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edictmods ([personal profile] edictmods) wrote2025-12-07 07:31 am

LOCATIONS

LOCATIONS




The Hub

It's dim and cool. There is a source of lighting from a large jagged crystal embedded in the high rock ceiling. There appear to be tendrils of roots casting spider-like shadows. Otherwise, there is no electricity, no natural gas, or magical energy to create a constant stream of light. There is a dimness that is luminous enough that people can navigate without having to grope their way through the main area. Within tunnels and even rooms similar crystals appear in veins woven in the rock and cast a dim light.

The main area is an open bowl of rock with a community message board, scraps of paper fluttering in the faintly circulating air. pool, and it’s unclear how deep the main pool is. The bowl of rock is a staircase of levels with abodes cut into the stone on each level. Entrances and even windows are carved into the rock face in single and double room open areas and in some of them there are broken items such as wood crates, clay pots and old furniture.

The rock corridors, rooms and ceilings on the ground, second, and third floors are particularly hard, making carving and excavation difficult with the tools provided. The exception is on the ground floor where areas of water appear more like limestone and actively form stalagmites and stalactites. The rock of the first and fourth floor seem to be softer and rather than chip to shards are smoother stone and easier to excavate.

Doors do exist here, some rudimentary materials and others polish metal that glide on silent hinges. On the maps, doors that are listed in green either have no locking mechanism or a lock easily picked, jimmied or disabled. Doors that are listed with red have locks that require moderate to higher skills to pick. All locks can be destroyed with enough effort, but by next day-night cycle, they are oddly repaired and functioning again.

GROUND FLOOR

Primary water sources are located on this level in the western tunnels. Most do not have defined depths, though stalagmites litter the edges of the water and even push up out from the middle. The water is not stagnant and seems to churn with an underground current, so each area is somehow linked.

Otherwise, the ground floor is the most organized and “lively” of the areas, unspoken as the gathering place of groups and where the most commerce occurs. It is also the cleanest of the floors, though large rock debris does still exist though in a make-shift orderly fashion.

Edibles - This shop is run by a dowdy gray-haired woman named Scraps. All of her items can be consumed: dried meat, grains, lentils, herbs, fungus. There are some containers of spices, but they come with a high cost. Fresh meat, vegetables and fruit are virtually non-existent. She is a crass woman who will use verbal shock to barter someone down. She has an affinity for criminals from prostitution, nudity-based crimes, and flirty people. She can be verbally aggressive and difficult to barter with criminals who have put women at risk (such as abandoning her in a dangerous place or the like), battery, and assault crimes no matter the gender.

Building - This shop is run by a humanoid lizard who allows people to call them Hatchet. They stand at just over six feet tall and usually pretends to not understand the language, which is part of their bargaining strategy. They will use up and down gestures with their three fingers primarily. Out of all the shops, theirs is the most cluttered, with items from wood, metal, twine, nails, brackets and all manner of hand tools. They do not have power tools, likely because nowhere is there actually a plug-in for power or to charge batteries. They have an affinity to all non-humanoid criminals regardless of their crime, those who are charged with murder, manslaughter, assault and hunting-related crimes (poaching, etc.). They hiss and glare at criminals with drug-related, magic-related, or psychological crimes.

Collectibles - This shop is organized and manned by a middle-aged human male named Reginald. He is a short man with a massive handle-bar mustache with a mercurial temperament. His wares are new, used, and restored collectibles such as lamps, tables, pictures, furniture, mattresses and other creature comforts. He also has a selection of knick-knacks. He has the ability to double as someone who can and will make repairs to broken items, and his fee is often commissioning the person to work his shop while he does the repair. He has an affinity for criminals relating to vehicular-crime, petty crime (j-walking, too many animals, speeding ticket, mayhem, etc.), and misdemeanors. He will be in a right flap for those with any hate crime, terrorism, or kidnapping.

