The wilds around the city had been known to be full of magical power. Many adventurers could back that claim with stories of money and glory. For some unknown reason however, the wilds became more unstable. Portals leading to different worlds and dimensions opened up,
Business began to boom because of the many aspiring adventurer seeking their fame and fortune.
One such business is the one in front of you, situated atop a hill halfway between the city and the fabled wilds.
The building itself is made of wood and stone, with the sign "Nexus Tavern" placed on top of the doorway. A small roadside post with the same sign is placed on the path leading to both the city and the wild.
Once inside, you will notice right away that the tavern is very much bigger on the inside. In the middle of the main room is a large fire pit, the smoke being drawn away by an exhaust pipe above. The fire pit has some spits placed around it, in case anyone wants to eat the primal way.
Tables have been a good way away from the firepit. Several different tables can be seen; short, eastern style tables with oriental decorations and cushions, rusitc wood tables with log benches, and more modern tables with cushioned chairs. In another corner lies a couple of recliners and coffee tables for those who want to relax with maximal comfort.
From the front door and past the fire pit lies a wide bar table. On display is a vast collection of drinks and alcohol glasses. Aside from them, small figurines of various designs occupy the shelves.
Above the tables are various weapons on display. Most are ornate and carry simple names; however some have very interesting names like "Hrunting", and "Gungnir". A note can be read beneath, saying "For Display Purposes. Inquire with Caleb if you wish to buy."
Past the bar is a flight of stairs and a hallway. The hallway itself contains 5 doors. The doors on the right are the bathrooms, while the doors on the left are the kitchen and medical bay. The door at the end of the hall reads "Duelist Room - Do not enter when red light is activated."
The Medical Bay itself seems to be like a standard infirmary. However, an overwhelming sense of calm fills the body as one enters, as if any wounds can be instantly treated. If one was attuned to magic, one would realize that an artificial magical leyline has been installed inside the room; which requires formidable magical skill.
The Duelist Room is a vast wooden dome with buttons on the side. They have various names on them, like "City", "Forest", "Void". A note is written on the door, saying "If you have any suggestions, please tell the staff."
1. Follow the Gaia TOS first and foremost. Last thing anyone wants is a mod hopping by and shutting someone/this place down
2. No Fighting in any place in the tavern OTHER than the Duelist Room! It's there for a reason; bring your anger and angst there (or drunken fury or something)! If you want, fights OUTSIDE THE TAVERN are okay!
3. No God-modding! I don't care if your character has a huge luck,agility,dexterity, or whatever stat, they STILL are human (or demi-gods). They make mistakes. They get hit and they can miss, ESPECIALLY around people with huge luck,agility,dexterity or whatever stat. Take punches as much as you dish them out. There's a medical bay for those battle wounds anyways.
4. Unless you talked with the other person in advance, NO KILLING of characters.
5. Keep it PG-18. Rooms are there for a reason; take one and if you really need to "get it on", take that rp somewhere else and bring it back here. Of course booze is fine, and some cussing comes with alcohol anyways.
6. Try to keep it semi-literate. I'm not picky in any style of roleplaying, but at the least no abbreviations or slang; there's a whole word or phase for it so please use them.
7. In here, I am the king/god. Other than me, follow and respect my staff (though you don't need to respect their chars in rp).
8. I know real life takes us away from Gaia. That's fine. Go ahead and use some OOC message if you want to announce if you won't be back for some time and whatnot so we're not left hanging.
The second and third floors house rooms for guests. Each room has a note saying "Before using the room the first time, picture in your head what sort of room you want. - Caleb". Each room begins as a basic room with a bed, a wardrobe, and basic ammenties. As the person stays longer, the room adapts to what the owner needs.
((To own a room, send me a message titled "Nexus Room". Please state which room number you want and give a room description))
Second Floor Rooms: 1. Caleb's room - A fairly simple room lit by standing lamps with magic fire from the four corners of the room. It contains a twin bed, a wardrobe, a study table, several mannequins that wear various armors, and several weapons on display. Along with this is various pictures of him and other people in different locations; some dangerous looking. This is mostly a place for him to retire and reflect on things he did in a past life.
2. Hirob's room - A humble two-story set of rooms with grey castle-like stone walls and warm oak-panel floors, and a large glowing crystal pillar running through the center of both floors. The upper level is the entry room with a fireplace, oak furniture, a baby grand piano, and walls covered in shelves and display cases for otherworldly items and trinkets. The lower floor has the bed, dresser, washbin, workbench, and a slab etched with a powerful Portal spell. He often uses this room as a point of reference to leave from and return to on short inter-dimensional trips to collect more items.
Known before are Caleb the Fate Spinner, Caleb was an accomplished adventurer. He was a master of both sword and spell, capable of using them in ways people never imagined. However, those days are far behind for him.
He is a human, with fox ears and a tail. He decided that he didn't want to keep drinking potions that gave the cunning, fleetness, and intelligence of the fox, deciding instead to incorporate it into his very soul. Thus, along with his sleek golden hair, he has golden fox ears and a tail with a white tip.
