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  1. sweet as cherry wine ; The wedding ceremony is one to be remembered for all who attend. It comes from the old traditions of the royal house, one taken from their roots as a family forged from war, and even from those distant ancestors beyond the shimmering seas. The vows were taken from a time when they had to raise warriors, and so marriage is to be a union that shares all. Marriage is to be celebrated through three aspects: mind, body, and soul. Here is the joining; here is where two become one. The soul speaks, bringing forth life and death in equal measure. Love is nothing without the capacity to share what is within. They speak promises, first. The Queen takes her husband’s hands in her own, clasped together as they declare their ties to one another, what the inner core within has to say for everyone around to hear. He tells her he adores her in all the languages he knows, some foreign even to her own cultured ears, and that vulnerable heart in her chest clutches tight, hard enough to squeeze the air out of her lungs. She repays in kind, in full, in counterpart. She may not be able to speak all the words heard around the world, but she can tell him she loves him. Even something as simple as that. It is no hardship. The mind deliberates, solving all problems it encounters. Love is nothing without the wits to understand and to adapt. Here, the couple presents each other a conundrum of their own making, one for the other to solve in their own time. It has been prepared long before the ceremony, these puzzles borne as products of their own thinking and devising, and the moment is merely a formality to be shown to the rest of the world. The Queen cannot help her smile when her husband reveals he has solved hers from the moment she had given it to him; she has long conceded that he is a more worldly soul than she will ever be. They are of one mind, of one will, of one judgment now. Where one’s thoughts go, the other follows; there can be no misgivings where there is an all-encompassing virtue of understanding. The body overcomes, thriving against all odds. Love is nothing without a vessel to have and to hold. The Queen places her hands on her husband’s shoulders, shivers when he drags his fingers up her arm to mirror her: slowly, teasingly. As practiced many times before, they kneel down on their knees, bowing before each other as lovers, as equals. They will share in all and may share of themselves to others, but in this aspect, the body can be devoted to only their other half, in this lifetime and whatever may be to come. Amidst the quiet murmurings of blessings and oaths spoken in their honor, they touch their foreheads together, and in the final echoes of the last words, they bind themselves with the final act of a kiss. They have shared many kisses before this moment, but here: here is a kiss that feels like a beginning, or the first rays of sunshine, or a brand new dawn. They are man and wife. Queen and her King Consort. Varda places the raven crown twin of her own coronet upon her husband’s brow and names him her right hand, her master and servant in equal measure. She looks on into the deafening crowd—and holds on to Quinton’s hand just a little bit tighter than before. BRIGHTSTONE MANOR > CAL ETERIS click to enlarge. map credits to @Csl a little night music ; Brightstone Manor is a stunning sight in the cool spring evening, glittering lanterns and elaborate glass chandeliers brightening up the night as a sea of visitors come to the shores of the wedding party grounds. It has only been newly opened to the public as a luxurious event center, its opulent space inaugurated by the extravagant banquet of the Queen herself, of all people, and so the staff of the castle are at their very best behavior. Every speck of dust is banished to the ether, every piece of silverware polished to shining glory, and the food and drink are served in a generous overflow. The dining room is full of tables laden with plates filled to the brim with delicious food: prime fare for any food lover’s tastes, both gourmet and gourmand alike. Sweet music fills the halls, an underlying backdrop to harmonize well with the constant bouts of conversation flitting in the air. The Queen and her husband are happily welcomed by the crowd upon their arrival to the castle, taking their place at the head of the Great Hall where they greet guests and thank them for attending. The siblings of House Hildebrand flit around the halls in scattered groups: Jasper and his family are in the study, Aspen and Esme are dancing joyously in the Great Hall, and Nairne and Merel are playing chess together in the game room. It has been an eventful long day, and yet, the clock has yet to strike seven in the evening. The night is young, and so there is more that remains to be seen in the hours to come. . . • • •
