TRAVAILS
ANONYMOUS
DEEPPOCKETS
TEMPERANCE
UHLSGOUT
NATURE'S CALM
LABYRINTH
GRAVE WISDOM
LINKS
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Character:
Endure the suffering of the flesh, for it will strengthen the spirit. Look to those who have gone before for examples, but do not ask for aid. They did not seek help nor will they help you. If life in Temperance is too difficult for you, then leave and stop interfering in other's life lessons.
Ruler:
Oddly enough, the most noted high-up in town is a giant, whose race is known for their cruelty and evil practices. Even stranger, in this land of ice and frozen weather, this basher is one of the black-skinned fire giants who thrive in volcanoes and fiery caverns. Logan Lastember is the tall protector and voice of authority in Temperance. He has shed all armor and weapons, preferring to solve problems by reason and argument, not bloodshed. He will gladly speak with any visitors, explaining his reasons for being there.
Behind the Throne:
It is known that there are ghosts within Temperance. Spirits, that instead of pursuing the path of Aasimon, have chosen to reside here at this wayward town. It is the will of these spirits that keep the town functioning as it is supposed to. Anything that would drastically change the nature of Temperance will likely be met by resistance from these guardian spirits. The threat of that is usually enough to keep the town perfectly on track.
Description:
Solemn buildings of marble and granite dot the stark landscape of Temperance. Many of these structures seem deserted, not for the ancient architecture, but for the sheets of ice that glisten on the walls and ceilings. Temperance boasts an intense cold which permeates almost every feature of the town. Weather here usually consists of blustering winds which occasionally bring snowfall to the town.
There is a trick, if you would, to the cold that is everpresent within Temperance. The frigid conditions are more spiritual than they are physical. Don't misjudge, berk: it still freezes open containers of water and makes the ground nice and slick. But one thing the cold won't do is harm a basher. Any sentient being in the town feels the cold, and it is quite potent, but it's effects aren't real to the point of killing anything alive. Sure, a visitor will feel chilled, in fact colder than they've ever felt before. Hands will numb a bit, noses (for those that have them) will run, but a basher won't catch a cough or any usual disease which thrives in the cold. Normal fires do not burn in Temperance, and magical ones seem to draw heat instead of provide it (note this doesn't affect or harm any beings of fire, but it's a sure bet they wouldn't enjoy it here).
Why the point of this miserable weather, especially on a plane of righteous good, you ask? Many believe it is a form of test for those seeking purity. The bad effects of Temperance lessen and end when you leave its confines, so anyone unhappy there can simply leave. But those traveling up the mountain are usually striving to follow the Paths, and at least a few of those lead here. Talk to anyone who's been here a while - they're either on the road to peace and inner harmony or they're about to leave.
The inhabitants here are a kind lot, providing much to allow a person to be alone. They take care of mundane needs which would seem hard to come by, such as providing food in this seemingly desolate land. They'll also supply obscure advice towards spiritual needs. The one thing they won't provide is shelter from the cold. They all know the need of enduring the cold and they have no desire to rob a body of that reward. Everyone chooses to come here, so it's their responsibility to overcome it. It may seem selfish, but a peery berk will notice that these regular inhabitants don't seem to be bothered at all by the chill. They've all gone through the same tests, and have found that enough resolve and inner harmony allows a cutter to disregard the effects of the cold. The air no longer numbs, it freshens and invigorates. Once this plateau is achieved, those who succeed usually move onward towards the next step in their chosen Path. Some stay to live a rewarding existence here.
Militia:
Temperance acknowledges no formal militia. Instead, any warring troops that makes it this far upon Mount Celestia will find a legion of guardian spirits awaiting them at the edge of the city. These spirits do not wish for their students to be disturbed by any threat, and will respond with considerable power and real enough damage if the cause is great enough. The inner spirit cannot be trifled with easily within this town.
Services:
The best thing a basher could want from Temperance is redemption and purification. It may not sound like much to some, but it is enough to aid most who travel up the slope of Mount Celestia. It takes a great amount of dedication and perseverance to travel the mountain, and the experience gained in Temperance may be sufficient enough to help a berk reach Mertion, the next layer up.
Also, the guardian spirits who oversee the town can be of aid to one who seeks knowledge or training. These spirits are eternal and have learned a good deal of knowledge. Once a cutter has endured here for three days, she may petition for an audience with a guardian. Only those whose hearts are true will be granted training from the spirits. These ghosts possess knowledge that covers proficiencies from general and warrior backgrounds. They also have sagely knowledge that covers skills from wizards and priests except for ones dealing solely with magic (i.e. Spellcasting, etc.) If enough time is spent, it is possible for a warrior to train towards their next level of ability. Note that this only works for warriors who are ready to ascend to their next level, and only those who successfully pass a series of tests provided by the spirits.
Local News:
It's no dark that dwarves in general hate giants, the enmity between these two races enduring for millennia. Word has gotten to a zealous group of dwarven champions from Erackinor of the presence of Lastember in Temperance. Although he has done nothing violent in his time here, they see it as an insult to allow an 'evil' giant to survive on the same plane as their lord Moradin. So far, they've stalled because of the guardian spirits which will surely interfere, but they're not about to let this slight pass.
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