Location Challenge Weekend (15-16-17)

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Location Challenge Weekend (15-16-17)

Postby Bruce on June 17th, 2018, 4:50 pm

Here's my submission! :) A tavern and song hub for Sunberth. All of these submissions are amazing.

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The Song's Rest

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The Song's Rest is a small haven of relaxation in an otherwise hedonistic, bloody, and dangerous world. Within its walls beer flows, bards mingle among citizens, and stories and legends of Sunberth are sung as a way to remember brave deeds and daring adventurers. It is used by gang members of any side to pass stories on into song and get word of their victories to the general public through catchy and memorable tunes. Although it isn't common knowledge, it is also a hangout of Rhaus' favoured, and opens its doors to allow those bards passing through Sunberth to stay awhile and share their stories. As such, the Song's Rest is somewhat of a cultural melting pot, with a collection of songs and tunes from various places across Mizahar.

The Song's Rest can be found tucked just within the Gated Community [C5], overlooking a narrow alleyway. Compared to the rest of Sunberth, the Rest is a tall building. It is comprised of three storeys, and its walls are constructed with a rag-tag jumble of stone, crumbling brick, and timber, dotted with an assortment of different windows. Nevertheless, the building has a welcoming façade, helped by the strains of good-hearted song that occasionally stray from within.

There have been many different owners over the years it has existed, but they have all shared the same title and the same responsibilities: The Songson of Sunberth. This individual is the lifeblood of Sunberth's music, tasked with a momentous job- to fully memorise all of the notable ballads of Sunberth, from since the city emerged after the Valterrian, to the present day. The training takes years to master, and can only be passed down person to person. The songs are never written down, but they are practised and recited every day to keep them fresh in the mind. Unfortunately, due to the volatile nature of the city, there are some breaks in the Songson's mental history book, but otherwise each successive Songson has learnt Sunberth's music through the oral tradition, and can recount any at leisure.

Floor Descriptions :
First Floor (or Ground Floor): A wooden double door opens outwards to reveal the main hub of the building. A bar runs along one wall, with barrels and bottles kept stacked behind, ready to serve. Tables and chairs are dotted throughout the building, and a large fireplace keeps the building warm in Winter. The ceiling is soot black from smoke of years gone by, and the floor is paved in cracked and broken stones, but it is swept clean and the flagons are washed. Several wooden pallets are stacked in the corner, ready to be dragged out and turned into a moveable stage whenever requested. As any type of person can frequent the Rest, the owner hires a couple of bouncers to keep the peace, but usually the atmosphere is relaxed and the people mellow.

Second floor: A narrow flight of stairs leads up to the rented rooms, which are available for musicians and occasionally visitors to the city if there is space. The rooms are drab but comfy enough, with the standard bed, chest, desk, and chair crammed in.

Third Floor: Another narrow staircase leads up to Maurice's own quarters, and then up onto the roof. The roof area is off-limits to anyone except those who have gained Maurice's favour, as it is where he teaches the next Songson the songs of Sunberth's past. A perilous balcony is shaded by a wooden lean-to shelter, but it allows excellent views out across the rooftops of Sunberth, and down at the people milling in the streets. A small family of thrushes nest in the eaves, and it is said that these birds can sing almost as sweetly as Maurice himself.


 
NPCs
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Name: Maurice Wultz
Race: Human
DoB: 60th Autumn 470 AV
PoB: Sunberth
Title: Songson of Sunberth
Skills: Singing: 80xp, Musical Instrument (Lute): 75xp, Storytelling: 75xp, Weapon (Shortsword): 70xp, Teaching: 70xp, Negotiation: 65xp, Acting: 60xp, Music Composition: 60xp.
Gnosis: Rhaus lvl 2
About: Maurice Wultz is a cheerful man on the surface. He is often found within the tavern attached to the Song's Rest, humming a myriad of tunes, helping his staff to serve their customers with a grin and a wink. However, he is a man of many talents and many subtleties. He is prone to wistfulness for a life he never had, a life of freedom from the burden of Sunberth's history recorded in song. At the same time he is rambunctious and boyish, and regards beautiful women with an artist's admiration.

He fiercely defends the musicians and singers under his roof, and yet he has good relations with several different gang members, those that could pose a threat at any moment. Maurice loves stories, and storytelling especially. Late at night, once the doors have shut but before the last stragglers have left, he dims the lights and puts on a one-man show telling tales from Sunberth's lost past. Tales of the everyday hero are often revered more than the stereotypical bravery of Sunberth's 'finest'.

___


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Name: Franco Poulter
Race: Human
DoB: 45th Spring 498 AV
PoB: Sunberth
Title: Bartender
Skills: Musical Instrument (Drum): 65xp, Weapon (Dagger):65xp, Negotiation: 60xp, Socialisation: 60xp, Brawling: 55xp, Leadership: 50xp.
Gnosis: N/A
About: Franco is disarmingly nice. He is willing to entertain even the most annoying of louts, but once anyone starts threatening his patrons, his no nonsense attitude kicks in and they are promptly uninvited from the Song's Rest tavern. He is dedicated to keeping the music flowing, and even joins in on his drum from time to time, weaving complex patterns through even the most dull music. Franco lives above the bar and has done since Maurice found him with his ear pressed to the door, roughly eighteen years ago. He is always interested in your stories, and has a wealth of dirty jokes squirrelled away to amuse his guests.

 
Services
The food and drink served in the tavern is not the finest, but Maurice never willingly provides the usual pigswill that other establishments try to get away with.

Those seeking accommodation merely enquire at the bar, where Maurice will sort you out with a room. Musicians who wish to perform in the tavern are only required to organise with the other performers in the room as to what order they go in, and otherwise they have free reign over the entertainment in the tavern.

