Title: Three Arcs Keep (The Mallister's Manse) Post by: Gundioc Mallister on January 04, 2011, 07:38:39 PM Overview Nestled in the shadow of Mount Maccom, Three Arcs Keep was a once-bustling industrial fort, easily defensible and a bastion of hope during the Southern Wars, never falling to the fury of the Thairians. Since that time it has fallen to ruin, no more than a sad and dejected-looking vestige of better times. Decrepit buildings lay strewn from the base of the mountain to the tired and crumbling walls of the keep proper, carved partially into the very knees of Maccom, and now the only habitable architecture for strals. Today, those who have ventured deep enough into the desolation of the Tolonian Heath to even find the castle know of it as a haunted place, either by the spirits of those who died in the folly of assaulting it, or by the mortals who have gone to great lengths not to be found. The years have seen a great many transients, vagabonds, criminals and otherwise unwanted peoples die at each other's hands in an attempt to secure this choicest of hiding places. And now, with the blessings of the Graven of Greywold, who employed them to purge the keep of a band of rebels, the brothers Mallister reside, while far-away civilization remains mostly oblivious. Location (http://img338.imageshack.us/img338/7633/mapzoom.png) Three Arcs Keep is perched on a small, mostly-natural terrace on the northwestern face of Mount Maccom on the edge of the Tolonian Heath, in the southern part of the province of Manthria. It is over one hundred strals from the nearest settlement; Greywold and Klinsor being nearly equidistant from its blackened walls. The nearest road, stretching through the heart of the Tolonion Heath from Greywold to the Black Cross Fork is also quite far, nearly twenty-five strals; a small but dense forest obscuring its view of the keep, and to an extent, Mount Maccom, even on a clear day. The only remnant of road from keep to highway is nothing more than a footpath, marked with a toppled column of stone, and barely suitable for wagon or cart, it being just as expedient to disregard the road altogether and ride through the heath when approaching Three Arcs. Most travelers increase their pace as they pass this fork, where the summit of Maccom peeks at them from over an ashen, somber forest. Description For a few strals beyond the darkness of the lonesome wood which separates the highway from Mount Maccom, only the soft crunch of the Tolonian Heath keeps one company until finally giving way to a more maintained trail. It is from here that Three Arcs Keep can be seen for the first time with any sort of clarity, clinging to Mount Maccom as a sickly child to its mother's bosom. The trail-turned-road continues onward through burnt husks of wooden buildings and the charred remains of stone ones. From this barely-recognizable shell of a village at the foot of the mountain, the road narrows to five peds and rises, gently curling about Maccom's wide base, flanked on each side by steep faces of rock. Rubble and stone litter the road occasionally due to relatively minor rock slides. It turns suddenly, and ascends for seventy-peds, then doubles back, ascending again for nearly one-hundred, before giving way to its third and final arc. One more climb of another hundred peds, and then across the threshold where there once may have been a gate, puts one squarely back on level ground in the outer courtyard, where piles of stone are far more prominent, having fallen from the collapsing and collapsed buildings nearby. Walls, that once protected hundreds of soldiers and refugees during the siege of Three Arcs Keep eight centuries ago, stand in decay at the precipice of the terrace, doing their duty lazily now, with huge segments having fallen claim to war, disuse, and time. Rotting shacks and rusted architectural accoutrements lay haphazardly about, a swath of cobblestones cleared through the rubbish the only sign of any sort of maintenance. The approach to the entrance of the inner courtyard and Three Arcs Keep itself is depressing. The leftmost guard tower has fallen outward in recent battle, reaching outward toward the cleared path, as a hand grasping for the help of any passersby. Tens of small, white stone piles, intended as burial mounds, sit silently on the great blocks of the tower's own carcass. The ruin is unable to be traversed, and therefore the gate, a portcullis actually, yawns open without luster, obviously in disrepair. Its teeth point wickedly down from the stonework, rusted and red, like some massive mechanical maw. After being swallowed by that final, grisly gateway, Three Arcs Keep stands lonely yet triumphant. Having withstood ten years of active siege, and over a hundred more of bloodshed and battle before finally being abandoned, its personality is undeniable. Grim, bleak, without any reason for life or living save its pride. A fountain graces the small, inner courtyard, though no water flows from its stained stone and where one could at least hope for tepid murk is only soil and the faint smell of excrement. Smaller than many of its counterparts, Three Arcs Keep's highest point is the only remaining guard tower, which rises a modest three stories, and connects to the remaining, and surprisingly useable wall, which arches over the gateway, enclosing the keep. In the tower and wall's shadow, the stable and smithy sit squatly, daring any visitor to extend their stay by inquiring after horseshoes and hay. Though there is a side entrance through the tower, it does not seem to be used often, excepting the glinting glass shards and miscellaneous waste obviously thrown from the door or dropped from the higher windows. A well sits half-hidden near this door, but is thankfully covered by a conical roof and