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Tags: Drow, Underdark, Dark Elves 

Reply TOWN RP: Ulorbbath --- Lolthlite hub of UnderGaia, goverened under a powerful Matriarch
Qu'ellar Tor'afin ((On Hold))

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Moonlite__Syren

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PostPosted: Fri Nov 19, 2010 10:02 pm


Qu'ellar Tor'afin
Mistresses of the Web

Third House of Ulorbbath


At First Glance....

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When visitors first view the House, all they see is a cluster of stalagmites clouded by a black mist that's continuously flowing in between the rock formations as if its a magical current; an energetic flow.

When they approach the front gate, they see that the House is guarded by Violet Mushrooms, Shriekers, soldiers on subterranean lizards at every dark ledge, and guards that daily patrol around the House. When you look through the mist up at the stalagmites you notice that some of them have paned glass that glows with faerie fire. The stalagmites also have well built bridges connecting them. So guards are also often patrolling these as well. However what visitors don't know, is that the guards inside the stalagmites that often pace by the windows are actually doppelganger slaves. In case there be an outsider archer attack. The real House archers are inside the stalagmites but have small slits they peek through and shoot from. Inside the stalagmites are also portals which the archers use to get from one stalagmite to the other.

Another security breach is the Wisp Lichen which clings to the cavern ceiling above the House. It is mostly hidden by the stalactites and its growth creates a camouflage. Because its natural, it cannot be detected by magical means. This plant was placed here to protect the House from overhead attacks including levitating and flying enemies, soldiers on subterranean lizards, and even teleportation inside the House. If an enemy tries to do any of these attacks, the Wisp Lichen will act like a spider's web. This white lichen native to the Underdark is dangerous. It thrives in moist areas on the ceiling above. It secretes an adhesive from its dangling strands that can hold large creatures and paralyze them. It then slowly, painfully digests them. This plant along with the Shriekers and the Violet Mushrooms are controlled by the House's mages and by the Matron, herself.

When visitors approach the gate, they see that above the main entrance is a great spider weaved from many wires, its eyes and body glow with purple faerie fire. The 18" high fence and gate extends completely around the House, with the mushrooms and rock formations circling with it ensuring security completely around the entire premises. This gate acts like an anti magical barrier. Giving the House a cone of anti magic that completely surrounds it thus preventing any spell casters from casting spells onto the House and the soldiers behind it. The consequences if a spell caster should cast a spell, the spell will reflect off of the gate and back fire either on the spell caster or on its allies. Spells include range spells, scrying, and spider climb.

When visitors finally enter the grounds, a long walkway leads through the stalagmites and black mist which clears away and then takes you on top of a hill where a little guest house resides. As you're walking to this house you see fungal groves, herds of Deep Rothe, and farmer/shepherd slaves everywhere scattered about. Its actually a very serene walk; very naturalistic and peaceful.

Visitors only get to see the inside of the Guest House. The Guest House resembles a little more then a hut on the outside. The top holds a couple more archers that peer down at you as you enter into the House. Inside its very dark with a soft blue-ish green glow that seems to emit from four braziers that are placed at each corner. Deep navy blue, satin couches with black lace are set in the center for the guests along with a table that is often set with food for the visitors. Guards stand like statues around the room at all times. The Matron and/or Nobles are escorted through one of the portal walls with guards flanked on either side.

Sometimes the Guest House will be redecorated to host dinner parties for important individuals such as other Matrons or Nobles. The room becomes stretched, the coffee table and couches are replaced by a long crystal dining table with matching crystal chairs which are carved comfortably. The food magically appears on the pre-set table once everyone is seated. The food typically contains lots of lightly seasoned mushroom broth soups, grilled Deep Rothe meat and fish platters that are nicely garnished, gravy saucers filled with spicy lichen sauces, spicy liquors, water, and on occasion there will be surface dishes and delights.

When a new member is accepted into the House, they are then lead out of the Guest House and down another pathway through more stalagmites with hidden archers from above. They're led to another House. Upon entering this house its made up like a maze that constantly changes like a mechanical labyrinth. The walls look clockwork-like and glow with various forms of faerie fire. A guard has to be present to lead the new members through else they will get lost. The only members who know the maze like the back of their hand are the matron and the Nobles. If you are not a Noble, you need an NPC guard to help you through it.

