Lair of the WarDrac

A guardian protector of the local denizens, this domain serves as the RhyDin home of the platinum draconian, Baphelocutis.

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Baphelocutis
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WarDrac of RhyDin

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Joined: Thu Mar 03, 2005 4:48 pm
Location: Everywhere-nowhere

Lair of the WarDrac

Post by Baphelocutis »

((Out of Character Note, OoCN: This first thread which shall continue to get periodic updates throughout this folder’s existence is labeled “STICKY” because it will eventually contain all the various descriptions of the domain of the lair, the history of the establishing of the lair on RhyDin, and as well as continuing storyline elements being revisited in regards to the lair in the future. Since the folder is about Baphelocutis and his home, I figured the details of his home should be the easiest quick reference available in this folder for future interactive cooperative writing. Any questions or comments can be directed to me by email at the address of: “Baphelocutis [at] gmail [dot] com”. Listed in this first entry will be a list of each entry topic added to this thread and what it most details.))

1st Chapter – multiple types of descriptions of the RhyDin lair
1. “Cloudy Approaches” - the general scenic aerial view of the immediate geography about the lair
2. “Landing Ledge” - the view from and detailed description around the entrance to the lair
3. “Unseen Servants” – the elemental kin denizens of the domain of the lair
Last edited by Baphelocutis on Mon Apr 04, 2005 12:24 am, edited 2 times in total.
Baphelocutis
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WarDrac of RhyDin

Posts: 71
Joined: Thu Mar 03, 2005 4:48 pm
Location: Everywhere-nowhere

Cloudy Approaches

Post by Baphelocutis »

From the north gate of the city of RhyDin as one is riding out on a clear sunny day into the countryside one can see the snow capped mountain peaks along the northern horizon before them. A lightly encumbered horse bred to be a long distance speedy runner could make it to the base of these mountains from the north gate of RhyDin city by sunset if they left at sunrise on a summer day. Though once one reached the base of these mountains it would be another couple of days moving quickly up in altitude to even reach a point that makes all further attempts to ascend the peaks impassable. Several dozen meters above tree line the peaks simply jut sharply up several hundred meters at rocky angles reminding one of a giant row of dragon’s teeth. The winds whistle and howl through these jagged peaks, which often wrap thick cottony clouds to the rocky peaks like snagged sheep’s wool in a dragon’s teeth. Few intrepid mountaineers would challenge these climbs, and fewer still would knowing the beast that chose to call this area his domain.

This domain is an area at the very southern end of a huge mountain range that divides the northern part of the RhyDin continent clearly into western and eastern halves. This southern end of the continental range is a thick juncture of some mini-ranges that finger out into the meadowlands north of the city of RhyDin that represents the last higher than tree line peaks at the southern end of this range. This geological mass creates a seeming pincushion area of effect with many peaks circling other peaks at varying dizzying heights in which the strips of cloud material never get completely ripped away regardless of the direction or strength of any wind. The view skimming just above the average cloud ceiling about these peaks reminds one of city streets rolling with fog between towering buildings that could be found along some coastal areas. Most times of year depending on the kind of weather on a particular day both sunrises and sunsets spill a wonderful assortment of purple and orange hues across the sky in this area that is often pleasant to behold by the natural eye.

The pincushion cluster of peaks reaches up from a misshapen mash of multiple mountains that grew together or are growing from one bigger rocky mass. Almost as if some huge prehistoric volcano had exploded collapsing several massive mountains into each other forming a shorter by prehistoric standards mountain that seems to beget other mountains like amoebas beget each other so for a several kilometer diameter there is no valley below tree line between many multiple rows of peaks. It becomes more and more clear as one glides a lazy circling loop about this area why there is a permanent presence of clouds amongst the peaks. Multiple little pockets of water pools where water springs sprout from underground between different peaks also find themselves near the open spouts of fissures that funnel hot volcanic gases from the planet’s core into the sky causing steam to rise off these water pools. Not a microbe of life clings to these rocky jutting peaks anywhere above tree line though many of the clear pools overflow their stony pockets to cascade down to supply much of the rich evergreen vegetation below that is thick right up to the altitude of tree line. Though no volcanic gases spew forth from fissures below an altitude dozens of meters above tree line the effect they have above that does affect many weather patterns of the region on a daily basis.

