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Kingdoms Tales

A fantasy roleplaying forum dedicated to rping sites that enjoy good stories and imagination. It is the official boards for Palanestina, but also the home of other roleplay ideas such as medieval Kingdoms and ancient lands
 
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 Rooms Within Ulthwe

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PixieDeval
Grande
Grande
PixieDeval


Number of posts : 57
Age : 43
Localisation : Florida
Registration date : 2007-06-02

Character sheet
Name: Taki Yeihime
Race: Dragon
Clan: Talons of Pain

Rooms Within Ulthwe Empty
PostSubject: Rooms Within Ulthwe   Rooms Within Ulthwe Icon_minitimeTue May 20, 2008 4:09 pm

Ulthwe City Square Rules: No Fighting
This pivotal junction connects many of Ulthwe�s key locations. Blazing to the south in the night sky are the flames on the Gladiators Arena, while the lights of the Crystal Palace can be seen off towards the north and northeast. The babble of many languages, along with clan and guild folk fill the air here, busy at every hour. Travelers dressed in all manner of costume, garb and battle gear amble past, admiring the darkened outlines of the buildings, or simply looking about to get their bearings.

Garamonde Tavern Room Rules: Fighting Allowed.
Bursts of laughter and excited shouts ring out from a game of dice being played at a corner table. Other tables and chairs are scattered haphazardly through the room, but most of the regulars perch on high stools near the bar. Apparently, the view of the buxom barmaid is more enticing from that angle.

Gladiators Arena Room Rules: Fighting Allowed.
Dark and dank, the musty pits are set into the ground and offer little room for comfort. The acrid tang of sweat drifts through the hot and humid air, assaulting the senses. Narrow shafts of light from the well-lit arena pierce through the steel prongs of a massive portcullis, fracturing the gloom like glowing spears. Through the foreboding gate, the imposing battle arena takes shape, beckoning all who dare.

Guild District Room Rules: Fighting Allowed.
Many buildings make up this area, each building looks identical except for the crest above the doorway which indicates the guild it is for.

Ulthwe's Market Place Room Rules: No Fighting.
Set into the center of the bazaar's main square is a bronzed fountain depicting the womanly figure of Lorily Mond, her long flaxen red hair covering the top of her robes and her painted ember eyes gazing into the water below. Children and shoppers stop on their way past, often wetting their hands or their faces in the cool clear water. Brightly covered pennants sail above the sea of canvas that is the Market Place.

Crystal Palace Gates Rules: No Fighting
You are before the Gate of the Crystal City, surrounded by wayfarers and adventurers also in mid-journey. Above, guardsmen stare down from the thick stone wall that encloses the city, wary for hostile visitors. Whether they travel to destinations in town or farther west, or to the north and east, they all appear to be seeking something beyond themselves.

Courtyard Room Rules: Fighting Allowed.
Randomly shaped leaves of copper form a tall fountain in the middle of a large pool filled with water lilies, which is surrounded by a low garden of flowers and herbs that shifts in color with the seasons. Benches shaped of polished crystal are scattered about, inviting the weary passerby to sit and be soothed by the music of the water trickling its random way down from one copper leaf to another into the surrounding pond.

Crystal Palace Room Rules: No Fighting.
The walls and floor of this massively sized hall is built up of pure crystal. Large pillars line down the hall, with few doors leading off to separate area's. To the back of the hall is a large double staircase that leads to the second level. About the room, plush sofa's with end tables for those that choose to wait about the castle.

Crystal Bedroom Room Rules: No Fighting.
Silver crystal like walls and white carpets combine to give this room a cool, soothing atmosphere. The crystallized four-poster bed is covered with a patchwork satin comforter in shades of silver and white, offering a striking counterpoint to the crisp white, lace-edged linens that peek out from underneath.

Knights Quarters Room Rules: Fighting Allowed.
The interior of this room contains about 20 bunk beds, with foot lockers and large cabinets about the bunks for the knights that live in the castle. Along the wall in front of the door is another door which leads to the captain of the knight's office.

Crystal Prison Room Rules: Fighting Allowed.
The ground is made up of pure crystal, and is about a total of 10 feet in diameter. 3 feet from the door is what appears to be a grate made of pure crystal that has an energy charge to it to contain something within the ground. Below the grate is a 300 foot deep pit that is only 3 feet in diameter around, it is obviously the prison in which people are kept. There is only one way in and one way out, and escaping from this prison is impossible. Not even a fly can escape if trapped below the grate.

Council Hall Rules: No Fighting (Access: Moderators, Admins Only)
This room has a huge table in the center of it that is made of crystal, etched in the center of the table in gold is two hands joined together as a symbol of peace. The golden symbol leads down from the center to the ground as the wrists appear to be what is used as table legs. Chairs that surround the table are all equal in size and stature leading none to be placed above the next.

Throne Room Rules: No Fighting. (Access: Moderators, Admins Only)
A long red carpet lines the way towards the thrones, both thrones are large in size however one is more elaborately made then the other. The large elaborate throne is made up of crystal, the plush cushions upon it are made of red velvet fabric softened within by goose feathers. Embedded along the trimming of that throne are various gemstones, and upon the top of the throne rests the insignia of the queen. The second throne much similar to the large one, neglects to have the gemstones and the insignia. The thrones rest upon a platform that has a few steps to lead up to it.

Crystal Tower Rules: No Fighting
After you enter the door to go into the tower, you find yourself winding up climbing several hundred steps and once finished you come to stop inside a circular tower with windows all around. In the center of the tower is a beacon of light that can only be activated by the guardians who watch over the entire land.

Temple of Life Room Rules: Pure Sanctuary, no fighting, no public display of affection, no cursing, and no illegal activities.
The astonishing sight of the grand temple lies to the north, atop a massive stairway. Towers flank the sides of the structure, a complex network of walkways stretching between them and the temple's top levels. A smooth cobblestone path runs east and west here, curving around to the grounds areas on either side of the temple.
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