The guard then stands next to a hole in the wall which the new house member must then crawl through. When they come out on the other side they are greeted by a mage which takes them up to a platform and summons a portal to lead them to the lower levels which is the actual layout of the House.


.....Under the Underdark


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Underneath the House property is the actual House. Because its underground it seems to be much roomier. Every part of the House is broken up with its own compound. So it almost looks like its own city. There's emergency passages that leads up to hidden caves in various places of Ulorbbath to help escort people to safety if there should be an attack. Plus there are traps on the ceiling. Battle tactics taken from the duegar and surface dwarves who live in mountains. The dwarves are known for collapsing half of their mountain just to ward off trespassers. And so the same designs can be found here. There's about seven miles layer of rock between the House's surface and its low levels. The top portion of the ceiling is collapsible and triggers if needs be.


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(Family Emblem)
PostPosted: Fri Nov 19, 2010 10:06 pm


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Courtyard

Basically the Courtyard is located in the middle of the House. The House is made up and built into a clutter of stalagmites. In the middle of the House there is a crevice, like a valley. In that valley is where all of the outside activities are held. So the garden, herds of Deep Rothe, gladiator, stables, lizard mounts, and grazing grounds can be located here.

Deeper Description: The Fungal Garden takes up the most of the Courtyard. Farmers are out here regularly tending to the crops. Most of the fungus that are tended are used for potions, poisons, defense mechanisms for the House, and food. The grazing grounds for the herds of Deep Rothe can be found here as well. The Deep Rothe often migrate around the Courtyard freely. Eating the bountiful fungi in the garden. Bathing and drinking from a small pond that can be located towards the front entrance of the House. Occasionally the slave farmers will tend and herd the cattle about the property.

Plant Index

The stables are located inside a cave, in a bowl-like crevice that's further back from the entrance of the House; past the Fungal Garden in a Northwestern direction. Inside the cave are three levels. On each level are rows and rows of carved rock that are divided into small individual stalls for each of the lizard mounts that reside there. When you first walk inside, you notice a dramatic temperature change. Its a little warmer to help sustain the lizard's needs. The heat comes from bed rocks in each of the stalls which illuminates the stable with a soft red light. There's often a bunch of slaves about tending to the stalls and maintaining the lizards.

Outside of the stables is a gladiator structure where the lizards go to be exercised, mount training for the inexperienced soldiers, and once a week the beasts will be fed with a good handful of live prisoners and slaves. The members of the House often get together and sit perched upon stalagmites that are carved into seats that help the drow see down inside the Gladiator. Its one of the many events the House members often enjoy and participate in watching on their spare time.


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Melee Quarter

The Melee Quarter is located in the East in its own compound in the lower levels of the House. This is where all of the fighters, soldiers, assassins, warriors, and trainees can be found.

Here you will find a Sparring Room that can take the shape of any environment to train the soldiers.

The Forge and Stock Room where tons upon tons of metal are scrapped and welded into weapons and armor and stacked and hung on the walls.

Deeper Description: The Sparring Room is where you will find the Weapons Master and his students more than half of the time. This room is typically long and wide. Giving both opponents equal space. But when the Weapons Master decides to throw in a test, he will manipulate the room by pressing his finger on certain grooves on the walls. Making the walls move, shape, and flip into different environments.

In the middle of the Forge room is a large, heated, blackened red anvil. On one side of the room is a stack of scrap metal. Some of it taken from the surface, some of it stolen right here in the Underdark, and some of it found and purified by the House's miners. Drow and duegar are constantly at work in this heated room. The duegar are skilled in making metals, but the drow are very good with details. Though the unlikely pair can have their differences, forging is their silent agreement between one another. That, and the duegar know its what their life depends on.

In a cooler room next door, the Storage, is the finished pieces of their craftsmanship. Shields and crossbows hang on the walls, swords and axes lean inside barrels.

Surprisingly enough, some people actually spend their time in here. Some people prefer to craft their own weapons and sometimes teach others how to.

Some of the weapons and armor found in this room are displayed as historical artifacts. Belonging to great drow warriors, past weapons masters, etc. Lots of lore and storytelling can be found in this room. A great place where trainees can learn their history. The written as well as the blade.


