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singing_arda) wrote2015-06-18 10:18 pm
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Map of Deepwood

Please note: The map is a visual representation of where things in Deepwood lay, and is not fully to scale. The number of houses, hobbit holes, and tree dwellings are more than shown. There are enough homes for everyone, of any type of dwelling.
Locations
1. The Cave
This is the cave characters first arrive in. There's a path to a wooden gate that stands ajar. Cross the small bridge and you're in Deepwood.
2. Dwarven Halls
This underground area is solidly built. There are plenty of homes (some with tall ceilings, some with low), and a freshwater spring in the deepest area. There's some primitive plumbing in need of repair. Something akin to toilets are available, but they're a bit small.There is also a non-functioning and cracked forge with an adjacent library that appears to be fire damaged.A brand new forge has mysterious appeared where the old one used to be, as of June 2016.
3. Hobbit Holes
These homes are made for those of short stature. They are perhaps a touch more comfortable than the Mannish dwellings, but not too much.
4.BrokenRepaired Fountain
This fountain provides a channel for the fresh spring water to reach outside.
5. Farm
This area looks to be the place where people farmed. It is currently without vegetables or fruit, and only holds weeds and some grass. There are no animals here but there is an empty barn and attached chicken coop. There are rusted tools in the barn, some for short people some for tall people.
6. Mannish Homes
These are basic houses. Some are damaged with collapsed roofs and water damage, but others are find and have basic clothing and bedding. A tavern and Inn called The Golden Boar, with a large room for gatherings. The food and ale inside are mostly spoiled.
7. Stream and Pond
The water here isn't as safe as that from the spring and needs boiling (or some form of purification) before drinking. If you're lucky a few ducks might come to the pond now and then. Good eats.
8. Elven Tree Dwellings
The homes in the trees are Elven in style, typically Silvan in nature and more open to the elements than other buildings. They can be found in trees along the perimeter of the settlement. Also in some of the trees are some look-out towers.
9. Fortifications and Doors
A heavy stone wall that looks to be of Dwarven make surrounds the settlement. A set of large wood and iron doors separate Deepwood from the outside world. They currently stand ajar and the hinges are broken. Once repaired, it will make for a better defense.
10. The Deepwood PalantÃr
On top of a tower near the entrance to the Dwarven area, a small stone pillared gazebo houses a PalantÃr. (September 2016) This can be used for fast travel, conditions permitting.
Other Information
- Deepwood lacks any sign of a true leader or ruler being present.
- Random everyday objects can be found in Deepwood, however, try not to find anything luxurious or too convenient.
CHARACTER CREATED LOCATIONS
For repairs or damage to existing structures, please update important changes to the interactive timeline.
Aaron's Clinic-Cave
The first room has the fireplace, a table, and a few chairs. The shelves have boxes on them full of healing plants (and a few recreational ones) neatly organized, surgical tools, needles and thread, and a few modern things like painkillers, general antibiotics, anethetics, iodine, disinfectant, all in small amounts. A locked chest or two sit under the shelves. Half a dozen more tables line the walls, of mismatched makes and sizes. All, however, are long enough to lie on.
Go through the door at the back of the cave, and you'll find yourself in a small, circular room. Counting the one you just came through, there are four doors, total. Straight ahead is a small alcove. Water from the deep spring comes through a carved fountain about waist-height in the wall, falling into a stone basin below. The water escapes through a groove at the top of the basin, flows down a channel, and disappears into the wall opposite.
The door on the immediate right is closed; it's a small room for living in. The door ahead and to the right leads to a room with several beds -- again, mismatched, some clearly brought from other parts of Deepwood. They're neatly made, unslept-in. To the left is a door that leads down into the rest of the Dwarf-halls; formerly barricaded, now unlocked, it usually stands closed.
Food Storeroom
Everything is wrapped up tightly and cleanly, and a sign is up in the Common Speech and Sindarin: "KEEP THIS DOOR CLOSED AT ALL TIMES." A cloth has been hung in the doorway as an extra deterrent for any insects looking to get in for a free meal; it's easily pushed out of the way. There's no dedicated system to keeping track of what food is and is not there, not yet, and everyone is free to take what they need in between the communal main meal of the day, but don't be a jerk. They'll need those food stores when winter comes.
Lair of the Grand Elusa
The Hobbit-Hole farthest to the north, some ways away from the nearest livable one, had the ceiling in the main room cave in and appeared unsalvageable. Someone has salvaged it, patiently piecing together every chip of wood and stone, gluing and binding them with a pale substance that glows steadily. The inside can be easily bright enough to read by, though the Grand Elusa may decide to dim it. It's very difficult to get inside when she is out. Webs have set like cement over the insides of the doors and windows; even if those are broken, the web is probably intact.
The plant life over and around the mound is completely overgrown, circled with intermingled thorny plants that resist being cut through and grow back with unusual speed. There are non-glowing spiderwebs everywhere. The plants hide light streaming through the windows. It's possible to push through the thorns to collect edible plants or go after rabbits, but you may feel watched all the while, and if you set snares anything they catch will be eaten to nothing but tufts of hair by the time you check them.
Push through to the door and if the Grand Elusa is in you may ask her for help or silk. She is benevolent but very hungry and interested in amusing herself, and may muse on how delicious you smell or require something of you. You could potentially even get an unbreakable shiny garment if you can stand a 'fitting' session.
While all of this can get spooky, even if you antagonize her and then refuse to leave when told to do so several times, if you're not evil she'll probably just teleport you to the top of a tree.
BULLETIN BOARD
Inside the bag are sticks of charcoal wrapped in cloth, a quill, ink, a few sheets of paper, a sponge, and nails. A hammer rests on the wall beneath it. You can write directly on the wall and just wash your message away when the information is no longer relevant, or if you want something more permanent, use the ink and paper. The interactive timeline can be updated to reflect notices that are ICly posted.
Dwarven Forge
Replaced Forge (update)
Farm
If you like, add any animals brought back to the Deepwood here.
no subject
A small herd of goats captured from wild herds and tamed down a bit. A couple of them are apparently rideable. The others are milk goats. There are five adults; a few have birthed kids and are giving milk.
One very large ram with curling horns. He had terribly overgrown, filthy wool which has been inexpertly hacked off, and is growing a new, uneven coat.
Vaire's "shop"
Vaire found a Mannish house with the roof fallen in but most of the walls still standing and a loom inside. She's coaxed the loom into working (she probably cheated) and covered the walls with tapestries and a large waterproof canvas makes up her roof. She made rugs for the floor and it probably looks a lot like this inside.
There is a large, photo-realistic tapestry of Nogrod on one wall and Deepwood on the opposite side of the main room. A half-fallen wall creates a small alcove piled high with blankets for a bed, and an awning through another wall leads to her back yard. Her garden is bright with hanks of dyed wool and thread hanging on branches and poles in the good weather, and she's found a large tub to use as a dying vat, if she doesn't feel like cheating for color. She also has a small wood stove under the awning there, but she doesn't actually know how to cook.
Close examination of any of the rugs or wall tapestries will reveal terribly accurate depictions of people. Very familiar people - a who's who of residents, in part, and in others, depictions of the Valar, depictions of famous elves and humans and dwarves and hobbits........
no subject