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, welcome to Crucible of Ivost

15:17, 1st May 2024 (GMT+0)

Map (Ultra wide horizontal axis)

Posted by Narrator VFor group 0
Narrator V
GM, 1571 posts
I am the rules judge
& apparently the sole GM
Tue 4 Apr 2023
at 23:19
  • msg #1

Map (Ultra wide horizontal axis)

As with the other maps thread, watch text put here. The problem here, however, is not text,
it's that text will span the length (width as it is) of the images, and I want people to
be focused on the images, and have the ability to post otherwise thread blowing wide images.

Please DO use text to explain any inaccuracies in images, so we all know what parts of images
are to be conveyed, and which parts need some textual amendments. No one needs to be a
perfectionist but we all have that urge to be. Just know your visual depictions are highly
valued and I will award these, and other contributions, not as chase goals, but ways to validate
your investment.

I'll be posting here as well, with maps that may exist in the Ivost, or can be deliberately
demolished, but stand as a history of the past of the Ivost that may be plot or character
centric later.
This message was last edited by the GM at 23:34, Tue 04 Apr 2023.
Ghanek Brightwave
player, 100 posts
Ancient Mariner
Future Harbormaster
Wed 5 Apr 2023
at 11:52
  • msg #2

Map (Ultra wide horizontal axis)

In reply to Narrator V (msg # 1):
This is a representation of Ghanek's stronghold as seen from the Riverside Promenade at Ivost



Visual Notes:
a) with the exception of the walkway on the left and the wall between the rock and the water, there are no buildings save the castle/keep at the top of the rock.
b) any people on the walkway would be dressed appropriately for the time.
c) there would be boats in the water in the foreground (this is the harbour.
d) The river Cylabar is not as wide as it appears in this picture and what appears to be a bank of cloud is the land at the other side of the river.
e) There should be barges in the river (but no boats since a shallow draft is needed.
f) The rock itself should be bare and dotted with small caves or tunnel entrances.
g) The tallest tower in the keep is not tapered, has crenellations and is topped by a light, as in a lighthouse.
h) The light revolves slowly and all parts of the rock alternate between light and shadow.
Maynitra
player, 358 posts
Mistress of Denial
Thu 4 May 2023
at 03:52
  • msg #3

Overview/Area Map



Area overview
The four structures are built on top of a rocky outcropping that stands approximately thirty-five feet above
the surrounding area; the temple sits on a broad mound that rises an additional five feet higher, demonstrating
its supremacy over all of the other structures. All of the buildings have sloped tiled roofs made of clay
that's been stained a brilliant ruby red; they are reinforced and supported by thick beams of study wood that
have been painted obsidian black. The walls of the building are continuous stone, as if each building was
carved out of a single shard of rock rising out of the outcropping from below.

There are two paths leading toward the top of the outcropping. A broad and  gentle slope, covered in horse dung
and hoof prints, sweeps up toward the back of the Garrison building. The other path is a wide area that rises
ten feet over a gentle slope to a relatively smooth plateau area. From here, to the right a broad set of stone
stairs curves upward the remaining thirty feet to the doors of the Temple of Wee Jas. To the left, the plateau
slopes gently upward another ten feet before ending at a pair of curved staircases. These rise the remaining
fifteen feet -- the leftmost stairs ending near the doors of the Judiciary, and the rightmost stairs leading
toward the doors of the Law Library.

Overall the Temple of Wee Jas rises highest, with a total height of eighty-five feet above ground level,
followed by Maynitra's Tower (eighty feet) and the Garrison (seventy feet). The Judiciary is the shortest of
the buildings, with a total height just sixty feet above ground level.
This message was last edited by the player at 00:47, Fri 05 May 2023.
Maynitra
player, 359 posts
Mistress of Denial
Thu 4 May 2023
at 03:53
  • msg #4

The Temple of Wee Jas


Ground Floor
The entrance hall of the temple is large and imposing, with a quartet of continual flame candelabras
hanging from thick chains from the ceiling almost thirty feet above. The imagery and iconography decorating the
walls is designed to make people aware of the brief but important place moment in time in which they live,
supported by their ancestors before them, and in turn supporting their descendants after them. At either end of
the hall is a wide stairwell leading to entrances to the interior balcony seating.

