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The Quarry:
Tier 1
The first tier of the Quarry comprises the ground level and everything within and around it. Comprised primarily of a large clearing and the surrounding forests, Tier One has a low permanent population but experiences most of the clan’s foot and flying travel in and out of the Quarry. Outside of the main clan's clearing is an expanse of trees intersperced with smaller clans, clearings, lakes, and rivers. Far to the east lies the Yaroto and Joko mountain ranges and the Golden Mile between them.
locations:
Brewery:
The Brewery, owned and operated by the local Alchemist Nairobi, is located due east of the Southern portion of Tier One’s primary clearing. The Brewery is a short distance into the forest and is surrounded by a thin smattering of trees. A cobbled path leads to this cozy wood and moss-covered stone home set in the woodlands. Multiple chimneys constantly puff out steam and smoke from both a home and the Brewery connected to it. Within the Brewery, many large stills and alchemical distillers are maintained to produce potions, beverages of inebriating quality, and various other products commissioned by customers. The front entrance of the attached home acts as a storefront to purchase over the counter products produced just a few meters away.
Witchmist Copse:
Due north of the Quarry and enveloped in nigh-impregnable woods lies Witchmist Copse, a grove of trees enshrouded in a thick mist, unusual temperatures, and crawling with perturbed shadows. Strange powers are at work here and at the Copse's center is the home of Hazel, a witch and avid summoner of crossroad spirits and demons. Such a confluence of dark forces has twisted the Copse into something not quite natural, leading most to avoid the area save for those who desire to meet the Witch at its core for council or to make a deal.
Blooming Grove:
West of the Quarry lies an ancient, cobblestone wall interwoven with roots and vines. Within the confines of this primeval barrier is the Blooming Grove, a beacon of life produced passively by the leaking of Nature magic from its tender, Kenpachi, as she labours listlessly to care for the life within her small bubble of tranquility. The Blooming Grove has taken on a life of its own under Kenpachi’s guidance, producing plants and animals otherwise unseen outside of the Viridian Labyrinth. The value of such a resource is great, but the Garden doesn’t take kindly to strangers.
Caravansary:
Just inside the Quarry’s wall is the Caravansary, the base camp for all of the Quarry’s imports and exports. Every caravan in and out of the clan cross through the Caravansary for rest and restocking before going about their way. Previously just a tent city, the Caravansary has increased in size greatly with the newfound security behind the newly erected Granite walls that defend the Quarry from the ground on all sides. The Caravan King Ryzolli has funded its growth so as to swell his coffers beyond previous limitations, bringing much needed trade to the previously struggling Quarry.
The Wall:
Constructed but recently through both manual and magical means, the Wall is a wonder of the Quarry’s engineering and economic power. A strategic move to attract traders and tourism, as well as new denizens, the Wall provides a defense from Beastclan incursion, acts as a barrier to winds and weather, and lends to a desired sense of safety in uncertain times. Constructed of two layers of Granite bricks laid and filled with mortar, the wall is hoped to be able to repel the basic siege methods utilized by hostile Beastclansmen and to survive great weathering caused by weather and time. There is but one, large gate in the wall, acting as both an exit and entrance into Tier One’s inner clearing and to the Clan itself. The wall is guarded by Tsun as well as patrolled by the clan guard, allowing for a full time sentinel of the wall and its gate.
Tier 2
Descending from ground level some dozens of meters is a shear wall of sheer white Granite. At the bottom of this cliff is the Second Tier. Tier Two is primarily business and industry focused with heavy traffic from traders and denizens of the clan going about their work and business. Most of the clan’s shops and services can be found here. Most such locations are built directly into the walls, while many also have wooden, stone, or metal additions that extend into the outside air. Tier Two is decorated with both stone and metal work, bronze being the most popular within the clan. The Path that leads all the around the Quarry slowly winds to the tiers below and above and is wide enough to accommodate many hundreds of dragons without overcrowding.
locations:
Surgery Center:
The Surgery Center is located near the entrance to the clan and into the world above.
