[The Spires] The Suggestion Box

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Built high in the massive branches of Taldera's bloodwood forest, The Spires is a city crafted by the peaceful and scholarly Jamoura. Considered a haven for scholars and sages Mizahar-wide, The Spires is a mecca of philosophy and science that draws people from far and wide with its promise of deeper thinking and higher reasoning.

[The Spires] The Suggestion Box

Postby Chamaeleon on April 22nd, 2012, 7:29 am

Name: Shrieking Lizard
Frequency: Low
Threat Level: Very low in singles, high in groups
Major Features: Dull body contrasted by bright fins, claws and venemous fangs
Abilities: Limited flight, fairly fast, venemous bite, capable of mimicking sounds
Most Common In: Southern Taldera

Image
Physical Characteristics: The Shrieking Lizard is small, about six inches long, with large dorsal fins of varying shades of pink and yellow. It's body is mainly dull brown with patterns of black, but dark green is not uncommon. Long, curved claws enable the Lizard to cling to many surfaces, while its sharp teeth deliver a nasty bite that will fester without fail if not dealt with among larger animals. The Skrieking Lizard is most known for the ability to mimic the cry of nearly every beast that stumbles upon it except the very lowest. It has even been rumoured that the more devious have been able to copy the sound of infants crying. The cries are used to lure prospective prey to the lizards, who wait together in overwhelming masses to overpower their prey.

Social Structure: Shrieking Lizards never live alone. While it is rare to stumble upon them, once a person encounters one Lizard, it should be noted that dozens more may be lurking around to pounce.

The Shrieking Lizard is a ground dwelling reptile that will utilize ambush tactics by climbing up the trunks of trees and flinging themselves at their prey. Despite the weakness of their venom, when attacked by a large group the amount delivered to the blood will kill within minutes, or at worse, within an hour. The venom is very painful once injected, but the Shrieking Lizards will not eat their prey until they are dead.

These groups of lizards are led by a matriarch and patriarch. The position is a contended one with the loser of such battles becoming sustenance for the winner. The groups of Shrieking Lizards are known as covens, and each coven consists of nearly a hundred individuals. There are roughly seven covens in southern taldera, but since the Lizards are not one to migrate across the region, encountering roaming covens is extremely rare and incredibly amusing to watch, for the Lizards tend to crawl over one another and tumble around in such masses.

Miscellaneous: Shrieking Lizards have a voracious appetite and will prey upon everything but for beasts with the toughest of skins. Their venom can be harvested and sold for a moderate price, but otherwise they are worthless to the economy.

Summary: Shrieking Lizards are awkward on ground, yet gliding through the air they are incredibly agile. Fond of ambush, they are known to spring upon prey after baiting them with the sounds of animals or infants in distress.
Spider, spider.
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[The Spires] The Suggestion Box

Postby Chamaeleon on April 22nd, 2012, 7:30 am

Name: Shrieking Lizard
Frequency: Low
Threat Level: Very low in singles, high in groups
Major Features: Dull body contrasted by bright fins, claws and venemous fangs
Abilities: Limited flight, fairly fast, venemous bite, capable of mimicking sounds
Most Common In: Southern Taldera

Image
Physical Characteristics: The Shrieking Lizard is small, about six inches long, with large dorsal fins of varying shades of pink and yellow. It's body is mainly dull brown with patterns of black, but dark green is not uncommon. Long, curved claws enable the Lizard to cling to many surfaces, while its sharp teeth deliver a nasty bite that will fester without fail if not dealt with among larger animals. The Skrieking Lizard is most known for the ability to mimic the cry of nearly every beast that stumbles upon it except the very lowest. It has even been rumoured that the more devious have been able to copy the sound of infants crying. The cries are used to lure prospective prey to the lizards, who wait together in overwhelming masses to overpower their prey.

Social Structure: Shrieking Lizards never live alone. While it is rare to stumble upon them, once a person encounters one Lizard, it should be noted that dozens more may be lurking around to pounce.