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Arcane Wing

The Arcane Wing is located in its own compound underground, in the West. This is where all of the spell casters spend their time. The library, the apothecary, and a dueling room which trains young wizards and mages can be found here as well.

Deeper Description:
When you first enter the Arcane Wing, you enter the Library. The room is circular and looks like it is made inside a tower. You look up and see the many levels with shelves upon shelves of books spiraling up and lost in the darkness above. The walls are covered in ancient runes and the floor is covered by hieroglyphics.

In the middle of the room are several long tables stacked with books, scrolls, and papers. Around the room can be seen large crystals that protrude out of the floor. These crystals pulse and emit a soft pinkish glow.

The books hold the lore of Undergaia, the history of drow, the manuscripts of the deities, and magical scrolls passed down by the Ancients. These books are bounded to the Library. So if you happen to take a few out, they might end up missing the next morning. Some of the books are alive, filled with memories and deamonic scriptures. And even though most of them are golden from age, their leather covers tattered, the books live on to tell their tale.

Many spell casters are found here. They study the lore, or magic spells, and study to remember it all. Even some of the commoners and soldiers can be found here. Those who search for answers, truths, and even just to enjoy a story or two. Its a serene study full of knowledge. What better place to go after a long day of duties just to relax?

The Apothecary is a wide dark room at the back of the library. When you first enter the room, you are greeted by dangling bones in the doorway. You see that the only source of light are the green cooking fires and glimmering vials that line the walls. Occasionally you might find a glowing cauldron or two. And maybe a cage in a corner containing some sort of squawking animal.

After studying in the Library, this is where the spell casters go to test their knowledge. Some soldiers may come here to receive an antidote or some form of poison or potion.

The Apothecary is a storage room. Anything that might have some sort of magical property, or some form of herb are stocked here along with vials containing every kind of alchemy item imaginable.

The Apothecary is also used as a hospital to treat the soldiers on occasion. Its a dark calming place with herbs and potions at the ready to expect whatever injury the soldier may have.

The Dueling and Summoning Room is located on the lowest level of the Arcane Wing. The ceiling and walls are lost in darkness. The only thing that glows is a platform the wizards step up to. The platform has many spells and runes engraved by magenta faerie fire on it. This helps young and inexperienced spell casters learn and remember magic while practicing amongst each other.

This room can also be used to summon deamons from the other planes of existence.


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Mid Class Dorms


The cookie-cutter adobe homes are located underground in the Southern direction. These are the general dorms. For everyone else that wouldn't be considered a Noble. Mages, wizards, warriors, assassins, commoners, etc. all reside here at the end of each day.

There is also a small Inn called Elg'cahl Keeshe Inn that serves as a kitchen, a bar, and a hangout.

The dungeon can be found here as well.

Deeper Description: The Poison Dagger Inn is located in a cave West from the adobe homes. Its a place where the commoners go to eat, drink, party, meet, hangout, and occasionally get in a fight or two. The fights usually do not last too long hence the name of the Inn.

When you first enter the Inn, you're greeted by a cold, damp temperature with a low lighting. The light coming from glowing fungus that grows all over the walls. The menu usually consists of spicy lichen over grilled rothe meat, mushroom broth soups, and bitter spiced liquors.

The dungeons are located East of the Mid Class Dorms. Its a single stalagmite with a complete estate built into it.

Driders stalk the halls as wardens. Bearing pikes and spears in their hands. Always on their guard. If a prisoner crosses them in any way, they may just eat that prisoner unless forbidden to do so by order of the Matron or a Noble.

A drafty wind catches you. Mist lingers between your lips. Every now and then you're woken in your sleep by a cry of extreme pain echoing throughout the prison and then, dead silence. Rats fight you for your food. If you're lucky to get food. A smell of musk, decay, and feces overwhelms your nostrils. The doorways of the dungeon have great spiders carved around them. In the light-less prisoner cells however have screaming statues protruding out of the walls. Forever in horror and torment as they feast their eyes on the prisoners at all times. Some say that the statues look almost living. Some swear that they move just slightly throughout the day. And some statues have real bones replacing their stone body structure in some places.

