This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== Alvion: The Vault of Zhunft ====== {{:game_systems:settings:alvion:locations:the_blight:pasted:20240924-185028.jpeg}} //Welcome to one of the Five Vaults of the Dwarven clans. This particular vault is owned and operated by the House of Zhunft, and has been so for over four hundred years at this time. The most notable aspect of the Vault of Zhunft is their retaining of firearms - although all Dwarven clans brought firearms with them into the the underground during The Shattering, those of Zhunft were the only Dwarves with the skill to repair and maintain such artefacts. To this end, the Vault of Zhunft is home to one of the only families of gunsmiths left in all of Alvion.// ---- ===== Fisher's Quay ===== The stench of fish and the slip of stone defines the Fisher's Quay, one of the two lowest worker districts of the Vault. This area is overseen by the **Gatekeep** and the **Foreman**, who manage the Iron Garrison and Waterfront workers of this area, respectively. ==== The Gatewatch ==== <WRAP round box> <WRAP column left 40%> {{:game_systems:settings:alvion:locations:the_blight:pasted:20241002-231620.jpeg|Rondo Casker loves to do absolutely nothing.}} </WRAP> The Gatewatch is the name of the Iron Garrison outpost which stands guard at the walls preceding the Great Seal. This regiment of the Iron Garrison is usually seen as an second-pick "retirement post," on account of the incredibly uneventful job that is guarding a (at the time) state of the art sealed gate of the finest Dwarf-craft. The Gatewatch is overseen by an ancient Dwarf by the name of **Rondo Casker**, who proudly reminds everyone (frequently) that he has been guarding the Gatewatch for the last 250 years. Rondo is kind and jovial, and often offers food and drink to whoever comes to see him, but will avoid work at any cost - he loves the status quo and intends to keep it that way. Rondo is notably practically blind from his extreme age (which is at least 350), and LOVES a good cigar (which are increasingly hard to come by nowadays, as the old stores have dried up). </WRAP> === The Iron Tower === <WRAP round box> <WRAP column right 40%> {{:game_systems:settings:alvion:locations:the_blight:pasted:20241002-233156.jpeg|Dosi Tigerseye spends much of his time on top of the Iron Tower, watching for threats to the Great Seal.}} </WRAP> The Iron Tower is the watchguard station of the Iron Garrison outpost, and thus an extension of the Gatewatch. The Tower is usually occupied by a collection of Iron Garrison guardsmen who are either thrilled to be doing nothing all day, or incredibly frustrated that they aren't adventuring in The Darkway. Much to the chagrin of Rondo, his Lieutenant, **Dosi Tigerseye**, is completely obsessed with keeping vigilant watch over the Great Seal. Such is the extent of his obsession that he has constructed a telescopic device on the top of the Iron Tower, and will ramble on and on to anyone who will listen about the state of cave structural integrity and the prevailing causes of magical seepage and water management and so on. Dosi means well, but effectively nobody takes him seriously. </WRAP> ==== The Waterfront ==== <WRAP round box> <WRAP column right 40%> {{:game_systems:settings:alvion:locations:the_blight:pasted:20241002-230904.jpeg|Foreman Stonesong is gruff but fatherly.}} </WRAP> This area is the main work location of all the non-Iron Garrison residents of the Fisher's Quay. Activities here include fishing for [[game_systems:settings:alvion:fauna:vailin|Vailin]] for food, the collection of water for use elsewhere in the city, and some smaller refinement operations of ores collected from The Darkway prior to being sent to the Hall of Trade. This section is managed by **Foreman Thormir Stonesong** - a gruff and serious but fatherly Dwarf, who takes pride in his role. Although he has a soft side, Thormir is easily provoked - do **not** ask about his distant Orcish heritage (and the resulting knifears). </WRAP> ==== The Workhouses ==== <WRAP round box> As their name may imply, the Workhouses are home to the lowest echelon of the working class in the Vault. The residents of the Workhouses tend to be non-Dwarves, though it's not unheard of for the unusually poor to end up here, especially if they have been disowned from their clan for some blood feud or other factor. <WRAP column left 40%> {{:game_systems:settings:alvion:locations:the_blight:pasted:20241002-234711.jpeg|Thiri likes to wear her old armor around to intimidate the "lazy worthless sacks of shit" in the Workhouses}} </WRAP> The Workhouses are effectively nothing more than a bed and basic provisions. The mistress of the Houses, a Dwarven Lady by the name of **Thiri Greyhammer**, runs a "tight ship," as she often says. She has no patience for the lazy, and will frequently verbally and physically abuse those who aren't pulling their weight in her eyes. Thiri used to serve in the Iron Garrison, but retired due to age and losing an eye in a particularly bad Drow raid. The poison inflicted upon her that day didn't kill her, by the hardiness of the Dwarves, but it did leave her with chronic pains which would continue to trouble her for all the decades since. </WRAP> ---- ===== 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's Forge ==== <WRAP round box> <WRAP column right 40%> {{:game_systems:settings:alvion:locations:the_blight:pasted:20241003-051044.jpeg}} </WRAP> 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's most distinguishing features is his [[chargen:races:planekin|Oread]] heritage - his body's scale is Dwarven, but his flesh is rock - an incredibly durable black stone (which he has put into his works in the past). Ironically, Sindri is known to despise non-Dwarves, and rarely speaks to them, aside telling them to leave his shop. Sindri's father, Rindum, created the Great Seal that now protects the Vault, and in turn he performs a yearly checkup on it, at the request of Lieutenant Dosi. </WRAP> ==== Tera's Stalls ==== <WRAP round box> <WRAP column left 40%> {{:game_systems:settings:alvion:locations:the_blight:pasted:20241003-050136.jpeg|Tera is deceptively sweet - whatever it takes!