The temple interior is spacious and ornate, with a clear focus on the statue of Wee Jas that dominates wall
behind the altar. Standing within a ten foot wide alcove, the twenty-foot-tall statue's stern visage is visible
from the pews on both the floor and the balcony. In one hand she carries an unsheathed dagger; in the other
hand, a skull. A minor enchantment upon the statue causes both the dagger and the skull to flicker (and
occasionally flare) with illusory flames. The altar itself is a huge marble slab; in breadth it is easily big
enough to hold the corpse of a hill giant. Most of the time, however, it bears a purple and black cloth cover,
topped with whatever religious materials are appropriate for the service at hand. In total, the pews can
accommodate approximately 240 individuals; the balcony is sloped upward so that even those seated in the very
back will be able to witness the service.

A door at the rear-left side of the temple interior leads to a set of storage areas (for religious garb,
supplies, and other necessities -- including a privy) and eventually to a rear exit. A similar door on the
rear-right provides access to a sitting area where clergy can meet in privacy with petitioners, and beyond, to
the spiral staircase to the upper levels of the temple. The ceilings for these rooms are higher than normal,
providing plenty of space for religious artwork that draws the gaze upward in awe. A secret door against the
right wall (Search DC35, Open Locks DC40) provides access to the stairway down to the catacomb and crypts.



First Floor
The first landing on the spiral staircase occurs fifteen feet above the ground floor; this door leads to the
living area for the four acolytes that care for the temple and assist High Priest Fane. Their quarters are
basic but cozy, and share the high ceilings and gaze lifting artwork of the level below.



Third Floor
The topmost level of the temple is the living and working space for High Priest Gyles Fane, along with the
temple chef and temple servant. A large balcony runs along the edge of the back of the temple, providing High
Priest Fane with both a spectacular view as well as a place to perform certain ceremonies and rituals.
This message was last edited by the player at 00:48, Fri 05 May 2023.
Maynitra
player, 360 posts
Mistress of Denial
Thu 4 May 2023
at 03:53
  • msg #5

The Judiciary


Ground Floor
The Judiciary is, at its core, a court of law for those accused of crimes against the citizens of Ivost. The
room itself is divided by a low wrought-iron railing with a small gate. On one side of the railing are benches
for up to 60 individuals who wish to observe the proceedings or provide evidence; speaking out of turn or
otherwise causing a disturbance can get you ejected from the court, or (worse yet) arrested and tried for
contempt -- especially if the Magistrate hearing the case is Maynitra. On the other side of the railing,
immediately beyond the gate, is the witness stand -- a small podium where testimony is given by those called by
either side or the Magistrate. To the right of the witness stand is a low desk for the prosecutors. A pair of
double doors behind them provides access to their offices: a place where they can take notes, confer with
witnesses, and discuss cases. To the left of the witness stand is a similar low desk for the accused and their
defender or advocate, with the double doors behind leading almost directly to the holding cells where the
accused can be safely kept while they awaiting trial. Directly across from both the audience and the witness
stand is the raised desk of the Magistrate; to their left is a place for the reference librarian (who provides
the Magistrate with references and assistance on matters of law); to their right is a place for the day's
scribe (who records the proceedings and takes notes). Double doors behind the Magistrate's desk leads to a
small study and changing area, with storage for the appropriate attire -- of the Magistrate, the Librarian, the
Scribe, or the guards. Stone pillars flanking the door actually contain Caryatid Columns; these have been give
instructions to follow any orders given to them by Gyles or Maynitra, or failing that, to stop (and if
necessary, subdue) anyone who attempts to enter the area behind the Magistrate's desk while not wearing the
appropriate attire. (Note: wearing the attire of the Magistrate, the Scribe, or the Assistant without proper
authorization is a crime, as is impersonating a guard.)

Another Caryatid Column is built into the guard post at the entrance to the holding cells; this one has also
been instructed to follow Gyle's and Maynitra's orders. Failing that, it will subdue anyone who attacks a guard
or attempts to leave without someone inside, wearing guard attire, opening the door for them. There are three
cells with manacles enough to secure 4 each of human-sized and 4 halfling- or gnome-sized individuals. Beyond
the cells is a small room with a table where accused individuals can meet with their advocate. Three guards are
present in this region at all times -- two within the entrance area and one observing the cells.