  2. Crow's Nest tavern and inn located in Aligoria and is the main base for Crow Company Not far from the docks in Aligoria there is a tall building made of timber, painted in warm, inviting colors. A big sign on top of the front door reads "Crow’s Nest: Tavern & Inn". Weary travelers and curious tourists can find comfortable accommodation and excellent customer service here, in one the city’s newest taverns. "It’s cheaper than staying at The False Ship," you hear people say. "And lacks the spooky atmosphere, y’know?" Crow Company bought the deed in (598 WTA) and after a quick renovation the tavern opened its doors to the public. The new business came with new job opportunities for the people of Aligoria, and it’s known that the owners also hire people that come from other places from time to time. Furthermore, it’s a hub for more than innocent travelers – if you have a need for information, be it from legal sources or some a little bit more shady, or if you need a job well done, in Crow’s Nest you’ll find what you need. So, what are you waiting for? Everyone is welcome at Crow’s Nest! (But be careful what you ask for… and be sure you’ll be able to pay.) Note: This is a hub thread so you’re free to enter whenever and interact with a) Crow Company’s members as long as they’re available; b) NPC personnel; c) each other: use it like any other hub point to have meetings or a night out or a pit-stop to sleep as you try to complete your tiring quest. Floor plan First: Tavern with bar and tables. Drink and food. Second: Inn where people can rent rooms to sleep. Third: Floor dedicated to members of Crow Company only. Amenities: Locker storage, bath, small stable for mounts. credits: base skeleton created by eggsinabasket, heavily updated by reachforstars
  3. Csl

    The Tavern

    ◀ Return to ToL Index The Tavern The Tavern is both everywhere and nowhere. Those who come upon it find it through different ways; through doors and holes, or even as simple as stepping from one world into another. You may have happened upon the tavern on a nondescript journey, traveling through nothingness until you happened upon a quiet little hamlet out in the middle of nowhere. Eventually, your journey leads you down a dimly lit path, finding that night has come upon you faster than you first expected. You come to a location said to be the corner of all existence, the point between the world of Valucre and all other possibilities. There sits a quaint structure, small and unassuming. It is only one story, hardly more than a shack, and certainly nothing like what was promised by those claiming to have once stayed within its walls. The paint is peeling, the sign is careworn and faded. Perhaps you feel cheated, having come all this way just to find some hole in the wall that gives only a welcome home to drunks too far into their cups to notice the difference. Still, there is an inviting smell coming from inside, a welcome change from the smell of death you left behind. Perhaps you should enter then, and stay for a drink or two. Even if this tavern is not what was promised, a drink and a hot meal would do you some good. And there you find that the Tavern is all that was promised you - and more. It reaches high, the ceiling reaching hundreds of feet above. Layers upon layers of rafters fill in the gaps, where some patrons sit, served by a young man who traverses them with ease. Down below, the sprawling layout reveals a tavern with more than a dozen corners (each with its own table), despite the improbability. At the center of establishment is a large stage, where bands of bards play and leave- their lineup and styles as random as anything could be. Along what could be called the back, a long bar stretches out, ending at a doorway leading to the kitchens. Also in the back is a door that leads down to the storage basement. Weapons can be checked at the door or brought to the weapons counter, where the character will be relieved of their weapon and given a chip when they're ready to reclaim it. Locations Weapons counter - located on the right of the door. All entering the Tavern can either check their weapons at the door or bring them here. Characters will be relieved of their weapon and given a chip when they're ready to reclaim it. Kitchens - Off the back of the bar are the kitchens, where you can speak directly with the cook. On the other side of the bar is the office where you will often find the head of waitstaff, if she is not out