4 teens wake up in the middle of the woods surrounding a weird shrine. An ancient book is in the middle. However, they soon discover they have been given weird supernatural abilities, and are being hunted by a large group known as the Templar.
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flickery wrote:Just a suggestion maybe they could hide in my character's store, the town's local antiquities' store / auction house?
As a Protector my character would have set up a hideout for them there, along with several force fields to keep out unwanted guests. Maybe the Prophet or the other Protector can lead them there.
If you are using this idea :], then I oughtta give you some description of the place so you can use it in your post.
A two story mansionette, conviniently a stone's throw away from the post office. It's rough, orangey exterior, frilled panels and green glass windows reminiscent of the Summer Houses of California. But once inside the compounds, you are faced with two choices. Downstairs where the events are usually held, a single grand room with a myriad of tables puzzled together to form a seating area. A bar, stocked with beverages of all sorts -open to all -it is clear the owner trusted the good folk of the town not to loot the cabinet.
A single saferoom holds the items for bid while another one remains a mystery.
On the second floor is literally inaccessible, no one other than the Silverpines have seen it, maybe a few more. A second gate up the stairs already hinders entry, with tinted glass to avert prying eyes. A security alarm hangs vigilant upon the grate, unauthorized entry is immediately reported. Once inside, displayed, is whole bunk load of old items, dusty tomes, diaries, jars, jade ornaments. You name it, ancient stuff.
But behind the barrier of loot and rust, lies livable quarters. A large sofa on a spread of genuine fur, facing a widescreen tv, clearly the living room and the central to many others. Considering the spaciousness of the first floor, the second floor certainly must host more than meets the eye. One must simply navigate through the maze of heirlooms to find them.
My character won't be there till I get back, I'll find an excuse.
The Prophet or the other protector will have the password to the Gate's Security, given to them by Woren's Step-dad.
Password: EllenDegeneres
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THe Charecter wrote:flickery wrote:Just a suggestion maybe they could hide in my character's store, the town's local antiquities' store / auction house?
As a Protector my character would have set up a hideout for them there, along with several force fields to keep out unwanted guests. Maybe the Prophet or the other Protector can lead them there.
If you are using this idea :], then I oughtta give you some description of the place so you can use it in your post.
A two story mansionette, conviniently a stone's throw away from the post office. It's rough, orangey exterior, frilled panels and green glass windows reminiscent of the Summer Houses of California. But once inside the compounds, you are faced with two choices. Downstairs where the events are usually held, a single grand room with a myriad of tables puzzled together to form a seating area. A bar, stocked with beverages of all sorts -open to all -it is clear the owner trusted the good folk of the town not to loot the cabinet.
A single saferoom holds the items for bid while another one remains a mystery.
On the second floor is literally inaccessible, no one other than the Silverpines have seen it, maybe a few more. A second gate up the stairs already hinders entry, with tinted glass to avert prying eyes. A security alarm hangs vigilant upon the grate, unauthorized entry is immediately reported. Once inside, displayed, is whole bunk load of old items, dusty tomes, diaries, jars, jade ornaments. You name it, ancient stuff.
But behind the barrier of loot and rust, lies livable quarters. A large sofa on a spread of genuine fur, facing a widescreen tv, clearly the living room and the central to many others. Considering the spaciousness of the first floor, the second floor certainly must host more than meets the eye. One must simply navigate through the maze of heirlooms to find them.
My character won't be there till I get back, I'll find an excuse.
The Prophet or the other protector will have the password to the Gate's Security, given to them by Woren's Step-dad.
Password: EllenDegeneres
That would probably work at the beginning, a nice place for them to train/learn about themselves too.
So thats good. However, the Templar will eventually find them, dont forget taht.
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Tip jar: the author of this post has received 0.00 INK in return for their work.
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Tip jar: the author of this post has received 0.00 INK in return for their work.
Tip jar: the author of this post has received 0.00 INK in return for their work.
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