The dungeon shapes within the stalagmite and is built like a tower. Levels upon levels of cells can be seen going up into the darkness above. Stone walkways and stairs placed in front of the cells and spirals up with them. In the center of the dungeon however is the Torture Center. Scaffolds, chains, restraints, whips, knives, vials, etc. lay in the middle of the floor. That way when whomever comes to torture a prisoner, they have all that they need right there. And when the braziers suddenly burst to life, the moment the crack of the whip is heard, everyone in their cells can watch and listen to the screams of agony whether they want to or not.


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Royal Sanctum

The Royal Sanctum is located North from the Mid Class Dorms. And it is the most grandest of the establishments. Stretching as far as seven miles in length and five in width. The silhouette of a large spider, resting inside a huge purple orb levitates above the House 24/7.

The House rests on an island with a purple mote around it. The mote is actually made of magical entities that seem to drip off of the House itself. Inside the mote is a indistinguishable creature never before seen anywhere in the Underdark or on the Surface. This creature was created by the Matron to guard the House. People have named the creature Leviathan. Many stories have been told about this creature. Some say that it is comprised of the many souls and bodies that were taken from humanoids during the House's surface raids. And each time a raid group comes back, they bring the it more souls to sustain itself. Yet others believe that the creature is just another magic entity, just foreign to the ones that make up the mote. Many of the commoners say they have seen this Leviathan at sporadic times. And there are many interpretations describing what it actually looks like. One thing is known, the Leviathan can smell danger within the lower levels of the House. And its mind interlinks with the Matron's. So the Matron sees, knows, and hears all.

So when you cross this bridge, keep your mind serene and clear. Else a dark shadow may appear right up next to the bridge. And what you may see next will be the last thing you will see.

You must first pass through an open gate guarded by two torches of flaming faerie fire and two drider guards stand at the ready for any threatened intrusions. When you get past this obstacle you then cross the bridge and reach the front entrance of the House. The second set of guards then question your business and allow your entrance only by the approval of a Noble or the Matron.

When you first enter the Sanctum you're greeted by a grand entrance hall. A large staircase greets you. When you look around you see that the walls are carved and glowing with Ancient prayers to Lolth. Statues and portraits of the spider queen are everywhere when you turn your head. There's an especially elegant drow female in long robes standing on a platform in the middle of the staircase poised as the end of the rail. It looks down with a sharp gaze; its eyes glowing. Stone statues of spiders walk the steps in a straight line on the outer rails. Cobweb chandeliers that glow with faerie fire hang above. The slaves here are all young female humans dressed in fine linens with as little linen as possible covering their bodies. They look like little gypsies that dart around the halls and disappear around corners. The female slaves are suppose to represent that humans, as well as all surface races, are weak because their societies are not run by females. So enslaving a surface female is in fact a mockery and a humiliated position in drow society. Humans are the worst and represent the exact example of weak will and humiliation. Elves are sacrificed right away to Lolth in the Temple. And every other race is considered savage and uncivilized just because they LOOK ugly in the Matron's own reasoning. However there may be a few exceptions for drow and deamon hybrids depending on how useful they can prove themselves.

In the Royal Sanctum you will find Lolth's Temple, the Throne Room, the Matron's Sanctuary, the Patron's room, the priestesses own private chambers, and the community ballroom.

Deeper Description: When you walk straight up the stairs in the entrance hall, you come upon a pair of doors guarded by two guards. The guards must then question you and send a slave to get permission from a Noble or the Matron to allow your admittance.

Once you are admitted, you then enter the doors to another hallway. On either side of you, you see two more sets of stairs. You then climb up on one of them and reach four more doors. A double door in the middle, and two doors on either side, probably leading to other corridors that will take you to other Noble rooms of the House. Upon entering through the double doors, you reach the Throne Room. You first notice that there seems to be columns standing around the room with spiders crawling up on them on occasion. When you look up you see the domes of cobwebs covering the ceiling. Around the room, on the walls, you see large windows. The windows have an enchantment on them that allows the Matron to see what's happening in the city of Ulorbbath.

The room is long and narrow and there's a acid green carpet that leads up to the Matron's throne. The throne is surrounded by the same purple mote that appears around the House outside.

People typically come to the Throne room by order of the Matron or come to give a report. The weapons master will come on occasion to give forth some battle tactics for raids that the Matron may consider. The archmage will come to say the progression of her daughters' prowess. The archmage, weapons master, priestesses, and patron are normally here often then most. Any decision the Matron considers, is talked amongst these people.

