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Describe for me a City of Illusion
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<blockquote data-quote="steeldragons" data-source="post: 6482499" data-attributes="member: 92511"><p><u><strong>City of Illusions</strong></u></p><p>Spectracularium</p><p>a.k.a. Spectrum, Chrospecta, Chromantolis, Kaleidoscope, Mist Run, Droopyrock, et al. depending on the gnome you ask, and sometimes even changing then.</p><p></p><p>The site of the fabled gnomish trade city of Spectracularium is as much mystery as the secretive people themselves. Tales of its wonders and beauty to rival the greatest elvish houses have been whispered among sylvan folk for centuries. What few non-sylvan types who have been welcomed within the city’s elusive gates have greatly enjoyed the beautifully crafted wares and magical wonders of the place...but have never been privileged to view them again.</p><p></p><p><u>The Surroundings</u></p><p>As with almost all gnome settlements, there is no road to the City of Illusions...or rather, there is never the same road twice. The wooded pathways, appearing as little more than trails used by local woodland creatures, seem to move from place to place with every new moon.</p><p></p><p>Only a gnome can find and recognize the proper trail for what it is. Non-gnomes attempting to following these trails will invariably be led around throughout the woods, to beautiful flower-filled glades and grottos of bubbling streams or into treacherous mires, impassable thickets, and for one unfortunate group of would-be thieves to a brown bear’s den, and eventually expelled from the forest entirely near the human road leading to the nearby town of Copse, some 3 leagues distant. It all depends on the intentions of the seeker and the whims of the wood-bending and illusion-casting “outer guard.”</p><p></p><p>The outer guard do not actually live in the city nor do they know where it is/how to get there (though many have an idea). Each submits to a “Forget" spell (or other mind-tampering) when accepting their place in the Outer Guard. Emissaries from the city guard come to the outer guard barracks, bringing provisions, taking orders for weapons and/or magical supplies, and swapping out/introducing personnel as necessary. They are an elite force composed of gnomish rangers, fighters, fighter/illusionists, and druids sworn to protect the city’s whereabouts. They operate from a central “barracks” warren with multiple fox-holes and various outposts scattered around the wood’s.</p><p></p><p>If one is fortunate enough to find (or is led by a gnomish companion) the great oak that spans the stream, climbing its massive roots and branches over a raging river (geographers are still unsure what river this is or connects to) and through the woods, one must climb a steep rocky and wooded hillock to the crest where thumb of stone dotted with sparkling quartzes protrudes from the ground. Following the direction opposite of that shard points for 27 paces will bring one to a three foot wide break in the trees on one’s left, looking like nothing more than an additional deer trail, stepping through that break, the forest will seem to fade away and bring one to the gates of Spectracularium. </p><p></p><p><u>The Gates</u></p><p>The city’s gates are a thing of beauty and excellent example of gnomish woodcraft. They stand a full 6 feet tall and 2' thick, framed within a palisade of what appears to be living interwoven trees and thicket. Aged Polished cherry wood covered on every inch with scenes of woodland creatures and forest scenes, all manner of flower, fern and tree. It is said every plant and animal that lives within the surrounding territories can be found somewhere in the gates’ carvings. </p><p></p><p>Upon reaching the gates, a slot in the door or a breach in the high branches of the palisade will reveal a gnomish face (or eyes) and voice demanding a password. “Garl’s Glittering Gold, we don’t have a password!” is the password.</p><p></p><p><u>The City</u></p><p>When the gates open, the visitor is treated to a broad “street” lined to either side with gnome sized shops and buildings of enchanting design. Every stone and wooden beam is carved and rounded, painted with bright color, inlaid with silver and golden tracery and, in places, inset with smooth polished semi-precious gemstones of rainbow colors. The broadway is interspersed with small medians of well manicured lawns, living topiaries of woodland animals, and the occasional stone or crystal fountain or statue of uncanny skill and detail. Flowering plants and vines fill flowerboxes hanging from windows or climbing the sides of the buildings and a cheerful whimsy fills the air. Perfumes from the flowers, unusual spices and fresh baking goods waft through the streets.</p><p></p><p>While bending and winding throughout the city, in some places rosy cobblestone, sodded, or inlaid with mosaics of river rocks, and forking from place to place, the observant visitor will note that this broad ‘market street" is really a single walkway throughout the place. Eventually, the street winds its its way to a deep chasm or crevace drops some 50‘, extending as far as the eye can see in either direction, with but a single wide stone bridge spanning it, also heavily carved and gem encrusted.</p><p></p><p>On the far side of the bridge, a rocky cliff face juts up to an immeasurable height of mountain heretofore unnoticed. Within the rocky face, a large natural-appearing cave is lined with carvings of animals and gnomes form line the cave mouth. This is the entrance to the temple of the gnomish god which gives way to a huge crystalline cavern with an alter and various alcoves marked with statues of great gnomish heroes and demi-gods. A great circular door of seeming natural stone rolls into place in times of defense, blending perfectly with the rest of the rockface. Similarly, when needed, spells are cast to hide the actual bridge and illusions created of 3-5 other bridges of various types meant to lead invaders into the deep crevace.