While snow does accumulate at higher altitudes and remains un-melted throughout much of the year on most worlds, the illusion of the mountains being perpetually snow capped looking here is mostly caused by a combination of frost and rocky colorations. Indeed on some of the bulky formations just above tree line there are depths of snow piled high but as the angular rocky juts move higher and steeper less snow hangs onto places for long. These rocky formations appear to be any sort of combinations of huge varying pieces of rock clinging still somehow amazingly to other various sized pieces of rock to gigantic chunks of solid ore materiel that simply has had chunks come off to give it any type of shapely characteristics. The light slate grey colors and lack of other pigmentation at these altitudes usually helps to two-dimensionalize otherwise normal three-dimensional environments in terms of judging depths and shapes close up amongst the peaks. Within the pincushion mass like area are various non-descript clusters of peaks that sprout together thicker and higher from bulges in the mount massive with about a good dozen of them forming the core of this southern end of the continental range.

One of these clusters of peaks near the core amongst a collection of randomly placed water pools and volcanic fissures is the one that houses the lair of the WarDrac. No amount of searching back and forth between the peaks would ever reveal a cave entrance that was the tell tale sign of a lair for the mouth of this cave actually faces a rock wall in a narrow gap of the peak it was apart of in the same cluster. While most of dragon-kin are proud egomaniacs they usually do not build address and name markers to loudly announce where you could find them at home. Dragon-kin also make no excuses for their abodes being extremely difficult to reach at all under any mode of transportation or that the surrounding environments are very uncomfortable for most humanoid beings. The only reliable way to find the lair of Baphelocutis was flying through the cloudy approaches through the clusters of peaks until you knew where to drop onto the appropriate seemingly random rock ledge that lead to the lair’s naturally hidden entrance.

Until one actually reached the right particular rock ledge that was a landing platform for the platinum draconian nothing else would give away the location or otherwise seemingly do anything to hinder one’s attempts to locate the lair or reach the lair. The natural geography was defense enough against most attempting to find ways to naturally reach him, while any others who could otherwise reach him would probably pass whatever other types of defenses one might distribute around their home. Most beings on RhyDin were smart enough not to enter the lair of the WarDrac uninvited by all accounts, but dragon-kin where particularly old school when it came to maintaining their image about their personal residences so a spot like this on RhyDin was just perfect for Baphelocutis to call home.
Baphelocutis
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WarDrac of RhyDin

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Landing Ledge

Post by Baphelocutis »

The dozen or so bulges of peak groupings that poke through the clouds into the sky are reminiscent of towering cliffy edged islands scattered across a foggy bay of an archipelago. The shores of these seeming islands grow nothing but towering stone columns that are cracked with age resembling long lost ancient ruined temples in this island pantheon. Every little cluster has a series of places that could be considered ledges, or even small courtyards to some people’s standards where various flying creatures of different sizes could manage to land. When moving at any pace of speed through these clusters the nature of the colorations make it difficult to judge shapes and depths of these formations so that one would have to slow down dead on one cluster for closer detailed examination to get a truer sense of the third dimension. Some ledges combined with some formations often give the impression of caves that may or may not really exist until further exploration is pursued though most natural flying creatures would not even nest this high in the much depleted air of oxygen.

One of these island clusters of rocky peaks that serves as the lair of the WarDrac is neither the center most one nor one found on the perimeter, but rather a random offset one in between the two former points of reference. Even when comparing many of the clusters with another one is able to notice subtle differences between individual clusters though none seem to hint or signify which one over another serves as the platinum draconian’s home. Perhaps if one inspected with their eyes mere centimeters from a ledge’s surface they could identify one ledge as having many more talon scrapings then the others but that would be about the only exterior signs of where to find the lair’s entrance. No banners, no mundane or magical markings, no structural or modified engineering, and no other attempts to further denote any aspect of any cluster has been done by Baphelocutis to either announce or conceal his lair’s entrance.