In a hidden room behind the Throne, can be found the Matron's Sanctuary. Overall appearance:

There's a medieval style feel to the room. The floors are a burnt wood, taken from wooden houses found on the surface after raids. The walls are stone but have the same ancient prayers found in the entrance hall. A great spider is etched on the ceiling above. There is one enchanted window like the ones found in the Throne Room where the Matron often sits to read and relax on the carpeted stone stairs that lead up to it. Braziers are found on the walls that glow a mysterious dim blue fire. Incense lingers around the room.

Furniture:

A huge square stoned bath
A screen for changing
A huge stone open wardrobe
A huge clawed foot, four post bed with red satin sheets and red linen hanging around like a canopy
A private altar for Lolth
A desk
A high backed chair
A portal that will take the Matron anywhere in the House


~ No one is permitted to bother the Matron in her room. If it is an emergency, the Patron or preferably, the Eldest Daughter are permitted inside this room.

On the left side of the grand stair, you reach an open door way which leads you to another staircase which takes you down into the temple. From the doorway you can see the huge two story statue of Lolth on the opposite wall. Her spider legs stretched and filling up the entire four mile length of the House. Before the statue is a long sacrificial table, bloodied from over time. Before the table is the Podium where the Matron or Eldest Daughter stands to voice out and give praise to the Spider Queen.

Below the platform that holds the table and the podium are three compounds of seats. One of them for the Nobles, the second for the females, and the third for the males.

Spiders constantly crawl over the walls, the smell of incense sits heavily in the air, and the only time the Temple is lightened, is when the Spider Queen decides to pay her most reliable children a visit.

"Mass" to Lolth typically happens once a day. The whole House, including the commoners, are permitted to go to the Temple at the appropriate time and pray to Lolth else they will be sought out and die a humiliated death.

On the right side of the stair is a room with an entrance built much like the Temple's. However, this room, also known as the "Community Ballroom", is used whenever a new house member is accepted into the House, whenever a coronation is initiated, whenever Lolth came to grant a blessing, whenever there's some kind of victory or holiday, the Matron likes to host a dance in her Ballroom for everyone to attend to; Nobles and Commoners alike. It helps to create a closer family in her opinion.

Moonlite__Syren

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Moonlite__Syren

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PostPosted: Fri Nov 19, 2010 10:07 pm


House Hierarchy

1. Matron Mother
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Name: Lariexith "Lari" Tor'afin
User: Moonlite_Syren


Nobles:

2. First daughter
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Name: Briza "Bri" Tor'afin
User: Moonlite__Syren


3. Priestesses

4. Weapons Master
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Name: Flamgra
User: X.Dan.X


5. Head Assassin
Name: Shruxena
User: Antique Whisper


6. Archmage
Name: Maran
User: Maran the Mad


7. Elder Boy
8. Patron
9. Other Sons

~~~~~~~~~~

Commoners:


10. Spell casters:

Name: Aunae
User: Antique Whisper


11. Guard Captain
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Name: Vic'tyrr Tor'afin
User: Moonlite__Syren


12. Melee Fighters:
13. Scouts (minor assassins):
13. Pawns and slaves:
PostPosted: Fri Nov 19, 2010 10:08 pm


Rules


wahmbulance No one liners! Three sentences or more!

wahmbulance Keep it PG13!

wahmbulance Inform me if you are to be absent for awhile!

wahmbulance I require my house members to post at LEAST once a week!

wahmbulance I require my members to sign the Commitment Form!

wahmbulance Send me a PM for any questions or suggestions!

wahmbulance Follow Gaian TOS, Lolth's laws, and Guild Rules!

wahmbulance Keep the OOC at a minimum!

wahmbulance Check the front page often for new updates!

wahmbulance Your character has to somehow fit according to my House's hierarchy.

wahmbulance Most importantly, have fun!

~~~~~

Updates!


Originially the House started back on August 3rd, 2009. Check this for reference.

11.19.10 - The House is still under construction until further notice.

12.28.10 - House is officially OPEN!