Three more guards (in addition to those stationed in the holding cells and the upstairs balcony) are always
present on the first floor of the building; these take turns standing watch inside of the entry way, the court
room, or patrolling the building.


First Floor
Stairs in the prosecutorial and defendant hallways lead up to a balcony over the courtroom, where four archers
sit and watch for any potential disturbances. When court is not in session, these guards can monitor the
surrounding region through a series of arrow slits set around the circumference of the outside wall. This
area is staffed at all times.



Basement
Stairs from the prosecutorial and defendant hallways also lead down to the basement, which holds the Judiciary
Guards' barracks, armory, and dining hall -- as well as the Judiciary Guard Commander's bedroom and bath. The
dining hall here hosts a Table of Feasting. Each guard shift, a few hours prior to going on shift, has a ritual
feast of preparation and celebration at the table, which provides them each with the effects of a heroes'
feast
: they are cured of any disease, sickness, or nausea that affects them, and for the next 12 hours
benefit from immunity to poison, immunity to fear effets, a +1 morale bonus to attack, +1 morale bonus to Will
saves, and 1d8+6 temporary hit points. There is also a kitchen and well-stocked larder; each shift has at least
one individual who can cook supplemental meals for the group. Although this area is below ground, magical
enchantments upon the walls and ceilings refresh the air and hold the temperature at a cozy 70oF.
This message was last edited by the player at 05:21, Sat 06 May 2023.
Maynitra
player, 361 posts
Mistress of Denial
Thu 4 May 2023
at 03:53
  • msg #6

The Garrison


Ground Floor
The front double doors of the Garrison open into a guard post which is staffed at all times by the Shift
Commander on duty; he is accompanied by one of the three guards from the patrol assigned to Garrison watch duty
for that shift. On either side of the front guard post are armories for the guards, each of which holds a
spiral staircase leading upward. A bit deeper into the building is the dining hall and kitchen; these can
provide meals for up to 60 individuals at a time via a self-service buffet window (marked with a wrought iron
railing to encourage orderly flow). The kitchen can accommodate and requires four active cooks, and has a
well-organized pantry; a spiral staircase leads upward from the kitchen to a large, well-stocked storage room.
The second guard post beyond the kitchen limits access to the stables and smithy at the rear of the building;
the remaining two guards from the patrol assigned to Garrison watch duty are stationed here. The stable has
individual stalls for six horses -- usually assigned to the Captain, the three Shift Commanders, and the
Judiciary Guard Commander, although they are not always willing to spare the expense of purchasing a horse. A
smithy at the rear of the building contains materials sufficient for crafting items from most plain, precious,
and special metals.



First Floor
Three barracks spaces dominate the bulk of this floor -- each of which is assigned a specific shift (morning,
afternoon/evening, and night). Spiral staircases lead down into the armories from the morning and night shift
barracks as well as up to the combat training area on the third floor. A smaller barracks houses all of the
guard sergeants; while a cluster of small bedrooms provides private space for the cooks, the groom, and the
smith. A large storage room serves both the kitchen on the floor below (as well as the laboratories on the
floor above) via spiral staircase.



Second Floor
The spiral stairwells from the barracks open into a large training area; racks of practice weapons and combat
dummies line the walls, and the central area is padded for demonstrations and sparring practice. Beyond a
fenced off area, four small ranges provide room for archery practice. Just beyond the ranges is a large
storeroom for assorted guard materials and equipment, as well as the Captain's living suite. Four additional
bedrooms -- those of the Shift Commanders. (A spare bedroom is available for guests of the Captain or visiting
trainers.) A small hallway separates the training area (which can accommodate 32 individuals at a time), and
the Alchemical laboratory. The bedrooms of the Apprentice Alchemists open onto either this hallway or the
laboratory itself, as does the bedroom suite of the Head Alchemist. A well-stocked library protects the
stairwell down to the storage area below as well as access to the Magical laboratory present on this floor.

