Establishment

Establishment

Cavum Fight Night - Suggested Rules

Rules for Fight Night at The Cavum

  • Victors take home 100s per fight. Losers get no payout.
  • Fights last no longer than 5 rounds
    • At the start of the 6th round, the fighter or team that generated the most total PP during the five rounds is deemed the winner by the judges
    • This includes healing, buffing, etc. - all fight-relevant PP
  • No one outside the ring can assist or hinder those inside the ring
    • No CHA rolls to rally or demoralize, no magical buffs before going into the ring
    • Characters are allowed to try, but A/SHs should ignore the numerical effects of these actions
  • Unless specified, items and their effects are allowed - you can “buy” an assist
  • Generic weapons, armor and shields (light, medium or heavy) are provided for anyone who desires
  • Fights are non-lethal
    • Healers are on hand and succeed at restoring or reviving any combatants regardless of damage taken

Betting Rules

  • Betting is capped at 50s per fight
  • Fighters can bet on themselves before a fight, but cannot bet on their opponents
  • Teams in team battles count as a single fighter for purposes of betting
  • Bets must be entered before the first round ruling narrative is posted
    • A/SHs are advised to ask for bets in their own short posts to ensure everyone gets theirs in on time
    • Players should specify bets - both the amount and who they're betting on - in an OOC note with their post
  • Unless otherwise noted, betting on a winner earns you money equal to your wager
    • If you bet 25s, you lose 25s for the wager. If your fighter wins, you then get 50s back, for a net gain of 25s
    • When an A/SH specifies different odds, they should clarify the exact payout for a winning bid
    • In a Battle Royale, picking a winner triples your wager (a bet of 25s nets you 50s). If the fighter you bet on comes in second, you get back your wager (gaining and losing nothing).

The Wheel of Calamity
To make Pit fights extra interesting, The Cavum installed a random wheel with fight conditions that could be spun before any fight. Some of these options can be directly chosen by the ruling A/SH if they seem particularly fitting, but otherwise, I recommend rolling to determine which option is selected. I encourage anyone to add additional options once they've been tested at least once in-game to ensure they work as intended.

  1. "Two Heads" - Team battle, two vs. two. Gamblers bet on teams, not fighters. Both fighters on the winning side win 100s individually.
  2. "Royale Road" - Battle royale/free-for-all, 3+ fighters, no teams. If the fighter a gambler picks to win comes in second, they get their wager refunded.
  3. "Bare Arms" - No items allowed. Includes armor and items which bolster Stats or skills. Weapons can be used, but no longer grant bonus damage or affect multi-action penalties.
  4. "Fire Pit" - The Pit sand is super-heated. Combatants take 5 damage at the end of each round (ignoring armor) unless they specifically use "move" or "endure" aspects (and associated actions) to avoid the damage.
  5. "Blackout" - The Pit is shrouded in shadow, though spectators can see combatants outlined by illusion magic. Use of "conceal" aspects or FIN rolls gain a +20 bonus. AWA rolls are required to detect your opponent(s) for targeting purposes.
  6. "All or Nothing" - Fighters are healed of all damage taken at the end of each round. The only way to win is to knock your opponent out in one round, or be the person to have done the most total damage when the 5 rounds are up.
  7. "Outlast" - Survival round, one fighter takes on 2 or more opponents and must remain conscious till the end of round 5 to win.
  8. "Lightning Round" - All damage is doubled. This doubling includes the bonus percentage from weapons. Armor subtracts damage after the damage has been doubled. All effects other than "damage" effects are calculated normally.
  9. "Rockhide" - All damage is halved. This halving includes the bonus percentage from weapons. Armor subtracts damage after the damage has been halved. All effects other than "damage" effects are calculated normally.
  10. "Kitchen Sink" - The Pit becomes a trap room:
    • Round 1: Darts shoot out of the walls (10-damage Environmental Effect)
    • Round 2: Darts + "Fire Pit" effect (see above)
    • Round 3: Darts + Fire Pit + The Pit floor rotates, placing everyone still on the ground at a -10 penalty to all actions. "move" aspects negate.
    • Round 4: Darts + Fire Pit + Rotating Floor + "Lightning Round" effect (see above). This does not include damage from traps.
    • Round 5: All trap effects end and all damage rules return to normal
  11. "Good and Evil" - THE RULES FOR THIS MATCH ARE NOT ANNOUNCED IN-CHARACTER. "repair" and "bolster" aspects become "damage" and "weaken" effects, damaging and debuffing their targets instead of healing and buffing them.
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E'm Dorei

