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"Order" is such a misleading word. For us, it usually means PIZZA PARTY WOOHOO! 

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Lorika
Captain

Married Lunatic

13,950 Points
  • Timid 100
  • Bookworm 100
  • Friendly 100
PostPosted: Fri Mar 26, 2010 4:25 am


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Lost? Alone? Confused? Narcoleptic? Unusually aroused? This thread should be able to cater to your needs! ...Uhh... except maybe that last one...

Here you'll find all the maps of areas related to the roleplay. Hopefully never again shall we experience random sheds, bathouses and such! This here's what the place ACTUALLY LOOKS LIKE! Yaaay!

Distances are not to scale - however, it should be duly noted that the building is large. Under normal circumstances a couple having a whispered conversation at one end of a corridor should NOT be able to be overheard by someone at the other end, or even halfway across. Use your judgement, and if in doubt ask a mod.

Below you'll find the legend and each of the maps divided up post-by-post for maximum efficiency, along with some extra information intended to enhance your roleplaying experience.

Happy travelling, everyone!





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PostPosted: Fri Mar 26, 2010 4:26 am


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The Temple and its Grounds...





On a stretch of beach to the east of the Isle, the Order has set up its base - the Temple of the Overseer. Less of a temple and more of a reclaimed, highly modified beach hut, the Temple, or Clurch depending on your preference, acts as the centre not only of worship, but of planning and operations.

Popping out of the rock like a gleaming marble statue, the Clurch is something of an odd sight for the weary traveller rounding the path beyond the palm forest. All shining white, aqua and glass, the building makes a grand (if somewhat blinding in the midday sun) impression. What the outsider may not know is that the exterior must be washed and polished daily in order to keep up its impressive appearance - the bell, enchanted with a continuous Reparation spell, is the exception to this rule.

Inside, the deceptively small exterior hides corridors, antechambers and a total of three floors - not including the basement. The entrance corridor opens onto the main altar room, where services and prayer meetings are held daily. This large, open room, darkened magically in order to simulate the depths of the ocean, is a calm, quiet place for reflection and meditation. However, it may not always remain that way, as the main gathering point of the Clurch. For acolytes who wish to meditate or perform rituals in private, the basement has been converted into a maze of private rooms, each equipped with an altar. As an extension of this, the basement soon came to house the High Priestess and her entourage of ordained Priests; anyone who has mastered the Intermediate skills of a spiritualist will find themselves below sea level, sleeping in their own private room. Everyone else is housed on the second floor of the Temple, in a large room divided by curtains rather than walls, in shared dormitory-style accomodation. This applies to all Spiritualists and Spellcasters - Combat specialists find themselves bunking outside in the Order's traditional green tents. It builds character, or so The Captain says.

The third, highest floor is known as The Sanctuary. It is the holiest area in the entire Order compound, housing the Overseer's throne beyond a curtained screen. Before the curtain, another large, open room predominates; this is where acolytes and priests alike come to practise and hone their skills. Only in the heightened state of mind induced by the holy energy permeating the floor can any advancement in spiritual essence be made.

Aside from the areas already described, the Temple also contains several all-purpose antechambers on the first floor, off the sides of the main service area. These act as storage rooms, meeting rooms with tables and chairs and stair wells by which to reach the other floors. The door to the left of the main room leads to a hallway by which the Spellcasters' hall and library, both located beyond the fountained wall, may be reached.