Moonlite__Syren

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PostPosted: Fri Nov 19, 2010 10:27 pm


Lariexith sat in her throne room alone. Twisting her mace in her hand at her feet as she pondered deeply. The delicate scratching from the spiders crawling up and down the columns occasionally. The mini mote around her throne would bubble every so often. Those were the only sounds that was heard in the throne room. Besides the gentle drumming of the Matron's fingers on her throne's arm rest. For almost two hours the Matron sat there, absorbed in her thoughts. A sight rarely seen and unusual if one who truly knew the insane and obnoxious Matron. But something brewed in the depth of her mind. Something that just might change the whole of Ulorbbath.

She wondered if Hun'afin, the house that was above Tor'fin, was plotting against her at this moment. Perhaps they would think Tor'afin would be a potential threat in the near future. If that were the case, then Lari would need back up to prepare for any kind of attack.

Just then, an evil sly grin spread across the Matron's face. She suddenly stood up, "I've pondered the matter long enough! Its time to take a course of action now while the dust still settles. I will ally myself with the lower houses of Ulorbbath ensuring their protection as well as my own."

She then rounded up a deep gnome and swung her mace around as if she were going to hit him before stopping just in front of his face to point at him, "You! Go get me some parchment and ink! I have some letters to write! Then it will be YOUR job to deliver them! Is that understood?"

The frightened and cowering little gnome nodded his head vigorously and sped off to fulfill her tasks
.
PostPosted: Tue Dec 28, 2010 10:59 pm


This was where years of training got her.
Inniss Xuruth Arab l'val, caretaker, granddaughter of the Matron, and member of the advanced guard glowered from her perch on her lizard mount. Braced on one side by her masked brother guard Welvlyn. The other, to her chagrin a pathetic piece of meat not even worth enough to grace her plate.

What was grandmother thinking, sending her on such a mission. Years of training, bowing, and worshiping her grandmother and for what? A stupid escort job. She slowly began to realease the tension in her jaw as she noted the looming gates of the Tor'afin House. Impressive... she thought lazily scanning the front gates. Once there, she glowered down that the...it seemed too good to consider it a thing.

Sighing she turned to her brother guard, with a lazy wave she indicated for him to go ahead. Nodding he stepped forward, "We are from the Arab l'val house. We bring back the messenger as well as greetings from our Matron to your own."

Quivering under the glare, the slave handed over the message, it read:

Greeting Malla Ilharess d'l'Tor'afin,

Usstan tlun grateful lu'malla a dos isintol wun udossta inlul newly raq'tus Qu'ellar. Usstan orn'la meldrin inbalin uss folt 'zil dosstan elamshinae udossta tullusas, lu'thalra xuil dos. Usstan lor fau'lad ulu dosst doerin.

~ Dal Shrindia, Ilharess d'Qu'ellar Arab l'val, Huelar Qu'ellar d'Ulorbbath
 

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Moonlite__Syren

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PostPosted: Sat Jan 01, 2011 5:57 pm


Victyr appeared out of the black mist as he made his way down the path and approached the gate where the gnome messenger had returned with company. The company looked like high ranked House members bearing the Arab'lval emblem.

What could possibly be Lariexith's plan now... the guard captain lightly asked himself as he opened the gate and made a bow to the company before taking the letter from what looked like a priestess judging from her bold attire Priestesses normally adorned.

Victyr nodded his head at the drowess respectively, "I will be sure Matron Lariexith gets this as soon as possible," he said this as he handed off the letter to a nearby guard who rode his lizard mount down the path to disappear into the mist. The guard captain then flashed a grin as he swung the gate closed, "May your journey home be safe, Priestess."

