Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| game_systems:settings:alvion:locations:the_blight:the_vault_of_zhunft [2024/10/03 04:48] – elfinlocks | game_systems:settings:alvion:locations:the_blight:the_vault_of_zhunft [2025/01/18 03:34] (current) – [The Gut] elfinlocks | ||
|---|---|---|---|
| Line 59: | Line 59: | ||
| ===== Hall of Trade ===== | ===== Hall of Trade ===== | ||
| + | The Hall of Trade is one of the busiest sections of the Vault. This area is full of craftsmen, workers and adventurers fresh out The Darkway, and officials of the city ensuring that things remain regular. Everything from basic foods and supplies to a coveted firearm may be found here amongst the stalls, but if you're looking for something done right or a specific job needs doing, you'd be best served visiting one of the below professionals. | ||
| ==== Sindri' | ==== Sindri' | ||
| + | <WRAP round box> | ||
| + | <WRAP column right 40%> | ||
| + | {{: | ||
| + | </ | ||
| + | Sindri is the best smith in the Vault, and everyone knows it. Although he's a member of the Consortium, he rarely shows up to debate the latest referendum. He would much prefer to work in his work and stoke the fires. Sindri is a quiet and reserved type, and typically responds with a single word and nothing more, unless absolutely necessary. | ||
| + | |||
| + | One of Sindri' | ||
| + | </ | ||
| ==== Tera's Stalls ==== | ==== Tera's Stalls ==== | ||
| + | <WRAP round box> | ||
| + | <WRAP column left 40%> | ||
| + | {{: | ||
| + | </ | ||
| + | There are many merchants in the Vault, but when you **need** something, you go to Tera. Tera is the only Gnome in the entire Vault, and inherited her position from her late father (Thrub the Tinker), who was also a merchant. Somehow, someway, Tera sources and stocks things which would normally be impossible to locate, including ever-elusive cigars, much to the delight of Rondo. As long as she keeps Rondo in her pocket, it's unlikely that Tera will ever be investigated for much of anything, despite complaints from other merchants. | ||
| + | |||
| + | Tera is known for being an absolute sweetheart, even though it's just to sell you something. The best and worst part is that people know this, and come back to her shops anyway. | ||
| + | </ | ||
| ==== Turo's Workshop ==== | ==== Turo's Workshop ==== | ||
| Line 80: | Line 97: | ||
| ==== The Darkway ==== | ==== The Darkway ==== | ||
| + | <WRAP round box> | ||
| + | {{: | ||
| + | |||
| + | //They have taken the Hall. And the stairs. The drums echo in the deep. We cannot get out. The drums shake. We cannot get out. We cannot get out. They are coming.// | ||
| + | |||
| + | </ | ||
| ==== Foreman' | ==== Foreman' | ||
| + | <WRAP round box> | ||
| + | <WRAP column right 40%> | ||
| + | {{: | ||
| + | </ | ||
| + | This camp just outside of The Darkway is home to **Foreman Thrain Krieger**, a descendant of the original house of the same name within the Erdenheim Consortium. Thrain' | ||
| + | As Foreman, Thrain authorizes all new mining and expedition operations to ensure the safety of The Vault. He is also a powerful wizard himself, and wields a staff imbued with ancient magic and tipped with infamous Blackstone of the Orcish mountains. The staff provides him with a constant [[priority: | ||
| + | </ | ||
| ---- | ---- | ||
| Line 88: | Line 118: | ||
| ==== Gem-Master' | ==== Gem-Master' | ||
| + | <WRAP round box> | ||
| + | {{: | ||
| + | |||
| + | The Gem-Master' | ||
| + | |||
| + | Secondly, the Halls acts as somewhat of an exclusive club - private guards stand on duty outside, denying entry to those without the family connections or funds to pay an exorbitant entry fee. The Greyhammers frequent this establishment, | ||
| + | |||
| + | </ | ||
| ---- | ---- | ||
| Line 104: | Line 142: | ||
| ===== The Spikes ===== | ===== The Spikes ===== | ||
| + | <WRAP round box> | ||
| + | < | ||
| + | {{: | ||
| + | </ | ||
| + | The Spikes is the name given to the poorest district of the Vault, where those who are unable or unqualified to stay in the Workhouses end up. Staying in the Spikes is effectively free, as if you're here at all your ancestors bought you in. However, food and comfort are quite hard to come by here, and crimes are often the last concern of the Iron Garrison. | ||
| + | The Spikes are so-called due to the homes of this area being cheaply built establishments slotted into [[priority: | ||
| + | </ | ||
| + | ==== The Clinic ==== | ||