Easily accessed by those in need of the surgery and staffed by nurses and doctors, most importantly of whom is Doctor Bones, the Surgery Center deals with all manners of injuries, sickness, and medical issues that may come up within the clan. Though Healers are available, the Surgery Center mainly functions mundanely through physical means rather than magical rehabilitation as Healing magic can have several undesirable effects.
Crucible:
Located far north of Tier Two’s entrance is the Crucible. The Crucible borders the Warrens and is near the Guard Barracks. The Crucible is often a first stop for soldiers, adventurers, and travelers to have gear replaced or repaired by the clan’s master smith, Arnskar. The Crucible is Arnskar’s forge, hidden away behind a wall of stone adorned with swirling patterns that sicken those who look at them for too long. Behind the forge’s doors is a place of immense, crushing heat used by Arnskar to construct his wonders. Outside of the Forge, the Crucible is a large, geometric wood and metal structure akin to an armoury. Weapons and Armour line the walls for sale and for use by the clan.
Barracks:
Just south of Crucible are the Barracks, a structure cut into the Quarry's walls that houses the sleeping quarters for the clan's guard. Though its use has waxed and waned since the Quarry's most golden times, the Barracks are seeing an increased level of use compared to previous years as more dragons begin using it. Within are the bedding and armoury for the clan's guard and those employed by them.
Annex:
Found within Tier two, and easily accessible by merchants or those seeking to sell and buy, the Annex acts as an input of resources to the Library in the tier below as well as the clan's notary. The Annex holds a comparatively small collection of material compared to the Library that are sorted and screened for possible value and for duplicates, fakes, or plagiarisms. The Annex's two patrons, Achaius and Soteris, also utilize the Annex for their studies in Enchanting and History as well as literature.
Warehouses:
Located in several locations along the Second Tier, the Warehouses are large rooms that are utilized to store goods for the clan such as food or medicine as well as the goods of shopkeepers and caravanners. The Warehouses are typically maintained in modular ways where each merchant takes stock of their own goods and the clan itself tracks its resources.
Taphouse:
The Taphouse is a popular locale in the Quarry. Besides being the only inn within the Quarry, the Tap is also one of the only places to consume large amounts of food and drink in short order. Atop the Taphouse was once a Aviary which has sat empty for some time save for the occasional dove pair. There have been talks of reestablishing the post office there as well. Coyote, the Bartender finds the idea intriguing but he is more than happy just to have customers at his establishment.
Warrens:
The Warrens have decreased in size in recent years, but that which remains in the colony of dragons that inhabit part of the Quarry's Northern cliffs. Once slum-like, the Warrens have been well taken care of within the last few years. Now, many hundreds of dragons camp there at a time for short stays in the Quarry for business or pleasure and leave when they conclude.
Tier 3
Tier three is the residential tier and lies below Tier two. Tier three is grandly decorated compared to elsewhere in the clan with extensive murals, large, gaudy columns, and the usage of bronze-work in many areas. A promenade spans the inner perimeter of the Tier and allows for the traversing of the entire tier with relative comfort.
locations:
Hall of the Divines:
Beautifully decorated and plated in gold and silver, the Hall of the Divines is a temple to the many deities, spirits, and otherwise worshiped within the clan. Any denomination may erect a shrine within as long as such construction is approved by the well-respected members of the clan. The Hall of the Divines is often kept clean by its practitioners and is often a place of quiet and reverence. Most attempt to set aside biases upon entering when they can. The Hall's wide assortment of religions presented makes for a very varied appearance. Some areas may be adorned with swords and shields and another with silks and jewels. It depends on the deity and who is practicing.
Hall of the Dead:
Laying just below the Hall of the Divines, which is the entrance, the Hall of the Dead is the location where Lodon undergoes the various burial rituals and means demanded by the Quarry's various cultures. There are tombs, caskets, urns, and even statues and idols all around the Hall. Though not as grandly decorated as the Hall of the Divines, the Hall of the Dead does remain clean through Lodon's maintenance. Due to the high concentration of dead, and thus magic, the Veil is thin within the Hall and spirits are common. Most spirits are harmless if not helpful, but some may be mischievous at times. They are all drawn to the emotions of those around the clan, but mostly in the hall may they find a strong purchase in Sornieth.