}} </WRAP> 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. </WRAP> ==== Turo's Workshop ==== <WRAP round box> <WRAP column right 40%> {{:game_systems:settings:alvion:locations:the_blight:pasted:20241003-044752.jpeg|Turo loves gold so much, he gilded his teeth!}} </WRAP> This workshop is the home of **Turo Zhunft**, one of the best craftsmen in the entire vault. His workshop is focused upon the creation and maintenance of specialty items, such as advanced mining equipment for use in The Darkway, but most notably for firearms. Turo is one of two gunsmiths in the entire vault, and so to say that his skills are in demand is an understatement. In addition, his workshop is state of the art, and has led to him creating several custom works for high-profile citizens, like the Greyhammers. Turo is known for his eccentricity, and an absolute love of gold. For all but the best clients, he won't take payment in anything else. Rumor has it that it is on account of dragon blood in his family. </WRAP> ---- ===== Miner's Strip ===== ==== The Darkway ==== <WRAP round box> {{:game_systems:settings:alvion:locations:the_blight:pasted:20241003-051926.jpeg}} //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.// </WRAP> ==== Foreman's Camp ==== <WRAP round box> <WRAP column right 40%> {{:game_systems:settings:alvion:locations:the_blight:pasted:20241014-171425.jpeg}} </WRAP> 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's grandfather was the founder of **The Blackguard**, an elite detachment of the Iron Garrison, who acts as the vanguard within The Darkway, seeking to clear out its most dangerous threats. 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:magic:spells:tier7:spell_turning|Spell Turning]] effect, which refreshes each turn. It is said that Thrain's family name, Krieger, is a curse in darkspeech in these days. </WRAP> ---- ===== Ruby Way ===== ==== Gem-Master's Halls ==== <WRAP round box> {{:game_systems:settings:alvion:locations:the_blight:pasted:20241003-053404.jpeg}} The Gem-Master's Halls serve a few functions in the Vault. The first of these is as a bank and currency exchange - the Halls, as they are often called, hosts the largest collection of gems, gold, and silver in all of the Vault. Rumors furthermore cite that the Halls possess a single ingot of dragon-metal, also known as [[game_systems:settings:alvion:the_world:orichalcum|Orichalcum]]. 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, alongside other elites such as members of the Consortium. </WRAP> ---- ===== Sapphire Delving ===== ==== Annals of Kings ==== ==== Greyhammer Estate ==== ==== The Holy Church of Telta ==== ---- ===== The Spikes ===== <WRAP round box> <WRAP> {{:game_systems:settings:alvion:locations:the_blight:pasted:20241003-045637.jpeg}} </WRAP> 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:magic:spells:tier3:stone_shape|Stone Shaped]] dwellings. Although this area is dangerous and ill-accommodating, at least it's a good place to go to find more unsavory merchandise or services. </WRAP> ==== The Clinic ==== <WRAP round box> <WRAP column right 40%> {{:game_systems:settings:alvion:locations:the_blight:pasted:20250103-221515.jpeg}} </WRAP> 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. </WRAP> ==== The Gut ==== <WRAP round box> The Gut is little more than a hollowed out section of cave made into an amphitheater, but all the same it is the place to be for fighters, spectators, and gamblers of all kinds whenever the workday is done. Fights happen here daily, and attendance is free - all the money comes from selling refreshments and the house taking cuts of bets. The place is currently run by a human by the name of Hannigan Nash, often just called by his surname. <WRAP column left 40%> {{:game_systems:settings:alvion:locations:the_blight:pasted:20250118-032635.jpeg}} </WRAP> === 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. </WRAP> ==== 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. </WRAP> ==== 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. </WRAP> ---- ===== Zhunft Consortium ===== ==== Iron Garrison ==== 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's Halls, and the upper class dwellings. === Thindur Greyhammer === <WRAP column right 40%> {{:game_systems:settings:alvion:locations:the_blight:pasted:20250118-010444.jpeg}} </WRAP> 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's clan is named for the hammer, which he guards with his life. It is made of an unknown metal (Gorgonite) which legend says fell from the skies during the arrival of Telta in the First Age. ---- <WRAP> ==== King's Plaza ==== </WRAP> ----