Comforts - This shop is run by what appears to be a twelve-year old girl who claims to be over a hundred named Anna. She is exceptionally polite, to the point of shushing people who use cuss words in her presence. Her wares are primarily textiles, weaves, and hygienic products. Also blankets, pillows, clothing, wax candles, toothbrushes, soap, etc. Her bartering style is more "kill them with kindness", but make no mistake, she will not be undercut. She has an affinity for criminals who are children, those who appear younger than they are, or those with gang-related, mafia-related, or embezzlement crimes. She is cold - almost rude - to those with child endangerment, human trafficking, and oddly, world ending crimes.

Latrines - It isn’t pretty, but it is a necessary fact of life underground that one doesn’t bathroom where they live. This part of the cave system is designated for the most basic of functions for most of the residents here. It’s mostly holes bored into the rock and the smell is generally muted, which might be the oddest part of it all. This area is piped with running water, one of the only places in fact. There is a wall of stone separating the two halves of the room but otherwise, there is no separation for genders organized.

The Green Corridor - Currently Inaccessible

Stone Garden - This off-shoot little corridor is secured with a simple door. There are colourful rocks here, some smooth, some rough. Shells from crustaceans are intermixed and in various states of completion. Parts of the walls here are shale and there are fossils of ancient plants like ferns, insects like beetles and maybe the occasional bone to be found. The occasional precious stone of value may be found if one digs around. Perhaps it’s one of the local’s collections? No one stakes a claim even when asked.

FIRST FLOOR

There is a lot of clutter on this floor, mostly contained to the rooms that fill the area. There are crates and barrels, some empty and some full of supplies or rocks. The supplies are claimed by the shop keepers as some of these rooms are their inventory excess. Doors with significant locks keep it safe; if someone did happen to get inside and decided to help themselves, most of the supplies are boobytrapped.

There are rooms that simply have clutter and are unguarded, so anyone can help themselves to wood or stone and some scraps of metal.

Occupied Rooms - Five (5) of the large rooms are considered occupied, four (4) by the introduced shopkeepers. These rooms are neat and relatively tidy and show a simple amassed wealth such as books, musical instruments, trophies and pleasant furniture. These items are not for sale or trade. They are locked and would require moderate to advanced lock-picking skills or a significant force.

Storage Rooms - Two (2) storage rooms of note which are locked off on the west and northwest areas of this floor.

Old Forge - On the east side of this floor in the third room there are all the hallmarks of an old forge. Much of the equipment itself has been removed over time. There is a damaged old forge oven, an anvil, a large grindstone in the corner and some weapon racks. There is a blazer for heat and two abandoned metal chandeliers that had been in the process of repair.

SECOND FLOOR

Dirt, debris, and stony piles are paramount here. This floor is where excess materials such as stones and smattering piles of wood end up from attempts at room and tunnel expansion from current, lower and upper floors. Otherwise, debris from trying to expand the room and hallway sizes litters everywhere, hazards that in a darkened corridor could lead to many instances of tripping, stumbling or scraped knees. There are not many, if any, broken tool bits and pieces despite the signs of attempted expansion.

There are doors on this floor, most of them heavy duty wood and while all of them have locks on the doors, most doors are not engaged into the door spaces and if they are, not for long.

No rooms of note.

THIRD FLOOR

There is an eerie lack of filth or debris on this level. Rooms may have piles of rocks or blue crystal beds in them, but otherwise, the place seems to have been stripped of anything useful. The walls are smoother than in other areas as well, and there are absolutely no doors or hinges for doors that have been installed on this floor. It’s almost a blank slate with a clean yet unfinished feel to it.

Crystals may be chipped from the beds and used as a faint light source. The energy that makes them glow is not readily apparent. They appear the same as the massive crystal formation in the ceiling.

No rooms of note.

FOURTH FLOOR

While the rooms are mostly clear of debris, there is a lot of moisture on this floor. Dew on the rocks and for most, this is the area in which they had awakened. What there does happen to be is spider webs. A lot of spider webs and yes, most of them are inhabited by their eight-legged makers. It is easy to walk face or body first into a web when entering or moving around rooms.

There are hinges on many of the entrances, but very few doors. The few doors that are installed range from okay condition with a formidable lock to barely hanging onto their hinges.

No rooms of note.


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