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The Kentari Desert | ||||||||||||||
The H.Q. of the G.H. (X_x too many acronyms) | ||||||||||||||
So you've wandered into the desert to come across this little colonized oasis? Don't know if that's a good thing or a bad thing? Well neither do I. Depends if you have a bounty on your head... heheh... | ||||||||||||||
The sandstone village is placed on top of a high plateau that can be reached by a monumental staircase. Tall sand dunes wave violently like a raging ocean below which makes the travel that much more diffucult. Not to mention a blazing sun always overhead is beating down on you 12 hours a day and the nights drop below freezing temperatures the other half of the time. This is where they consider the turkey buzzard the town mascot...The village consists of seven structures and areas: | ||||||||||||||
The Iron Tree Tavern: A tavern is the first thing you want to see when going through the desert, right? Sit down and have a tall horse trough of water! It's named "Iron Tree" because the only vegitation around covered the roof, although dead and hard as a rock. Home to many rattlesnakes and vipers. Watch your step. The Inn: A two-story building accomidating twenty guest rooms which include bathrooms which, if you asked me, would fill the tub up with ice and sit in it in the day, then grab the thousands of blankets and at least try and sleep that night. No A/C. It's not absolutly needed. Why bother? The Market: Where all the best dead and rotting animals are sold! Well you don't get a lot of fresh meat out here. Be thankful that the tavern's got leavings to throw outside and attract some scavengers to dine on. Mmm... Tasty rat! Wait...that's a rabbit! No, my mistake, it is a rat. Also sold here are animal pelts and ice blocks that range from the size of a small refrigerator to a tank. They melt quickly during the day. Dwelling Pits: You wouldn't know just to look at the steep side of the plateau, but there are indeed holes drilled like catacombs through the geological giant which are homes to many desert-dwellers as well as any hunters who care to keep near their jobs. It can be quite comfortable in fact. The temperatures don't rise and fall as much because the earth acts as insulation. It all depents on how well you furnish your dwelling pit. Mission: Every deserted town needs its own religios representative, right? Eh...not really... but some killers are strangly very religious. It's a rather small structure that can only hold four benches that are mostly broken and an alter at the front.. Currently, it's the best place to hang out if you're too drunk to stand the heat. It makes for nice shade. It also serves as a medical building for emergencies. The wounded would then be transported to the Dwelling Pits for further healthcare. Stable: Here's a treat. When you leave the last town, heading for this small little village, you can purchase or rent a camel for the hot trek. A stable in the Kentari Village will care for your ride until you chose to leave. Horses are optional at the closest town, but they can't travel this long of a distance and will collapse from exhaustion before they even get close and you will be buzzard food until someone just happens to spot you....which is unlikely... The Guild of Hunters: It's laying in the exact middle of town, one story. As you might guess, it is the target for many an attack so the defences are always up and prepared for the worst. "Vulture" works in the small room near the front where he accepts the upcoming bounty posts and keeps a very hard schedule of who's doing what, what needs to be done, who's going where, etc... This building as low and constructed conpletly of cinderblocks packed with the hardest sand. Nothing can penetrate its walls. |
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Maps coming soon as well as cosception sketches. | ||||||||||||||
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