Even with the decline in trade at the Gambino hot spots since the invasion of the Animated, the sound of partying and club music drifts down nightly from beyond the screen of palm trees and foliage, as spotlights pierce the black sky, rivalling the twinkle of far-flung solar systems. Likewise, each morning, midday and evening the employees of Gold Mountain are treated to the peal of the Overseer's golden bell ringing out across beach and ocean. Some locals have been spotted at the weekly Overservice. For the most part, though, the members of the Order and residents of the Isle are simply tolerating each other, in no small part due to the Gambino heir's close association with the cult.




~~~~~~~~~


The Order forged its refuge on the eastern strand of the Isle de Gambino; a long, abandoned stretch of beach somehow untouched by Gambino greed for the time being. Perhaps it was meant as a respite for tourists. In any case, a discerning combatant knew at a glance that a single beach does not provide the commodities for training a hundred soldiers...

The Town of Gambino is walled on both sides by a dense, if thin, strip of tropical jungle. It is beyond the Western portion of forest - about an hour's walk from the Temple - that the Combat specialists find their home.

"Home", here, is used in the general sense of a gathering point. By decree of the Captain, all Combat specialists sleep outside in tents that pop up from the ground like many green barnacles. A lucky few have positioned on the span of rock which the Clurch calls its foundation - the unlucky majority must sleep on the sand; a fine, white sand that seems to get everywhere and doesn't provide much support for tent poles. Therefore it is not unusual for curses to ring out sporadically through the night as a unlucky soldier finds his bedroom collapsed upon him.

The break of dawn can mean a fresh start, but for the Combat specialists of the Order it means the beginning of another nightmare. Upon waking, troops must make the hour-long march to the training grounds for morning exercises - then march back again before 8 for morning prayers. After this point, Combatants are generally free to do as they please, but the more devoted of the members will march all the way back to begin their real training for the day. Some may retreat solely further up the beach from the Temple in order to spar; these Combatants tend to garner a bad name for themselves - slackers. The Captain doesn't tend to look kindly on many people, but if you're caught training outside of the Grounds due to laziness you will most assuredly never find yourself out of his bad books.

The Training Grounds themselves are a rough area set up in a grassy field just beyond the jungle. Ruined walls stand around, decrepit and worn; the perfect places on which to prop targets. A large ring of sand for martial practise has been laid - though as we all know, sand tends to travel, and so it must get topped up regularly. Chests of weapons - all types, shapes, sizes and styles - are scattered around the martial ring. A dozen or so beaten practise dummies stand off to the sides, with rather forlorn, sewn-on faces. While it may look rather disorganised - and it is - the Captain's excellent record means his methods for training are never in doubt.




~~~~~~~~~



Tucked out of sight of passers-by, behind the conspicuous frontage of the Temple, is an extension on the regular building. It was there when the Order arrived, but in a general state of decay as the side most exposed to the cruelty of the coastal elements. A great amount of cleanup and restoration was required, but success resulted in what is arguably the most aesthetically pleasing area of the Temple.

The main gallery off the western hall of the ground floor bears down upon the entrant like the might of a divine giant. High-ceilinged, with stained glass windows streaming with light, the hall is airy and grand. Its effect, coupled with the energy in the air, sends shivers down an unsuspecting spine. While the walls are thick, a person standing near to the southern wall may catch the occassional sound of trickling water or murmured rituals from the prayer hall.

Spellcasters, in general, are exempt from many of the duties of the Spiritualist acolytes - unless, of course, they are training in both fields. The Professor considers himself a scholar first and a devotee afterwards, and his example is respected by the High Priestess. A trainee in a Spellcasting field can expect to spend many long hours pouring over books and muttering chants until the procedure of a spell becomes natural to them. After that, it's a case of putting it into practise - the point where most spells can go horribly wrong.

The main hall, large and roomy enough for many magicians to keep at a safe distance from one another, gives way to many smaller rooms on the eastern wall. There are rooms specifically devoted to practitioners of each specialised field, and rooms which are available for general quiet study. To have enough resources surrounding you while studying, however, you may wish to progress a little further down the halls in order to enter the Library - a surprisingly small room, yet untainted by the musk of a more ancient counterpart, separated into thematic sections including theology, philosophy, and others (of course, including hydromancy and the other disciplines). Anyone may use the library, but the subject matter of the books generally attract only spellcasters and ordained Priests. It is not unknown for a book to be set as punishment for a misbehaving acolyte.




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Lorika
Captain

Married Lunatic

13,950 Points
  • Timid 100
  • Bookworm 100
  • Friendly 100

Lorika
Captain

Married Lunatic

13,950 Points
  • Timid 100
  • Bookworm 100
  • Friendly 100
PostPosted: Fri Mar 26, 2010 4:37 am


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Legend


Light blue text indicates a room affiliated to Spiritualism.

Pink text indicates a room affiliated to Spellcasting.

Limegreen indicates a room affiliated to Panda.

Teal indicates a room affiliated to Lorika.

Dark blue indicates a room affiliated to the Overseer.

Gold lettering indicates any miscellaneous room.

Any unlabeled room inside the building boundaries is simply a corridor.