Food and Drink Price
Ale, Gallon 2 sm
Ale, Mug 4 cm
Bread, per loaf 2 cm
Wine, Common (pitcher) 2 sm
Room Price per day
Room (Common) 5 sm

**All prices taken from the price list**

[tab=Permissions,#35322d,#e0ce98]The Song's Rest is a self-moderated location. Moderator permission must be sought before learning any Sunberthian history that wouldn't be common knowledge, or being taught by Maurice.
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Code :
Code: Select all
[color=transparent].
.[/color][style=box-shadow:0px 0px 50px #000000;background:linear-gradient(#35322d,#61605E,#61605E,#35322d);width:550px;height:auto;padding:20px;border-radius:20px;margin:auto;color:#e0ce98;font-size:150%;][center][googlefont=Vast Shadow][size=200][b][shadow=#493700]The Song's Rest[/shadow][/b][/size][/googlefont]

[img]http://www.mizahar.com/forums/gallery/pic.php?mode=large&pic_id=59563[/img][/center]

[googlefont=Song Myung][size=70]The Song's Rest is a small haven of relaxation in an otherwise hedonistic, bloody, and dangerous world. Within its walls beer flows, bards mingle among citizens, and stories and legends of Sunberth are sung as a way to remember brave deeds and daring adventurers. It is used by gang members of any side to pass stories on into song and get word of their victories to the general public through catchy and memorable tunes. Although it isn't common knowledge, it is also a hangout of Rhaus' favoured, and opens its doors to allow those bards passing through Sunberth to stay awhile and share their stories. As such, the Song's Rest is somewhat of a cultural melting pot, with a collection of songs and tunes from various places across Mizahar.

The Song's Rest can be found tucked just within the Gated Community [C5], overlooking a narrow alleyway. Compared to the rest of Sunberth, the Rest is a tall building. It is comprised of three storeys, and its walls are constructed with a rag-tag jumble of stone, crumbling brick, and timber, dotted with an assortment of different windows. Nevertheless, the building has a welcoming façade, helped by the strains of good-hearted song that occasionally stray from within.

There have been many different owners over the years it has existed, but they have all shared the same title and the same responsibilities: The Songson of Sunberth. This individual is the lifeblood of Sunberth's music, tasked with a momentous job- to fully memorise all of the notable ballads of Sunberth, from since the city emerged after the Valterrian, to the present day. The training takes years to master, and can only be passed down person to person. The songs are never written down, but they are practised and recited every day to keep them fresh in the mind. Unfortunately, due to the volatile nature of the city, there are some breaks in the Songson's mental history book, but otherwise each successive Songson has learnt Sunberth's music through the oral tradition, and can recount any at leisure.

[spoiler=Floor Descriptions][b]First Floor (or Ground Floor):[/b] A wooden double door opens outwards to reveal the main hub of the building. A bar runs along one wall, with barrels and bottles kept stacked behind, ready to serve. Tables and chairs are dotted throughout the building, and a large fireplace keeps the building warm in Winter. The ceiling is soot black from smoke of years gone by, and the floor is paved in cracked and broken stones, but it is swept clean and the flagons are washed. Several wooden pallets are stacked in the corner, ready to be dragged out and turned into a moveable stage whenever requested. As any type of person can frequent the Rest, the owner hires a couple of bouncers to keep the peace, but usually the atmosphere is relaxed and the people mellow.

[b]Second floor:[/b] A narrow flight of stairs leads up to the rented rooms, which are available for musicians and occasionally visitors to the city if there is space. The rooms are drab but comfy enough, with the standard bed, chest, desk, and chair crammed in.

[b]Third Floor:[/b] Another narrow staircase leads up to Maurice's own quarters, and then up onto the roof. The roof area is off-limits to anyone except those who have gained Maurice's favour, as it is where he teaches the next Songson the songs of Sunberth's past. A perilous balcony is shaded by a wooden lean-to shelter, but it allows excellent views out across the rooftops of Sunberth, and down at the people milling in the streets. A small family of thrushes nest in the eaves, and it is said that these birds can sing almost as sweetly as Maurice himself.[/spoiler]

[tabset=300][tab=NPCs,#35322d,#e0ce98][img2=left]http://www.mizahar.com/forums/gallery/pic.php?mode=large&pic_id=59527[/img2]
[b]Name:[/b] Maurice Wultz
[b]Race:[/b] Human
[b]DoB:[/b] 60th Autumn 470 AV
[b]PoB:[/b] Sunberth
[b]Title:[/b] Songson of Sunberth
[b]Skills:[/b] Singing: 80xp, Musical Instrument (Lute): 75xp, Storytelling: 75xp, Weapon (Shortsword): 70xp, Teaching: 70xp, Negotiation: 65xp, Acting: 60xp, Music Composition: 60xp.
[b]Gnosis:[/b] Rhaus lvl 2
[b]About:[/b] Maurice Wultz is a cheerful man on the surface. He is often found within the tavern attached to the Song's Rest, humming a myriad of tunes, helping his staff to serve their customers with a grin and a wink. However, he is a man of many talents and many subtleties. He is prone to wistfulness for a life he never had, a life of freedom from the burden of Sunberth's history recorded in song. At the same time he is rambunctious and boyish, and regards beautiful women with an artist's admiration.

He fiercely defends the musicians and singers under his roof, and yet he has good relations with several different gang members, those that could pose a threat at any moment. Maurice loves stories, and storytelling especially. Late at night, once the doors have shut but before the last stragglers have left, he dims the lights and puts on a one-man show telling tales from Sunberth's lost past. Tales of the everyday hero are often revered more than the stereotypical bravery of Sunberth's 'finest'.

[center]___[/center]

[img2=left]http://www.mizahar.com/forums/gallery/pic.php?mode=large&pic_id=59564[/img2]
[b]Name:[/b] Franco Poulter
[b]Race:[/b] Human
[b]DoB:[/b] 45th Spring 498 AV
[b]PoB:[/b] Sunberth
[b]Title:[/b] Bartender
[b]Skills:[/b] Musical Instrument (Drum): 65xp, Weapon (Dagger):65xp, Negotiation: 60xp, Socialisation: 60xp, Brawling: 55xp, Leadership: 50xp.
[b]Gnosis:[/b] N/A
[b]About:[/b] Franco is disarmingly nice. He is willing to entertain even the most annoying of louts, but once anyone starts threatening his patrons, his no nonsense attitude kicks in and they are promptly uninvited from the Song's Rest tavern. He is dedicated to keeping the music flowing, and even joins in on his drum from time to time, weaving complex patterns through even the most dull music. Franco lives above the bar and has done since Maurice found him with his ear pressed to the door, roughly eighteen years ago. He is always interested in your stories, and has a wealth of dirty jokes squirrelled away to amuse his guests.[/tab]
[tab=Services,#35322d,#e0ce98]The food and drink served in the tavern is not the finest, but Maurice never willingly provides the usual pigswill that other establishments try to get away with.

Those seeking accommodation merely enquire at the bar, where Maurice will sort you out with a room. Musicians who wish to perform in the tavern are only required to organise with the other performers in the room as to what order they go in, and otherwise they have free reign over the entertainment in the tavern.