</p><p></p><p>Nearly every other shop seems to be for shoes or hats but other wares, pottery, jewelry, magical trinkets of all sorts can also be found. There is a single inn & tavern built to “bigfolk” measurements, but there are several other “small folk” sized establishments. Drinking halls offering games of chance can be found in many locations.</p><p></p><p>At night, visitors will be treated to ethereal music and great public displays of moving images narrated by gnomish bards and colorful light shows. The streets are lined with “high" (8‘) wooden herons, with silver tracery, who hold puffballs of muted pastel colored lights. These lights flow through the evening from rosy reds & pinks to warm golds & orange and on to a bluish lavendar in the predawn hours.</p><p></p><p>As the shops close up for the night, the whole of the city takes on a peaceful twilight and sleepy quality. Those caught out on the streets after midnight will be subject to continuous saves against falling into magical slumber...undoubtedly awaking in the morning within a holding “pen” (iron-barred jail), surrounded by inquisitive gnomish guards who will want to know what you were up to or, in the case of disruptive individuals, somewhere in the forest/outside the city or near the human road. </p><p></p><p>Those that somehow make their way to the backs of the shops will note plain structures of workshops or store rooms, but no residences. These are connected to each other in several places, but almost all bring one back out onto the main thoroughfare.</p><p></p><p>The inhabitants of the city actually live within a warren that is only entered from the bottom of the crevace, a secret route through the temple (known only to the priests) and/or secret bunkers/entrances known only to the city milita: a secret door behind a statue, under a topiary, within certain shops (including the big-folk’s inn. They’re always makin’ trouble). All tunnels leading to the actual warren are trapped, have gates and triggered cave-ins to seal them off at a moment’s notice.</p><p></p><p>On holidays, the city of lavishly decorated with both illusory and real materials in bright colors, greens, plants and animals of the appropriate season with festivals and feasts of great revelry and displays of illusionary grandure. </p><p></p><p>Those who stay in the city for more than a week will notice things change. Buildings will be different colors. Carvings will depict different creatures or scenes. Shops and individuals will not be found where they previously were. Topiaries and statuary is different or moved. When one exits the city, the main gates being the only public entrance or egress, will notice when they turn back that the palisade and gates are gone, showing only normal forest and/or open, empty flowering field.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6482499, member: 92511"] [U][B]City of Illusions[/B][/U] Spectracularium a.k.a. Spectrum, Chrospecta, Chromantolis, Kaleidoscope, Mist Run, Droopyrock, et al. depending on the gnome you ask, and sometimes even changing then. The site of the fabled gnomish trade city of Spectracularium is as much mystery as the secretive people themselves. Tales of its wonders and beauty to rival the greatest elvish houses have been whispered among sylvan folk for centuries. What few non-sylvan types who have been welcomed within the city’s elusive gates have greatly enjoyed the beautifully crafted wares and magical wonders of the place...but have never been privileged to view them again. [U]The Surroundings[/U] As with almost all gnome settlements, there is no road to the City of Illusions...or rather, there is never the same road twice. The wooded pathways, appearing as little more than trails used by local woodland creatures, seem to move from place to place with every new moon. Only a gnome can find and recognize the proper trail for what it is. Non-gnomes attempting to following these trails will invariably be led around throughout the woods, to beautiful flower-filled glades and grottos of bubbling streams or into treacherous mires, impassable thickets, and for one unfortunate group of would-be thieves to a brown bear’s den, and eventually expelled from the forest entirely near the human road leading to the nearby town of Copse, some 3 leagues distant. It all depends on the intentions of the seeker and the whims of the wood-bending and illusion-casting “outer guard.” The outer guard do not actually live in the city nor do they know where it is/how to get there (though many have an idea). Each submits to a “Forget" spell (or other mind-tampering) when accepting their place in the Outer Guard. Emissaries from the city guard come to the outer guard barracks, bringing provisions, taking orders for weapons and/or magical supplies, and swapping out/introducing personnel as necessary. They are an elite force composed of gnomish rangers, fighters, fighter/illusionists, and druids sworn to protect the city’s whereabouts. They operate from a central “barracks” warren with multiple fox-holes and various outposts scattered around the wood’s. If one is fortunate enough to find (or is led by a gnomish companion) the great oak that spans the stream, climbing its massive roots and branches over a raging river (geographers are still unsure what river this is or connects to) and through the woods, one must climb a steep rocky and wooded hillock to the crest where thumb of stone dotted with sparkling quartzes protrudes from the ground. Following the direction