountain that originally thrust 1200ft up above Kylterran.  The top of the mountain was removed creating a flat plateau that rises 900ft above Kylterran affording spectacular views of nearly the entirety of the city-state. Gimel Mansion sits atop the mountain. Similar in proportion to Buckingham palace this 250 room opulent residence is a nigh indestructible fortress. The majority of the place is just unused space though an entire host of loyal servants of all types live on the property with their families. Every room is a wealth of magical and mundane items from this world and others. The current Lord and Lady of the estate are Cassandra Gimel and Anthony Gimel. (Alter-Occubus)  They and typically half of their brood are present at the residence at any given time. Typically the younger halves since the eldest are all out training in their various vocations.
There is only one obvious path up to the top of the mountain and that is a long series of steps with multiple switchbacks that winds all the way to the top. (Like a mini High Hrothgar) There is one final sign a plaque fixed into the rock at the base of the stairs.  “Welcome to the Gimel Homestead. Friends and family welcome. Foes please come on up as well to be sorted out properly.”Other than the Mansion there is little atop the mountain save for expertly cultivated grounds and necessary buildings. The only exception being four huge bio-domes each twice again the size of the mansion. These alien biospheres are used primarily for agronomic and horticultural experimentation by Anthony and his protégés. Two more are under construction and will (There is some straight up nasty shit in them)
At the base of the mountain there is a gaping cleft into the side of the edifice like a long natural tunnel. A pair of 75ft Dragonmetal golems stand sentinel on either side of the opening. Shining like chrome they are dazzling to behold. One is Bloody Snout and the other is Bok. Double 50ft tall Lizard Mage metal doors inscribed with mystic symbols and a big ass glowing Traveler Emblem sit about 75 yards inside the cleft. Typically shut one is open this fine days as a crew of about two hundred workers scurry about furiously as they work to build an ice skating rink on the lowest sublevel across from the hippodrome and animal stables that are more opulent than 99% of the worlds sentient population dwell in. There are horses aplenty and from the finest stock in the world, even before they were modified, Arbolytes, Elephants, melech. If you can ride it there is probably one in here in some form or fashion even if it is petrified and shrunk down for long term storage. At the far end this massive cave like chamber a set of wide stairs leads up into the sub levels of the compound. Just as with the steps on the mountain one side is for giant folk and the other for smaller humanoids.
Sub level- …….
Bio-Wizard augmentation suite: This high tech “Dr. Frankenstein” like laboratory is full of alien symbiotes, parasites, transmogrification chambers, and all the beakers, vials tubes and sharp pointy things etc. Good potential loot but creepy as fuck. It is highly likely that 17 year old Sarae Gimel will be present. Born just a couple years before the Mythal she does not benefit from wondrous inherent abilities like all of her younger siblings.  She is a scrawny, mousy, introverted young woman with plain looks but a sharp mind. She is also a clinical sociopath which is one of the primary reasons Tysaara chose her as her first Bio-Wizard apprentice. She has been in training since she was eleven and is currently a second level bio-augmented mage. This is primarily Sarae’s lab but others use it often enough that she will not even bother looking up if others come in other than a glance as she vivisects some creature from an alien dimension. Any questions she would give short, quick answers to but mostly she ignores everyone anyway.
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