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Kulan: Knightfall's Crisis in Bluffside Game [IC]
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<blockquote data-quote="Knightfall" data-source="post: 9166794" data-attributes="member: 2012"><p><strong>To The Palace:</strong></p><p>You are careful not to tarry at Stormgrove for too long. It is a long walk to The Palace, and time is of the essence. Tuck and Vincenzo lead the way through the bustling streets of Old City. The district's people have been emboldened by your victory over the Loyalists, Rising Swords, and The Beast. Since that victory, the streets have become safer during the day. It is almost as if the district is back to normal, but as you travel through the streets, you can see that many of the people go about their day with some sense of nervousness.</p><p></p><p>During the night, the people are still reluctant to be outside unless gathered in large numbers. This means the district's taverns and inn's are doing a brisk business. Those who stay out drinking would rather stay the night at an inn than risk walking home through the dark. There have been very few rumours of The Dusk prowling the streets at night. They seem to have retreated into the Undercity. They have been sighted down there a few times, but no one sees them for long.</p><p></p><p>There haven't been any clashes between them and the Regulars since The Beast fell.</p><p></p><p>After passing through Beacon Arch and Moon's Arch on your way to the Quill Gate, you hear that The Five have opened up the Iron Gate once again. No fanfare with the Great Gate Construct, however. They had it opened the old fashion way, which took almost all night. It seems The Five want better access from the Mayor's Ward to the Sword Ward. The minor revolt of the Regulars has shown a need a more direct route into the northern wards.</p><p></p><p>It is good new for you, as it provides a shortcut through the Mayor's Ward to the Palace Gate. The Iron Gate being open, again, brings out the curious and the gawkers. The gate seems less impressive with the construct looming over the Old City Rift. You can see that the Elites of Riftwatch are taking any chances that the gate might come crashing down. Its great chains have been reinforced with smaller chains and heavy ropes to keep the gate in place.</p><p></p><p>Large cut ironwood timbers have been wedged into place under the doors, just in case. There seems to be specially designed grooves on either side of the gate to hold the timbers in place. Where the timbers are kept when the gate is shut or it has been opened by the construct is a mystery.</p><p></p><p>The gateway through is 50 feet high. The Iron Gates tall towers rise higher than the other inner gates' tower. Well, all except for the the towers of the Palace Gate, which are, in turn, dwarfed by the four Towers of the Palace. Those towers rise well over 100 feet into the sky and the central spire rises up another 50 feet above that as well. The entire building is made up of a pure white marble and there are mysterious golden domes that defy logic.</p><p></p><p>You know that the Palace of Bluffside was built by the Ancients. It's main floor, the only floor anyone has been able to access, is now the centre of government for the city. Even though the rest of the structure is still sealed by Ancients' magic, the first floor of the Palace is massive enough to have room for the city's full bureaucracy, the Chapel of The Twelve and its adjacent mortuary, as well as dozens of rooms used for storage.</p><p></p><p>The chapel, mortuary, and many of the rooms were added to the first floor when the first floor's magic seal was first breeched hundreds of years ago. The Wizard Council has been trying to get into the higher floors of the Palace ever since. The structure is immune to teleportation magic and to planar travel. No matter what the Wizard Council has tried, the Palaces other floors remain a complete mystery.</p><p></p><p>You head to the mortuary. There, you find that the head mortician, a woman named Edith Felbrigg, is busy preparing one of the Loyalist soldiers for a proper burial. She is speaking to a young man, her assistant most likely. "Yes, these were bad men. We've been over that but that doesn't mean they don't deserve a proper burial. After all, we don't want them rising as undead, now do we?"</p><p></p><p>"No, ma'am," he replies.</p><p></p><p>"Now, did you find what deities any of-" She notices you enter the room. "Never mind that now," she turns and bows. "Welcome, Exemplars, I was not expecting you."</p></blockquote><p></p>
[QUOTE="Knightfall, post: 9166794, member: 2012"] [B]To The Palace:[/B] You are careful not to tarry at Stormgrove for too long. It is a long walk to The Palace, and time is of the essence. Tuck and Vincenzo lead the way through the bustling streets of Old City. The district's people have been emboldened by your victory over the Loyalists, Rising Swords, and The Beast. Since that victory, the streets have become safer during the day. It is almost as if the district is back to normal, but as you travel through the streets, you can see that many of the people go about their day with some sense of nervousness. During the night, the people are still reluctant to be outside unless gathered in large numbers. This means the district's taverns and inn's are doing a brisk business. Those who stay out drinking would rather stay the night at an inn than risk walking home through the dark. There have been very few rumours of The Dusk prowling the streets at night. They seem to have retreated into the Undercity. They have been sighted down there a few times, but no one sees them for long. There haven't been any clashes between them and the Regulars since The Beast fell. After passing through Beacon Arch and Moon's Arch on your way to the Quill Gate, you hear that The Five have opened up the Iron Gate once again. No fanfare with the Great Gate Construct, however. They had it opened the old fashion way, which took almost all night. It seems The Five want better access from the Mayor's Ward to the Sword Ward. The minor revolt of the Regulars has shown a need a more direct route into the northern wards. It is good new for you, as it provides a shortcut through the Mayor's Ward to the Palace Gate. The Iron Gate being open, again, brings out the curious and the gawkers. The gate seems less impressive with the construct looming over the Old City Rift. You can see that the Elites of Riftwatch are taking any chances that the gate might come crashing down. Its great chains have been reinforced with smaller chains and heavy ropes to keep the gate in place. Large cut ironwood timbers have been wedged into place under the doors, just in case. There seems to be specially designed grooves on either side of the gate to hold the timbers in place. Where the timbers are kept when the gate is shut or it has been opened by the construct is a mystery. The gateway through is 50 feet high. The Iron Gates tall towers rise higher than the other inner gates' tower. Well, all except for the the towers of the Palace Gate, which are, in turn, dwarfed by the four Towers of the Palace. Those towers rise well over 100 feet into the sky and the central spire rises up another 50 feet above that as well. The entire building is made up of a pure white marble and there are mysterious golden domes that defy logic. You know that the Palace of Bluffside was built by the Ancients. It's main floor, the only floor anyone has been able to access, is now the centre of government for the city. Even though the rest of the structure is still sealed by Ancients' magic, the first floor of the Palace is massive enough to have room for the city's full bureaucracy, the Chapel of The Twelve and its adjacent mortuary, as well as dozens of rooms used for storage. The chapel, mortuary, and many of the rooms were added to the first floor when the first floor's magic seal was first breeched hundreds of years ago. The Wizard Council has been trying to get into the higher floors of the Palace ever since. The structure is immune to teleportation magic and to planar travel. No matter what the Wizard Council has tried, the Palaces other floors remain a complete mystery. You head to the mortuary. There, you find that the head mortician, a woman named Edith Felbrigg, is busy preparing one of the Loyalist soldiers for a proper burial. She is speaking to a young man, her assistant most likely. "Yes, these were bad men. We've been over that but that doesn't mean they don't deserve a proper burial. After all, we don't want them rising as undead, now do we?" "No, ma'am," he replies. "Now, did you find what deities any of-" She notices you enter the room. "Never mind that now," she turns and bows. "Welcome, Exemplars, I was not expecting you." [/QUOTE]
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