The Library:
Centralized within the most highly populated area of the Third Tier, the Library serves as the clan's center of knowledge and, indeed, the region's knowledge. The Entrance of the Library is marked by grand carvings into the stone in the forms four large columns, elaborate reliefs between them depicting various scenes, and a large doorway into the Library's main chamber and lobby. The Library, maintained primarily by expert Alterer Bacchus, is well-intertwined with magic, so much so that the Library would appear larger within than may seem possible. Within the halls of the strangely spacious library lay thousands of books on various topics from magic to muffin making, with enough space for most dragons to maneuver through the main thoroughfares and sitting areas. Throughout the Library can be found arts and architecture, as well as artifacts, with related information surrounding them. Much of the library, at one point, had been electrically lit, but now magic is used to illuminate most areas and candles for those that remain too dim to read within.
Dens:
The Dens are the sum of all living quarters within the Quarry's third tier. A majority of the Quarry's permanent residents make their homes here. Most individuals may have a room or two for themselves, but larger families may have much larger homes. The Dens are highly varied, with some individuals having little more than caves to live within, and others have well maintained and designed abodes. Living conditions for individuals tend to be determined primarily by personal preference.
Communal Garden:
Located along the inner border of the Third Tier, the Communal Gardens make for a semi-circular patch of life and nature upon the tier's promenade. The Gardens are maintained primarily by those that live in the tier, though much of it exists naturally without need for intervention. The soil that coats the granite was deposited when the Quarry was still submerged, but most of it was removed or wore away once it was drained. that which remained now hosts an entire ecosystem within the Quarry. The Communal Gardens provide a large amount of food for the Quarry, but also more economic materials such as those for production or potionry. For the most part, however, the Communal Gardens act as a place of relaxation and tranquility.
Central Chambers:
Located within the largest chamber of the Dens, the Central Chambers houses diplomats and ambassadors during negotiations or the Elders during judicial, legislative, or executive duties. The Central Chambers are the location where most laws are maintained, developed, or revised, as well as where issues that arise may be brought to the attention of the clan during meetings. Centauri diplomats may often be found, as well as their attendees, within the Chambers where they conduct discussions with the clan.
The Circle:
The Circle is primarily focused within the Dens of the Quarry and is a schooling system developed after the Bounty, a surge of magical energy that proved hard for young mages to adapt to safely. Run by fallen spirits Nightfall/Sirius and Stargazer/Carinae, who were more able to adapt to the changes, the Circle seeks to provide a safer environment for young mages to hone their craft.
Tier 4
The fourth tier, the bottom of the Quarry, was once an industrial wasteland, filled with scrap and the machinery that ran the clan above. After the Core collapsed, opening a breach that allowed exotic magic and spirits/demons to flow into the clan and wreck havoc, the tier stopped being maintained and it was overgrown with a forest feeding off of the magical excess from below.
locations:
Derelict Pumphouse:
Once used to control the flooding of the Quarry for years, the old pumphouse had been breaking down for years before it was finally forsaken during the Breach. Now, the Pumphouse is derelict, left to rot in the Warp Wood. Though broken down and overgrown, the Pumphouse has attracted many who find the mechanical marvels within fascinating, or simply those seeking privacy.
The Warp Wood:
The name given to the forest that grows at the bottom of the Quarry, the Warp Wood did not exist one year prior. Feeding off of both the Core Breach, and the Bounty that followed, the Warp Wood group rapidly, quickly overgrowing the fourth Tier. Now, the growth has seeming decreased to normal speeds as the Breach has closed and the Bounty has stabilized. The Warp Wood has been shown to be popular among the clan's population despite the industrial waste that can be found within.