Note: The library here provides +2 circumstance bonus to any Knowledge:Arcana or Knowledge:Nature check.
This message was last edited by the player at 21:03, Sat 03 June 2023.
Maynitra
player, 362 posts
Mistress of Denial
Thu 4 May 2023
at 03:53
  • msg #7

The Law Library


Ground Floor
The central hallway that runs the length of the library is a masterpiece of polished stone, although the thick
embroidered tapestries that line the walls absorb echoes, reducing the volume of noise to a reasonable level.
One cluster of small bedrooms provides lodging for the team of full-time scribes that work for the Library and
the Judiciary; a similar cluster of bedrooms are available for students or other resource-challenged guests who
come to the Library for extended study (at the very reasonable rate of 1gp/night). For those wishing for a bit
more space and comfort, 4 larger extended stay rooms are available on the first floor for 4gp/night. The
bedrooms of the Head Librarian and Assistant Librarian occupy the far end of this level; only the Head
Librarian's private bath possesses a personal fireplace.

The library stacks are dedicated to the rule of law in all of its complexities and peculiarities; toward that
end, its catalogue is expansive and wide ranging*, and likely contains several volumes
that are very rare (or even unique). The holdings are spread out over two floors, accessible via staircases
near each entrance to the stacks. The Library also has a dozen small rooms available for rent (2sp per four
hours of use) that are suitable for reviewing materials, taking notes, scribing copies, or even having small
meetings.



First Floor
The hallways of this level are almost identical to those on the ground floor, and this level of library stacks
are a direct continuation of those below. An additional trio of extended stay rooms are available on this level
for guests with more discerning tastes, a desire for greater privacy, and a more forgiving purse (10gp/night);
these rooms share a dedicated bath area, complete with two separate bathing stalls and a dedicated fireplace.

For those wishing to obtain drinks or a hot meal, the first floor of the library holds a small tavern backed by
a fully staffed kitchen; up to 20 patrons can eat or drink at a time. A nearby auditorium provides space for
lectures and similar performances, as well as serving as overflow seating when the tavern's space is
insufficient for demand. A large storage room is stocked with plenty of staples, drinks, food, and other
necessary materials; a cluster of small bedrooms provides sleeping space for the cooks, servers, and other
staff. A set of locked double doors at the end of the hallway lead to a broad straight staircase that ascends
into Maynitra's Tower.

* Note: The Library provides a +6 circumstance bonus to Knowledge checks for any research
specifically having to do with legal matters, regardless of the type of Knowledge check. Due to the breadth of
the holdings, however, even inquiries that are not related to law will still gain a circumstance bonus;
however, the size of the bonus depends on the Knowledge skill being researched. Local, History, and Nobility
gain +4, Geography and Religion gain +2, and all other Knowledge specialties gain +1.



Second Floor -- Maynitra's Tower Level One
The stairwell from the Library rises into a nicely appointed sitting area; four guest bedrooms are available
for those that Gyles or Maynitra deem for appropriate lodging. All of the bedrooms open onto a space holding a
spiral staircase leading upward; a sign hanging near the steps warn (in several languages) of dire consequences
for any ascending into Maynitra's personal quarters without her direct permission. A small table near the
stairwell holds a vase with a single dead rose.

Note: Near the middle of the stairwell lies a portal; anyone who bears Maynitra's arcane mark will
be transported to an almost identical spot within the True Demense, on the demiplane of Maynitra's Refuge
(see below). Those who are not teleported (either because they lack the mark or for any other reason) will
instead ascend to the Third Floor -- Level Two of Maynitra's Tower.