| + | <WRAP round box> | ||
| + | <WRAP column right 40%> | ||
| + | {{: | ||
| + | </ | ||
| + | It's easy to get hurt in the Spikes, and difficult when that happens. If you've lost an arm, you can be sure a local gang-doc would charge your leg for a shoddy prosthetic. However, there is one doctor that everyone goes to at some point - he is both the last resort and the best option. The Doc is an esoteric creature who speaks in an odd accent - nobody is sure what he or she even is. Are they a fey, a drow, some kind of robot? Nobody is sure, and nobody wants to find out. The Doc will fix you, but they always take their due - you never come back out of there the same as you were, for better or worse. | ||
| + | </ | ||
| + | ==== The Gut ==== | ||
| + | <WRAP round box> | ||
| + | The Gut is little more than a hollowed out section of cave made into an amphitheater, | ||
| + | |||
| + | <WRAP column left 40%> | ||
| + | {{: | ||
| + | </ | ||
| + | === Hannigan Nash === | ||
| + | Nash is a fight promoter in the Spikes and barely tolerates Tyka anymore. He tries to run a semi-legitimate bloodsport but Tyka is often too drunk or late to fight regularly. He has tried many times to sober her up and get her to be a legitimate contender… but it's all failed up till now. Any good intentions he has to her are for profit, he cares very little for her actual well being. | ||
| + | </ | ||
| + | ==== The Spiked Tankard ==== | ||
| + | <WRAP round box> | ||
| + | The Tankard is the best bar in the worst place of the Spikes. It offers warmth, food, and abundant booze, making it a favorite neutral ground of all manner of folk in the Spikes. Although shady deals definitely occur here, this bar is seen as a neutral territory due to the special place it occupies in the hearts of the various dangerous folk of the Spikes, including Tyka. This is the place of employment of an endearing Halfling by the name of Mitzi, whose family has worked there for generations. | ||
| + | |||
| + | === Mitzy the Barmaid === | ||
| + | |||
| + | Mitzy is likely the closest thing to a friend Tyka has, and she's a bartender at her favorite haunt. Tyka sees her as a trusted confidant, but Mitzy really only sees Tyka as a very, very good customer. The owner of the bar also likes to keep Tyka around in case of trouble, as she “Likes to keep her favorite shithole safe”, so Mitzy basically can't kick her out. | ||
| + | |||
| + | === Barney the Dwarf === | ||
| + | |||
| + | Barney is an ancient dwarf that Tyka often buys drinks for. The old man always has the best stories to tell and keeps her entertained for hours. Most folks avoid him due to the smell, the general drunkenness and his speech being mostly slurs. Tyka isn't even sure his name is Barney, that's what everyone else calls him. | ||
| + | </ | ||
| + | ==== Drogan Blisterbeard ==== | ||
| + | <WRAP round box> | ||
| + | Drogan is a petty crime boss operating in the Spikes and often employs Tyka to be an enforcer for collections. The dwarf is horribly disfigured and missing his beard as now it's just a mass of scar tissue. He runs the small-time gang called “The Breaker Boys”. Drogan treats Tyka as a rabid dog and would turn on her for a fistful of coins… Tyka extends the same loyalty to him. | ||
| + | </ | ||
| ---- | ---- | ||
| Line 112: | Line 190: | ||
| ==== Iron Garrison ==== | ==== Iron Garrison ==== | ||
| - | ==== King' | + | This solid stone garrison is partially built into the Hall of Kings in the upper levels of the Vault. Here, the finest armor and weaponry, along with the Dwarves who wield them, are located. Their presence here is primarily to keep the most important parts of the city safe - the nearby church and library, the Gem-Master' |
| + | === Thindur Greyhammer === | ||
| + | |||
| + | <WRAP column right 40%> | ||
| + | {{: | ||
| + | </ | ||
| + | |||
| + | This no-nonsense Dwarf is the current head of the Greyhammer house. His family has served as the captains of the guard for the Zhunft clan since the Third Age, and like his forebears Thindur is very proud of this fact. Thindur maintains an aura of strict business and authority at all times to avoid having his authority questioned or undermined, though he has a soft side for his two daughters (Rindi and Thersa), and sometimes privately meets with Rondo for a good smoke. | ||
| + | |||
| + | Thindur' | ||
| + | |||
| + | ---- | ||
| + | |||
| + | < | ||
| + | ==== King's Plaza ==== | ||
| + | </ | ||
| ---- | ---- | ||