[table][b]Food and Drink[/b] | [b]Price[/b]
|
Ale, Gallon    | 2 sm
Ale, Mug | 4 cm
Bread, per loaf | 2 cm    
Wine, Common (pitcher) | 2 sm
|
|
[b]Room[/b] | [b]Price per day[/b]
|
Room (Common) | 5 sm[/table]
**All prices taken from the price list**[/tab]
[tab=Permissions,#35322d,#e0ce98]The Song's Rest is a self-moderated location. Moderator permission must be sought before learning any Sunberthian history that wouldn't be common knowledge, or being taught by Maurice.[/tabset][/size][/googlefont][/style][color=transparent].
.[/color]
Inactive: please disregard, apologies for inconvenience.
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Location Challenge Weekend (15-16-17)

Postby Gossamer on June 17th, 2018, 5:35 pm



There's always a learning curve! So... just everyone hold off on voting because it seems that once I edit the poll to add in a new location, it zeros out the votes and everyone starts again. So lets just say 'locations submissions open until midnight tonight' and we can take tomorrow all day to vote on which we like the best once they are all in. If you've already voted you'll need to revote EACH time a new location is added to the poll if you want your vote counted. :)


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The Overgrown Playground

Postby Nya Winters on June 17th, 2018, 7:12 pm

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Pavena provided its denizens with all sorts of creature comforts. It never neglected its children. The overgrown playground is a location that time has forgotten and the jungle is slowly reclaiming. Made up of four large swingsets holding six swings apiece, two still-functioning slides (a straight and a spiral one), four seesaws, a merry-go-round, a complex jungle gym complete with dome, chin-up bars, a sandbox, five metal spring riders, a set of trapeze rings, and finally a stone playhouse. There are also stone tables, both picnic and straight plus benches scattered all around the area if one cares to uncover them from the underbrush.

One would think these structures would be long gone. In fact, there is some disrepair showing as a few of the actual swings have broken seats. However, due to the fact that a group of masked spider monkeys long ago discovered the site and made it their home means they have kept most of the equipment functional just by playing on it.

Taking up more than an acre of land and complete with a drinking fountain fueled by a hand-dug well, the overgrown playground is still very much a functional and vibrant part of Pavena's ruins. Located not far from the new settlement of Syka, the playground is less than a fifteen minute walk straight into the jungle past the Commons.


 
NPCs
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Name: Zanta & Troup
Race: Masked Spider Monkeys

Zanta and his troup inhabit the overgrown playground and live in the trees around it. Numbering well into the hundreds, this band of little monkeys utilizes the playground daily. Used as both a place of play, courtship, birth, and even fights this expanse of abandoned human settlement is theirs to rule. They do not mind the occasional visitor and will often come right up to those who stumble into the playground and invite them to play. They will share food, trade food, and even show affection to people as if they are well acquainted with them and used to their visits. Their vocalizations sound a lot like human speech and with enough exposure to people, they might even experience a shift that would bring their words more in line with common. Why? Their language was originally a version of common that simply 'drifted' with generations and lack of exposure to the mother tongue.

These Masked Spider Monkeys have exceedingly long lives. They have language. They engage in complex play behaviors and can be taught tricks. Younger spider monkeys might even choose to follow settlers home and become pets. Prone to biting, these creatures often demand they get their own way when dealing with anyone they consider inferior, including humans.

Careful observation of their play behavior will show visitors to the playground just how each piece of equipment was used. They know how to swing on the swings, teeter on the teeter totters, and can definitely use the spinning wheel and metal climbing apparatuses.



* You must acquire the lore of where this location is before visiting. This can happen by asking another person that already has the lore or by stumbling upon this location with a 1d100 roll of 65 or more... that roll can be modified up with tracking, investigation, or wilderness survival.
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Location Challenge Weekend (15-16-17)

Postby Alexis Aryeh on June 17th, 2018, 7:39 pm

Abandoned Mine

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South of the Sartu area away from the city of Lhavit lays an abandoned mine that was once used years ago. The once busy mine use to fill the city with different ores and gemstones however after so many years the mine had faced the fate of so many other mines and dried up in the resources it gave the city.

The mine used to be mined as a group project of the city with miners going at the stones inside. Reimnaciers were used to help move the earth away and give light with creating fire for lanterns. Shielding was used when pockets of gases were found to keep everyone safe and keep away the wild animals from entering the mine when no one was using it.

However, once the resources grew more and more scarce the use of the mine became less and less over the years. Now it is used very little by anymore due to the sightings of monsters and wild animals using it as a home to keep away from the harsh elements of the wild due to the shielding that kept it safe at the entrance failed long ago.

If anyone did enter the mine nowadays they may find abandoned mining gear around the inside of the first few levels however once they go deeper into the mine they encounter far more dangerous creatures that prefer the darkness.

Some areas may still have a shield intact however it is unknown now how well they would hold up or what they would let it or out. It is not known if anything lays at the deeper levels of the mine if any resources or treasures would be found for the city does not send anyone inside to mine for anything now.

However, the younger folks of the city tend to make up rumors about lost treasures within the deepest part of the mineshaft, however, adults tend to warn them not to risk anything as they did not find anything. The biggest reason they say the city stopped trying to go deeper was the gas pits that were getting more and more common. However, the mine may hold more secrets than meets the eye.





 
Note
This location would need a moderator to use. This area may or may not have anything of any value, however, would be more considered a monster/animal den depending how far one would go inside.


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Location Challenge Weekend (15-16-17)

Postby Crylon Stonecraft on June 17th, 2018, 8:49 pm

Den of The Swamp Bird

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Locally called "The Den of The Swamp Bird", it is the main breeding ground and summer den of the namesake bird. Found roughly 3 days west of Ravok as the bird flies, though due to the terrain close to Ravok it is much longer on foot or by horse. The Den is an odd mix of swampy and rocky terrain and is more of a swathe of land than a specific spot, the swampy areas being a source of food for the birds and the rockier areas good nesting ground for them. While not all of this bird species will come to this locale at once, it is rare to find one which doesn't visit at least once a year.

During the summer breeding months anywhere from a hundred to five hundred can descend upon the place at once on a given day, and during the rest of the year it is rare to not see a dozen to three dozen of the birds inhabiting the territory.

A beast of many names, locally it is often referred to as "The Swamp Bird." Also known as "The Ravokian Dire Chicken", or "The Giant Swamp Chicken" due to its similarities in many regards to an oversized chicken.