Sometimes even on ledges of other clusters the marks of the platinum draconian’s past presence can be found. Often before returning to his own lair he will land upon another cluster or even a few clusters before returning to the one that bears his lair’s entrance. The purpose of course is to make sure he is not being pursued back to his home while as well it gives him a chance to learn what clusters have the best views of the lands about the mountains into the civilized realms. Even Baphelocutis if forced to try and remember which one was which of the clusters he would have a hard time keeping it straight, but he simply remembers the position of the one cluster that matters to him the most and the instinct of a place as it grows to be his sanctuary will always be a natural guide in the future as time passes. Besides it is the inside that counts right?

To get to the lair’s inside one of course needs to get to the entrance which can be found about two thirds of the way in from the edge of one cluster towards the center. The appropriate ledge is near the base of two rocky spires that shoot up high before a smaller cluster of three shorter spires more to the center of the island in the cloudy sky. The ledge between the two taller spires looks to only be able to hold a couple creatures of the platinum draconian’s size with a vestibule type recess against a rock wall slightly angled off to one side. The recess actually narrows sharply as it bends more around a corner and under another ledge though the point of entry is still a couple meters round to descend into the lair. From this ledge that is even with the entrance to the lair the ability to make it to other inter-connecting ledges is rather easy, though not for very far in any one direction without serious leaps or flying maneuvers being executed. Between the angle of the entrance into the bowels of the mountain and the face of the entrance towards the rock wall never would the glow of any interior light sources nor the sounds of any actions carry in such a way to allow his home to be easily revealed to those even intent on searching with extreme interest to locate the lair. Even the journey above the clouds flying from the edge of this particular cluster towards the center to find this lair’s entrance ledge requires zigzagging through multiple spires for many several dozens of meters in distance.

The view from the ledge of the lair’s entrance is usually not very great in most directions for far distances beyond the edge of the mountains. Most days he can tell a little of the action in the lands to the west and east because of dips in mountain ranges and even see the glow of some bigger communities at night. On the best of days, and on even better moonlit nights, from the ledge as one looks due south and just slightly to the left or east in the scheme of the world, the city of RhyDin can be made out. During the clearest of days it is a dark smudge that is a thicker bump on the southern horizon while at night, especially festival nights combined with full moons the glow of the city is the brightest thing to ever be seen in any direction on any horizon from this particular ledge. The more immediate view offers great lines of sight of other rocky clusters though some partly obscure other clusters from time to time in varying angles as one surveys completely around. The platinum draconian has spent several moments in life recently hopping from cluster to cluster memorizing all the points of angles and perspectives in regards to his lair and neighboring regions for future reference when seeking intelligence on his surroundings. Finding the lair would be near impossible for most, reaching it even harder, and once one did get to the landing ledge it might be all good, but then entering the lair of the WarDrac was a whole other experience.
Baphelocutis
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WarDrac of RhyDin

Posts: 71
Joined: Thu Mar 03, 2005 4:48 pm
Location: Everywhere-nowhere

Unseen Servants

Post by Baphelocutis »

In the metaverse of the prime material plane of existence there is what the normal mundane meatheads can see and then there is what the magically active beings can see as well, the astral plane. The astral plane is often the dimension one can find elementals cruising around the world in and only rarely do they manifest into the reality the mundane meatheads know as their existence. The domain that the WarDrac, Baphelocutis, has chosen to settle his lair in is also a great location astrally for a couple of reasons. One being that the area is a juncture of quite a few magical ley lines that cross around the world with such junctures being consolidated mana taps for executing powerful magic. The other more important reason is that this juncture is also at a rare point where the four major elemental types are represented at element sources and co-exist in a rare four-way community. A truly exceptionally powerful magus would find such a spot worthy of trying to bond to them though the surface mundane geography for so long has left this spot mostly unnoticed and un-tampered with thankfully for the WarDrac who is such a magus.