With a flick of the wrist, Victyr spun his pwifwi to where it completely clothed him from sight as he descended back to the House.


~~~~~


Lariexith received the letter promptly. Like a child waking up on Christmas morning, the Matron tore the letter apart savagely and looked it over. Suddenly her eyes widened madly and a big smile of triumph appeared on her lips as a series of giggles started to issue from her mouth.

Briza was in the throne room with her mother at the time. The curious Priestess leaned in her general direction as if to ask what the contents were of the letter. When it seemed like her mother hadn't even noticed her actions, Briza decided to speak up, "What is that, Mother?"

Lariexith suddenly shined her mad look on her daughter and smiled even wider as she held up the letter like it was a trophy, "This? THIS! THIS is our pursuit in the ranking system! THIS is what we'll use to change the whole of Ulorbbath! THIS...oh! HAHAHA... THIS! Thisthisthisthis!---" Lari then broke off into more manic giggles for several more minutes before her mood changed in an instant to a more serious one, "Go get me Shruxena and Maran. I have a job for them..."
PostPosted: Thu Jan 06, 2011 8:02 am


*A voice echoed in the hall very curt and blunt with no measure of fear for the matron.* "There is no need to send one of your lackeys to fetch me like a dog. I have been present all day." *Out from behind one of the pillars a thin figure clothed in blood red and bearing a hood and constantly shifting mask of whites, blues, and red appeared. He carried a wooden staff, and seemed to move rather elegantly despite the bulky garments. The most notable feature was that not a sound was made from his steps, short of the soft echo of his foot touching the stone floor.* "What is it the Matron requests of her master of Arcana?"

Maran the Mad


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PostPosted: Fri Jan 14, 2011 9:27 pm


Briza spun around to regard the Arch Mage with glaring red eyes, "I believe my Mother was speaking to ME when she said to fetch for you and Shruxena. So I do believe you just insulted a Priestess. Not to mention eavesdropping on the Matron's own business. You may be a Noble, but you are STILL a male!!"

Lariexith smiled as she watched the show. She didn't smile because she thought Briza's unusual outburst was ridiculous by any means. She smiled with pride for the first time. Her daughter was making a name for herself. Something that would be dangerous for Lari in time. Whenever Briza decided she was ready to slay her mother and take the throne.

When there was a pause in Briza's rant, Lari had to disclose the argument. There was so much that needed to be done in order to make this work.

"Briza! That's enough... There is work to be done, my daughter. Now please get me Shruxena.."


Briza looked at her Mother then looked back at Maran. Tracing him with her glaring eyes as she exited the Throne Room.

"She is right, Maran. You need to be more careful with your words. As much as I am impressed with your skill and you being the only candidate fit for the job... there are some mistakes I do not let slip. This is your final warning. Now... on to business! I will be making a trek here shortly to a House to try to settle on an alliance and I was hoping if you could help Briza watch the House while I'm gone. This is a great honor for me to entrust you with this kind of responsibility. Please do not fail me. That is all."
PostPosted: Sat Jan 15, 2011 7:38 pm


Shruxena slumped in her chair. Eyes glued. Gaze focused on the image ahead. Well not an image, but a gaze that was the reason for her smile. It had been a gift. A very lovely gift.

I'm surprised... someone must either be testing me or someone here has given me a gift... she thought as groan sounded from her possible gift. She tilted her head eyeing the hanging drow male from her ceiling. I bet this is a test...either that...or maybe one of my new female agent wanted to give me a gift. They are all so wonderful...I'll have to kill one.

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PostPosted: Sun Jan 23, 2011 8:51 pm


Briza approached the Head Assassin's door and knocked, "Shruxena? Tis Priestess Briza. I'm here to escort you to the Throne Room. Matron Lariexith has requested for your presence."
PostPosted: Tue Jan 25, 2011 7:18 pm


Flamgra was deep in thought as he train alone in the melee quarters, a previous proposal made to him by a sterling and twisted example of what a Drow ruler should be was tonight topic, yet he found himself conflicted. For should he agree to such terms, what's to stop her from turning him into food for Lolth once he has completed his task, witnesses talk after all.

Aside from the question at hand, things were rather normal in Tor'Afin. He did his rounds, trained the soldiers and seemed like he was killing more than he was training. So many of them were weak and fragile, there was no room for weakness or frailty in any army he was to command. Every day is was start with ten and end with three or four.

Flamgra approached the training dummy with just a dagger, dropping low so one leg was extending, resting on the ground. The other bent and resting on the ball of his foot. As he reach his lowest point slashing for the ham strings and instantly springing upwards,dragging the blade along the length of the dummies body. Leaping in the air and launching his knees into the torso of the dummy as he grab the figures face, tipping it onto it's back,Flamgra going with it. As they touch down, he plunges the blade into the side of the dummies neck... Rise to power or Lolths ascent... What shall I name this technique? He thought to himself quietly,standing the doll up and trying it again,he had to make sure his form was perfect, no holes, no lack of guard, no fumbling. There would be no sleep for Flamgra until he got it absolutely perfect.

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TOWN RP: Ulorbbath --- Lolthlite hub of UnderGaia, goverened under a powerful Matriarch

 
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