The Shrieking Lizard is a ground dwelling reptile that will utilize ambush tactics by climbing up the trunks of trees and flinging themselves at their prey. Despite the weakness of their venom, when attacked by a large group the amount delivered to the blood will kill within minutes, or at worse, within an hour. The venom is very painful once injected, but the Shrieking Lizards will not eat their prey until they are dead.

These groups of lizards are led by a matriarch and patriarch. The position is a contended one with the loser of such battles becoming sustenance for the winner. The groups of Shrieking Lizards are known as covens, and each coven consists of nearly a hundred individuals. There are roughly seven covens in southern taldera, but since the Lizards are not one to migrate across the region, encountering roaming covens is extremely rare and incredibly amusing to watch, for the Lizards tend to crawl over one another and tumble around in such masses.

Miscellaneous: Shrieking Lizards have a voracious appetite and will prey upon everything but for beasts with the toughest of skins. Their venom can be harvested and sold for a moderate price, but otherwise they are worthless to the economy.

Summary: Shrieking Lizards are awkward on ground, yet gliding through the air they are incredibly agile. Fond of ambush, they are known to spring upon prey after baiting them with the sounds of animals or infants in distress.
Spider, spider.
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[The Spires] The Suggestion Box

Postby Alea Davenport on April 29th, 2012, 5:39 pm

Approval Notes :
Gillar has approved my developing this on the condition that Creeper approves as well.


Here is a writeup attempt for the Spires Zith Colony. Please let me know if there's anything I could add or change to improve it.

Possible pictures for the location can be found here.

Notes for Creeper :
It's complete! Just awaiting your suggestions and/or approval! :)


Knyvz
Image


In the depths of Taldera, near the Spires, there exists a small Zith colony called Knyvz. The Zith make their home in a series of caverns, with entrances hidden in cliff-faces or covered by trees. While some creatures may stumble upon an entrance, they would not make it very far. There are high cliffs and steep dropoffs all throughout the caves, such that anyone without wings would be hard-pressed to find their way in. In the deepest parts of the caves, there are large caverns that the Zith have made into comfortable living spaces.

The Zith of this colony are all supporters or followers of Caiyha, and they exist in an uneasy alliance of mutual respect with the Jamoura of the Spires. As such, they will tend to restrict their hunting to the animals of Taldera (who provide more than enough sustainance for a Zith family). They are not above taking the occasional foolish person who wanders too close to their lair, though if such a person is known to be from the Spires, the Zith may restrain themselves.

The Zith of Knyvz are made up of several fragmented families who have joined together for security. The overall population rarely rises above fifty, as there are always some Zith who are unruly enough to pose a threat to the safety of Knyvz. They also take in stray Zith who have lost their clans, but only if they are willing to follow the principles of Knyvz, such as respecting Caiyha and not making enemies of the Spires residents. The elders recognize the benefits of maintaining a truce with the Spires, and they do what is necessary to make sure this truce is not threatened.

History
Not too long ago, there was a colony of Zith in Taldera much like any other. One day, one of the Zith found an entrance to the Spires. He told his clan, and they mounted an attack on the city, thinking that the peaceful Jamoura would be easy targets. In defence of their city, the Jamoura killed them to the last Zith, but being peaceful and compassionate creatures, the Jamoura knew there would be children left somewhere. The Jamoura and followers of Caiyha found the orphaned Zith children, and brought them back to the Spires.

The children were raised to respect Caiyha. Some, especially the older ones, rejected the teaching and either left or were banished. A few accepted the teachings, but still could not control their nature well enough to live peacefully in the Spires. Those willing to maintain peace formed a truce with the Jamoura, then gathered their remaining brethren and took up residence in the caves once use by their colony, continuing to respect Caiyha and keeping relatively tolerable relations with the Spires.

