Users browsing this forum: 1 Guest(s)

Inner Quarter - Rules


The largest island within the Hollowed Grounds, the Inner Quarter is easily as large as all of Halo, and sits at the very heart of the region. Formerly a sanctuary for those trapped behind a magical barrier, the area boasts a surprising amount of knowledge and industry, from marketplaces and housing to guilds and farmland.

Near the Temple area, one can also find the following: Everlasting Bonfire | A large (10 square feet), open air bonfire stands in the centre of the Inner Quarter. Glittering with a rainbow of assorted gemstones, it requires no fuel to keep burning, and will not go out regardless of wind, rain, snow or any other adverse weather.

Portal to The Climb | Within the Everlasting Bonfire, a translucent doorway can be seen, flanked by two iron posts encrusted with gemstones. Stepping through will bring any traveller to The Burrows in The Climb.




Forums in 'Inner Quarter'
Temple
An enormous building of gothic archways and sharp towers, the Temple is not only a place of worship for Dygra, but also often used as a central meeting place and a refuge when necessary. Within, one can find store rooms, offices and a medical wing, as well as a shrine to the Ancients' dark lady.
Notice Board :: 01-03-2026, 09:16 AM :: by Colt
Domiciles
An eclectic jumble of residences, the housing district within the Hollowed Grounds appears to have been stitched together from a patchwork of styles and materials. There is no conformity to be found here, but the buildings are well constructed, safe and warm. Some citizens like to run their businesses from their homes.
Atheneum
An ancient, domed building which holds the remnants of volumes and tomes in a range of languages. The interior is grandiose, and while most libraries are silent places, the Atheneum benefits from the music of gently running water. Throughout the building flows a cleverly constructed waterway, allowing access to knowledge for the more aquatically inclined.
Military Barracks
Beside the remnants of the Monster Hunter's guild, the military barracks stands as a means of defense, including an armory, residences for any soldiers, and a front room to organize and orchestrate any offensive/defensive maneuvers for the Hollowed Grounds. The back fields include a training grounds, with targets and available space for drills and practice in all manner of weaponry.
Black Lake
The waters along the western edge of the Inner Quarter are a startling inky colour. Be not alarmed, however - this shadow on the coast is nothing sinister, but instead signals the presence of an underground lake running for hundreds of metres, sheathed within a large cavern. Access to the cavern may only be granted by swimming, or by climbing down through nearby fissures in the ground. It is pitch black inside.
The Last Whisper
Inaccessible from the ground level, one must tiptoe down a flight of old stone steps between two buildings to discover this part of the Inner Quarter. A covered lane, this area is home to bars, gambling parlours, brothels, fortune tellers and other strange and delightful boutiques. Cramped and hazy, it is easy to get lost down here, and some never want to find their way out besides.
shiny happy people :: 11 hours ago :: by Kiada

Inner Quarter
Thread / Author Replies Views Last Post [asc]
   
Go to first unread post [SE] sins you never said to yourself (Pages: 1 2 )
Thalassa <33
Astaroth
23 283 10 hours ago
Last Post: Thalassa


  New Posts
  Hot Thread (New)
  Hot Thread (No New)
  No New Posts
  Contains Posts by You
  Closed Thread

Search this Forum:




RPG-D