Before, Caleb used to wear a sort of robe that used to be his trademark. Nowadays, he usually wears slacks with a simple T-shirt, a far departure of what he was then.
He was different from the rest of the wizards as his particular brand of magic, thaumatugery, was very much far removed from the mainstream of magic. His brand of magic alters the world around and within, not just manipulate.In effect, he can alter reality in itself.
His magic is the mainstream of alchemy, so whatever an alchemist can do, he can do also, with better results. The pinnacle of his work is the recreation of legendary weapons, like those on display. However, those that have fought with him say that it was only the "tip" of what he can do.
Nightmare Frosthaven - Entertainer
Nightmare more commonly known as Night is a simple mage, her father being a wizard and her mother a shapeshifter. She hasn't fully dicovered her power yet and hopes that in time her power barrier's borders will broaden and she'll be capable of new sorts of magic. Though most would already say that her magic is simple and wonderous to behold, she finds herself weak and in turn comes across as a very shy, shut in person. However if you catch her at a good time or you take the time to get to know her, she's a very happy go lucky girl who's just burdened by a horrible past.
Nightmare is around five foot six but is very petit. Her eyes are as blue as the water within the towering glaciers of the winterlands and her skin as white as fresh fallen snow. She often wears her favourite angel jacket tied tightly around her granting her the ability to fly using the tiny white wings embedded into the seams. The white fleace on the bottom of the sleeves and jacket add to the warmth, a dark blue snowflake pattern speckled along the light blue jacket. She wears soft blue loose socks on her feet that she pulls over her tiny blue dress shoes. She wears a special woman's armour from her village that sparkles like blue fish scales and to the common eye appeares to be an ordinary bikini. However if you were to put it on you'd feel the weight to it and up close can visibly see the hard work put into crafting it. She always has her blue and white knitted scarf around her neck as a security blanket and refuses to take it off unless she's in her own room or feels safe and at home enough to remove it.
Hriob Rübezahl Zagel - Waiter
Hriob Rübezahl Zagel is a young man with a mature manner about him for his age... even if he looks around seventeen when he is closer to twenty. For most of his life he was a student at the College of Heimdallr, in a realm called Heimgard by its inhabitants. However, his reckless use of a recently uncovered spell a year and a half ago by his time kicked him out of that entire universe and set him adrift among the infinite number of realities, before arriving here at the end of a long, painful odyssey.
Hriob is five foot four and slim, but not without a sense if hardiness to him, with messy reddish-brown hair and attentive, calculating grey eyes that still have a lot of heart and expression in them despite his past hardships. He usually wears mild armor plates on his boots and arms and a thin curiass under his shirt when he goes out, with a faded teal cloak and hood, but when on-duty he wears a clean white shirt with a blue vest and matching pants.
He has incredible attenuation and understanding of energy and magic, being able to sense auras and forces both mystical and natural with his eyes with concentration, and absorb those forces with more focus and some strain. He knows how to use telekinesis and a powerful trans-dimensional portal spell, but otherwise relies on his sentient swords SkyFang and GryphonHeart, which have elemental powers, for combat. He is sometimes forgetful in his manner, but he has excellent photographic memory magically enhanced by a small blue-leather-bound Tome that records every thought and experience he has for later use.
Kasa Snowpaw - Medic
She is a Snow Wolf priestess, about 21 years old (105 in wolf years). She has potent healing abilities. One cure poisons, one cures health, and one slightly boosts an allies power. She has the ability to throw up a barrier that can shield anyone in the vicinity against any elements, sounds, and most weapons. Power boost works on two allies at a time, and doubles their strength. She chants in order to use these powers. No one has ever heard the words she says that calls this white magic.
Her only weapon is claws that are 3" long in her cat form, and 4" in humanoid form. She only chooses to use these in a desperate attempt to survive, hunt, or to protect someone she loves; and she knows how to use them…
When Kasa was born, White Magic clung to, and then molded into her body. Growing up, she practiced her magic as often as she could.
As an adult she roams from forest to town, and everywhere in between. Using her magic to help people she has gained a title of charmer. Her affinity to be kind has led her astray a few times in the past. Her only downfall is a man she met while she was traveling. After kidnapping and beating her near to death, she managed to escape. The single scar on her back, was left from his tainted blade.
Kasa is a happy individual who interacts with anyone, and loves to have a good time. As long as you are kind to her and the ones that she cares about, then you have no worries!
Lily was built but a elderly magician as a page keeper. A type of homunculus fairy to help with the order and tidiness of the magical library which she was put in charge of. While being both a diligent worker she is also fun loving and loves tricks like most tiny people do since she stands in at only 8 inches tall. Recently her library fell into ruin from the death of her creator and master Cort Wathen the magical book shop owner. Since she was neither the owner of the property nor a paid worker the new legan owners of the shop forced her out of what was her world and home.