Map - Demeleier
Drawn by
kniqht! Based on the
old map.
Plan - Temple
[[Plan pending]]
This beautiful building rests just where the foothills turn into mountains, sitting directly before the mist on the north side of the village. Inside, characters will find religious icons from their own worlds - statues or small altars to light candles at. Steps lead down to a completely sealed door on the lower level. This place is a safe haven for characters - but something about its imperial, regal majesty will put many off from staying inside of it.
Plan - Mansion
EXTERIOR
BASEMENT
FLOOR 1
FLOOR 2
Situated in the north-east side of town, a little up the mountain trail, it is large and stately. The gates of this house can just be seen from the town. Ivy crawls up its walls and its gardens are beautiful. Big and well-furnished, it seems to invite people in. The gates will open easily enough, and the doors are unlocked. Inside you will find many large rooms - a drawing room, a dining room, a ballroom, a sweeping staircase in a huge front hall. Several bedrooms are on the second floor, as well as a greenhouse and a well used office. In one of the rooms there is a secret passage leading down a spiral staircase to catacombs, an old laboratory and a library.
If you enter without an invitation, you can stay within for a while before noticing something is wrong. Getting out will be difficult, for you will feel an incredible urge to stay in. Dry whispers will begin at the edge of your hearing, growing steadily in volume. You will begin to see things moving out of the corner of your eye. You may be temporarily blinded, deafened or mute. Creatures will begin to crawl into the house, some simply to frighten you, others to hurt you. You may experience visions or nightmares, and will be thrown completely off-balance.
If you're lucky, you can get permission from the Guardian or the Faery Queen to enter the mansion, and be unharmed by the visions within.
Plan - House Layout
[[Plan Pending]]
The houses have two rooms - and even then, that's generous. There's one area which is smaller than the main one, and has a very old wood stove in it, along with a small wooden table and one set of cupboards on the walls - clearly, this is meant to be used as a kitchen. A bed stands is the main room, no more than a pallet stuffed with straw, and towards one end is a built in wood fireplace.
If you want to select a croft for your character, comment to the
Housing Post. The Mist: The Mist ranges all around the town, swallowing up the forest, the foothills and the fields around. There is no way past it. Characters will stumble through it, sometimes for hours, sometimes for seconds, and simply find themselves back in Demeleier. On occasion, they may see ghosts of their pasts within the mist, insubstantial and unaware of them. If they continuously try to leave through the mist, a 'guide' will show up and swear to lead them through, only to eventually take them back into the town. The mist feels cold, lonely, and oddly nostalgic. It mutes most noises.
The Orchard: Located just behind the Mansion. The orchard is full of large trees, heavy with fruit. Strange plants, some perhaps recognizable from some worlds, also grow in here and can be taken. A glass house rests against one side of the mansion, containing citrus trees. The gates to this area are locked, but if a key is found, characters are welcome to enter to find peace of mind and perhaps something good to eat.
Now that the key has been found, fae are able to get in and out of the orchard. One in particular has taken upon itself to guard the trees, and will have to be fought off when going to harvest.
The Graveyard: On the east side of town. The cemetery is filled with ghosts and spirits - some harmless, some malevolent. Symbols of the dead from several worlds can be spotted somewhere in here. So too can be graves of characters who are dead in their own worlds. They may or may not feel oddly drawn to them. Yew trees grow in abundance here.
Underneath the graves, you may find treasures. Beware the dry whisperings from the carvings on the walls, and watch for the shadows of monsters that hang from the ceiling.
The graves stretch into catacombs, which stretch as far as Demeleier itself. The tunnels seem to shift around, not always leading to the same place as before. Even the layout appears changeable. Once again, beware creatures and madness down here. Underneath the temple proper, the catacombs branch off into an ossuary. Illusions and tricks go hand in hand with the monsters. Under the mansion, you will find abandoned underground laboratories. They are still prey to the ills of the graveyard, but usable for one determined enough.
The Kirk: The Kirk stands beside the graveyard, a place of peace in an otherwise largely haunted area. While the Temple has altars to many religions, this small church has none. The altar is a marble slab, the pews are yew, and a stone water font, filled with sweet, crystal clear water, stands to the left side. A cross of rowan wood hangs above the altar, suspended by chains of iron. Light filters through the stained glass windows, creating an air of peace, but not entirely one of ease. Unless the kirk is consecrated every week, it will be a gathering place for some of the more evil and dangerous fae.
