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<blockquote data-quote="DethStryke" data-source="post: 1025872" data-attributes="member: 1309"><p>Ok, I have to pipe up. Can we mulligan the Amulet one? It's really not a location. You could say that the amulet itself becomes the place, but then that is just getting a little strange as it could be an infinite amount of places. That gets loopy.</p><p></p><p>In lieu of that, here is my suggestion:</p><p></p><p><strong>Mirthel's <em>Hamlet</em> of Infinite Pathways</strong></p><p></p><p>"In the fields of Dalnir, along the Curlmouth River, there is a town like no other. Wooden walls rise high above the thatched roofs, while the single gate always stands open. From afar it seems no larger than a simple village, maybe a dozen huts large. There is one guard at the gate who sits on a wooden stool with a smile. He knows that nothing will come this way that doesn't want to be here, and no trouble will be found from those who do. That's because he knows this story:</p><p></p><p>Many years ago, when the first settlement was established in the field of Dalnir, there was a kindly mage by the name of Mirthel. He had been living in the area within a large house of his own making. His magics aided the farmers and common folk in their tasks, and they freely gave him some of the choicest yield of their crops in exchange. It wasn't long before a sizable village had grown around his house.</p><p></p><p>Local raiding humanoids started to become a nuisance after a few years, and the population had begun to encroach on the fields. Mirthel knew that it wouldn't be long before the wonderful group of hard-working people he had around him would become a bustling city of lawlessness and danger. He set upon a plan to protect his family, of which he considered everyone living there part of, and provide the same for like-minded folk.</p><p></p><p>With the aid of a number of dear friends, all skilled in the arcane and divine powers, he constructed a wall of lumber around the city. Enchantments were laid on the roads and every dwelling within these this great wall. From the outside, this changed the appearance of a small hamlet with a high wall surround. Within, it was a bustling city, with ample space and travel in mind.</p><p></p><p>No matter what road you set foot on, you almost immediately end up where you wish to be. One could never be lost, as each doorway would lead to a street complete with the places you intend or need to visit. Friends always lived next door, and all shops are within a stroll. The gate guards itself against dark intentions, showing the dark of heart or mind the town gate as their only option; a clear sign of how welcome they are. Those with good hearts, but led by bad decisions, find themselves in the hands of the law quickly. All roads lead to the jail for those kind. Patrols are unheard of, all the criminals came to the sheriff.</p><p></p><p>This was quite a number of years ago. Some say that the magic is fading. People have become lost, others have disappeared for weeks! They say that paths to places not of this world have been happened upon, and it's been getting worse. For many years, those who dwelt in Mirthel's Hamlet had lived in safety, knowing that they would be protected. I wonder if that protection has turned to a curse.</p><p></p><p>Either way, I plan on keeping my sword ready, just in case…"</p><p></p><p><em>Overheard in the Half-Full Flagon from a caravan runner to Mirthel's Hamlet.</em></p><p></p><p><strong>Up Next: The Half-Full Flagon</strong></p></blockquote><p></p>
[QUOTE="DethStryke, post: 1025872, member: 1309"] Ok, I have to pipe up. Can we mulligan the Amulet one? It's really not a location. You could say that the amulet itself becomes the place, but then that is just getting a little strange as it could be an infinite amount of places. That gets loopy. In lieu of that, here is my suggestion: [b]Mirthel's [i]Hamlet[/i] of Infinite Pathways[/b] "In the fields of Dalnir, along the Curlmouth River, there is a town like no other. Wooden walls rise high above the thatched roofs, while the single gate always stands open. From afar it seems no larger than a simple village, maybe a dozen huts large. There is one guard at the gate who sits on a wooden stool with a smile. He knows that nothing will come this way that doesn't want to be here, and no trouble will be found from those who do. That's because he knows this story: Many years ago, when the first settlement was established in the field of Dalnir, there was a kindly mage by the name of Mirthel. He had been living in the area within a large house of his own making. His magics aided the farmers and common folk in their tasks, and they freely gave him some of the choicest yield of their crops in exchange. It wasn't long before a sizable village had grown around his house. Local raiding humanoids started to become a nuisance after a few years, and the population had begun to encroach on the fields. Mirthel knew that it wouldn't be long before the wonderful group of hard-working people he had around him would become a bustling city of lawlessness and danger. He set upon a plan to protect his family, of which he considered everyone living there part of, and provide the same for like-minded folk. With the aid of a number of dear friends, all skilled in the arcane and divine powers, he constructed a wall of lumber around the city. Enchantments were laid on the roads and every dwelling within these this great wall. From the outside, this changed the appearance of a small hamlet with a high wall surround. Within, it was a bustling city, with ample space and travel in mind. No matter what road you set foot on, you almost immediately end up where you wish to be. One could never be lost, as each doorway would lead to a street complete with the places you intend or need to visit. Friends always lived next door, and all shops are within a stroll. The gate guards itself against dark intentions, showing the dark of heart or mind the town gate as their only option; a clear sign of how welcome they are. Those with good hearts, but led by bad decisions, find themselves in the hands of the law quickly. All roads lead to the jail for those kind. Patrols are unheard of, all the criminals came to the sheriff. This was quite a number of years ago. Some say that the magic is fading. People have become lost, others have disappeared for weeks! They say that paths to places not of this world have been happened upon, and it's been getting worse. For many years, those who dwelt in Mirthel's Hamlet had lived in safety, knowing that they would be protected. I wonder if that protection has turned to a curse. Either way, I plan on keeping my sword ready, just in case…" [i]Overheard in the Half-Full Flagon from a caravan runner to Mirthel's Hamlet.[/i] [b]Up Next: The Half-Full Flagon[/b] [/QUOTE]
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