Third Floor -- Maynitra's Tower Level Two
This area is what Maynitra refers to as "The False Demense"; although it appears as if she lives in and
regularly visits this space, that is carefully constructed deception. Instead, this entire area is designed as
a trap to delay, discourage, and potentially even destroy those who might seek to rob or kill her. Thus the
sign at the bottom of the stairwell; those who engage with the mechanisms on this level cannot say they weren't
warned. All of the doors on this level (with the exception of the door to the privy) are securely locked (Open
Locks DC40); only Mara has access to the appropriate keys. The False Demense is divided into five regions:
  1. Entrance/Trophy Room: At the top of the stairs a small table holds a vase with a single dead rose, similar
    to the floor below. Beyond the staircase, an elegant display room showcases several seemingly valuable items
    that Maynitra could have collected during her travels, including a harpsicord, a small planar orrery, the
    mounted head of a juvenile green dragon, and a display case set with a longsword and two daggers -- all of
    which appear to be magical. A small exhibition label on the wall above the display refers to the sword as
    "Spell cleaver" and describes its ability to cut through spells as if they were flesh, destroying them in a
    single swing. The daggers on either side of it are unnamed, but described being magically enhanced for
    sharpness. (In truth, the sword is cursed and the daggers are trapped.) Opening the case triggers a magical
    trap; the dragon's head will fire an acid arrow at the individual responsible. Note that the trap will
    reset when the case is closed again.
  2. Magical Laboratory: Next to the Trophy Room is what appears to be a magical research lab -- the kind where
    Maynitra might develop new spells or craft magical items. A large number of unlabeled jars and flasks fill the
    work spaces here. Many are filled with spoiled reagents or inexpensive spell components; however, one flask is
    a Flask of Curses, enchanted specifically to have no magical aura. The closet contains several crates; inside
    is nothing but brown mold.
  3. Office and Library: This room contains a large desk with a comfortable chair, as well as many shelves full
    of books. Overall, the books are entirely unremarkable... other than the sheer number that have been marked
    with explosive runes. (There is a 25% chance that any given book contains this gift from Maynitra
    herself.) A thick tome sits on the desk with an ink pot and quill nearby; although it appears that it might be
    a journal of some kind, it is actually a vacuous grimoire.
  4. Bedroom: Painted onto the wall above the comfortable looking bed is a portrait of a regal looking drow
    noblewoman. (This portrait does not resemble Maynitra or anyone in her family at all.) The portrait also
    contains a spell turret. The spell turret recognizes Gyles, Mara, and Maynitra, and will not target
    them; anyone else, however, is fair game. When active, the drow woman cackles and jeers silently, pretending to
    be responsible for each of the spells cast by the turret. The chest beside her dressers is arcane locked
    (CL21); inside is what appears to be a spellbook and a stone of luck. Instead, the spellbook contains
    explosive runes, and the stone is a loadstone (or stone of weight).
  5. Bath: This well appointed bath contains an empty shelf for towels as well as what appears to be a soft and
    comfortable chair next to a small table. In actuality, the chair is carved from stone. In the region in front
    of the chair is a pressure plate; stepping into this region of the room causes a thick stone wall to slide
    across the entrance hallway, cutting off the bath area from the antechamber leading to the privy, the bedroom,
    and the exit. Then the bathtub in the corner begins quickly overflowing with water and filling the now-sealed
    space. Twenty hours after activation the water drains away and the stone wall recedes, resetting the
    trap.

This message was last edited by the player at 18:40, Sat 03 June 2023.
Maynitra
player, 363 posts
Mistress of Denial
Thu 4 May 2023
at 03:53
  • msg #8

Maynitra's Refuge

Demiplane Overview
Although Maynitra's Refuge is fundamentally a demiplane, it shares much in common with the Prime Material Plane
in the vicinity of Ivost -- so much so that a person transported unknowingly from one to the other might not
immediately notice the difference. However, there are a few differences.

First, Maynitra's Refuge is small -- even compared to the city of Ivost. Traveling 720 feet in any direction
brings you back to where you started, as the demiplane wraps around upon itself. This even applies to those
attempting to fly straight up or dig straight down (through 60 feet of soil, then another 300 feet of bedrock);
they will eventually find themselves approaching at a spot 360 linear feet away from where they departed, i.e.
on the "opposite" side of the demiplane.

Second, instead of reflecting the physical environment surrounding Ivost, Maynitra's Refuge is predominantly
covered with an oak forest, although the forest clears in four places. The first is in the immediate vicinity
of the True Demense -- Maynitra's home; the second and third are around a pair of small lakes. Each is about
300 feet from the True Demense, albeit in opposite directions, and each one is approximately 60 feet across
and 30 feet deep. Each lake is fed by a 300 foot long river (generally 10 feet across and 5 feet deep, although
these dimensions vary depending on location, rainfall, and time of year) that flows from the other lake.
Together, the two lakes and two rivers form a rough circle of water that bisects the demiplane. On the far side
of the demiplane, approximately 300 feet from the True Demense, lies the fourth and final clearing; to all
appearances it is simply a 60 foot wide empty field. All of these clearings are maintained by Valonde, the
elderly grey elf druid that nurtures and guides the plant and animal life brought to Maynitra's Refuge. In
addition to the oak trees are a variety of other smaller plant species, all of which have been encourage to
grow lush and wild. Although this means that there is plenty of food available -- for both the animals present
as well as humanoids -- it also means that much of the forest is choked to the point of being basically
impassable. Winding trails (as designated by Valonde) are available, although they are not always obvious.
Speaking of animals, Valonde has (with Maynitra's help) acquired enough animals to establish a minimally
independent food web, including a variety of insects, birds, lizards, small mammals, and the like -- all of
which are native to and appropriate for an oak forest environment. In addition, perhaps due to his own
preferences, the forest hosts a small family of leopards, lead by his animal companion Enyasa. Valonde has
trained most of these to recognize Maynitra as a friend -- or at least, "not-food". The lakes and rivers are
home to a variety of freshwater fish, amphibians, and water plants.