Tier 5
The Fifth Tier is the underground of the Quarry and consists of all the subterranean chambers, tunnels, and caves that lie beneath the ground. The Fifth Tier was once the source of all of the Quarry's electrical power, but was also the site of the Core Breach three years prior. Only within the last year has the area become stable enough to traverse once more.
locations:
Silent City:
The Silent City is the name for the many tunnels, paths, chambers, and caves that can be found beneath the Quarry. Named for the eerie quietness that can be found in most the Tier, the Silent City has been mostly avoided since the Quarry's founding for both superstitious and legitimate reasons. There are myths that strange creatures live withing. The only details that exist between most accounts are their lack of eyes, the smell of rotting tissue, and the terrible sounds they make. After the Breach the incidence of sightings have decreased and those that still occur are chalked up to the spirits that may still wander the Silent City.
Core:
Located within the Silent City, the Core is a massive generator built and modified by the clan's mechanist and former forgemaster, Stark. Now decrepit and broken down, the huge engine lies dormant, most likely dead. The Core utilized ancient technology to absorb ambient magic and convert it into electrical energy. Though the danger of such devices is not understated, the Core is but a small imitation of larger ones used long ago. The Core was not perfect, however, and something did indeed go wrong. Accidentally damaged by a traveler and a clan mage, the Core imploded, punching a hole through reality, sending several clan members into an Underworld and fracturing the space within the Quarry. The Breach released huge amounts of exotic magic and spirits into the Quarry, altering the weather, animal behavior, the laws of reality, and causing ground instability leading to tremors.
For two years, the Breach plagued the Quarry with its machinations as it spewed out magic and spirits/demons. Eventually patched, the Breach was kept from expanding and releasing as much magic as it had been. Though the patch was temporary, it was enough. The clan suffered, however, as it began to decrease in size and status in the region. Within the last year, however, the Breach has been closed due to the Bounty, and the Quarry is on the mends.
The Tomb:
Found close to the surface of the Silent City, the Tomb is the cell for the one prisoner within the Quarry. Godbrand is confined here for his crimes and is watched by clan guards and Achaius, he who maintains his wards and the obedience-inducing curse placed upon him to assure his compliance. The cell itself is a rather medium sized, rectangular space. A bed and plumbing is installed in the room. A large braced, wooden door shuts the Tomb away from the rest of the Quarry.
The Golden Mile:
Located to the Northeast of the Quarry, the Golden Mile is a massive valley located between two mountain chains. Separating a dry, nearly dead forest and the forests around the Quarry, the mountains and the Valley between them have been a haven and agricultural cradle for millennia. Within the Valley grows hundreds of square kilometers of golden/white Quinoa that feeds dragons and Centauri alike.
The Mile is home for hundreds of dragon and Centauri clans, including several small Longneck settlements. The bountiful food and resources of the Mile continue to serve its populations well, and many goods may flow up and down its major water route, the River Wyns.
Old ruins can be found buried in the mile, or exposed high in the mountains. Both metal spires and their shredded cables and buildings or tunnels embedded in the stone. It appears as though the structures were shattered and scattered by the growth of the mountains. Similarly, an old stone highway can be found fractured in some areas. Though mostly beyond use and repair, the ruins do provide shelter for some dragons, and others; wealth in the materials that may be found within.
Near the middle of the Quarry, along the Southwestern bank of the Wyns, lies the scrambled skeleton of a long dead Emperor. This Emperor was combated during a time known as the War of the Mile about seventy years prior. Many clans still keep a wide birth from the bones, but others have made use of the enormous remains, making a home within it or made of it.
Slattern:
The Slattern is an ancient warship from the Second Era that has been well preserved through the efforts of spirits that have inhabited the vessel for millennia. Even through their intervention, the ship was still derelict when discovered by her captain, Stern. Over several years, Stern and the aid he had enlisted, managed to make the Slattern sail once more. Now, it travels through the Southern and Western Waters of Sornieth, and its crew do all sorts of work from Privateering to trading.
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