It is similarly flightless with weak arms as a chicken, however it can be quite deadly with its beak and taloned feet and has been known to kill a full grown man when provoked. It is also quite fast and sure footed, able to outrun on foot most humans or even horses in the swampy/rocky terrain it uses for its hunting grounds and dens, though on flat ground or in a straight run it would much more easily be overtaken.

For most of the year The Swamp Bird can be found all around lake Ravok for several days journey in any direction, nesting solitarily in rockier portions of land or more commonly in groups of 2-5, and hunting in the surrounding swampy areas.

In the colder seasons such as winter they tend to migrate closer to the lake itself. However each year they return en mass to the same breeding grounds, due to its perfect mix of terrain for their needs.

In general they avoid humans, though if attacked or provoked they will either run away or attack en-mass (most common if they have young with them which cannot keep up with the fully grown birds). If attacking they tend to go straight for the kill, targeting vulnerable areas such as eyes, neck, and other such spots.

 
The Swamp Bird
Size: 15-18 hands. Females tend to be larger than the males on average, and are very deadly if defending their eggs.
Color: feathers can be white, black, brown, tan, or a mix of these colors. Rarely will have full red plumage.
Location: Most commonly in The Den of the Swamp Bird during summer/breeding season, Environs Surrounding Lake Ravok rest of year and closer to the lake when colder.
Lifespan: 10-15 years, 20-25 domesticated (requires at least L2 Animal Husbandry if raised from eggs, L3 if captured after hatched).
Diet: Omnivores- Eats plants, bugs, fish, small animals, and occasionally larger prey it kills.
General Information: While it is possible to steal their eggs which fetch a fair price to the right buyer(generally found in late summer or during the fall), this in general is easier said than done as this will trigger every such bird locally to attack, along with any others whose territory you enter with the eggs as the Swamp Bird as a species is protective of its young. They are rarely found fighting each other except for males during mating season or if food is scarce, with the hens being dominant the rest of the time.

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Yedra's Fountain

Postby Kelski on June 17th, 2018, 11:08 pm

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In the center of The Sunset Quarter (K6) lies a fountain that has long fallen into disuse. No spray fills the sky from its stone pool, though water aplenty fills its depths. Ten feet in diameter, the stone pool rises two feet above the ground level and contains hundreds of gallons of the most unusual water in Sunberth. There is a fountainhead, one shaped like a flower, but it has long fallen to stain and ruin. The fountain itself has a thick ledge that makes a perfect seat all the way around its diameter. The depth is hard to gauge because one cannot see the bottom nor does one see anything hit the bottom if something is tossed in or prodded into the water.

And though some say it is an evil magical thing left over from the reign of mages in Sunberth, others claim it has no sinister properties other than harboring mosquito larvae in the summer. Despite its disrepair, the water in Yedra's Fountain remains clear and drinkable year round. It also has a tendency not to freeze even in the harshest winters, which is an odd property for it to have.

Items tossed into the fountain disappear from sight almost immediately and many have claimed to see an unusual shimmer as things drop down out of sight into its depths. There is a story associated with the Fountain that often gives a little validity to this claim. The story also lends the fountain its name.

Yedra was supposedly a daughter of Aquiras. No one knows who gave birth to her, whether it was Priskil herself or another nameless woman. Yedra lived in Sunberth - or what passed for Sunberth when it was something different and the world wasn't in ruin - separate and lonely from her father. She would often linger around doorways, gateways, and thresholds, speaking to him as if he could actually hear her. No one knows why the girl was in exile from his presence, though there were many guesses. Ill-fated love. Rebellion. Disrespect. A wasted youth. The list of speculation was long and the stories never-ending. And despite the reality, Yedra never stopped loving and longing for her father's presence.

That longing caused her to weep and those tears she shed were magical because of her Alvina blood. According to the story her tears filled a depression in the ground of Yedra's back yard. Yedra cried so much she passed into the next life, a victim of loss and loneliness as she never found happiness in Sunberth no matter how she tried.

Sometimes deep in the night, people at the fountain claim they hear a woman's weeping.

Old walls can be found if the ground is excavated by people in the know around the well far enough out that indicates there was once some sort of foundation or fence line present in the past. People wondered at the water and called it a gate to other places. Nothing tossed in ever was fished out again, including people... especially bodies. And the water proved so useful that eventually a fountain was crafted around its pool and raised above ground so people could more easily visit.

No one is ever affected adversely by drinking it. It is said to taste sweet and salty all at the same time, but it never causes the illness drinking true sea water would. Instead, sometimes when people stare into its depths they see glimpses of other places and other worlds as if it is indeed a true gateway to the beyond.

As for Sunberth's underworld denizens, they often use it as a place to get rid of the bodies. And occasionally, someone tossed in the water will not make it out again, especially if they get completely submerged. They just tend to sink like rocks and vanish from sight in a flash of shimmery light.

This fact alone has earned it the nickname 'The Drowning Fountain".

* Anyone falling into the fountain must make a 1d100 dice roll in chat and add in their modifier for swimming/acrobatics/or some other related appropriate skill. Anyone rolling a 35 or below will end up somewhere else in the world of Mizahar. Anyone rolling a 1 will drown.
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Location Challenge Weekend (15-16-17)

Postby Ialari Pythone on June 18th, 2018, 12:01 am

The Wreck of the Azol

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In a secluded, shallow lagoon just off the western coast the Suvan Sea on the border of The Unforgiving and the Jungle Wilds of Falyndar, lies the wreck of a massive sailing vessel. From the looks of the plant growth covering parts of the ship and the tattered sails, it has been there for a very long time. However, other than for the large gash in its hull and a few other bits and pieces of damage, the ship itself looks surprisingly intact. To the trained eye, the ship looks to be of profoundly skilled craftsmanship and is large enough that it if still operating today it would be a force to be reckoned with.

The immediate area surrounding the ship feels heavy and profoundly sad. The feeling is much akin to a graveyard but with an added tinge of guilt. The feeling is tangible and unsettling even to a Master Spiritist or Eiyon of Dira. Even wildlife seems to avoid the ship as no birds can be seen anywhere near the towering masts and there are no fish in the water where the ship rests. While it may be initially difficult to process the feelings, they are not overwhelming.