opposite of that shard points for 27 paces will bring one to a three foot wide break in the trees on one’s left, looking like nothing more than an additional deer trail, stepping through that break, the forest will seem to fade away and bring one to the gates of Spectracularium. [U]The Gates[/U] The city’s gates are a thing of beauty and excellent example of gnomish woodcraft. They stand a full 6 feet tall and 2' thick, framed within a palisade of what appears to be living interwoven trees and thicket. Aged Polished cherry wood covered on every inch with scenes of woodland creatures and forest scenes, all manner of flower, fern and tree. It is said every plant and animal that lives within the surrounding territories can be found somewhere in the gates’ carvings. Upon reaching the gates, a slot in the door or a breach in the high branches of the palisade will reveal a gnomish face (or eyes) and voice demanding a password. “Garl’s Glittering Gold, we don’t have a password!” is the password. [U]The City[/U] When the gates open, the visitor is treated to a broad “street” lined to either side with gnome sized shops and buildings of enchanting design. Every stone and wooden beam is carved and rounded, painted with bright color, inlaid with silver and golden tracery and, in places, inset with smooth polished semi-precious gemstones of rainbow colors. The broadway is interspersed with small medians of well manicured lawns, living topiaries of woodland animals, and the occasional stone or crystal fountain or statue of uncanny skill and detail. Flowering plants and vines fill flowerboxes hanging from windows or climbing the sides of the buildings and a cheerful whimsy fills the air. Perfumes from the flowers, unusual spices and fresh baking goods waft through the streets. While bending and winding throughout the city, in some places rosy cobblestone, sodded, or inlaid with mosaics of river rocks, and forking from place to place, the observant visitor will note that this broad ‘market street" is really a single walkway throughout the place. Eventually, the street winds its its way to a deep chasm or crevace drops some 50‘, extending as far as the eye can see in either direction, with but a single wide stone bridge spanning it, also heavily carved and gem encrusted. On the far side of the bridge, a rocky cliff face juts up to an immeasurable height of mountain heretofore unnoticed. Within the rocky face, a large natural-appearing cave is lined with carvings of animals and gnomes form line the cave mouth. This is the entrance to the temple of the gnomish god which gives way to a huge crystalline cavern with an alter and various alcoves marked with statues of great gnomish heroes and demi-gods. A great circular door of seeming natural stone rolls into place in times of defense, blending perfectly with the rest of the rockface. Similarly, when needed, spells are cast to hide the actual bridge and illusions created of 3-5 other bridges of various types meant to lead invaders into the deep crevace. Nearly every other shop seems to be for shoes or hats but other wares, pottery, jewelry, magical trinkets of all sorts can also be found. There is a single inn & tavern built to “bigfolk” measurements, but there are several other “small folk” sized establishments. Drinking halls offering games of chance can be found in many locations. At night, visitors will be treated to ethereal music and great public displays of moving images narrated by gnomish bards and colorful light shows. The streets are lined with “high" (8‘) wooden herons, with silver tracery, who hold puffballs of muted pastel colored lights. These lights flow through the evening from rosy reds & pinks to warm golds & orange and on to a bluish lavendar in the predawn hours. As the shops close up for the night, the whole of the city takes on a peaceful twilight and sleepy quality. Those caught out on the streets after midnight will be subject to continuous saves against falling into magical slumber...undoubtedly awaking in the morning within a holding “pen” (iron-barred jail), surrounded by inquisitive gnomish guards who will want to know what you were up to or, in the case of disruptive individuals, somewhere in the forest/outside the city or near the human road. Those that somehow make their way to the backs of the shops will note plain structures of workshops or store rooms, but no residences. These are connected to each other in several places, but almost all bring one back out onto the main thoroughfare. The inhabitants of the city actually live within a warren that is only entered from the bottom of the crevace, a secret route through the temple (known only to the priests) and/or secret bunkers/entrances known only to the city milita: a secret door behind a statue, under a topiary, within certain shops (including the big-folk’s inn. They’re always makin’ trouble). All tunnels leading to the actual warren are trapped, have gates and triggered cave-ins to seal them off at a moment’s notice. On holidays, the city of lavishly decorated with both illusory and real materials in bright colors, greens, plants and animals of the appropriate season with festivals and feasts of great revelry and displays of illusionary grandure. Those who stay in the city for more than a week will notice things change. Buildings will be different colors. Carvings will depict different creatures or scenes. Shops and individuals will not be found where they previously were. Topiaries and statuary is different or moved. When one exits the city, the main gates being the only public entrance or egress, will notice when they turn back that the palisade and gates are gone, showing only normal forest and/or open, empty flowering field. [/QUOTE]
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