E’m Dorei used to be a thriving part of the forest. Then six months before the Darkest Night the Black Knights had returned to take on the Ramsalon Wood Clan It was here the Knights and the Wood Clan with their allies engaged in a terrible battle. However the battle was a trap, as the Black Knights had a poison in their blood and on their weapons that inflicted whatever they wound or bleed upon a horrendous and lethal disease. It even spoiled the land, and it seemed no magic or mundane means could reverse it. Eventually the Wood Clan and their allies managed to hold out until the Black Knights retreated, but the damage had already been done. A few thousand were dead and the very ground had become infected.

The Wood Clan buried those that died in the battle in the ground since those bodies would infect anything else they touched. When they had returned the next to to finish the burial they had discovered a Weeping Tree growing from the grave of a paladin that had perished during the fight. The ground around it seemed slightly restored, which gave the Wood Clan hope that perhaps the spirits of their dead may one day undo the damage of the Black Knights.

Since then E’m Dorei has become the burial grounds for the Ramsalon Wood Clan, their allies, and other denizens of the forest.

The land is mostly barren with the remains of dead or dying trees and scorched looking rocks dotting the landscape. Most of the ground are shades of browns and grays, and nothing seems to grow.

E’m Dorei extends a bit past the original battle site, as over the years no changes seem to come to the infected lands so the Wood Clan put protections around the center to help keep people from accidentally wandering in and spreading the infection. The outer ring of E’m Dorei has a the graves circling around the center area. The headstones of those graves create a makeshift wall between the two sections, and the stones extend down deep into the ground. The is a stone inlaid walkway that divides the graves and encircles the whole of E’m Dorei. On the east side on the border of the center and outer circle another Weeping Tree had appeared at the site where Alanonal James died fighting a stalker prime.

At the very center is where the burial grounds begin, with the paladin’s weeping tree standing as a brilliant beacon of hope. This area can only be accessed with a guide to help keep the infection from spreading until it can be reversed. There are rows of gravestones of all types of stones marking the final resting place of those laid there. There are stone pathways between the rows of graves.

    Notable Gravestones
      Here Lies Captain Connor Bandon Langus. The truest of the Ramsalon elite. Rest in peace old friend.

      Relia Tar'laius. True friend and honor to her clan. May she find her rest. (It is next to Captain Connor Bandon Langus’ grave)

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Esaldell

Esaldell is a research station the Elven Alliance had established to study the ruins known as Omyle Aethel.

The building is off to the side away from the tunnels and on the path leading up to the ruins. It is a single story and large rectangular building. It has a door at the shortest side facing the ruins just up the path. The door to the building leads into a small storage room that has many lockable boxes on its shelves, here anyone that enters may store their personal belongings for safekeeping.

The next door is covered in runes that leads to the work room. This door will not open unless the person has no magical items on them, unless the item was imbued with a very specific magical signature to be allowed entry. The room itself is large, with many work areas and tables and shelves for storing and cataloging. The room is warded so that no magic can come in or out, and no one could teleport themselves in. The walls are covered in protection runes as well.

The door out also has protection runes etched in the frame so that nothing can leave the room without being allowed to do so.

There is a mirror one the wall to the left the side of the door in the work room. A small stone platform sits before it on the ground with two runes glowing where one's feet would go. The mirror is a portal that goes back to the Elven Outpost but one must know how to activate the runes for it to work. This allows for safe and quick transportation of discoveries.

The area is heavily guarded with by a few teams of Ramsalon Wood Clan Hunters with a few other trained military members from other Elven Alliance Clans that work in shifts to cover all hours of the day and night. They are very strict and take their job very seriously and trespassers do not experience a kind fate.

