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Tanelorn Mods ([personal profile] dream_guides) wrote2013-02-14 09:06 pm
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Locations





These tall spires and domes clustered together and intersected and adjoined each other and rose in wild spirals and curves, seeming to fling themselves joyfully at the heavens as if silently delighting in their own blue beauty, in all their colours from near-black to pale violet, in all their shapes of shining metal.

'It is not a mortal settlement,' whispered Corum Jhaelen Irsei as he emerged with Jhary-a-Conel from the tall grass and drew his scarlet robe about him, feeling insignificant beneath the splendour of the city.


Tanelorn is a paradox of a city, and has a tendency to flirt only on the loosest of terms with mapmakers. She adheres to two simple facts; the entire city is circled with a steep, and mighty wall that may not seem as daunting as it becomes should some outside ( or inside ) force attempt to scale it, and amidst the collection of doors, or homes, Tanelorn's gentle streets don't particularly like to stay put. But, even still, Tanelorn does have a few established locales that are not difficult to find once, or always.

~*~



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The Garrison

Headquarters of the Watchers, the Garrison holds the parade grounds, offices of the commanding officers, and the armory. The rest of the facilities are in the buildings scattered around the Garrison, including the guild's dorms, practice grounds, and the administrative buildings for the zoning department of the guild.


~*~




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Alpha Complex.


At first blush, its merely a few low, simple buildings, but the majority of the complex is actually built into the bedrock of the city. Steel, shale, stone, and naked earth line the hallways that connect the vast and cavernous workshops that range from hyper futuristic and automated to quiet, dark caves with candlelight where scientists and magic users network and collaborate to further their fields and push their understanding of their disciplines. The tea and coffee cart passes every half hour. Soda available upon request. Mandatory sleep period after every 36 hours.


~*~





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Sacellum Calamus


A large conglomerate of buildings that were built up over each other, almost dangerously lopsided, so the name is the only thing it has going for it. Libraries, offices, and the records library ( housed within an hollow but still very much alive tree ) all belong to the Writer's Guild here. "Library Manners" within the records library takes on a whole new level of respect around here.
The Writer's Guild also takes care of time keeping for the timeless city. But not in fiddly things like minutes, or hours, which are unreliable at best, but rather in days, and weeks between one "shift" to the next. So when you hear that friendly reminder over the Anulet Network, pay attention. The water clock measuring each turn of Eternal Tanelorn does not lie.


~*~




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The Post House


The upper most story is an aviary for the messenger birds that serve as inner-guild communication. Inside in always a flurry of activity, desks, maps, and a massive map of Tanelorn and the surrounding multiverse space. LCD billboards around the building flash constantly, giving out assignments and requests for escorts needing to be filled. Located ( usually ) at the center of the city, the Post House's distinctive spire makes for a good landmark to try and find your way around with.
The Post House also holds the Intake Infirmary where all newcomers to Tanelorn begin. Located on the lower most floor, new travelers are documented upon arrival, but the transition to life within this crossroads of the multiverse starts at the Post House.


~*~




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The Hostel


Locally referred to as "the Newbie Dorm", this is the place that all new residents first call home. Here, the Watcher's Guild maintains the hostel, and while not all residents can be considered new anymore ( some are just jobless, or lazy, or both ) the hostel provides one good hot meal a day, and a clean bed.
Privacy both in accommodations, and bathroom facilities? Well...not so much.


~*~




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Fergie's Place


It may not be much to look at, but if there's anyone who can find that one special thing you're looking for ( for the right price, of course ) it's Fergie. And as ramshackle as his shop is, Fergie isn't much better. But don't let that put you off, because believe it or not; Fergie is the head of the Trader's Guild.

...Just watch out for the two-headed-bloodhound on the back porch. He can watch the back door, and the front door at the same time.


~*~