Red arrows next to the staircases indicate which direction they will take you in. Red lettering next to these indicates the appropriate map transition.



~~~~~~~~~
 
PostPosted: Fri Mar 26, 2010 4:39 am


Isle de Gambino Grounds


 

Lorika
Captain

Married Lunatic

13,950 Points
  • Timid 100
  • Bookworm 100
  • Friendly 100

Lorika
Captain

Married Lunatic

13,950 Points
  • Timid 100
  • Bookworm 100
  • Friendly 100
PostPosted: Fri Mar 26, 2010 4:40 am


Isle de Gambino Temple: Ground Floor

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Notes:

The kitchen is reached via a covered walkway that stretches some metres up the beach. It's two floors high - the second floor is Mettanere's room.

The altar is found at the top-center of the service hall, with several fountains surrounding it. Curtains cover the walls of the service hall; the room is dark, like the bottom of the ocean, the only light emanating from weirdly glowing, swirling murals on the ceiling and the exposed parts of the walls.

The practise hall, by contrast, has many stained glass windows enchanted to behave similarly to windows that actually face the outside. As such they are always streaming with glorious golden light, even on the rainiest of days. Though night, of course, is the exception.

Panda's cabinets line all but the left wall of his room, where his desks are. Above the desks are many more wall-mounted cupboards filled with potions and other arcane things.

The notice board can be found just inside the front entrance (bottom of the map), to the right.

The temple is fully equipped with hot water and full electrical amenities.
 
PostPosted: Fri Mar 26, 2010 4:41 am


Isle de Gambino Temple: Basement


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This map has its own legend in addition to the main one:

A grey x indicates a spare bedroom.

A light blue x indicates a prayer room.

A green x indicates a Priest's room.

A dark red x indicates Jessie's bedroom. (Rarely used, and so technically up for let.)

A lime green x indicates Panda's bedroom. (Rarely used, but more often than Jessie's.)

A teal x indicates Lorika's room.

A dark blue x indicates the Overseer's room.



Notes:

Priests' bedrooms may only be occupied by advanced spiritualists ordained as priests. They are all larger and more comfortable than the normal bedrooms and have double beds and ensuites (not marked on the map). All the Order's leaders sleep in a "priest's" bedroom.

The prayer rooms are roughly the same size as the regular bedrooms, but completely bare except for cushions. They may be locked from the inside for privacy. If demand for rooms increases their function may be switched.

The regular rooms are somewhat spartan, but comfortable and private. They are available only to older, more advanced members, and have double beds.

The meeting room provides a quiet place for the priests and leaders to meet and discuss. It's also the place any trials would be held. The underground wine cellar just off it has been transformed, with the arrival of our favourite Rakshasa, into holding cells.

Jessie's room is rarely/never used and he keeps none of his stuff there, so it's technically up for grabs at the hands of the other priests. Panda's room, though he doesn't sleep there often, contains many of his things and is therefore fixed as his. Lorika spends a lot of her time when not on patrol, tending the chickens, going on short walks or performing prayers and healings, in her room. The Overseer has yet to sleep in his room, but it's treated with great reverence and left untouched and unentered.

The reasoning in having Storm and Gwarn sleep furthest from anywhere and surrounded by Priests' chambers is that, should anything go wrong, it will be more difficult for other people to get hurt.
 

Lorika
Captain

Married Lunatic

13,950 Points
  • Timid 100
  • Bookworm 100
  • Friendly 100

Lorika
Captain

Married Lunatic

13,950 Points
  • Timid 100
  • Bookworm 100
  • Friendly 100
PostPosted: Fri Mar 26, 2010 4:43 am


Isle de Gambino Temple: First Floor


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Notes:

The main room is a haphazard maze of lilac-curtained partitioning. Usually acolytes keep a partitioning to themselves, but close friends have been known to room together, and the easily transferrable "walls" are great for exclusive slumber parties...

The beds themselves are harder to shift - the vast majority are four-poster. All are singles. Double beds are available only in some basement rooms, as the dormitories are intended for immature trainees not worthy of such a privilege.

The infirmary used to be a storage room, until casualties made a safe and quiet place for them to rest a necessity from around the beginning of December '09. The volume of casualties is not staggering, but enough to require such a place for clean and sterile treatment. Remember that many of the healers in the Order are non-magical.
 
PostPosted: Fri Mar 26, 2010 4:44 am


Isle de Gambino Temple: Second Floor/The Sanctuary

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Notes:

The waiting room and inner Sanctuary, as in the other Spiritualist areas such as the main hall, are strewn with cushions for seating.

All non-Spiritualists must wait in the waiting room until granted access.

Only the High Priestess and those granted special permission are allowed beyond the veil obscuring the Overseer's throne.

The room is darkened, with swirling patterns in the same style as the main hall casting their ghostly light.

Lining the back wall are cabinets filled with candles and other supplies.
 

Lorika
Captain

Married Lunatic

13,950 Points
  • Timid 100
  • Bookworm 100
  • Friendly 100
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