 
NPCs
ImageName: Lynx
Race: Zith
DoB: 472 AV, 35
PoB: Taldera, near the Spires
Title: Elder
Skills: Leadership 67, Hunting 53, Wilderness Survival 49, Intimidation 45, Unarmed Combat 41

Lynx is one of the leaders of the colony. As newborns, he and his twin sister Esmeralda were the youngest of the children raised by the Jamoura after their colony's botched attack on the Spires left them all orphans, but they are the oldest who remain alive.

Lynx is a strong believer in discipline, and he rules the colony through brute force if necessary, but usually his reputation is enough to keep the younger Zith in line. While harsh, he is respected as leader, because those under his charge never go hungry, and only the truly reckless get seriously hurt. He cares deeply for his colony, and will brook no threat to its safety.

ImageName: Esmeralda
Race: Zith
DoB: 472 AV, 35
PoB: Taldera, near the Spires
Title: Elder
Skills: Observation 62, Wilderness Survival 60, Stealth 56, Leadership 53, Hunting 23

Esmeralda is less strong but more clever than Lynx. On the surface, she seems to be the kinder of the two, but when she does not get her way, she can be effortlessly merciless and brutal. She takes care fo such grievances in private, but most of the Zith still know to stay on her good side.

She spends much of her time watching others from the shadows, and there is very little going on in the colony that she does not know about. In this way she helps her brother stop trouble almost before it begins. She is also quite promiscuous, and will sleep with just about anyone who's interested. Many Zith vie for the postition of her mate, but she refuses to choose just one.

ImageName: Max Ilwell
Race: Human
DoB: Spring 489, 23
PoB: Zeltiva
Title: Esmeralda's Slave
Skills: Spelunking 62, Climbing 51, Gadgeteering 23, Herbalism 26, Gardening 19

Amatuer cave-diver Max Ilwell started his life in Zeltiva, but left at an early age to persue his love of exploring. His journey took him all over Kalea, where he honed his skills and used clever tricks to get into places previously untouched (as far as he knew). This was, of course, very dangerous, and he has plenty of scars from the various mishaps and hostile creatures he has encountered. Still, he was always more curious than cautious, and caves were his life. After some time, he wandered into Taldera and found the Spires where he gained an interest in plants, but ultimately the caves called to him.
One day, he was exploring the Talderan wilderness, when he found a certain cave entrance. The sheer drop a few steps in presented a challenge, but it was nothing the spelunker couldn't handle. They were the most amazing caves he'd ever seen (not that he doesn't say that about all the caves), but he did not realize until nightfall that they were occupied. When the Zith woke up and found a strange human wandering around their home, they were both panicked and intrigued. How could a silly human get so far in?
Esmeralda, one of the elders of the Zith, was intrigued and impressed by his ability, so she claimed him as a slave, forbidding harm to come to him. With his recent experience with plants, she put him to work tending the Salialana, at least until they found a more permanent slave for the position, but he still explored the caves as much as the Zith would allow.

Max's personality is amiable, but a bit absent-minded. His only true love is caves, and living in one is a dream he could never have imagined. He is well cared for by his Zith master, and wants for pretty much nothing. He greets everyone he meets cheerfully, and his enthusiams keeps the spirits of the other slaves high.


[url]Entrance[/url]
[url]Sleeping Caverns[/url]
[url]Slave Caves[/url]
[url]Fungus Farm[/url]



Entrance
Image


There are many possible entrances to the caves that hold the Knyvz Zith colony, but most of them are hidden or only accessible by Zith. This is the entrance that is most obvious to outsiders, and so it became the official entrance to the caves, on the rare occasion that someone actually wants to seek the Zith out.

Just inside the cave is a steep drop-off that prevents any further entry by normal means. An expert climber could potentially make their way down safely, but for the most part flying or being carried by a Zith is the only way to traverse the entrance. A climber did make it into the caves once, but because of him, the Zith have become more alert, and they watch the entrance to prevent such a thing from happening again.