As one approaches the ship, its size becomes more apparent. Roughly 120 feet long, 30 feet wide and 20 feet from the keel to the main deck, the ship was indeed large. The mainmast appears to towe over 100 feet from the deck. Closer inspection of the gash in the hull reveals that it goes all the way from one side of the ship to the other as if it had slammed into something that ripped all the way through. Surprisingly, even around the jagged edges of the damaged hull, there is little to no rot. The gash in the side of the ship is almost 10 feet tall and almost as wide. Stepping inside, one can see the full extent of the damage. It as if a 10-foot chunk of the ship was literally torn away from the keel upward. Immediately to the left and right lies the ship’s hold. Secured to the hull with netting, crates, chests and barrels all remain sealed. There is a small set of stairs leading up to the crew deck however they look to be severely damaged; requiring great care to ascend. A bit of the crew deck can be seen from the hold through the missing part of the ship however little detail can be seen.

Crew Deck
Secret :
The crew deck appears to have suffered slightly less structural damage than the hold. During the day, light shines in through the gash in the hull as well as through several windows lining each side of the hull. Most of the windows still have intact glass in them. At night, the deck is lit by the dim glow of small crystal globes mounted on sconces set in hull. Whatever the source of light, it is quickly revealed that the deck itself is nothing short of a tomb. Toward the bow section of the ship, hammocks that once served as a place to rest have been wrapped around nearly 150 skeletons which have been carefully laid out in tight rows in the front half of the deck. Their clothing remains mostly intact with a style unknown to anyone who is not learned of isurian history. Each looks to have had personal belongings wrapped in the hammocks with them. Although skeletons, each individual has either a right or left arm that is not skeletal and looks like colored metal with raised silver veins. Those familiar with the race will recognize the skeletons as belong to isur.

The rest of the deck looks to contain a variety of workstations. There are a number of what look like miniature forges set up along with woodworking stations and areas for sewing. It would seem that the isur made it a point to carry everything on board that they may need for building, repairing or just keeping busy. In the middle of the workstations, in the center of the aft section of the deck, there is an odd-looking hearth. It consists of a large stone basin roughly four feet in diameter standing a little over two feet high. The rim of the basin is covered in magical glyphs and basin itself holds numerous black stones. To those with the knowledge of how to identify such things would be able to tell that this is actually a magical forge that allows metal to be heated without creating flames or smoke.

There are small stairwells on either side of the deck that lead up to main deck.


Main Deck
Secret :
The main deck bares the brunt of the ships age. The tattered sails, shredded by powerful forces, sway in the breeze and the creaking of the ruined rigging lends to the eeriness. There are several places where small parts of the deck and railings have been torn away, leaving jagged, splintered wood in their place. The deck itself is slippery and footing is questionable. There are four large ballistae mounted two on each side of the deck as well as two large harpoons, one on each side, that look to be in moderate condition. Other than bits of rigging strewn across the deck in places, there is little of note. Moving toward the stern, a couple sets of stairs lead to the quarter deck. To the bow lies the forecastle with a set of stairs leading up to it.


Forecastle
Secret :
Beneath the forecastle, an open doorway, the door laying a few feet away, leads into a larger room. Here there sits four 25-foot long tables with accompanying benches all made of very thick, very old wood, remain intact. This was likely where the crew would eat their meals. Oddly, the tables are set as if awaiting a meal. Broken plates, battered mugs and all manner of eating utensils in varying condition, have been neatly laid out.

Against one wall looks to be a storage area. In addition to various crates and barrels, there are shelves with a variety of containers secured by netting. The contents of the room looks to still be sealed for the most part, there is some damage however with a few broken jars and cracked crates.

Near the storage area there a unique looking sort of kitchen. Pots, pans and cooking utensils are attached to hangers in the ceiling. A square metal box, four feet wide, four feet tall and three feet deep, sits against the wall. There is a door on the front that opens to reveal metal grates inside. Anyone with the right magical knowledge or related identification ability may deduce that the box is in fact a magical powered oven complete with a top surface that can be heated as well as the inside. There is also a basin of water on a pedestal next to the oven that has a small, light blue stone in the center. This too is magical and allows the basin to fill with fresh water. The rest of the room contains surfaces and items used for preparing meals.


The Quarter Deck
Secret :
Set between the stairs leading up to the quarter deck is a door and some moss-covered windows to either side. The door creaks open to a short hallway with two doors on either side. The other end of the hallway opens up to a larger room. The same globes of light that lit the crew deck are also found here and illuminate as soon as someone enters the hallway. The doors each lead to separate quarters that appear to have served some higher-ranking members of the ship’s crew. Three of the rooms have isur skeletons neatly laid out on the beds. There are two males and one female, the males both have red arms, the female has a black one. The contents of the rooms, while old and musty smelling, are in relatively good condition.

At the end of the hall lies a large room with a massive table and a series of floor to ceiling windows on the aft wall. There are a few once comfortable chairs positioned around the table, ten in all. There is a large tapestry on one wall depicting a beautiful city filled with fantastic, sweeping, arched architecture, stone and crystal sculptures and beautiful people, all isur. The tapestry is faded a bit yet still a sight to behold. The rest of the room holds a few bookshelves, most of the books long since ruined by the ravages of time. On the table there are a number of brittle, faded parchment maps. From the looks of them, they were still being drawn as none appeared truly complete. There were also various navigational tools present. A door against one wall opens to a small, narrow stairway leading up to the Captain’s Quarters.

On the quarter deck stood the wheel. Elaborate carved and adorned with various precious metals, the wheel stood out from everything else on the upper decks. Even amidst the sadness, death, age and destruction that surrounded it, the wheel shined. The handles of the wheel are all isurian steel fists with the center of the wheel baring the depiction of an anvil etched into isurian steel.

Between the stairs leading from the quarter deck up to the poop deck lies the door to the Captain’s Quarters.


Captain's Quarters
Secret :
Inside the captain’s quarters one finds relatively simple adornments. There is a simple bed, a wardrobe, small bookshelf, table and chair and a chest. On the bed lies the skeleton of an isur with a blue, silver veined arm. It is dressed in simple clothing suitable for a life at sea. Next to the bed there is a pedestal covered in glyphs and divine inscriptions. A glass cover sits on top of the pedestal. Inside the glass is a fist-sized, perfectly polished, cut and faceted sapphire. At least it may have once been perfect. Peering through the glass, which seems to be attached somehow to the pedestal itself, one can see a small yet noticeable crack in the surface of the sapphire with a series smaller cracks branching out.


History
Secret :
The history of the Azol can be learned by anyone who enters the wreck of the Azol WITHOUT the intent to steal, desecrate or otherwise present foul intentions. It is information that may be gained from the captain's journal found in his quarters combined with information shared by the ship's only remaining crew member, Azol. Azol will only share this information with someone who he sees as not being a threat to the ship or anything within it.