on the floors herself. Bath House - A neat row of clean outhouse facilities are in the lot out back of the tavern. A bit beyond that is a building about a quarter of the size of the tavern itself, and houses three large bathing tubs. Staff Some of the staff are transient, coming and going every few days. The only constants in this ever-shifting tapestry of are the core staff members who manage the tavern itself, each serving their own special function. The Cook: Ghallen Berwater – Gaian Priest A former Gaian priest who has retired from the cloth to take up his second greatest passion: food! He supervises kitchen operations, gladly takes any compliments to the chef direct, and is liable to give tours of his facilities to the curious passerby. Ghallen is bearded, broad-shouldered and swarthy, carrying a warrior’s build. This fearsome figure is softened somewhat by the sky-blue apron (embroidered with the Terran Empire flag) he’s always wearing. The Bartender: Vaddok Fantore – Former Alterion Merchant An alchemist businessman who never tires of trying to sell you another drink or some fine plate of food. Vaddok is a devoutly religious man full of information of Renovatio as a whole. He loves to talk, and will craft you any drink while spinning yarns about legends pertaining to Valucre. Vaddok is rather average-looking, with thinning brown hair and green eyes. Has a cowlick on the back of his head that stands up rather prominently. The Bouncer: Lonely Night's Hand – Former Genesarian Edgemaster and Arcantian A stern and quiet man with little patience for rulebreakers. His real name is unknown; most just call him ‘'Night'. As a former Edgemaster and a manipulator of darkness, his powers are great and his skills with short swords deadly. Night is taller than most, with a large build and piercing gaze. Carved on his left arm are intricate runes. He keeps his dark blond hair in a braid. He tends to keep himself at a respectful distance from most people, patrolling the tavern clad in brigandine armor. Head of Waitstaff: Levhea Morytol – Former Elendaron adventurer A former adventurer from Elendaron seeking some stability in her older years, Levhea is a middle aged woman with patience for any sort of shenanigans or tomfoolery. Although her exterior is cold, she is happy to regale you with tales of her homeland and her travels. Levhea is well-built, with fiery red hair that’s greying at the edges. She still wears splintmail armor much of the time, and has a great sword big enough to cleave a giant's head off in one clean stroke. Head of Entertainment: Cadriel Douma -- Bard from parts unknown A bard who likes to keep the majority of his personal details close to his chest. He is a marvelous performer, playing dozens of instruments, singing with a sweetness sure to move an angel who has been graced by the muses themselves, and he also has other talents, including juggling, knife throwing, magician's tricks, and comedy routines. Cadriel is a friendly, sociable guy who loves to make people happy and can drink with the best of them. He appears to be approaching middle aged now, but damn if that man is still not one of the prettiest to have ever been formed. He has angular features, jet black hair and piercing blue eyes that just melt your soul. He has a smile that reaches ear to ear and a musical laugh. He only carries daggers on his person, but prefers to resolve conflicts by tapping into his musical talents, which have a flare for magic.
  4. Csl

    The Lobby

    ◀ Return to ToL Index 3: The Lobby Here is a place to linger, to deliberate on where to go before you enter the wide world of Valucre. Locations Waiting Area - At the center of the waiting area are several rows of comfortable seats. Before that is the Information Booth, where several posters of various locations are displayed. A blue-haired woman sits behind the desk, sorting some brochures. The nameplate on the desk reads “Lacey.” Way Gate Station - Beyond the waiting area is a corridor that resembles a train station or an airport. Along one wall are three portals glowing a blinding ultraviolet. The Way Gates are able to send you anywhere in Valucre. Characters by users who have been on the site for less than 90 days may return to the Tavern. Event Center - This area of the Lobby is currently locked. Information Booth Hyperion Nehalen Ursa Madeum Lagrimosa What's Next? Once your character has left the Tavern, it’s time for them to enter the world of Valucre. We hope your experience in the Tavern has been enlightening. If you’d like a writing partner to help you get started outside the Tavern, you can reach out to one of our Tavern Helpers! Check the Open RP tag for open threads you can jump into. Check the Water Cooler. You can join existing interest checks or create your own! Browse the quests or opportunity lists of various locations on Valucre: Lagrimosa Quest Index Lagrimosa Suggested Progress Paths Chesterfield Quests Eridianus Opportunities Index Genesaris Quest Center Genesaris World Building Opportunities Whispernight Quests Renovatio Nehalen Relic Index Seinaru Forven Quests Athentha Quests | Athentha Artifacts and Relics Kadia Relic Quests