The Village Square: A well is surrounded by an inn, a town hall, a forge, and now the bathhouse. The houses all around are tiny thatched cottages, one floor and two rooms. If better housing is wished for, then it must be worked for. The place is pretty enough, but has that washed-out, not entirely real feel to it signature to Demeleier.
Forge: The forge is a little bare, but in perfect working order. Someone has nailed a horseshoe to the door. Very few of the fae willingly come in here.
The Town Hall: This place is not in use, but its size and a raised podium make it seem like it is meant to be used as a town hall.
The Inn: The only two story house in the village. It's fairly run down, but the four rooms on the top floor and the two on the ground are somewhat large and comfortable. A stable is beside the inn, and steps lead down to a large cellar. Right now, it's only stocked with basics.
The Stables: Attached to the inn. The stable is run down, but serviceable. The stalls are a comfortable size. A strange, haphazard amalgamation of gear can be fond here - a few saddles, bridles, an uneven number of boots and such.
The Dungeon: Crofts
75 - 77 have been commandeered by Aveil to form a prison. Currently, it's like the majority of other crofts, with the majority of the furniture inside stripped out. When occupied, guards will be posted outside.
The Bathhouse: Built by Cloud Strife, Aureln Dawnstrike and Faldain Randir, the bathhouse was one of the first buildings made by the residents. The first room is more of a steam room with burning coals in the center and benches along the walls. Residents are encouraged to clean up here with a variety of products created by Duibhín Sunstorm and Myhrta Dawnstrike before going into the next room to soak in the tub.
The Loch: To the south of the town. A vast stretch of water, still and deep. An island with a little ruin upon it sits in the center of it, and occasionally something can be seen glittering from it at night. It may look peaceful, but all manners of creatures linger around the loch. The far bank is swallowed up by the mist.
You can take a boat from the shore of the loch out; the docks with the two boats will remain there even if the Wandering Shop wanders away.
The Island: The island on the loch contains a small ruin of a castle, which is now overgrown. At night, something glimmers from inside the ruin. A small copse of rowan trees grow on the island as well.
The River: On the west side of the village. The river flows from beyond the mist in the north to beyond it in the south. Fish can be found in the river, good to eat, and the water seems clean enough to be hauled for bathing. Beware the monsters in the water, but does anyone remember if crossing running water can be safe or not...?
The Forest: Again on the west, beyond the river. The forest is full of twisting turns and little clearings. Music can be heard piping throughout the forest on occasion, and its full of typical woodland noises. Game can be hunted here, but, some very territorial fae also live here, so be careful. You can become lost in these woods, or take a turning deep within and find yourself at the mouth, having to start all over again. As if that was not enough, the forest changes its paths constantly. One path may not lead to the same clearing it did last night; a junction may not have the same amount of branching paths as before. The moving trees and glamour of the fae makes navigating this place a nightmare, and only people who can commune with nature can navigate with any measure of safety.
There is, however, something incredibly valuable within the forest. A circle of rowan trees grow within it, sometimes glimpsed and difficult to get to. Within this circle, nothing within Demeleier can come to harm. No wicked faeries or spells can reach into the circle, and springs of the trees broken away can be used, much like the rowan crowns, to protect you in day-to-day wear. Be warned, however, that this little copse is not always easy to get to, and will often shift its location.
The Mountain Path: To the extreme north of the village. These foothills contain rare flora and fauna, and can be climbed up to the point where the mist appears. Monsters lurk here, as they do in the forest and mansion, and may prowl into the village occasionally. Further into the mountains lies a series of caves, inhabited by ogres.
The Wandering Shop: This shop will occasionally appear in some location in the north or south west side of town for a few days out of a month. Inside, you will notice different merchants from certain worlds (and maybe a stuffed alligator, dribbly candles and a pointy hat on a peg). They will be willing to sell you certain goods you cannot get in Demeleier otherwise, or send you on little quests in exchange for money or items. The inside may change depending on the merchant.