It seemed on RhyDin that there were not as many true pure elementals as there were more various kinds of elemental kin that often were tied to what was local in the region. Here in this massive mountainous former volcanic geography of the southern end of the continental mountain range four different elemental kin unique clans called this place their domain. This domain had four different elemental sources that spawned the mana source for these elemental kin; those sources being for earth - granite, for fire – magma flows, for water - mountain water springs, and for air – volcanic gases and steam. It was surprising to see there seemed to even be a minor pecking order of subtle influence among the four elemental kin clans. Since the Myst-air’kin relied on both the water’kin and fyre’kin to maintain their source to create the air’kin source, the Myst-air’kin often were not only weaker in over all strength, but often were the lackeys of the four way community. The Magma-fyre’kin and the Spria-water’kin seemed to share an equal co-existence in the hierarchy of elementals with all giving away to the powerful Granbol-earth’kin. The large amounts of solid granite that made up much of the mountains and allowed for there to be underground water tables and chasms for the magma flows to exist here at all is why the earth elemental kin was the most powerful, they had the most abundant element source from which to draw mana if necessary.

The Mysties where lead by a clan leader known simply as Mordryl who definitely reminded one of a small time government bureaucrat whose administrating of local matters left them oblivious to outside events. The Sprias had a clan leader who seemed to remind one more in movement of a shaman priestess of a hippie commune but talked like a downtown stockbroker when addressing others went by the flowing name of Spritz. Magrok was the straightforward type that represented the fyre’kin as the enigmatic clan leader of the Magmars. Though many elemental kin beyond this domain might refer to the clan leader of the earth’ kin as one of the nine great earth kings, Grebul of the Grabols, was probably one of the most powerful elemental beings within hundreds of kilometers of the lair of the WarDrac. These four clan leaders and Baphelocutis formed a magical circle council bonded by the juncture of five magical ley lines into an enchanted ritual of oath and alliance to maintain this domain as naturally preserved as possible. The platinum draconian’s responsibility was to do his best to maintain the mundane world of the mountainous domain as unspoiled as possible for as large an area as possible.

A benefit of keeping the domain around the lair of the WarDrac for several dozen kilometers as much a natural wild preserve was that it allowed elemental spirits to move as freely as possible unnoticed co-existing in their astral forms and sources of their element anonymously. The Mysties often could be found in the currents between the peaks through the strips of cottony clouds or in the thermals twirling up into these clouds from the volcanic fissures. The Sprias as well enjoyed moving from water pool to water pool throughout drawing on natural springs for mana energy for each leap. Even without these two types frolicking about as the eyes and ears of alertness and alarm, nothing could touch a rocky surface of the domain without the Grabols becoming aware very quickly afterwards. It was as much in their own interest as in the interest of the platinum draconian’s to make sure intruders to this domain were identified, communicated about, and then dealt with appropriately if necessary.

Terms such as subjects or servants might be truly inappropriate in regard to classifying this relationship; these unseen beings do their best to keep the WarDrac up to date of what is going on in his domain. He had used all his divine and arcane powers and knowledge to bond this domain to him though part of that was also striking a deal with the elemental-kin clan leaders to occasionally do his bidding when called upon. So while the natural approach for anyone looking to get to the entrance of the lair of the WarDrac might seem unremarkable, none’s passage into this domain would ever go unchecked. On the cluster in which the ledge to the entrance of the WarDrac’s lair can be found are element sources for all four in close proximity for any type to be able to manifest close to a source from which to draw mana as necessary. Including a formidable Grabol waiting to seal off the entrance solidly if called upon solely as the only initial defense that would be activated before someone where to enter the tunnel leading down into the lair. Living sentient beings in multiple packs always make better alarms and automated defenses then traps and magical glyphs do for the simple reason, living beings usually send someone to warn others first before engaging trespassers.
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