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Forum created by Sibling on 3/14/2005

Welcome to Ladies by the Lake, here as Gal’s Place. This is intended to be an open RP, open for anyone and everyone to become part of the story, share their hero’s stories and be part of something larger. I have a huge ego, and am a regular Troll, and therefore would like to start with the rules, followed by the setting, and let you create the story.

Comments on Roleplaying Gal's Place: the Location Staff
Patrons Storytellers The Menu
     

 

 

I am an RP-er from way back, and D&D, not Advanced but the original, was what I cut my teeth on. There is always a grand arbiter, the DM or GM, who decides what can and cannot be done. I don’t want to be some Dominatrix Whacko, but for fairness and good plot lines, will intercede if things get out of hand. Some simple rules I will follow, and will ask you to follow here:

1) There are no all-powerful characters here. Every character has limits, and no matter your grand scheme, normal limits will be observed. I know characters who can take on Malta Titans 1-on-1, but it’s a good fight. There are no characters that can “Walk through the barrage of fire from a thousand Titans, unscathed, and drinking a Martini.” In this story, just like in comics, the most feeble Hellion might be a tough match for your hero in the right circumstances.

2) There is no all-knowing character. If another player “thinks” something, unless they indicate someone should “hear” their thoughts, they are acting in third person, allowing the reader to understand something about their character. If Sibling, a lvl 35 Mind Controller, walks in, they might be able to tell that someone intended to blow the place up if the villain was near the door and carrying a box marked “Explosives to Destroy Gal’s Place”, but could not detect that the guy at the end of the bar liked watching old Hawaii Five-O reruns.

3) What happens at Gal’s, stays at Gal’s. If Countess Crey herself is standing outside wearing armor made from Destructallium, the Bar’s door will hold her out. If your hero needs to go fight crime, some world disaster, that is totally cool. Mention it, have him/her say it aloud, have them ask others, but the minute they walk out the door…start your own thread.

4) Gal’s Place is about telling your stories, reciting interesting history, giving your hero some life without worrying about someone else hijacking it or forcing you into a box. I will not force any character to act or follow my story line, but you have to respect what the thread is about. The second a character tries to tear the bar down or start a fight (unless it’s consensual and they agree to take it outside), some of that wonderful Portal Co equipment will send you to Iron Maiden Island near the Storm Palace and prevent you from coming back in.

5) If you want someone to interact with you, give them an “in”. Make it apparent your character is looking for interaction, or at least lead into it. If you walk in and sit down at the bar, a statement to Gal when she arrives like: “Make it a double Walker, straight-up. After that last mission, leave the bottle.”, will elicit a response to talk faster than: “Liquor, fast”. Good bartenders know when to talk, and when to shut-up. Same in the restaurant, the servers will stop and chat for a minute, hoping for better tips, but don’t have all night only for you.

6) Gal’s is secure from eavesdropping, recording devices and ambushes. ‘Nuff Said.

7) Gal is an excellent cook, good home cooking. The menu will change, and be posted every week, to make coming more fun. Expect to see pan-fried corn bread, Collards, good chicken as well as Baked tofu (seasoned with veggie soy sauce and herbs), vegetable ratatouille and Kaesespaetzle. She will try to accommodate those with special tastes, but call ahead! The bar serves most types of liquor and beer, but no plasma or animal-derived types (Vampires are welcome, have a McCallan or Green Cask Glenmorangie).

8) Rules will be posted as someone gets outside the lines. Any conversations are good. Unhappy with Vahz missions and want to unload? Trouble with Serge, SG asking too much, sick of PL heroes standing at IP tram, want to see the Mayor pass martial law or trying to find a friend? Cool. Hacking on a particular hero, slandering a race (real or in-game) or abusing a social type and there’s a Portal for you.


I will be watching the thread, and reserve the right to close it, should abuse become a problem. I just want to hear what your heroes want to say. This is a Bar after all, and a good restaurant. For Gal and Sibling’s background, see Ladies of the Lake RP elsewhere in RP. Make one appearance or become a regular, it’s up to you.

Ladies by the Lake
Restaurant and Bar

Restaurant Bar Darts and Pool Smoking Area

Gal, Sibling, Narshawn and Gypsy are all members of a religious group called The Ladies of the Lake, and the place reflects their tastes, which lean towards simple, elegant and natural.

There are four main sections of the facility, each described below. The restaurant, largest single space and includes the kitchens, Gal’s personal display kitchen, the entryway, street access and seating areas. The Bar, which is classy and resembles more the British type Pub, street access, cozy but sometimes boisterous with bar and table seating and usually a good soccer match on the 32” TV (no bigger, this is not a sports bar, Gone to the Americans!). The Darts and Pool room, which attaches to the bar and includes two pool tables (fine slate rigs with real wood and woven pockets), three darts lanes and a couple standing tables. Finally, for you Nick Fury types, there is the smoking section, which encompasses part of the bar and part of the darts room.