  5. Csl

    The Lounge

    ◀ Return to ToL Index 3: The Lounge All areas of the Lounge are managed by Prognosticator, an artificial super intelligence whose knowledge about Valucre is unparalleled. They mainly appear through the main screen of the Compendium, though they can also manifest as throughout the Lobby in screens or as holograms. They appear as a faceless mask with tree-like antlers. Locations A holographic navigation board greets you when you enter the Lounge. Here, you see descriptions of the Lounge’s various locations. Main Area - a carpeted area with several benches along the walls. A fountain lies at the center of the space, a few mangrove trees rising from its waters. Between its roots float glowing water lilies. Underwater, strange genetically-modified creatures swim about - glass-skinned fish with pulsing organs, robotic frogs, and alien-looking jellyfish. There are two vending machines along one wall, and two more fountains at opposite corners. Sparring Room - A room with a fenced-off ring that can simulate any environment. Here, people can practice their fighting skills in safety and without repercussions. Visitors may spar with each other or fight hardlight opponents created by Prognosticator. Observation Deck - A vast enclosure that allows characters to view any location on Valucre as it appears in real-time. The Compendium - a digital repository where characters can access knowledge about Valucre in various ways. On the back wall of the room is a screen where Prognosticator normally manifests. There are also two widescreens on the left side of the Compendium Repositories - a set of modular library shelves. Characters can request a topic and the Repository will produce various media materials in its shelves - books, audio recordings, newspapers, and the like. Terminals - several desks equipped with Crystal Computing Devices (think personal computers) where your characters can access the Storage Movement, Grumble.crk, etc. Digital Resources Some examples of in-character digital resources that can be accessed through the Compendium: The Storage Movement Grumble.crk
  6. THE AMPHITHEATRE OF ELYSIA > CAL ETERIS | DESCRIPTION Many who visit the Amphitheatre of Elysia notice a strange occurrence that happens fairly often. When standing within the high walls of this massive structure, one can hear the phantom roar of a thousand feet stomping against the stones, a thousand voices lost to the wind as they yell victory or anticipation or despair. Beyond these frequent phenomena, there is tangible magic in the air. The mages and druids that live in Silkflair Lane, those folk who have abandoned lives of adventure and danger for drama and entertainment: they provide a unique twist to the otherwise mundane scenery of the stadium. With the flick of many arcane hands and the murmurings of legion-strong spells, the backdrop of the arena can turn into a simulation of anything in the world, even things entirely foreign to a local’s eye: a snowy forest, a giant spider’s nest, the innards of an active volcano, the depths of a darkened mountain chasm. With such strange, wondrous circumstances a staple of the Amphitheatre, it is no wonder many flock to the hundreds upon hundreds of viewing seats it houses, clamoring for a place within the oftentimes crushing sea of bodies to view the spectacles it hosts within. | MAP map credits to @Csl | CURRENT EVENTS The Queen's Wedding Tournament
  7. V.C.F Hub Landing page Valucrean Containment Foundation; Home page Valucrean Containment Foundation; Hierarchal and ranking system Valucrean Containment Foundation; Personnel profile database Valucrean Containment Foundation; Resources and task forces Valucrean Containment Foundation; Containment Subjects Valucrean Containment Foundation; Facilities
