Post by Angel on Nov 30, 2004 23:18:14 GMT -5
This lair is impossible to find unless Angel desires the seeker to find it, as it is hidden in the swirling mists of the great Astral plane. Her home for centuries, it is now rumoured to contain the largest and most extensive library on the subject of magic. Her collection draws from the millenia she has been alive, and ranges from the most simple of spells to intricate spells pulled directly from the divine powers.
Her lair consists of many chambers large enough to house her in draconic form, and some only for her elven form. The entrance is rough hewn for thousands of feet, until it opens into a hallway large enough to house entire cities, yet easy to traverse with the aid of teleport circles. The hall is polished white marble with intricate gold adornments. frescoes and many tapestries.
The subject matter of the art varies from light scenic frescoes, obviously of elven heritage, to dark swirling tapestries pulled from demonic lairs and castles. Suits of armour are stood at attention, just waiting the approach of some general to form up ranks and salute. These are part of the castles guardians, Knights of the Rose all of them, bound and sworn even in death to serve their mistress.
The carefully laid tile swoops gracefully in geometric patterns, designed by gnomes, but laid by the greatest of all stone-workers, the dwarves. Each part is carefully designed to complement all and overpower nothing. Dwarven and elven craftsmen worked side by side to create these halls, but not for their current owner. No, this was never designed to be hidden underground, patrolled by ghosts and occupied by just one being.
These halls were carefully moved from the majestic, multi-cultural city of Myth Drannor, before the cataclysmic explosion wrought desctruction to the greatest of all cities in the planes. These halls once rang with trumpet calls, announcing heralds and kings from kingdoms in all places and times, singing troupes, performing creatures of all types, and the agonised pleas ofcriminals, but now they echo the millenia of silence that is their omnipresent companion.
Near the end of the main hall is a sun-room, one side of which is entirely glass. This allows her and her guests to relax in comfort, and is perhaps her favourite room besides her lab. Beautifully decorated, it is an exact replica of the room she once inhabited on Mt. Celestia, basking in the glory of Glicion. This room brings painful merories with it on occasion, but this haunting reminder of life serves it's purpose for her.
At the end of the first and largest hall is a twin staircase, snaking hundreds of feet into the air and twining around a gargantuan dragon's skeleton. Once the dragon that lived in the ruins of Myth Drannor, but now his soul is bound to the new master of the halls. This staircase leads to the High Chamber, where the Council of three races met on all subjects that concerned their fate.
The High Chamber is now Angel's sleeping chambers, the entire ceiling one fresco of the night sky. Each star and planet is carefully arranged and held in place by magic long forgotten, and the size of the chamber is hard to determine. The roof is domed, held up by the knowledge of dwarven smiths and the light materials brought by the elven people. Perfectly circular, the walls are bare of any protrusions and the floor is polished vallenwood.
Magical sconces light it up carefully, as the designers did not want to interfere with the impression of an open night sky, yet the lighting is more than adequate in any part of this cavernous bedchamber. The center contains piled up treasure, stacked neatly but with an element of random chaos, creating a bed most pleasurable to the tough hide of an old dragon. Not a copper of this hoard can go missing without her knowing, and she will track it down, much to the dismay of the would be plunderer.
Unlike most lairs, no remains of past thieves decorate any of her chambers, no, there are more frightning and grotesque things hiding behind doors than mere cadavers rotting in armour. Ghosts and banshees patrol at random, always fleeing from the mistress, yet inexorably compelled to protect the being that robbed them of life and gave them this miserable existence. Perhaps it is the thought of warm blood on thei parched lips, or merely new companionship that drives them, but no one has asked and lived to tell of their response.
Libraries to rival that of Alexandria are littered among the graceful halls, all open and containing history, common knowledge, scientific research, alchemy and many other subjects interesting to mortals but mere passing knowledge to her. All but a few libraries are open, these closed ones requiring the correct word or phrase to access, these are the ones that drive mages mad with lust, clerics to the point of frothing at the mouth for divine knowledge.
These are her prized collection, her passion, the culmination of her existance. Magic flows from these books, good, evil and neutral share shelf space with divine magic of all spheres. This is where one can lose their life trying to understand the extent of cosmic magic, lose their sanity trying to understand spells forgotten for a reason. Here she spends most of her time, refining her collection, categorising and organising a veritable sea of information.
There are cellars near these particular libraries, filled with chests of books, just waiting to see the light of those magical rooms, if a space big enough to hold a town can be called a room. Here her servants bring all the tomes they collect for her to peruse and file at will. These cellars are part of the catacombs, extensive tunnels once used for underground movement in Myth Drannor, and homes to unsavoury types.
Angel has cleaned these out and restored the original look to these tunnels. Not clammy and dark, littered with puddles and rife with stalagtites, no, they are broad and well lit, carved from living stone and decorated with murals and carvings. The leaders of this ancient city were once buried in these underground halls, but now they have been given a new, perhaps more sinister purpose. They lead to her laboratories, large open chambers dedicated to everything and anything magical.
Their location is known only to Angel and Grackt, and even Grackt has not seen the full extent of this magical mad-house. It is said that any creature that has existed, exists, or will exist has at some point in time passed through these labs under scrutiny. Spells of the highest power contain all the magic unleashed in here, rendering even the largest of fireblasts into mere flamepuffs. Demons have made pacts, Devils have bargained and Celestial creatures have imparted knowledge deep in this area.