seems to be serviceable. Three Arcs sits, connected to the guard tower, like the smaller, meaner companion of a couple holding hands. Smoke rises from its chimneys and clings to the rock face of Maccom for some time before finally being wafted away. The keep rises only two stories, and half of it sits tucked into the side of the mountain, but it appears large, perhaps due to its sheer defiance at having lasted so long. Newer-hewn stone in areas recently repaired contrasts brightly with the ancient, dusky blocks of the original keep, giving it an almost gap-toothed countenance, though not in an untoward way. A few stone steps lead to a stone landing overlooked by two, massive, reinforced Eur'Oak doors, pitted and scarred from centuries of abuse. Heavy, blackened metal knockers hang sullenly as a dead dwarf's whiskers, one from each door, approximately one and a half peds high. Layout First Floor (http://img838.imageshack.us/img838/4232/threearcskeep1fsm.png)
Second Floor (http://img12.imageshack.us/img12/7078/threearcskeep2fsm.png)
Third Floor (http://img213.imageshack.us/img213/3006/threearcskeep3f.png)
People Gundioc Mallister (http://www.santharia.com/adv/index.php?topic=4921.0): Granted dominion of the keep by the Graven of Greywold, it is Gundioc's royal responsibility to squat amongst its stones and frighten away foreigners. Mathis Mallister (http://www.santharia.com/adv/index.php?topic=4922.0): Mathis has taken it upon himself to begin to restore Three Arcs as best he can. To accomplish this, he has enlisted the help of several willing accomplices. Ruil Mallister (http://www.santharia.com/adv/index.php/topic,5140.0.html): Though he is more likely to be off at some knightly tournament than in evidence, the youngest Mallister also calls Three Arcs home. Arintheos Gavalas (http://www.santharia.com/adv/index.php?topic=5451.0): Holder of the entirely ceremonial title: "Master-at-Arms," Arintheos maintains a well furnished cell in the tower, safe and sound. Nemir: A former Dalorin, Nemir was cast out of his coven for "experimenting" with the recently deceased. He has found a place at Three Arcs as healer, steward, and if left alone - trusted castellan. Laen Chant: Nemir's oldest and fastest friend, a huntsman of the heath. Puts meat on the table and trains the outcasts in archery and survival skills. Banesh Bonecracker: A gnarled old dwarf that has minded the keep's kitchens as long as anyone can remember. The Outcasts: Twenty or so vagrants, exiles and vagabonds who have found their way to the Keep and been found to be worth keeping. As long as they keep Three Arcs self-sufficent they will have a place and a purpose. Title: Re: Three Arcs Keep (The Mallister's Manse) Post by: Mathis Mallister on January 06, 2011, 02:03:53 PM Completo.
Ready for commentos. :graph: Title: Re: Three Arcs Keep (The Mallister's Manse) Post by: Azalahn on January 10, 2011, 08:39:06 AM Quote 16. Library: Though less than half of the shelves are stocked, and the tables and chairs maintain a layer of dust upon them unrivaled by any other room in the keep, the Library's contents are quite valuable. Many scarcely-found volumes and several unique manuscripts, untouched through ages of abandonment, as thieves made off with more attractive loot, can be perused here. Quote 18. Hidden Storeroom: Only accessible through Mathis's chambers by use of a hidden mechanism, this room contains the great majority of the brothers' coin in three great oaken chests, several finely worked but unattractive pieces of art favored by Sir Talos Fargarin, and the choicest of liqours, kept herein by Mathis to keep them safe from is older and often indiscriminately drunk sibling. Peeked at the 3 characters, it didn't look like any of them were actually wealthy. A library valuable library, actually any library in a medevil setting suggests wealth to me. Large chests with coin also suggest wealth. Rest looks fine to me, but let's have Dek have a look at it for final approval. Title: Re: Three Arcs Keep (The Mallister's Manse) Post by: Mathis Mallister on January 10, 2011, 10:48:33 AM I would say that our characters are wealthy, but only through saving. The three brothers are active mercenaries, and Ruil is constantly participating in tournaments - and performing well enough to receive some sort of prize.
The books in the library are mostly left over from the keep's previous occupant, Sir Talos Fargarin or older (thus the ages of abandonment line). In addition to just being plain lucky to have found them, we are likely guilty of possessing stolen property. :speechless: Title: Re: Three Arcs Keep (The Mallister's Manse) Post by: Azalahn on January 10, 2011, 01:28:37 PM Well I think I will just leave it to Dek to make the final decision.
Title: Re: Three Arcs Keep (The Mallister's Manse) Post by: Mathis Mallister on January 11, 2011, 07:55:02 AM I eagerly await his opinion.
Title: Re: Three Arcs Keep (The Mallister's Manse) Post by: Deklitch Hardin on January 11, 2011, 09:11:43 AM The one question I was going to raise was about the fact that you had chosen a fort that was on the map already as your house, and the question was going to be whether or not it had been okayed with the people on the development side. On looking over there, I could see that Ruil had already asked about that in 2007. As no development has been done in that that I can see either before or after, I don't see a problem with any part of this.
I am therefore happy to give you my approval! Congratulations. Just a question ... what did you use to make the outlines of the keep? - Dek Title: Re: Three Arcs Keep (The Mallister's Manse) Post by: Mathis Mallister on January 11, 2011, 09:14:16 AM Just some free DnD Gamemaster resources, heavily edited.
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