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(Inactive) Psion's Return to the Tomb of Horrors (OOC)
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<blockquote data-quote="Psion" data-source="post: 3249648" data-attributes="member: 172"><p>Well, it's good that we've got things underway. Alas, the cable picked today to go on the fritz. I'll be intermittently limping along on dialup until the calbe co gets their act together.</p><p></p><p>Thought I'd post a few notes about Bluffside for background purposes. Bluffside's major export is adamantine. It rests of a vein of the valuable metal. However, Bluffside's beginnings were as an archeological site. Ancient buildings still stand in Bluffside that are remnants of the powerful civilization that once stood here.</p><p></p><p>Bluffside proper sits atop a seacliff. The actual docks are on a city situated on an island in the bay below called Sordadin. Cargoes are ferried to and from the bay by means of mechanical elevators put into place by the so-called "steam gnomes".</p><p></p><p>Bluffside proper is split into several walled "quarters" that almost stand as separate cities. Though it has been some time since the last major raid, the city stands ready to defend itself from goblin hordes that are still known to exit in the moutains.</p><p></p><p>The "quarters" of blusside are: <ul> <li data-xf-list-type="ul">Old City: The Old City grew up around the archeological sites in the palace and the ruins of the ancient city of Sem La Vah. The palace eventually became a center of government, and the old city became home to several other important governmental buildings such as embassies and the courts.</li> <li data-xf-list-type="ul">The Mining District: The mining district is flush against the nearest mountains, and is the center of mining and smelting activity in Bluffside.</li> <li data-xf-list-type="ul">Temple District: The temple district is the home to various religions in Bluffside. The temple district was one of the last districts to spring up; houses of worship sprung up in here after the rest of the space in the valley were occupied. No one else wanted this particular tract of land due to the many crevasses in it. Though most of the keyed locations are houses of worship, there are some other interesting sites such as the Dine Divine, where religious arguments are settled in a ring, and the Street of Sorrows that is full of street preachers and various other loons.</li> <li data-xf-list-type="ul">The Wizard District: The obsidian tower that is located here became an object of fascination for many curious wizards. Soon they became a power in Bluffside and a district dominated by wizards sprung up around it. However, sorcerers are technically barred from the district; the tower's magical effects on sorcerers only encouraged wizards to formalize their disdain for sorcerers and made it into law.</li> <li data-xf-list-type="ul">New City: The New City is built over the tunnels that eventually lead down to the docks in the bay below. As Bluffside became more commerce oriented, this district became more important. The New City is possibly the most mercantile of the districts of Bluffside.</li> <li data-xf-list-type="ul">The Ruins: Right in the middle of the city is a section of haunted ruins that have never been totally excavated or explored.</li> <li data-xf-list-type="ul">The Undercity: In addition to the various districts of the city, there is an extensive tunnel system that exists underneath the outer portions of the city (beneath all the above sections but the old city and the ruins. The undercity has its own sections, including the sewers, the warehouse district near the docks, a seedy marketplace, a secret arena, mines, and the dwarven halls.</li> <li data-xf-list-type="ul">Sordadon: Sordadon is a floating city in the bay, and has districts all its own. It was originally built around shipwrecks of ships that had been smashed against the reefs, but eventually grew into a whole floating city.</li> </ul></blockquote><p></p>
[QUOTE="Psion, post: 3249648, member: 172"] Well, it's good that we've got things underway. Alas, the cable picked today to go on the fritz. I'll be intermittently limping along on dialup until the calbe co gets their act together. Thought I'd post a few notes about Bluffside for background purposes. Bluffside's major export is adamantine. It rests of a vein of the valuable metal. However, Bluffside's beginnings were as an archeological site. Ancient buildings still stand in Bluffside that are remnants of the powerful civilization that once stood here. Bluffside proper sits atop a seacliff. The actual docks are on a city situated on an island in the bay below called Sordadin. Cargoes are ferried to and from the bay by means of mechanical elevators put into place by the so-called "steam gnomes". Bluffside proper is split into several walled "quarters" that almost stand as separate cities. Though it has been some time since the last major raid, the city stands ready to defend itself from goblin hordes that are still known to exit in the moutains. The "quarters" of blusside are:[list] [*]Old City: The Old City grew up around the archeological sites in the palace and the ruins of the ancient city of Sem La Vah. The palace eventually became a center of government, and the old city became home to several other important governmental buildings such as embassies and the courts. [*]The Mining District: The mining district is flush against the nearest mountains, and is the center of mining and smelting activity in Bluffside. [*]Temple District: The temple district is the home to various religions in Bluffside. The temple district was one of the last districts to spring up; houses of worship sprung up in here after the rest of the space in the valley were occupied. No one else wanted this particular tract of land due to the many crevasses in it. Though most of the keyed locations are houses of worship, there are some other interesting sites such as the Dine Divine, where religious arguments are settled in a ring, and the Street of Sorrows that is full of street preachers and various other loons. [*]The Wizard District: The obsidian tower that is located here became an object of fascination for many curious wizards. Soon they became a power in Bluffside and a district dominated by wizards sprung up around it. However, sorcerers are technically barred from the district; the tower's magical effects on sorcerers only encouraged wizards to formalize their disdain for sorcerers and made it into law. [*]New City: The New City is built over the tunnels that eventually lead down to the docks in the bay below. As Bluffside became more commerce oriented, this district became more important. The New City is possibly the most mercantile of the districts of Bluffside. [*]The Ruins: Right in the middle of the city is a section of haunted ruins that have never been totally excavated or explored. [*]The Undercity: In addition to the various districts of the city, there is an extensive tunnel system that exists underneath the outer portions of the city (beneath all the above sections but the old city and the ruins. The undercity has its own sections, including the sewers, the warehouse district near the docks, a seedy marketplace, a secret arena, mines, and the dwarven halls. [*]Sordadon: Sordadon is a floating city in the bay, and has districts all its own. It was originally built around shipwrecks of ships that had been smashed against the reefs, but eventually grew into a whole floating city. [/list] [/QUOTE]
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