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The Bardsong DMs ([personal profile] dm_screen) wrote2030-08-16 09:10 pm

Locations

⯈Concord (click to expand!)

What had once been considered a developing and largely insignificant city-state has since become the only settlement accessible to people in its territory. It's also the site of the Starfallen's emergence into the world.



North Quarter



Immaculately swept streets and meticulously maintained gardens mark the upscale neighborhoods and self-proclaimed cultural centers in the town's North Quarter. The presence of the Concord Astronomical Society marks this district as a gathering point for students and the magically-inclined, with the pristine, cultivated calm only very occasionally ruined by a bit of wayward spellcraft. Business and services trend towards the expensive and exquisite, with its lodging options no less so; thus, while the area has become a hub of education for the town, most students are forced to actually live elsewhere.

Concord Magic Academy: Once a magic university catering to the top performers and societal elite, dwindling numbers in the past decade have since seen the Academy's doors opened a bit wider... particularly in recent times, where Concord's isolation has led to a dramatic dip in enrollment. The Concord Astronomical Society's recent endowments have both ensured its continued operation and deflated the prices of admission... particularly to the Starfallen, whose schooling the Concord Astronomical Society has agreed to subsidize.

Mage's Tower: A massive tower of marble and ivory, handily rising high above the rest of the buildings in Concord. Originally an offshoot of the Concord Magic Academy, the Mage's Tower has since become the official headquarters of the Concord Spellcraft Guild, with the uppermost floors reserved for the Concord Astronomical Society's observatory. Accomplished mages are often invited to take up residence within.

The Concord Astronomical Society: Headquartered at the upper reaches of the Mage's Tower, the Concord Astronomical Society comprises a circle of powerful and influential mages, seers, and fortune tellers. While their origins are the subject of much speculation, their portents and prognostications have been credited with bringing Concord to its current state of prominence over the past few years. The world's sundering and the Starfallen are of particular interest to them thanks to current events.
East Quarter



The location of the town's original gate of entry and first cobbled road. As the oldest, largest, and most well-established portion of the town, Concord's East Quarter has served for generations as the town's preeminent commercial and residential district, and is regarded by most denizens of Concord as a nexus for tradition and practicality. Occupants and tradesmen of every sort can be found milling about in the bustling streets, with the clamor of commerce reaching its peak in the Market Square and slowly fading away into quiet streets of antiquated stonework buildings on the outer fringes of the quarter.

Concord Crossing: An arrangement of low-cost townhouses in the center of Concord, originally constructed with intent to spur the town's growth by inviting new residents. Shortly after its completion, however, the world was sundered, and the buildings- less than popular with the established residents of Concord- fell into immediate disuse. The Concord Astronomical Society has since purchased the buildings as a basic housing option for the starfallen.

Market Square Promenade: The widest, most central road in the East Quarter centers on a sprawling, open-air market. The Promenade is rife with local farmers, culinarians, and merchants all selling their wares, though the more prideful smiths of the South Quarter do tend to be conspicuously absent. Visitors are advised to brush up on their haggling skills.

Priory of the Dyad: A combination commune, seminary, and temple, though only the latter of which is typically open to the public. The oldest established site of worship in Concord, its grounds also serve as the headquarters for the Guild of The Enlightened, with an extensive library of scripture and theological writings regarding The White, The Black, and other matters metaphysical. Respected members can opt to live on the Priory's premises. Other medically-inclined sorts are welcome at the Hospital next door.
South Quarter



Mills, storehouses, smelteries and forges dot the well-worn streets of the South Quarter, forming Concord's long-standing industrial backbone. The rough-hewn buildings and spartan sensibilities of the area are a point of pride for its residents... though the area has sadly grown all the more restless and work all the more precious in light of Concord's isolation from the rest of the world and its resources. This has only served to strengthen the Quarter's night life, however, which attracts all manner of carousers and ne'er-do-wells from all across the town.

Soldiers' Barracks: The training grounds, armory, and offices for Concord's town guard, and more prominently the headquarters of the Men-At-Arms Guild. They host a job-posting board for dangerous work such as monster hunts and the pursuit of wanted criminals, though even non-soldier classes are welcome to take the work. Yes, even those hoity-toity squishy members of the Concord Spellcraft Guild. But only their own guild's best members (or members of the town guard) are invited to take up residence in the barracks, with open access to their armory stores.

Last Resort Tavern: True to its name, the curiously large Last Resort Tavern's often at the bottom of most thirsty patrons' lists, with famously low prices, famously mediocre fare, and never seeming to have any vacancies. The true function of the establishment, however, is not in provisions but rather in providing the headquarters for the Masters of Means Guild, which extends both to the second-floor lodging and the safehouses and meeting rooms in the tunnels below.
It's a well-known secret to the residents, though most are wise enough not to speak too long about it.