Third, although the demi-plane reflects the same light cycle and seasonal cycle as Ivost, the temperature and
weather proceed with a regularity that Ivost does not. Every third day is marked by gentle precipitation (as
appropriate for the season), regardless of what the weather may be like in Ivost. In addition, the temperature
moves in regular, predictable cycles, and never rises above 100oF or falls below -20oF.
The river's flows are similarly regular, and although flooding due to rainfall can and does occur, it always
does so in the same locations at the same time each year.

Finally, the demiplane to some degree reflects Maynitra's personality and quirks. Those who do not share her
preferences for order may feel uncomfortable while present on the plane.

Access to the plane is limited. The primary method of accessing the plane is via the portal between the Second
Floor of Mayitra's Tower in Ivost and the first floor of the True Demense (below). In addition, Maynitra's
Refuge touches and connects to the Ethereal plane at a single point. On the demiplane, that point occurs at the
bottom of the stairwell, just below the portal mentioned above. On the Ethereal Plane, that point occurs within
the guard room of the cell-block of the Judiciary; as such, it is embedded within a block of Ethereal rock and
thus is generally inaccessible without significant work. Finally, it is possible to plane shift to
Maynitra's Refuge, although doing so requires a specific focus: an acorn harvested from one of the plane's oak
trees.

Note: Maynitra's Refuge is finite and self-contained (with a hyperspherical shape), and has
normal gravity and normal time. Like the Prime Material Plane, it has the alterable morphic trait. In addition,
it is mildly Law-Aligned, and applies a -2 circumstance penalty on all Charisma-based checks to any being with
a chaotic alignment.



Ground Floor -- "Maynitra's Tower Level Two"
The True Demense is built in identical style and structure to Maynitra's Tower in Ivost; in fact, from the
interior, the only clear indication that one is here (as opposed to there) is that the small table near the
stairs holds a humanoid skull instead of a vase with a single dead rose. Six guest bedrooms are available here
to those trusted and valued guests that Maynitra has chosen herself; in addition, a well appointed sitting area
extends from the stairwell. An iron door provides exit from the tower to the clearing surrounding the True
Demense on Maynitra's Refuge. This door bears two locks and can be barred from the interior. The stairwell at
the center of the tower extends both up and down. At the bottom of the stairs is a wall of stone marked with
the outline of a door; this doorway is the original connection point to the Ethereal plane, although the space
on the other side of the portal is currently filled with Ethereal stone.

Note: Near the middle of the downward stairwell lies the return portal to Maynitra's Tower in Ivost.
In general, anyone passing this portal will be transported, regardless of whether they bear Maynitra's arcane
mark or not. Thus, anyone coming down from the True Demense will be transported to Ivost, descending the stairs
to the Second Floor -- Level One of Maynitra's Tower; those ascending from the connection to the Ethereal Plane
will be transported to Ivost, climbing the stairs up to the False Demense.




First Floor -- "Maynitra's Tower Level Three"
The central stairs terminate in a single door on the first floor of the True Demense. Beyond is Maynitra's
research library, dedicated to the subject of abjuration and protection in all of its many forms and
manifestations*. The library continues up a single flight of stairs to the floor above. One
door leads from the library to a storage area for supplies, memorabilia, and other items Maynitra is loathe to
part with, for one reason or another; another door leads to her research laboratory, complete with an attached
bath and privy. Another stairwell here leads up to her study.

Note: All of the doors on this floor are arcane locked.