When the Valterrian brought about the destruction of the Old Kingdom of the Isur, the majority of the race fled south under the guidance of King Isengir Sultros where they would eventually establish the present-day Kingdom of Sultros. With the Old Kingdom gone, what remained of the outer border posts were left isolated and alone. One of these posts, on the far eastern reaches of the Kingdom, survived the devastation but was left to fend for itself, surrounded by a drastically changed landscape and new threats. In the years that followed the loss of the Old Kingdom, the leader of the post, an Anvil by the name of Arin Heartstone Vizerian, did his best to keep the health and spirits of the post’s inhabitants strong. While life was hard, they were isur and under Arin’s guidance, the inhabitants of the post endured. Izurdin had directly spoke with Arin and shared with him the fate of the Kingdom which Arin in turn shared with the others. The Divine Father revealed to him that while suffering terrible loss, the isur had survived and traveled south in search of a new home. Unfortunately, the journey to meet up with King Sultros and the rest of the isur was too far for those living at the post to travel.

Realizing that they could not stay at the post forever and wanting to somehow find a way home, Arin devised a plan. Years prior, he had served in the Isurian Navy that operated out of the Old Kingdom’s Western Port on the coast of Kalea. He had learned a good amount about sailing and shipbuilding. With the newly created, Suvan Sea, Arin realized that there was a chance they could travel by water in search of rest of his people instead of the suicide journey overland. What little scouting had been done of the newly created coast, it looked as though it stretched far to the south. If nothing else, maybe they could cut the length of the journey before moving inland. Sharing his plan with the others, they were all in agreement. So, Arin and the 200 isur living at the post, began what would be the greatest undertaking any of them had experienced to that point. Gathering everything they could from the post, they said goodbye to their home and traveled east to the coast of the Suvan Sea. Their they got to work establishing a new, temporary post including facilities for shipbuilding. For anyone other than isur, such a task would have been impossible considering the conditions. For Arin and his people, it took but a season to gather the materials and build.

When Spring turned to Summer, they started construction on the ship that would hopefully lead them home. With Arin drawing up the plans, guiding and teaching along the way, 200 isur got to work building a large sailing vessel. It would have to be large enough to comfortably carry them all, durable enough to withstand whatever the Suvan Sea had to throw at them, and capable of housing everyone for an unknown length of time. Arin’s shipbuilding experience combined with the rest of the isur’s combined knowledge of all things construction and magecraft, working tirelessly day after day. By fall, the Azol was finished. A large, 3-masted, sailing vessel, complete with various magecrafted functions for ease of use and security as well as a fully Izentored structure, the Azol was the culmination of not only faith, skill and experience but also of desperation. They all wanted to rejoin the rest of their people. All that remained before they set sail in search of home was the activation of the final piece.

Arin had been entrusted with a profoundly sacred artifact by his father, a priest of Izurdin. The artifact, by no accident, bore the name Azol after the former, long dead Champion of Izurdin and Arin’s great grandfather, Azol Heartstone Vizerian, Renown commander of the Isurian Navy. Azol the Artifact, crafted by Azol the Champion, contained the echo of Azol’s soul. Dormant for centuries, Arin hoped to call upon the piece of his great grandfather’s soul to aid in the journey. The artifact itself was a perfectly shaped, polished and faceted, fist-sized sapphire set in a silver holder shaped like a hand. Placing Azol on a specially constructed pedestal in his Captain’s Quarters, Arin prayed to Izurdin and spoke to the artifact in hopes of awakening the piece of the soul held within. Barely able to finish his words, Arin heard a voice from behind him. Turning, he saw a ghostly image of a man. The man was dressed in a long black coat, black pants and boots. He was bald with a short beard and piercing blue eyes that matched the color of his left arm. It was Azol Heartstone Vizerian, or at least a reflection of the man’s soul that resided within the gem. Answering the call of his great grandson as well as that of Izurdin, Azol offered to guide the isur home.

A few days into Autumn, the Azol set sail south on the Suvan Sea. Izurdin had graced Arin with the knowledge of the New Kingdom’s location but actually finding it would not be easy. First, while the isur of the border post were used to a hard life compared to the lives of those living closer to the heart of the Old Kingdom, life at sea was something different. Arin tried to prepare them for this and to his credit managed rather well. Regardless there was still a bit of a learning curve. Also, in the years following the Valterrian, conditions in the Suvan Sea were not as mild as they are in the present day. Great storms, infected with wild djed “aftershocks”, still plagued the waters. It was one such storm that the Azol found itself in just over a season into its journey. Despite the danger, the ship’s crew had faith that the spirit of their captain’s ancestor would guide them safely through it. The winds blasted the sails and the waves slammed into the ships hull as the Azol was violently hammered by the storm.

Despite the fury that the storm raged with, the Azol, empowered by the Izentor of 200 souls, remained virtually untouched. When Arin’s own profound strength began to fail him at the helm, the spirit of Azol himself took over and steered the ship onward. All looked to be well until the onslaught of wild djed dropped down upon them. While the unbridled magic slammed into the ship, the Izentor continued to hold. Unfortunately, the waves responded to the magic by creating truly unfathomable swells that threatened to overturn the ship. Gargantuan wave after wave, charged with wild djed, crashed against the ship, pushing it closer and closer to the rocky shore. Azol, once the Champion of Izurdin and the personification of strength, was now just an echo. While still mighty, he was unable to maintain control of the helm against such forces. With one last might wave, the ship was thrown against the coast, literally flung through the air, through tree and stone, coming to rest in a shallow lagoon.

Of the 201 isur who sailed aboard the Azol, only 12 survived the storm. Those who weren’t thrown overboard during the storm that literally threw the ship almost a hundred yards from the ocean or were overcome by the waves of wild djed, were took battered and broken to live once the ship came to rest. The 12 that survived died of their injuries a few days after. Over 450 years later, the ship remains in the lagoon.