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Nightshade Nightclub

On a consistently busy street in the Court Of Heroes neighborhood the Nightshade club advertises it’s existence with an elaborate turquoise, royal purple, and silver sign reading just the one word. However even from a distance, the music usually filters out when it’s open and makes the type of establishment clear. All patrons who come through the door know the statuesque redhead owner and proprietor as Nightshade. And if she has another name it is a closely guarded secret. She is usually found at her booth toward the back of the establishment. From there, she can watch the dance floor, the stage, the bar, the tables and booths for relaxing, and the entrance. And her reserved booth is also the closest to a group of rooms that are kept in the back for private meetings. The entrance to that hallway is always guarded by two security guards. Other security is stationed around the stage (to keep the performers safe) and at various other positions. They tolerate no shenanigans or violence, and anyone misbehaving or acting piggish is quickly escorted out.

Nightshade herself is known for making business deals and taking numerous trips to one of the back rooms on any given evening. Much of her business is word of mouth, and she is reasonably well known for being available to discuss her work on most evenings. However, occasionally she does take a night off, though it is unknown where she goes. She’s a tall slender elven looking woman with scarlet red curls. She’s quite beautiful with almost impossibly flawless pale skin and amber colored eyes. She is friendly and alluring as she speaks, though often she seems a little too clever since she outwardly seems to be a beautiful porcelain doll. However it’s all part of her act to cause people to be calmer and more open around her.

Nighshade Nightclub itself has a reputation for being a place of meeting and letting hair down for many of Ramsalon’s rich and influential citizens. It is not uncommon to see paperwork and official documents signed after a few of their signature Lilac Dream cocktails. Every night they have music and entertainment, and the venue is available for private events (though at a steep fee if the entire place is rented for the whole night).

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Beth Bow Guardhouse

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The guard house is a massive and imposing stone building and is one of the main stations of the Ramsalon Guard. The walls are more like massive slabs of solid rock are six feet thick. The building can station a few hundred guards and soldiers. A garage and workshop was added onto the east end of guard house where it used to house Automatons until the Naga Nori War now it is used for basic storage, repairs, and a makeshift shelter as needed.

The main lobby is easily accessible allowing for citizens to handle any needed business or just drop by. Many of the rooms guard house is completely warded with anti-magic, including the main lobby and several holding cells within the building.

The Ramsalon City Jail is attached to the Beth Bow Guard House, having been expanded to meet the needs of the city since law breakers are no longer shipped off to Victory City This building is used to detain law breakers caught within the city to await the determination of their fate. The walls of the buildings themselves are quite high. On the inside there are several hallways with cells on either side. The cells have stone walls in between them, bars on the front and no windows. As you enter the jail you will see a guard at the front desk as well as several other guards on duty, usually 8 to 10 of them. The City Jail has a very powerful anti-magic wards on it that prevents the use of magic anywhere within the jail or on the jail itself.

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Beth Bow Crypts

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Beth Bow Crypts

The crypts are what remains of a large cemetery, the last part of the old vestiges of Death Row. Some of the crypts are brand new, some are in weathered condition, and some are just falling apart. Some say that noises are heard from many of the older crypts, as if something is trying to get out. Many of the crypts have been refurbished to contain the ashes as since the Darkest Night the funeral rites of the city made cremating the dead mandatory for those being laid to rest in the city graveyards, with many graves dug up to have the remains burned and their ashes placed in the crypts. A tiny few graves do remain, these ones that somehow managed to remain undisturbed even when the dead rose during the Darkest Night, though various wards and glyphs adorn them as extra insurance to make sure they stay that way.

    Sinkhole
    This large crack in the ground is in the farthest northwest corner of the crypts where there are no graves or crypts built. The hole is actually 20 ft wide and about 15 ft deep. A closer inspection shows some metallic shimmer down in the hole, but it is an extremely dangerous climb down as many that have tried to reach the bottom have perished.
    At the very bottom, under collected mud and muck, is a large and extremely thick stone door with no kind of lock or visible mechanism to open it. Local lore has that it's the door to Tomadian's Crypt and that inside there is a large room that is covered with thick layers of dust. Burnt out torches are hanging at the sides of the room. All the walls are covered with ancient glyphs. In the middle of the room there is a large sarcophagus that is utterly destroyed

    Military Columbarium
    Only members of the military, guards, and those granted special privilege due to service to the city can have their ashes stored in the Military Columbarium.