Second Floor -- "Maynitra's Tower Level Four"
The second and topmost floor of the True Demense, this is the only place where Maynitra would ever consider
truly relaxing. Half of the floor is taken by the continuation of the library collection from below. Her
personal study is accessible from the library here, or from a flight of stairs leading down to her research
laboratory. Her working desk fits into one corner of the room, along with a bookcase containing her notes,
journals, and diaries detailing her travels and experiences; a sitting area dominates the rest of the room,
providing space for her to entertain any guests she might invite into her most trusted spaces. Her bedroom has
direct access to both the library and her study, including through a shared bath room and privy.

Note: All of the doors on this floor are arcane locked.

* Note: Maynitra's personal collection Library provides a +6 circumstance bonus to Knowledge
checks for any research specifically regarding abjurations or protections, regardless of the type of Knowledge
check. Due to the breadth of her collection, however, even inquiries that are not related to abjurations and
protections will still gain a circumstance bonus, depending on the Knowledge skill being researched. Arcane and
Planes gain +4; Architecture/Engineering, Dungeoneering, and Nature gain +2.

This message was last edited by the player at 21:05, Sat 03 June 2023.
Ghanek Brightwave
player, 134 posts
Tue 30 May 2023
at 15:06
  • [deleted]
  • msg #9

Ghanek's Lighthouse Level 4

This message was deleted by the player at 15:13, Tue 30 May 2023.
Hathra Bonecrown
player, 137 posts
Mystical Theurge Lich
Overlord of Undead
Mon 3 Jul 2023
at 20:12
  • msg #10

Blackwood Manor (Magic Academy, Business)

Blackwood Manor
There can be multiple magical academies in Ivost, Blackwood Manor is one of them. It resides in necropolitant district in the city, near the district entrance so those living can easily get to the manor for studies if they have the stomach to attend there.

Besides dealing with undead and natures of necromancy every day, the magical academy has a heavy focus on necromancy and darker magical arts but overall is an institute of education both to arcane and divine arts. The main runners in place are Hathra himself and his cohort Nalasha Eburn'Mors along with some undead educators and other powerful spellcasters as visiting professors giving lectures on an irregular basis.

There are quarters where students can stay but most prefer to stay in the 'living side' of the city even if it's more expensive. Academy has strict, challenging but otherwise fair entrance exam which needs to be performed on academy grounds.

Once accepted students are taught a variety of lores but heavy specialization into arcane and lore of deities and undead and otherwise matter of life and death and even healing arts. Academy grounds besides basic amenities have a vast library and magical laboratories and naturally a surgery room where advanced volunteers had granted bodies for the study of science and practice basics of body animations.

Also, there is teleportation circle inside the academy principal's office (hidden) and also a magical library that helps expand its user arcane prowess (both Hathra and Natalsha uses it in turns).
Hathra Bonecrown
player, 138 posts
Mystical Theurge Lich
Overlord of Undead
Mon 3 Jul 2023
at 20:25
  • msg #11

Crow's Industries (Service, Business)

Crow's Industries
Crow's Industries is a business operation that deals with a mine and smelter and smelter produces besides normal metal bars made from minerals also harvests onyx stones for necromantic needs as well the creation of only currency usable in necropolitant city part; Crimson Coins. Crimson Coins have negative energy charged in them which when used provide a single undead amount of refreshing energy equal to the coin's given value. The highest valued coins can make a year-lasting refreshment but those come only a few minted as their monetary value is 10,000gp.

There is a teleportation circle between the mines and smelter facilities, with a strict limit only undead or dead can cross it besides any materials they carry between the smelter and the mines. The mines have no tunnel reach to the surface and the mine is manned and operated by corporeal sentient undead turned into spectral haunted spirits who possess tools and equipment in the mines.

Smelter itself is called Forgotten Steel Factory and the mines are called Mine of The Forsaken. But they both operate under the term Crow's Industries whose logo is a crow. The main owner and runner of the company is Hathra himself who spends most hours in the day running the day-by-day operations and doing paperwork. Also, he enters mines regularly casting magic and divination to find new ore veins and minerals and guide miners towards it or deal with potential problems in the mines themselves. He runs operations between the magic academy and the company and the remaining free time he spends as he desires (as unlike living he needs no rest). But if needed, the academy can be run by his cohort for a while.

This message was last edited by the player at 20:28, Mon 03 July 2023.
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