 
NPCs
Image
Name: Azol
Race: Isur (Special)
DoB: 607 PV
PoB: The Old Kingdom of the Isur
Title: Former Champion of Izurdin
Skills: Sailing 50, Shipbuilding 50, Magecraft 50, Leadership 48, Jewelcrafting 45, Unarmed Combat 40, Projection 40
Gnosis: 4 marks (Izurdin)

Azol is the result of a former Champion of Izurdin, Azol Heartstone Vizerian, using his fourth mark of Izentor to impart upon a large sapphire he personally cut and shaped. By doing this, the Champion imparted a copy of his soul into the gem. Azol the Artifact, is integrated into the shipwreck. He can manifest anywhere in or around the ship and can manipulate objects through the use of Projection. His image is that of an isur with a blue, silver veined arm and striking blue eyes. The image however is flawed as half of his face looks almost skeletal and his skin looks fractured; a reflection of the damage the gem itself has suffered. Azol is a sad, lonely individual who blames himself for the loss of the ship and its crew. To those who show themselves to be trustworthy, he will share the story of Azol the Ship and its crew. To those with foul deeds in mind, they will face Azol's full wrath while the ship itself also turns upon them. Azol will never leave the ship or the crew entombed within. If an isur were to encounter Azol, they would find him to be in somewhat higher spirits but the sadness remains.


* This location may be unmoderated as long as individuals encountering the shipwreck do not attempt to harm, steal or otherwise negatively affect anything inside or out. If that happens, moderation would be needed.
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Remade In My Dominion!

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Ialari Pythone
I'm Poison.
 
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Location Challenge Weekend (15-16-17)

Postby Crylon Stonecraft on June 18th, 2018, 12:46 am

The Wooden Door Dojo

Image


Found on the Lakeshore area of Ravok, the Wooden Door Dojo is run by an Ex-Stryfer who was injured on a mission and forced out of active service.

Johan Stan was born and raised in Ravok, a loyal citizen raised by loyal citizens. At a young age he was apprenticed to the Ebonstryfe, and eventually rose to the rank of Soldier. However he was injured on a mission when ambushed by a group of Zith, losing his left arm at the elbow, his left eye entirely, and receiving several other scars besides across his face and body.

Lucky to survive, when he was brought back to Ravok he thanked Rhysol and retired from the Ebonstryfe. However he still wanted to serve Rhysol and Ravok, and his only skill was fighting. With money he'd saved from service and a loan he was able to get from the Nitrozians due to some connections and favors earned during his time in the Ebonstryfe, Johan was able to open a small training facility on the lakeshore where caravan guards and others leaving the city could frequent his business.

Over time he paid back his debt and expanded further, adding additional rooms for more specialized training and for private lessons, along with personal chambers for himself. However he kept the name from his original building, which was said to be a dojo with "little more than four walls and a Wooden Door." It is also said he still has ties with the Nitrozians and the Ebonstryfe, and is as devoted to Rhysol as ever. **See discount under services

Opened 500 AV, in current state of build as of 511 AV.


 
NPCs
Name: Johan Stan
Race: Human
DoB: 32 Spring 473
PoB: Ravok
Title: Master/Owner of the Wooden Door Dojo
Appearance: 6'2", shaved head, stubble of dark black hair on face, with various scars across his head and body.
Scars(Zith): Large rake diagonally across back going from left shoulder to right hip, small horizontal gash of 1 claw 2' long above his belly button, 1' horizontal gash on the middle of the back of his head ). Missing his left arm at the elbow along with all of his right eye (cut out so no scar over eye). Has the eyelid with the missing eye sown shut.
Skills:
Blind Fighting 60
Body Building 30
Boxing 40
Brawling 32
Endurance 52
Teaching 55
Unarmed Combat 65
Weapon: Dagger 32
Weapon: Longsword 40
Wrestling 35
Gnosis: 1st Mark of Chaon

 
Services
*-General Access Per day 5 SM
-Season Unlimited General Access 25 GM
-Basic Training, Group Session: 5 GM/person/class (To Competent)
-Basic Training, Individual Session: 8 GM/person/class (To Competent)
-Advanced Training, Group Session: 10 GM/person/class (To Expert as skills allow)
-Advanced Training, Individual Session: 15 GM/person/class (To Expert as skills allow)

*General access includes all rooms except private training room. + cost of any damaged/destroyed equipment.
**Offers free basic access for full members of Ebonstryfe and Nitrozian's, 25% off for paid lessons. (discount for Nitrozian blooded members only)

 
Current Building
Current building includes:
-A large front training area for general armed/unarmed combat training and sparring usage without instruction. Equipped with thick mats for padding across the floor, several racks of wooden training weapons, a few suits of padded armor, and some wooden training dummies. Large enough to hold 12-15 people training at once.
-A training hall where private or small classes are held for up to 8 people at once, taught by Johan.
-A room with equipment for bodybuilding, punching bags, and training dummies.
-A room with marked off and prepared areas for both boxing and wrestling (2 marked off areas for each type). Wrestling/boxing training sometimes overseen by Johan, but also free for general use when he is not instructing.
-An open cleared area off the back of the building, with archery targets and several practice dummies.

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Crylon Stonecraft
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Location Challenge Weekend (15-16-17)

Postby Adeliz on June 18th, 2018, 3:42 am

Lovers’ Coral

On an offshoot of the path leading from the Tranquil Port to Zintia Peak, there lies a secluded getaway that is the envy of all. It is a cottage of sorts, though pristine in only the way a creation of pure Skyglass could be. Several Constellations found a crevice in the mountainside that was the mouth of a spring and built the home there, funneling the spring water into a pool that drains over an artificial precipice into the western ocean below.

Its original intent was to be a retreat for Zintila. When the Constellations discovered the spring openings in the mountainside, they consulted with Rhaus, and the God of Sound selected the exact place where the acoustics of the mountain peaks worked in greatest harmony and instructed them to build there. Here, on the quietest of nights, if one knew what to listen for and cared to listen hard enough, He claimed they would hear the song of the stars. It was rumored that before Her fall, Zintila had communed with the stars, listening to the many stories of the worlds they warmed. Indeed, the wide third floor balcony has an uninterrupted view of the stars that lie over the western ocean, and even if She cannot hear their song, at least Zintila can see them.

But as with many things built with a specific purpose, its use was minimal. Zintila does visit the cottage a good dozen or so times a year, but She does prefer to spend Her time among Her people. To that end, one of the Constellations who had been in charge of the creation of the home found another use for it. The pristine condition of the house and its privacy made for a retreat for anyone. When Zintila was not using it, the house could provide revenue, and those funds could be poured back into the city.

It became a lovers’ getaway, a meditative retreat, an observatory for astronomers and astrologers alike, or just an escape from the cares of the day to day. Its most common use nowadays is for lovers looking to get away from children or other interferences, but the introspective community’s use of the cottage is growing as well.

