Thought it might be a good idea to post the descripition of the Vidar's Land on the forum for anyone who might want to visit. History: The Chantry is known as Vidar's Land it exists in a pocket umbral realm also known as a Steading. Independent of both the technocracy and the traditions, it has long been viewed as the last resort for mages orphaned or ostracized from their homes, mentors, and allies. There are twelve full gates leading to the place, each different, some known to well informed members of the Traditions and some known only to those who are affiliated with the Chantry. It is ruled by a mighty Trimuvirate containing three extremely powerful and before the collapse of Doisstep, infamous mages, who are commonly associated with the Hollow Ones. These three mages combine their vast abilities to ensure the continued independence of Vidar's Land and to fufill some secret agenda. Neverthless, owing to a tragic backlash during a high ritual in the early 90's the vast majority of the Chantry's initial membership (which one amounted to about a 100) is dead, leaving barely 10 awakened members who at present claim loyalty to the Trimuvirate. The largest demographic in the Chantry is composed of a smattering of different tradition mages and their cohorts, who fleeing the many threats out in the horizon realms and on earth have sought sanctuary at Vidar's Land which has grown tremendously in the years after the onslaught of the Avatar Storm. Vidar's Land is open to anyone who agrees to a few simple rules upon entering, and owing to the combined might of its rulers, their allies, and the inhabitants of the realm is possibly the safest place in the galaxy. There are even whispers that Vidar's Land shelters some ex-Convention members, if so these rogue technomancers wisely keep to themselves. Descripition : Vidar's Land upon entering appears as a solid white plane with atmosphere and several distinct buildings. A towering, high-rise, old style apartment building occupies the center of the white expanse. Precisely ½ a km to the northwest, is a massive gothic style architecture library with spiraling staircases and stained glass windows. And a glass wall enclosing a wilderness area (containing on its rim a forest, deeper inside there is a grassland, a beach complete with the beginnings of a sea that fades into empty white, a desert, and at its far end a tundra), stretching about 10 km is to the east of the center. There is a docking station for umbral vessels, barely two kilometers to the south east of the center. Occasionally the many other buildings contained within the steading seem to move relative to each other as if they are summoned by whoever wants to enter them. However, the reality is that to get to a building in the Chantry one must know how far it is from the nearest landmark. What matters is not direction but the magnitude of the distance. For example were a house to be 1km away from the library and I knew this fact, I could find said house without any trouble it would appear at the end of my 1km walk. However, this detachment of space within the Chantry has another effect. When trouble strikes which happens but rarely, whatever section of the Chantry is endangered separates itself spatially from all the others thus allowing the threat to be neutralized without too much collateral damage. There are four nodes within the Chantry of varying intensity, at the center is a rumored node of unbelievable power. The gates leading in and out are all different; however, the most open one in Necropolis known to tradition members, is entered into by walking through a wall outside a high class nightclub after clapping your hands three times and saying “Alakazam”. A person sized mirror serves as the gate out, the gate takes one to a place just outside the library. Also, virtue of it being a Steading, all magic is coincidental within Vidar’s Land. The season within the Chantry is Spring.
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