    The Military Columbarium used to be located in Congreth Kane Castle, however much of it was destroyed when the castle was destroyed turning into a crater. Some of the urns were saved and a new Military Columbarium was built in the crypts of Beth Bow to replace the one that was lost. There are a couple of auditoriums for funeral services, a cremation chamber with room for the last rites formations as the body is put in the large over in the back.There's ornamentation of worship for any number of Gods, the most predominate being Moradh

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Blue Mists Retreat

Region: Shi Inkahan - Blue Dragon Mountains
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Mountain Retreat

A large, semi-palace that several of the noble families of Shi Inkahan use when travelling near this region. Though rarely used it is easily defended and very well constructed. For centuries it was a fortress made to watch this end of the Mojingan Valley but once peace was established between men and beast it became more of a mountain retreat.

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The Thundering Hammer

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Located among the various business of the Town Green The Thundering Hammer is a blacksmithing business. They are known for their weapons and armor of dwarven inspiration especially bridging the different dwarven cultures found in Grom all the way to Kundul Though will do any blacksmithing work, from fences, to nails, to wagon axles, horse shoes, barding, and so forth. Their smiths are always eager for a challenge and love taking on specialty item requests. With the addition of the Brokenhammers, their famous Kundul stonework can also be requested here.

The front of the shop displays all their wares at hand for sale, as well as some sample items and the occasional display of technique. There is a wide arched door that leads right back to the hammer's forge. Customers are not allowed back there but they can look in and see. One will find a very large forge able to support multiple blacksmiths, and before it are anvils denoting individual blacksmithing stations, which can also be rented out. At any time there is always one working away.

After the destruction of the Chaken Armory during the Naga Nori War the grumpy Dwarven twin brothers, Skip and Stone Brokenhammer came to work for Theoli Thunderedhammer here, becoming partners.

Theoli Thunderedhammer is the owner and lead smith of the establishment. A gruff and harden dwarf, but has an great business sense when it comes to the realm of blacksmithing, as well as a passion to teach budding apprentices in the proper methods.

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Wings of Fire

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An online virtual reality MMORPG, WoF bristles with testosterone, nonsensical insults, fire, and (generally) wings. Players play as combat space pilots, space marines, space combat-medics, space bombers, space scouts, and space-spies. They join together on a crew, and pilot their space ship (or ships) against other crews for the ephemeral goal of space dominance. Thanks to a quick respawn rate and an overabundance of nuclear weapons, play time is usually measured in minutes before the ship is exploded into tiny, burning fragments (although coordinated crews can survive much longer).

The game is largely a holdover from a few years ago; game designers have had more pressing matters on their minds, and so the physics are closer to anime space travel than reality. Constant thrust equals constant velocity, ships can bank on a dime, lasers are always better than bullets, and so on. However, a few programmers on the server released a mod pack to accurately model reality. The station operates several of these servers for practicing pilots and even hosts combat exercises. Non-authorized pilots are occasionally invited in to populate the servers during exercises and provide a little variability from the AI behavior.

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PDF icon Wings Of Fire Rules.pdf63.5 KB
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Section C - Recycling/Manufacturing

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An explosion of noise and color, this is where useless things come to find reincarnation. Giant columns run through the room; liquid conveyor belts bubble as their suspended solutions dissolve certain materials, metal crushers grind and shred larger appliances for easier sorting, vertical lift conveyors carry buckets of brittle material for sorting, reagent and smelting engines reduce material to basic feedstock. The recycling machines feed their materials directly back to the 3D printers, or into bright green barrels for later use. Varying in size from bread box to cargo trailer sized, 3D printers work through day and night producing new objects for the station to use, or components that will be manually assembled by robots or humans. The entire room is sixty feet tall and thirty around.

The facility is manned by usually twelve people in a shift, watching over every machine and programming the computers, pulling apart and manually sorting debris, and assembling newly printed pieces into useful components. They’re assisted by a few dozen robots, ranging from the size of field mice to moose. The walls of the facility are painted in greens and blues, with stickers of flowers stuck on the machines. The staff climb up and down the machines, shouting to one another over the noise. Talking on the job is expected. Gossip thrives, as the whole of the station’s dirty secrets are brought here to be re-purposed.

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