Re: [nbos] [FM8] Joerdhgardh Map of Week #78 ReleasedDoug Jessee Wed Oct 3rd, 2012I would be interested.
-LDJ
On Wed, Oct 3, 2012 at 1:32 PM, Dennisdutton <dennisdutton-at-yahoo.com> wrote:
> I am currently making a 3D model of the city of Tashal, kingdom, continent
> of Harness. If you are interested I can provide maps and photorealistic
> pictures.
>
> Khaire, Theoros Dennis
> Iereus ekathbolou Dionysus
> Demarkhos, Demos Hellenotamiai
>
>
> On Sep 30, 2012, at 2:42 AM, "Mark Oliva" <mark.oliva-at-steigerwaldedv.de>
> wrote:
>
> > With the 78th Map of the Week we continue in the borderlands town of
> > Ódhinn's House in the Kingdom of Slovania. this week we take a look at
> > Ódhinn's Fortress, above the Outer Town south of the main settlement.
> >
> > Key to the Map of Odhinn's Fortress:
> >
> > 1. Gate. The road from Odhinn's House winds upward from the north along
> > the east side of the castle and then stretches back southward to the
> gate.
> > The massive wooden gate doors always are shut and barred both magically
> and
> > physically. Visitors who are not members of the circle and who have not
> > been invited seldom are allowed to enter the complex. The circle doubts
> > that the Slovanians of Odhinn's House or bands of adventurers have any
> > information or goods that would interest it. Strangers who want to enter
> > need to convince the guards that this is not the case.
> >
> > 2. Administrative Building. This was Ódhinn's main governmental
> building.
> > It now houses a small library and the watch. The building has a kitchen
> and
> > dining room for circle members and Kirsti, the half-elven female
> > sorcerer-warrior who was sent as an ambassador by the Kareli princes, who
> > has the privileges of a circle member. It also has a conference room
> where
> > those who convince the guards to let them through the gate can relate
> what
> > they wish to circle members of higher rank. It is doubtful that
> outsiders
> > will get beyond this point within the fortress complex. (Much of this
> > building has been mapped and detailed separately.)
> >
> > 3. Main Palace. This is the part of the complex where Óðinn and Frigg
> met
> > guests and where some of the other Æsir deities dwelled. The throne
> room on
> > the ground floor seldom is used. The second story is a huge but empty
> > ballroom. The upper stories are the dwellings of the resident circle
> > members and Kirsti. There also are rooms for travelling members of the
> > circle who are visiting the fortress. (The throne room has been mapped
> and
> > detailed separately. The rest of this wing is available for expansion by
> > individual game masters.)
> >
> > 4.-5. Palace: Center and East Wings. Both wings now are empty and
> unused.
> > In earlier times, these wings served mainly as quarters and barracks for
> the
> > warriors of Ódhinn's army who were stationed here.
> >
> > 6. Magicians' Tower. Laboratories for the white druids, magi, wizards
> and
> > sorcerers of the circle are in this tower. Earlier, this tower was used
> > exclusively by Ódhinn and his fire deity Loki. (The tower has been
> mapped
> > and detailed separately.)
> >
> > 7. Arnfinnur's Chambers. The high white druid, Arnfinnur, who has no
> wife,
> > dwells here. In Ódhinn's time, he and his wife, the goddess Frigg, dwelt
> > here. They allowed no one else to enter the chamber except for Frigg's
> > handmaiden. Arnfinnur continues that practice. He allows no one in his
> > chamber except his manservant, Greipur, who also has a room in the
> chamber.
> >
> > 8. Keep. The circle has made no use of this tower to date. Ódhinn
> built
> > it as a last sanctuary in time of attack. The first 40 feet/12 m from
> the
> > ground up are empty. There are another five empty stories above it. Old
> > skeletons found on the ground level suggest that this may have performed
> > double service as a hunger tower.
> >
> > 9. Thing Hall. In Ódhinn's time, this served as the great conference
> hall
> > of the god-king and the other Austamæra AEsir deities. Today it serves
> the
> > same purpose for Arnfinnur and his circle members. (This building has
> been
> > mapped and detailed separately.)
> >
> > 10. Arnfinnur's Tower. This is the white druid's magician's tower. No
> one
> > but Greipur is allowed to enter, and he enters only when Arnfinnur
> requires
> > his physical help with a project.
> >
> > 11. Servants' Residence. The 20 AEsir refugee servants and laborers
> > employed by the circle have their quarters, kitchen and dining hall here.
> >
> > 12. Tack Room.
> >
> > 13. Stable. the circles' and guests' mounts are kept here.
> >
> > Beyond the Surface Map:
> >
> > Dungeons. The cellars beneath palace buildings 4 and 5 served as
> dungeons
> > in Ódhinn's time, and they were renovated to serve the same purpose for
> the
> > circle. (The dungeons have been mapped separately.)
> >
> > You can get the map in two versions from our Joerdhgardh web page:
> >
> > 1. The Fractal Mapper (TM) 8 map in FMP format, fully editable (15 MB).
> >
> > 2. As a JPG flat map of 1360 Pixels x 945 Pixels each (625 KB).
> >
> > Both versions are released for personal and commercial use under the Open
> > Game License Version 1.0a, which you can read on the Joerdhgardh web
> site.
> >
> > the Joerdhgardh web site:
> >
> > http://www.vintyri.org/joerdhgardh/joerdhgardh.htm
> >
> > Next week: Ódhinn's Fortress - Administrative Building
> >
> >
> >
> >
> >
> > _______________________________________________
> > Nbossoftware mailing list
> >
> >
> _______________________________________________
> Nbossoftware mailing list
>
>
>
_______________________________________________
Nbossoftware mailing list