  8. This is the Mil Dot Lunaris: a firearm store that the kind of items that Americans could only dream of, and ammunition types most people don't even think are possible. Outside, there is a switchback staircase in the front leading up to the front covered porch, which continues to the left and right sides beyond the trees. Wooden tables and chairs provide places for people to sit and eat. The front wall is mostly wood-framed windows, surrounded by profiled trim and cedar shakes. Suspended rope walkways also connect to the porch at different places.The windows themselves are triple-pane ballistic polycarbonate, three inches combined, with argon pockets. There is a ramp to a freight elevator on the loading dock for people who can't or won't ascend the stairs, as well as deliveries. A large sign stands on the front roof, with the Mil Dot logo (and name) laid in very white oak with dark ebony. The inside has two areas; the public area, and the private area. The public area takes up 70% of the volume and reaches through the supports all the way up to the underside of the roof decking. The back roof has the same windows as the front wall, and the same density. During most days, the only light needed is in the cases. All of the walls have cedar paneling, all of the lights are warm white LEDs connected to a direct current system, and rock maple covers the floor of the store portion. The eatery is separated only by the line where the maple flooring meets the yellow cedar. The same wooden furniture sits in this area that sits outside, and a wall from floor to ceiling separates the public and private sections. The freight elevator opens up from the "private" area on this wall in a way that does not allow the public free access. Restrooms flank the elevator shaft. The cases that line the back and left sides are heavy, with teak-covered metal frames holding heavy ballistic polycarbonate panes. Rifle racks and heavy cabinets sit behind them, with register terminals between banks of cases. Sharp-eyed observers may even notice the ample tinted camera domes, the Browning M2 and Mark 19 emplacements and firing slots up on the walls and roof sections. The private area is just for people who work here, which includes the kitchen, storage areas, office, utility spaces, and where Thurgood and Aveline live. The only coatings applied to any of the wooden surfaces, inside or out, are clear varnishes and resins, all designed to show the wood's natural beauty. Overall the structure is actually stronger than the trees supporting it. Inside the non-window walls is not just insulation and wiring, but heavy ballistic fiberglass and polycarbonate panels that combined can stop a .50 BMG full-metal jacket round. There is a full inside-outside water deluge system and chemical foam nozzles for fire supression (as well as flame-retardant varnishes and resins), large-scale greensand and DE filters and UV disenfection for water with two cisterns in the "private" area of the roof underside. A 10,000-gallon septic system with integrated grease trap remove waste from drainwater before returning it to the jungle. 80 individual 100-watt solar panels stick above the canopy to charge forklift cells in the utility area (that has ventilation to prevent hydrogen buildup). The forklift cells then power everything else either directly, or through a three-phase pure sine inverter. The Mil Dot accepts lots of different currencies, but the most prominent is this metal exchange: 1 oz of Tin = .25 USD 1 oz of Copper = 2 USD 1 oz of Silver = 10 USD 1 oz of Gold = 50 USD 1 oz of Platinum = 100 USD 1 oz of Rhodium = 500 USD. These do not reflect prices in the real OOC world. Now with Out Of Cartridges (OOC) thread!
  9. On a beautiful day in Athentha. The floating islands were casually floating like they usually would. Suddenly there was a bright trail being seen in the sky if anybody were to be nearby. It emerged from the beginning and disappeared like a shooting star would.. It was somehow very fast but people can see it for about 5 seconds before disappearing into nothing. Meanwhile Nesy was in the sky with a blackbird looking-spacecraft that zipped through the clouds of the area and as the spacecraft did it's gradual decent towards the planet. The aerodynamic effects of the space-craft was almost powerful but it's metalic structure prevented it from blowing up while it was zipping through the thin air like a bullet. It appeared as a shooting star in the sky and the spacecraft's trail disappeared from sight. There was a black dot in the sky trailing closer to the floating island in the distance. Eventually the flying thing would disappear out of sight as it landed on the floating island and the spacecraft went idle. Suddenly the airlock of the spacecraft flung open and Nesy would walk up to the roof of the space-craft and he eventually slided down the front and hit the ground on his 2 feet. Who is this being? Nobody knows. It is time to find out who this multiversal being wants. Once in for all.
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