Post by xkcdapostle on Oct 29, 2011 10:02:31 GMT -5
User Login : XKCD Apostle
Area Requested : Underealm - Abandoned Lair, also included by virtue of access to Underealm - Abandoned Lair Basement
Which Character is it for (if specific) : Vesur Kesten (Wizard)
Explanation why they have it : Vesur has taken up residence there to escape the threat of death by an individual whom likely would deliver it to him. With some facilities in place to allow my wizard to study and learn in this refuge, though full of evil designs, the area provides all he needs for his arcane studies. Pragmatic and understanding the need for a safe haven, regardless of the dangers in the underrealm, Vesur found this lair on his travels seeking such a place to leave the surface house for a refuge more suited to a dwarf.
This lair was found, with its gates unbarred and unguarded. Abandoned as its name suggests, only few defences remain, where the magical defences are to be studied at leisure
by the Dwarf.
Dispassionate about the dangers of residence, believing his quest as taught by Brightmantle's Church finds justification in living in this lair, Vesur would find the accommodation to be, at the very least, needing improvement.
Starting with the reading material in the basements library, and the conversion of the evil temple to a laboratory more suited to his needs for the study of Alchemy and other sciences, arts and disciplines of the arcane that take Vesur's fancy.
Limited in the scope of what he can create and carry, Vesur would not have a large complex machine as can be found in his colleagues academic refuge. With his focus on protection of himself and the knowledge he must preserve and teach, Vesur would use his Dwarven knowledge and his arcane knowledge to improve the lair's defences for the safety of himself and his studies.
The lair has a portal inside, one not created by Vesur, but certainly of academic interest to be used as the means to leave and enter the lair. Using it to act as a visual location for his Teleportation Spells, Vesur would also study it to improve it, perhaps expanding its potential locations to frequently visited locations on the surface, for example the libraries of Ludor and Baraban.
However, knowing of the vaults in Siranda to be warded of travel by teleportation, Vesur would be limited by range covered by the spell and such barriers in Siranda for travel. As such, he would only be able to travel by the portal to very few locations on the isle, by the limitations of his knowledge and the cost of such spells to allow the portal to send him to those locations.
Knowing of the lair's seclusive and hidden attributes, not many would have found it, however knowing that that Vesur's foe knows of the location, Vesur would be preparing the area to be nigh impossible to enter by the main gates, utilising the already enchanted switches that lock them to be set to prevent entry by conventional means.
However there are many ways he is not prepared for his enemy to enter...
Feedback Desire : If NO: Request full disclosure of reasoning and all reasons by any team
member consulted for an evaluated decision.
For all other decisions, I would appreciate feedback as to how this is to be
implemented.
Comments by the Applicant: I can provide some explanation for any points where it is felt a
wizard with access to level 5 spells cannot implement any of the
changes above.
I understand if it is felt some changes may not be able to be
reasoned in the D&D model used to simulate the realm, so I don't
expect all of the suggestions above to be implemented.
I have looked at how to implement all the suggestions above,
little is required the addition of test tubes, beakers on a table
would be the minimal requirements, and an item to represent
Vesur's Teleportation spell for the portal in the basement.
Area Requested : Underealm - Abandoned Lair, also included by virtue of access to Underealm - Abandoned Lair Basement
Which Character is it for (if specific) : Vesur Kesten (Wizard)
Explanation why they have it : Vesur has taken up residence there to escape the threat of death by an individual whom likely would deliver it to him. With some facilities in place to allow my wizard to study and learn in this refuge, though full of evil designs, the area provides all he needs for his arcane studies. Pragmatic and understanding the need for a safe haven, regardless of the dangers in the underrealm, Vesur found this lair on his travels seeking such a place to leave the surface house for a refuge more suited to a dwarf.
This lair was found, with its gates unbarred and unguarded. Abandoned as its name suggests, only few defences remain, where the magical defences are to be studied at leisure
by the Dwarf.
Dispassionate about the dangers of residence, believing his quest as taught by Brightmantle's Church finds justification in living in this lair, Vesur would find the accommodation to be, at the very least, needing improvement.
Starting with the reading material in the basements library, and the conversion of the evil temple to a laboratory more suited to his needs for the study of Alchemy and other sciences, arts and disciplines of the arcane that take Vesur's fancy.
Limited in the scope of what he can create and carry, Vesur would not have a large complex machine as can be found in his colleagues academic refuge. With his focus on protection of himself and the knowledge he must preserve and teach, Vesur would use his Dwarven knowledge and his arcane knowledge to improve the lair's defences for the safety of himself and his studies.
The lair has a portal inside, one not created by Vesur, but certainly of academic interest to be used as the means to leave and enter the lair. Using it to act as a visual location for his Teleportation Spells, Vesur would also study it to improve it, perhaps expanding its potential locations to frequently visited locations on the surface, for example the libraries of Ludor and Baraban.
However, knowing of the vaults in Siranda to be warded of travel by teleportation, Vesur would be limited by range covered by the spell and such barriers in Siranda for travel. As such, he would only be able to travel by the portal to very few locations on the isle, by the limitations of his knowledge and the cost of such spells to allow the portal to send him to those locations.
Knowing of the lair's seclusive and hidden attributes, not many would have found it, however knowing that that Vesur's foe knows of the location, Vesur would be preparing the area to be nigh impossible to enter by the main gates, utilising the already enchanted switches that lock them to be set to prevent entry by conventional means.
However there are many ways he is not prepared for his enemy to enter...
Feedback Desire : If NO: Request full disclosure of reasoning and all reasons by any team
member consulted for an evaluated decision.
For all other decisions, I would appreciate feedback as to how this is to be
implemented.
Comments by the Applicant: I can provide some explanation for any points where it is felt a
wizard with access to level 5 spells cannot implement any of the
changes above.
I understand if it is felt some changes may not be able to be
reasoned in the D&D model used to simulate the realm, so I don't
expect all of the suggestions above to be implemented.
I have looked at how to implement all the suggestions above,
little is required the addition of test tubes, beakers on a table
would be the minimal requirements, and an item to represent
Vesur's Teleportation spell for the portal in the basement.