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knightsmods ([personal profile] knightsmods) wrote2012-04-29 05:24 pm
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Locations

LOCATIONS


Knight's Narrows is a full town, or was at one point. What you see here is not everything that your characters will see. There's a multitude of abandoned houses, businesses, and other buildings all throughout Knight's Narrows. These are merely the points of interest.


Cathedral
At the far north end of the town, the old Cathedral casts a dark shadow over Knight's Narrows. Since its corruption, the building itself has fallen into disrepair due to looters and other attacks. Strangely, none of the looters ever made it out of the Cathedral to spend whatever riches they may have found, and details about the “other attacks” are spotty at best. If asked about the Cathedral, the locals will become suddenly tight-lipped, stating only that the place is “evil.” Nothing more.

At night, the whispers in the dark seem to come from the direction of the Cathedral. During the day, the building itself is quiet, though a sense of dread and foreboding will overcome any person brave enough to stand at its doors. If your character should choose to go inside, the main room will seem fairly standard for a church hall, though sunlight doesn't seem to shine in through the windows as brightly as it should. Signs of looting and other damage are prevalent. However, in far back wall, to the right of the altar sits a large, heavy door. At current, the door is completely locked and sealed, seemingly by some magical force. If any character asks a local about the door, they will only be told that “it's better this way.”

The entire cathedral is inaccessible at night, and approaching its doors guarantees an attack.



Forest
The forest spans out to the west of the town. It seems fairly innocuous at first glance, and no different from any other forest anywhere else. However, the locals will warn the newcomers away from the forest almost as vehemently as they would the cathedral. There are “things” in the forest, they say. Some might spin wild tales about what lurks within, but others say that no one's actually seen anything more menacing than wolves out among the trees. Sometimes, what remains unseen is far more dangerous.

Should a character choose to head into the forest, they'll immediately notice that the canopy has grown so thick that it will block out any sunlight or starlight. A torch will be needed to navigate through it, no matter the time of day. Any character with supernatural abilities will find that their powers have been stripped from them completely while within the confines of the forest. The air itself is heavy and oppressive, and the further one travels into the wood, the harder it will be to breathe. At the far edge of the forest, before the land drops off into nothingness like the rest of the town's perimeter, characters may find a small pool of water completely unrelated to the river or the lake. The water is impossibly still and always cool to the touch. Drinking this water has dangerous psychedelic effects, and accompanying physical ailments include but are not limited to fever, vomiting, and intense dizziness.



River
The river that cuts through town winds out from the forest, though its point of origin is unknown. It cuts through the north end of town, separating the Cathedral from everything else, though the bridge to get across is still very much intact. Mist gathers around the river nightly, and people claim to see wraiths forming in the vapors.












The Laughing Knight
The Laughing Knight is currently the only inn operating in town. It is also currently the only bar open for business. Whether your character is looking for a drink or a bed away from home, the innkeeper Ginger is happy to supply. However, nighttime sends the entire building into lockdown. The doors close at sunset and do not open again until sunrise. If your character is looking for work, Ginger is more than willing to take on extra hands.










General Goods Store
Run by the shopkeeper Solomon, the store in town square has almost everything your character needs to survive. Since the other stores have closed down or otherwise been abandoned, Solomon's shop has grown to stock more than he could have ever wanted to sell. Everything from necessities like lumber, candles, and tools can be found here, as well as non-essentials such as spices, jewelry, and trinkets. If your character is looking for work, Solomon will take them on, assuming that they have a sharp eye and a mind for organization.









Blacksmith
Lazaro's smithy is the last stop before the road begins to show signs of overgrowth from disuse-- the closest occupied building to the cathedral. It continues to stand strong, though Lazaro himself seems a bit unnerved by his location. Nevertheless, this is the place to go for any and all weapons and armor. The blacksmith may be willing to take on an apprentice, but not much more than that.











House of Healing
The House of Healing is quite literally a house-- Marisol's house, to be precise. All healing is done right out of her own home at the southern reach of town. Her help seems less like a business and more like a hobby; her rates are never consistent. Sometimes she will charge a hefty sum for her services, and other times she will hand out help for free. She is not looking for employees at this time.











Apothecary
Those looking for healing herbs and medicines have come to the wrong place at Nicholai's apothecary. Sure, he has such things to sell, but they are not nearly at the quality they should be. Nicholai's true dealings are in poisons, psychedelics, and other harmful drugs-- the “apothecary” storefront is simply a cover. Most of his supply comes in through various sources at the docks, which is why his shop is located very close by. Anyone looking for work with experience in smuggling might find an odd friend in Nicholai.









Working Shipyard
The port in Knight's Narrows is not directly on an ocean. The river that cuts out through the forest and across the north side of town empties into an estuary in the east, where ships make port. Merchant and sailing ships can be found at the docks at regular intervals, though the sailors are salty and not much for conversation. Curiously, while trade and commerce comes in, no one ever seems to see any of the ships leave. They just seem to disappear.










Abandoned Shipyard
On the north side of the riverbank, on a rocky, forgotten shore, skeletons of both ships and men scatter along the abandoned shipyard. It appears that these remains have been there for quite some time, though if one looks closely enough, they might recognize the name of a ship seen in the working port just the other day...












Abandoned Courthouse/Gallows
Almost directly in the center of town, the abandoned courthouse sits derelict among other abandoned buildings. The gallows out in front still seem no worse for wear, and nooses hang from the beams as though still waiting for their hangmen. A good portion of the town's books can be found within the courthouse, though many are illegible from age, and some are written in a completely unintelligible language, encrypted by magic. Anything that can be understood are basic laws and statutes concerning the most unimportant things. Like stealing sheep.











If your character would like to start a business, comment to this entry with the character's name and a brief description of the business. Characters may commandeer any of the abandoned buildings around town and completely overhaul them to suit their needs. Once a business has received mod approval, your character may start work on it immediately. We will then add it to the locations page!

If your character would like to work at an NPC business
, comment to this entry with the character's name, desired position, and a brief description as to your character's suitability for the position. Once a position has received mod approval, your character may start working immediately.

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