If you do plan on taking a lover here, be careful. More than one lover has been pushed off the balcony by an angry beloved.
 
NPCs
Name: Ye’ Ooluroo
Race: Charoda
DoB: The 23rd of Fall, 484 AV
PoB: Charbosi
Title: Keeper of the Cottage, Constellation
Skills: Swimming 100, Coral Manipulation 80, Persuasion 70, Climbing 40, Astronomy 60
Gnosis: Akarni Priestess (Reta- 3 marks)

Ye’ Ooluroo is an odd fish. Everyone who knew her since she was young said she dreamed of the stars before she ever saw them. When she was old enough to venture on to land, she spent many of her nights on dry land, watching the stars on their graceful paths across the heavens. In time, she came to hear of the Lady that led them, an Alvina, practically a Goddess in Her own rights who had sacrificed Herself to stem Ivak’s destruction during the Valterrian, and Ooluroo set out on a search for this fallen Goddess.

When Ooluroo met Zintila, she felt a deep connection to the Goddess, though she felt a great distance between them as well. Over many years, Ooluroo sought to understand Zintila, and though she still feels that she knows little, she found something better than understanding. Friendship. As the bond between the two grew, Zintila placed more and more of Her trust in the Charoda, and as Her trust grew, so did the number of marks on Ooluroo’s skin. Soon the Charoda found herself a priestess, and though she feels that she has even more questions about the Goddess, the bond they share is even stronger now.

At least twice a year, Ooluroo travels back to Charbosi to spread the word of her Goddess and gain new followers for the Alvina of the Stars. With her starlight shimmering skin, she is a favorite at the large gatherings in the city beneath the sea, and her light has led many to begin their faith in Zintila.

It is perhaps her natural affinity for manipulating growing things that made her so efficient and natural when it came to manipulating Skyglass. With an understanding of how to manipulate coral, her grasp on Akarni had a richly artistic flare that few who had been priestesses or priests decades before her could match. She was the priestess who had followed the urge to provide Zintila a place to escape. After all, Ooluroo found she understood Zintila best at a distance.

 
Services
The Lovers’ Coral is available for rent for the steep price of 10 kina a day, though anyone who has ever spent a night in its luxury knows it is well worth the price. The cottage can be rented for no more than a week at a time. (Speak with your ST before writing that you have rented it to be certain it is available).

Rent is not the only expense. As the path is on the dangerous slopes of Zintia, a fee of 1 kina is charged for each individual beyond the first two as well as for any equipment being taken that doesn’t fit into a backpack as travel via Okomo is necessary.

As the cottage is made of Skyglass and the people who care for it are priests and priestesses of Zintila, the shape and design is always changing, though a pool and wide open balcony tend to be constants. One can make a request for certain floorplans or decorations when they rent, but there is no guarantee that the caretakers will acquiesce. However, with Ooluroo’s skill, quick changes can easily be made.

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Adeliz
Forgotten sister
 
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Location Challenge Weekend (15-16-17)

Postby Jomi on June 18th, 2018, 6:11 am

The Peddler’s Cart

Image


You will hear the Peddler’s Cart long before you see it. The rumble of a wooden wheel and the honking of angry geese echoing through Zintia’s winding streets are a sure sign he is close. The cart itself is unfinished wood scrubbed within an inch of its life that groans with exertion with every pebble it encounters. The overflowing carts one wheel is balanced precariously by the driver who mans the two paddles in front, allowing for tight turns and and entry into narrow passages. A stooped man in a long dark coat with the hood covering his head can be seen pulling the cart through the streets at all hours and in all conditions, often waving at those who pass, inviting them to browse his possessions. The cart is always followed closely by two white geese, who seem perturbed by the existence of other people and like to complain loudly about it. But It’s not the cart itself that draws the eyes of the passerby.

The Peddler’s Cart is, to put it kindly, where junk goes to die. Not a single one of the Peddler’s treasures is new. The trinkets and knick knacks have passed through many hands on their way to their lowly end. He pilfers and scrounges the leftovers of mages and craftsmen alike, with a few items purchased from the more unsavoury city dwellers if the rumours are to be believed. Broken automatons and unbalanced scales, a marble bust with a broken nose and dented pots are all lovingly heaped atop the wooden cart. But scattered among the junk lie some rare treasures. A few items even have unusual arcane properties, to your boon or your dismay. If you are brave you will be sure to find something you want inside, buried underneath a million things you don’t. Perhaps it is worth it to look deeper. This grinning cat statuette seems nice. You should take it home. It’s been waiting for you…

 
Louse
Image
Name: Louse
Race: Human
DoB: Unknown
PoB: Lhavit
Title: The Peddler
Skills: Morphing: 60
Driving: 55
Persuasion: 40
Negotiation: 30
Begging: 20

The Peddler is not a face you easily forget. A testament of everything that could go wrong for a Morpher, Louse had long ago forgotten his name, and even his face. As an up and coming Morphing student studying in the Twilight tower, Louse had let his passion become his obsession, and it cost him dearly. And since he now has a face that is best described as a human laxative, his job prospects are slim. So the disgraced mage begged and wheedled his way towards a broken down cart and his new career as a junk peddler.

Having no identity himself, Louse tends to subconsciously mimic those he encounters, including his pets. Because his temperament and personality is entirely subject to whomever he is speaking with, It might be worth your while to speak kindly to him, if you wish for a better price. And you will pay whatever that price is, if you wish to escape him. Louse has a tendency to chase down and push his wares on any unwary traveller that makes the mistake of meeting his eye, and he will badger them endlessly until they purchase one of his wares.
 
Nit and Wit
ImageThese geese hate you and everything you do.

Raised from eggs by Louse, they follow their master and his cart from place to place and announce the presence of the peddler with their endless honking. Trained to attack on command, the Peddler uses the geese to deter thieves. And the geese, to their credit, take their job very, very seriously. So seriously in fact that they will sometimes take the initiative if a person is aggressive, or armed, or made eye contact, or made the mistake of leaving their butt cheeks undefended. Customers, pedestrians and those with sticky fingers learn quickly to stay out of the path of the Nit Wit brothers.


* Random low level effects given by Moderator.

Moderators Guide :
To determine result, roll one d100.

0-25= Something Bad (The broken automaton eats your socks when you’re not looking, but only the left one.)
26-75= No magical effects for you, pleb.
76-99= Something Good (The cracked mirror shows a more attractive reflection. Perfect for a budding narcissist.)
100= Something WEIRD




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Jomi
One more day would have been nice
 
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