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Sanctuary of Blood

The Sanctuary of Blood is the base of operations for The Order of the Bloodknights located in Tam. Many centuries ago the Bloodknights had it built to have a safe heaven to escape prosecution by the talian empire, after they refused to fight the dwarves. Now it is home to up to twenty knights, offering a place for the to learn new bloodmagic, rest, find new information about monsters and to refine their weapons.
 

Entrance Hall

It's the first room a returning knight enters after using the hidden Entrance in the western outskirts of Tam. Normally Master Zef waits here to make your no one unworthy found the entrance and to offer a welcome back for the returning knight. It's a simple room with two exits, one leading to the hidden entrance and on ending in the big main room of the sanctuary. A table and chair offers Master Zef, an old man of little words, a place to sit and work from.

Fountain of Blood

In the biggest room of the hidden temple, a magic never ending fountain of blood offers an opportunity to the knights to recharge their bloodmagic. The knights today don't know what powers the fountain and they are not sure if the founders built it a long time ago or if it was found and the sanctuary built around it. Nevertheless every knight uses it upon his return and before going onto the hunt for monsters. The round room around it is also used for training and provides a place to sit down and eat.

Sleeping Quaters

Every bloodknight, apprentice and master, has a small sparse room here to rest and to study here. The quaters( from the lyrian word qual and the talian word quarters) consist of 17 room for masters, two for the apprentices and one bigger one for the Grandmaster.

Grandmasters Chambers

The Chambers of the Grandmaster contain a sleeping place, the private Armoury of the leader of the order and a room to study and work undisturbed by the other knights. The current Grandmaster Temir was sworn in over twenty years ago and reside there ever since.

Forge and Armoury

Here the knights can better their weapons, pick another one out of the Arsenal of collected weapons of the order and make new armor and clothes. Also Master Svin awaits here and helps with the forging of new weapons and armor. While many knights are able to do small jobs themselves, Svin usually takes care of the laborius and more difficult works, if he's brought all the right components. Also the food and all other accommodations are stored in a small side room near the kitchen.

Library

In the Library Masters and apprentices can study monsters, for an upcoming quest or just to widen their horizons. There is a forbidden part which only the grandmaster and the keeper of the library, Master Zag, have access to. It is told, that there books about the most dangerous and disturbing monsters are kept. Also some special spells can be found here.

Room of Magic

The room of magic is a place to learn new spells or to upgrade the ones a knight has already learned. Usually Master Jes guides a knight in his learning and makes sure, that one does not learn more than he can handle. The chamber also offers a place to try the learned spells or to meditate.

Explorers Space

When a knight is looking for a new monster to kill, he usually first enters the Explorers Space. Here all stories, sightings and other clues to the whereabouts of beasts are kept by Master Vox, who helps the knight to pick out a fitting target. After killing a monster, a knight returns and brings all documents about it and an own report of the kill to Master Zag in the library.

Important Masters

Grandmaster Temir

He's the leader of the brotherhood and was elected over twenty years ago. He earned his fame by killing a dragon in the Endless Mountains a few decades ago, but even today he could take on most of the other Masters in fighting. Also the tall bearded man is the only one alive to master more than one Tier 4 spell. He would also perform the Initiation to the Brotherhood for a new master of the order, if one of the apprentices would be deemed worthy.

Master Zef

Being the oldest member of the order, the duty of protecting the portal of the sanctuary falls to him. He spends most of his time reading while waiting for returnees. He usually doesn't talk, unless it's necessary, because to him every word was already spoken so many times in the past. While he seems fragile, the sight of a monster would awaken something in him and give him his old strength back.

Master Quon

His job is to train the apprentices of the order and with that to continue the traditions of the masters. Being the reacher to the younger ones, he's versed in all weapons and most of the spells and can offer guidance to everyone who asks, even other masters. He even sometimes sets out on quests together with his protegees.

Master Svin

As the only dwarven master, the duty of the forge naturally fell to him. He fulfils his destiny by helping other masters with better weapons and stronger armor. The red headed smith usually requires the other masters to bring him special rare components for his new crafts, if they want his help.

Master Zag

The keeper of the books watches over the library and helps others with finding critical information. Also he categorizes new sighted monsters and sums up the new reports. If there are accounts of lost books, he even sometimes sets out himself to bring the wisdom back to the sanctuary.

Master Jes

While he was never as skilled as the others with weapons, his knowledge and abilities of the bloodmagic are a level above most of the other masters. In the room of magic the small inconspicuous man helps other with mastering new spells and controls that no one learns more than he could handle.

Master Vox

The young, energetic knight collects all sightings and tales of monsters in Tal'Lyra. He then judges the believability of the stories and the strength of the mentioned monster. With that knowledge he picks the perfect quest for each knights abilities.

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