viernes, 1 de noviembre de 2024

Hedging your bets (and 3)


So here we are, in the magical tree! After you've crossed the stained glass door, it transforms into a curtain of woven creepers, and you find yourself in the following landing:

This is the interior of a massive tree, with natural wooden walls rising around you and sturdy roots burrowing into the ground below.  Archways to the east and west look to lead to a study area and some sort of shop, respectively, while an earthen staircase leads down beneath ground level.  A doorway of woven creepers appears to lead outside.

There are four obvious exits: east, west, down and out.


Although not obviously visible, checking the walls and the vines and branches therein gives a hint of an upper floor, with a series of smaller branches forming a crude ladder of sorts that gives access to the upper area. It does require some tree climbing skills (164 bonuses are enough, although you'll have to try a couple of times) for going up and down. We've already shown the wooden platform there, along with the hedge grimoire it contains.

Back to the landing, the western room contains a cosy magic shop, with Celestia the Blue tending to it (actually, she spends most of the time daydreaming). It stocks some wands, new and fancy jewellery, inks, a couple of new staves and some golden spheres one can use for creating some magical effects in the room beyond a magical portal.


If instead one moves east, you enter a little study area were young hedgies can learn some skills and commands from Jesse the Green, along with some desks and a bookshelf teeming with volumes about magic, hunting and fieldcraft, woodworking and finesmithing.



Should one choose to go downstairs in the landing, the earthen staircase takes you down to the roots of the matter, and you find yourself in another landing with directions up, down, east and west. Going down proves to be restricted to hedgies, though, and if you try, you'll get to the same place you were in already: You descend the stairs into the mist.  As the mist slowly clears, you see that you've managed to descend the steps into the same room you were just in.



On the western side there is a wood and ironworking workshop, tended by Camanor the Brown. Besides repairing stuff, there are tools for sale related to these handicrafts, some of them new.



If, instead, you choose to go east, you encounter the typical gym-training facility of most wizard guilds, including the Beginner's tome of magic and the trapped demon:


The lichen-covered walls and the wooden floor in this room have a strange, unnatural pattern to them.  Scuffed runes dotted around the floor glow with a faint, sickly light, adding to the overall feeling of unease that this place exudes.  The focal point of the room is the multitude of giant octiron chains shackling a foul-looking demon to the ground.
There is one obvious exit: west.
Ny'Ogre is shackled here with great octiron chains.
An open tome is sitting on a lichen-covered shelf.
>
look demon
Pinkish-red, rubbery skin and an unnaturally wide smile make this repugnant creature truly unpleasant to behold.  Its eyes are no more than blood-red pinpricks that look at risk of being engulfed by a hideous, oversized maw.  It is shackled here with the help of great octiron chains, covered in runes of warding.  With the way it is smiling, you could almost believe that it is happy about its current predicament, or perhaps it is just preoccupied with thinking about what it might do were it to escape.
It is in good shape.
It is shackled here with great octiron chains.


Finally, although non-hedges cannot access what is presumably an exclusive lounge, there is a room to the west of it that may be used for teleporting around the Disc, and getting to at least three other wizard guilds (Unseen University, Creel Springs and Ephebe), and which can be accessed by others through a portal and subsequently blorpled. As for the lounge, Aiden was kind enough to provide the following description:


This room seems to be the one concession that the local hedge wizards have made to comfort and aesthetics inside the tree.  Sturdy rustic armchairs are dotted about the place, and a few thick, fur rugs have been placed in front of them for added comfort.  A long bar takes up most of the north wall, with various cabinets and cupboards behind it. A curious hatch occupies the east wall near the bar.

The teleport room looks like this:

This room is bare enough that it would look downright boring were it not for the huge, complex octogram covering most of the floor.  The only other feature of note is a mist-shrouded archway in the east wall.


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