The Restaurant: Lit with special fixtures, derived from some of the CoT lanterns, no heat or fire, the restaurant is semi-formal. Walls and floor are wood, dark and polished, recovered from warehouses in the city. The ceiling is about 14 feet high, with some frescoes and plaster art, lights here and there for effect, ventilation is hidden by the various fixtures, but a cool breeze keeps the place good for most, unless you are a fire or ice baby, then dress accordingly. The tables are also wooden, and are alive, growing from the floor thanks to Sister’s Magick, with some appropriate for human sized, some for giants and some for shorter people. Chairs range from small affairs to heavy and reinforced for those Inv/SS Tanks who like a little too much beer (Earl Gutman, that’s you). The staff will seat you accordingly.

The entrance is from Oliver Street, two large French-style doors, which open into a small, green-curtained alcove (that keeps the wind from making it too cold in winter) and on through to the Head Wait Station. This is a podium, where someone is always standing, ready to ask for reservations and seat you. Once you enter that alcove, no villain, no violence can follow you (think any Paragon store) and the light odors of fine food are detectible. The lighting is not dim, but muted, setting the mood for the repast awaiting you. No smoking in the restaurant proper. A large antique cold case is passed going to the dining room, containing fresh foods, seafood choices (in aquariums) and deserts for later.

The main dining area is about 40’wide by 60’long, arranged to make each table feel like a small island, with plenty of walking room between. In the center of the room is a large dais, where potted plants are arranged, breaking up the large space, overhung with an exotic creeping plant. On special occasions, this dais is cleared to make room for a musical group or presentation.

You enter the doors, pass through the alcove, turn left down a short, wide hall with the case and can travel on to the dining room straight ahead or turn right and enter the Bar. The kitchens are on the far side of the room, Gal’s presentation kitchen stands slightly elevated at that end, She is usually found cooking there or touring around speaking to people about the food.

The Bar: If you turned right, you are in another hall, about ten feet long, that lets you into the bar. The bar is also accessible from outside, the door being on the well lit middle of the block, an inviting brass door with glass filler.

The Bar itself is over 40 feet long, imported from Ireland in the late 1880’s and kept in storage since the 50’s. It has also been taught to grow, and so is alive, deeply polished, shining. It is a showpiece, and treated with reverence, with stools along one side, the back area clear and uncluttered. Many tap handles, for all the fresh beer, and a wall of liquors to fit almost any taste. The back wall is a mirror, covered in significant runes, with lighting to make the display more impressive. From Dewar’s to McCallan 27 year old, Cabo to Quervo, Jack to Crown Royal, there should be something for you. It is all served in appropriate glasses or tumblers, and there is wine for the light-weights. Get a good Virgil’s rootbeer or hand crafted IPA (imported from Portland, Oregon), we serve all types with equal effort.

Brass and glass abound, giving the impression of a comfortable place to talk or just enjoy your Scotch. Gal will cut you off if you get tipsy, and no-one drives home drunk. Narshawn can be found behind the bar many nights, she has Hover, so she can easily reach what needs getting. Light fare, some things from the restaurant and complimentary salt-free pretzels (you can get salted, but be prepared for the Heart-Healthy speech from Nar). Small tables with chairs, comfy chairs made in the diamond-tucked green leather and brass-nailed style. Table service, but the bar gets your drinks quicker.

Darts and Pool: This room is for relaxing, shooting a few games or playing darts for points. The pool tables are antique slate rigs, massive, blue felt. Bring your own cue or use one of the house’s, hung along one wall, there are snooker and billiard balls available at the bar. Long lights, displaying vintage mottos like “Johnny Walker” and “Postman Ale” hand over the tables, overhead score beads. Do Not scratch the tables, you don’t want to know. Drinks are allowed in this area from the Bar, standing tables to set them on.

Smoking Area: By popular demand, there is a smoking area for those that must. Pay attention, it’s complicated. The smoking area is defined by a semi-transparent force field, liberated form the sky raiders. It can contain all smoke and odors, and will extinguish any burning objects that pass through it. The generator is placed so that half the bar and hald the Pool room are covered. Yes, you have to put the cigar down to shoot, and leave it at the table to get another bowl of pretzels, but none of my girls want to smell like an old Locomotive.

The Staff
Gal O' War Sibling Narshawn
Dark Vegas Gypsy's Queen  

Feel free to make up simple conversation for the NPC’s, they will mention the specials in the restaurant, make recommendations for the bar, direct you to the facilities, etc… without my input. They act like staff at good restaurants, taking care of good customers, and calling the artillery when things go awry. They will accommodate special requests if possible, and Gal will gladly make veggie alternates for menu items (Sibling’s Op is a Vegetarian). Enjoy the restaurant, enjoy a good bottle of wine but leave off pinching the waitress unless you are sure he/she isn’t a Regen Spines.

The Patrons
Gator Bait Sweet Thang  
     

 

Storytellers
Sibling Camma