Her lair consists of many chambers large enough to house her in draconic form, and some only for her elven form. The entrance is rough hewn for thousands of feet, until it opens into a hallway large enough to house entire cities, yet easy to traverse with the aid of teleport circles. The hall is polished white marble with intricate gold adornments. frescoes and many tapestries.
The subject matter of the art varies from light scenic frescoes, obviously of elven heritage, to dark swirling tapestries pulled from demonic lairs and castles. Suits of armour are stood at attention, just waiting the approach of some general to form up ranks and salute. These are part of the castles guardians, Knights of the Rose all of them, bound and sworn even in death to serve their mistress.
The carefully laid tile swoops gracefully in geometric patterns, designed by gnomes, but laid by the greatest of all stone-workers, the dwarves. Each part is carefully designed to complement all and overpower nothing. Dwarven and elven craftsmen worked side by side to create these halls, but not for their current owner. No, this was never designed to be hidden underground, patrolled by ghosts and occupied by just one being.
These halls were carefully moved from the majestic, multi-cultural city of Myth Drannor, before the cataclysmic explosion wrought desctruction to the greatest of all cities in the planes. These halls once rang with trumpet calls, announcing heralds and kings from kingdoms in all places and times, singing troupes, performing creatures of all types, and the agonised pleas ofcriminals, but now they echo the millenia of silence that is their omnipresent companion.
Near the end of the main hall is a sun-room, one side of which is entirely glass. This allows her and her guests to relax in comfort, and is perhaps her favourite room besides her lab. Beautifully decorated, it is an exact replica of the room she once inhabited on Mt. Celestia, basking in the glory of Glicion. This room brings painful merories with it on occasion, but this haunting reminder of life serves it's purpose for her.
At the end of the first and largest hall is a twin staircase, snaking hundreds of feet into the air and twining around a gargantuan dragon's skeleton. Once the dragon that lived in the ruins of Myth Drannor, but now his soul is bound to the new master of the halls. This staircase leads to the High Chamber, where the Council of three races met on all subjects that concerned their fate.
The High Chamber is now Angel's sleeping chambers, the entire ceiling one fresco of the night sky. Each star and planet is carefully arranged and held in place by magic long forgotten, and the size of the chamber is hard to determine. The roof is domed, held up by the knowledge of dwarven smiths and the light materials brought by the elven people. Perfectly circular, the walls are bare of any protrusions and the floor is polished vallenwood.
Magical sconces light it up carefully, as the designers did not want to interfere with the impression of an open night sky, yet the lighting is more than adequate in any part of this cavernous bedchamber. The center contains piled up treasure, stacked neatly but with an element of random chaos, creating a bed most pleasurable to the tough hide of an old dragon. Not a copper of this hoard can go missing without her knowing, and she will track it down, much to the dismay of the would be plunderer.
Unlike most lairs, no remains of past thieves decorate any of her chambers, no, there are more frightning and grotesque things hiding behind doors than mere cadavers rotting in armour. Ghosts and banshees patrol at random, always fleeing from the mistress, yet inexorably compelled to protect the being that robbed them of life and gave them this miserable existence. Perhaps it is the thought of warm blood on thei parched lips, or merely new companionship that drives them, but no one has asked and lived to tell of their response.
Libraries to rival that of Alexandria are littered among the graceful halls, all open and containing history, common knowledge, scientific research, alchemy and many other subjects interesting to mortals but mere passing knowledge to her. All but a few libraries are open, these closed ones requiring the correct word or phrase to access, these are the ones that drive mages mad with lust, clerics to the point of frothing at the mouth for divine knowledge.
These are her prized collection, her passion, the culmination of her existance. Magic flows from these books, good, evil and neutral share shelf space with divine magic of all spheres. This is where one can lose their life trying to understand the extent of cosmic magic, lose their sanity trying to understand spells forgotten for a reason. Here she spends most of her time, refining her collection, categorising and organising a veritable sea of information.
There are cellars near these particular libraries, filled with chests of books, just waiting to see the light of those magical rooms, if a space big enough to hold a town can be called a room. Here her servants bring all the tomes they collect for her to peruse and file at will. These cellars are part of the catacombs, extensive tunnels once used for underground movement in Myth Drannor, and homes to unsavoury types.
Angel has cleaned these out and restored the original look to these tunnels. Not clammy and dark, littered with puddles and rife with stalagtites, no, they are broad and well lit, carved from living stone and decorated with murals and carvings. The leaders of this ancient city were once buried in these underground halls, but now they have been given a new, perhaps more sinister purpose. They lead to her laboratories, large open chambers dedicated to everything and anything magical.
Their location is known only to Angel and Grackt, and even Grackt has not seen the full extent of this magical mad-house. It is said that any creature that has existed, exists, or will exist has at some point in time passed through these labs under scrutiny. Spells of the highest power contain all the magic unleashed in here, rendering even the largest of fireblasts into mere flamepuffs. Demons have made pacts, Devils have bargained and Celestial creatures have imparted knowledge deep in this area.