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<blockquote data-quote="Ghostknight" data-source="post: 1418925" data-attributes="member: 15338"><p><strong>Starting info</strong></p><p></p><p>Please try to incorporate the following info into starting historys to provide a reason why you are in the starting location. If characters wish to know each other at the start that make sit easier, if not there are plenty of ways to get you together - you just need to get yourselves to the starting point in your character write ups. (either be natives of the town or provide an explanationas to how you got admitted - this is a hidden town, and for good reason, they are not going to just allow everyone in through their outside pickets, never mind into the town proper)</p><p></p><p><strong>Hidden Town of Tumil</strong></p><p></p><p>The town of Tumil is a mess. Anyone passing through would assume that it is just another set of ruins left over from before the rule of Julieal. In actuality the village is situated beneath the ruins in a series of caverns enlarged through mining and magic.</p><p></p><p>The total population of the town is around 1000. This fluctautes but rarely by more than 200. The town lives in fear of being discovered and thus does not admit strangers easily.</p><p></p><p>The town is ruled by Gerohg, an half celestial elf cleric of Kigh (an aspect of the lawful good nature of the water deity Domains: Good, Water, Protection, War). It is his magic that helps guard the town from detection and helps ensure his undisputed rule. He is assisted by a council of five, four humans and a halfling. There is also a dwarven representative from the Forge of Lathar that has an honorary seat on the council.</p><p></p><p>Every member of the town over the age (or age equivalent) of seven is trained to help the militia. Those too old to wield a weapon are trained to assist in moving ammunition and in healing, those too young as messengers and ammunition couriers. The council knows the militia to be an exercise in futility, a small fiendish army could easily rampage through the town, cold iron weapons not withstanding, and rely on the hidden nature of the town and their allies outside of the town to keep them hidden.</p><p></p><p>The main features of the tow are a temple to Kigh, a temple to Mithrond (Void deity, Neutral aspect, Domains Magic, Travel, Knowledge) which houses a library as well, the barracks (50 permanent soldiers, weaponry and armour for another 300 in case the militia is called out. All weaponry is duplicated in cold iron - in case of fiendish invasion steel will be swopped out to iron.), travel house (dormitories to house up to 100 transient people, a communal kitchen and small hospice), mangrove farms (swamp like caverns, covered in lichen, fungus and containing pools of fish. A watch is kept on these to make sure no fiendish taint enters from above into the plants or fish), a smith (normal blacksmithing only) and a trade post (prices are at 10% above PHB prices - cold iron weaponry is 50% more expensive than the steel counterparts as their is an obvious risk in transporting and trading in these - outlawed under a sentence of death.)</p></blockquote><p></p>
[QUOTE="Ghostknight, post: 1418925, member: 15338"] [b]Starting info[/b] Please try to incorporate the following info into starting historys to provide a reason why you are in the starting location. If characters wish to know each other at the start that make sit easier, if not there are plenty of ways to get you together - you just need to get yourselves to the starting point in your character write ups. (either be natives of the town or provide an explanationas to how you got admitted - this is a hidden town, and for good reason, they are not going to just allow everyone in through their outside pickets, never mind into the town proper) [B]Hidden Town of Tumil[/B] The town of Tumil is a mess. Anyone passing through would assume that it is just another set of ruins left over from before the rule of Julieal. In actuality the village is situated beneath the ruins in a series of caverns enlarged through mining and magic. The total population of the town is around 1000. This fluctautes but rarely by more than 200. The town lives in fear of being discovered and thus does not admit strangers easily. The town is ruled by Gerohg, an half celestial elf cleric of Kigh (an aspect of the lawful good nature of the water deity Domains: Good, Water, Protection, War). It is his magic that helps guard the town from detection and helps ensure his undisputed rule. He is assisted by a council of five, four humans and a halfling. There is also a dwarven representative from the Forge of Lathar that has an honorary seat on the council. Every member of the town over the age (or age equivalent) of seven is trained to help the militia. Those too old to wield a weapon are trained to assist in moving ammunition and in healing, those too young as messengers and ammunition couriers. The council knows the militia to be an exercise in futility, a small fiendish army could easily rampage through the town, cold iron weapons not withstanding, and rely on the hidden nature of the town and their allies outside of the town to keep them hidden. The main features of the tow are a temple to Kigh, a temple to Mithrond (Void deity, Neutral aspect, Domains Magic, Travel, Knowledge) which houses a library as well, the barracks (50 permanent soldiers, weaponry and armour for another 300 in case the militia is called out. All weaponry is duplicated in cold iron - in case of fiendish invasion steel will be swopped out to iron.), travel house (dormitories to house up to 100 transient people, a communal kitchen and small hospice), mangrove farms (swamp like caverns, covered in lichen, fungus and containing pools of fish. A watch is kept on these to make sure no fiendish taint enters from above into the plants or fish), a smith (normal blacksmithing only) and a trade post (prices are at 10% above PHB prices - cold iron weaponry is 50% more expensive than the steel counterparts as their is an obvious risk in transporting and trading in these - outlawed under a sentence of death.) [/QUOTE]
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