The Concord Truthogram: Located on the fringe of the South Quarter and recently having celebrated its twentieth year of business, The Concord Truthogram is the most popular* printed publication in Concord, delivering cold, hard facts** straight to your doorstep***. Be sure to check out the local gossip section, giving you the true story**** behind the heroes and happenings in Concord. Outspoken opponents of the Concord Astronomical Society. They've taken a particularly keen interest**** in the affairs of the Starfallen...
Surrounding Area



While Concord may be the dominant feature on its patch of land, the actual boundary of the landscape is far outside its borders. Thankfully, most of the surrounding farmland has been retained, though their crops have been on a steady decline since the land was sundered. Most of the surroundings are temperate, if not pastoral, with rolling grasslands, ponds, and forest. Familiar to the residents for centuries, the immediate landscape has been extensively mapped and explored, though some of it has seemingly become a bit more dangerous since the earth split apart...

Glistering Estate: An unmistakable sight to the Northeast, a massive manor and vineyard lies connected to Concord by an old cobble road. The supposed legacy of a dragon paladin and succubus bard's union, the Guild of Steel and Lace serves as both its occupants and its caretakers, lovingly and devotedly in service to the founders: carrying their mission, passing along their teachings, and keeping their eternal home pristine. A fair deal, perhaps, given the opulent luxury to be found within its walls.

Mount Ives and Gilley Vale: Fairly small by mountain standards, the granite-cliffed mountain remains a popular site for hunting and hiking, albeit mostly due to the relative lack of alternate options. The south face visible from concord is quite safe, but the other faces and valley beyond are rife with monsters. The Concord Astronomical Society maintains a small observatory named Verne Point at its summit, though most of its members strongly prefer the facilities at their headquarters.

The Sea of Stars: One can only travel so far before they hit what appears to be the edge of the world itself. As one approaches- no matter what the time of day- the sky steadily darkens until the edge is reached, whereupon one can peer off the side to see the rocky remnants beneath their feet... or simply gaze off into the distance, where nothing awaits but a seemingly endless sea of beautiful, glistening stars. Visitors are strongly advised to watch their step.

⯈The Outlands (click to expand!)

A verdant, primeval wilderness, demonstrably dominated by The Lady's influence. In years past, it was a distant land; now, it sits comfortably- if a little incongruously- just to the west of Concord's shard. It's the belief of the locals, the Ke-Mo, that the Outlands was born from the primeval gardens of The Black Lady herself, and those who spend long enough within its borders take on the mark of her favor.
Environmental Effect: The Lady's Touch
Anyone who comes to the Outlands may slowly gain animalistic traits, features, tendencies and appearances the longer they stay there; this phenomenon is known as The Lady's Touch. However, it affects everyone in different ways, to different extents, and at at different rates, and some aren't affected at all To some it may be too slow to even notice other than a slight behavioral shift, to others they may spend a night there there and wake up with an animal's ears. Thankfully- from what the Ke-Mo have been told by travelers and traders in prior years- the changes are not permanent; whether quickly or slowly, they will fade and vanish with time once the Starfallen leaves the Outlands. We wish to stress that this is an entirely optional aspect of the environment that players can utilize at their preference and discretion.




Upper Laourn



The cliffs that comprise the entire Western side of the city are both its most prominent terrain feature and a functional part of the city proper, albeit one employed primarily by those who value privacy, isolation, or a gorgeous vista over convenience. It can be hard finding a place to dwell without spending months or even years digging and building it up for oneself, but- with a view looking out over the forests and into the first of the morning sun's rays- it might actually be worth it.

Heaven's Gate Teahouse: Laourn's oldest family-run business also sits at the pinnacle of its cliffs, and has defiantly enjoyed generations of prosperity despite its inconvenient- if beautiful- location. Specializing in herbal, medicinal, and holistic remedies just as much as its fragrant potables, it also frequently serves as an unofficial gathering point for Mystics, and its owners have hung their gardens on trellises across the entire upper reaches of the cliffs.

Stonework Monastery: A massive presence stretching across the middle layers of Laourn's cliffs, it often seems to languish unoccupied or even forgotten, with miles of katas and diagrams painted or etched into the walls; however, while most Monks conduct their practice and training out in the wilderness, the monastery still serves as the nexus of their history and techniques, and still sees frequent visits by older Monks ruminating over the nuances of their traditions and younger monks hoping to find a sparring partner.


Lower Laourn



The lower level of Laourn offers greater insight into the city's origins as a trading hub for nearby wilderness communities, with the ways and walking paths nearly worn into the stone below over the generations. Stonework homes and canvas tents criss-cross in chaotic clusters, with most merchants simply employing their bestial strength by carrying their goods and culinary creations with them looking for buyers.

The Grilling Pit: This absolutely massive open-flame wrought-iron barbeque facility is where most big game hunters come to cook and sell the meat of their quarries. Many people with modest or nomadic living accommodations in the Outlands also come by to make use of the cooking facilities themselves, which are either offered in long-term leases by the Butchers who maintain The Grilling Pit or- more commonly- simply rented for an hour or two for just a few Sol.

The Circle: Tucked away in a dark corner of the cliff's overhang is a massive masonry circle surrounding a pit of sand: a collosseum of sorts, where Marauders can work out their grudges, contests, and emotions with and against each other, constructed with acoustics and ventilation necessary to have their every shout, scream, and scent amplified into a frothing chorus for maximum satisfaction. Some colorful writing on the walls suggests that blood isn't the only bodily fluid oft shed on the grounds.

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