Sleeping Caverns
Image


Deep within the caves of Knyvz are a multitude of spacious caverns which the Zith use as individual residences. As Zith do not require many furnishings, they usually use this space for sleeping, and storing their belongings (such as hunting trophies, or knick knacks they find interesting).

Often a mated pair of Zith will share a cavern for a time, along with any children they have. They change rooms as often as they change mates, which is a fairly simple process as there is not much difference between one cavern and the next, and few belongings to move, if any. Some of the more territorial Zith will claim a cavern for life, but many do not object to sleeping in whichever available space catches their fancy.

Some Zith may share their living space with a particularly favored slave, but this is rare for two reasons. The first is that many Zith disapprove of allowing slaves to sleep among the Zith, not wanting the slaves to get it into their heads that they are of equal status. The other reason is that many slaves do not find it comfortable to sleep on rocks, and the slave quarters are better designed to accommodate human comfort.

OOC :
One of these caverns is equivalent to the 500GM housing in the starting package. Living here is equivalent to "Poor" living conditions, so please apply the appropriate seasonal expenses.


Slave Caves
Image


The slaves are kept in a couple of smaller caves. They are generally all expected to sleep in the same area, as the Zith don't quite grasp the concept of privacy, or see why slaves should need it anyway. The slave's beds are rather more comfortable than bare rock, as their Zith masters want them to serve as willingly as possible, and therefore go to moderate lengths to keep them comfortable and happy. They discovered over the years that beds of pine needles are surprisingly comfortable, and every so often, a few of the most well-behaved slaves are allowed onto the surface under the strict supervision of the Zith, in order to gather material for the beds. Sometimes they are even able to forage wild fruits as well, though their diets consist mostly of leftover meat the Zith bring from their kills, which some of them are able to cook by building a fire in a nearby ventilated cavern.

The Zith keep the slaves under tight discipline, but there is still tension between them. The easiest slaves for the Zith to capture are those who have been banished from the Spires, with the result that most of them are some form of criminal. Some of these regret the actions that cased them to be banished, and they accept their fate, working quietly and unobtrusively. Others resent their capture, and are prone to jealously of slaves who seem to have gained the particular favor of a Zith. These are the ones who require more frequent discipline, and many have scars from when a Zith has lost patience with their bad attitudes (the slaves who survive this are the ones who learn to submit). Of course, all of the slaves do their best to prove themselves useful and non-threatening, since it is well known that when they have no other purpose, they can still be used to feed a hungry Zith.


Fungus Farm
Image


Like every proper Zith colony, Knyvz cultivates the fungus they call Salialana. Possibly the largest cavern in the cave system, the fungus farm has a small stream running along the side, but the floor and walls are covered with Salialana. Cultivation is largely left up to the slaves, as the Zith have little interest in "gardening". The "farm" is run by a Nuit named Snitch, whose unsettling gaze deters many from trying to sneak any of the fungus for themselves. Because of Snitch, tending and especially harvesting the Salialana is considered the worst job, that is only performed either as a punishment or by those who are truly desperate.

Given how jealously Snitch guards the Salialana, he is pretty much the only one who could get away with taking more than his allotted share. The rest of the the fungus is divided fairly among the Zith (fairness is determined by the elders), and a bulk of it is traded with the Spires. It is rumored, however, that Snitch has a standing offer to be quite genourous with anyone who can bring him a prime, intact corpse.

 
NPCs
ImageName: Snitch
Race: Nuit
DoB: 420 AV, 92, turned in 502, 10 years ago
PoB: Sunberth
Title: Slave
Skills: Embalming 72, Herbalism 63, Gardening 46, Botany 38, Philtering 29

Snitch was born as a human in Sunberth, and his actions earned him his nickname. After he was turned, he spent many years in Sahova. Eventually forgetting his real name, he only remembered the nickname he had earned. Obsessed with survival, he found his passion seeking ways to increase the amount of time a body could last. He was convinced the answer lay in "natural remedies", and so he spent all of his time researching plants. Before long, he had learned all he could about the plants on Sahova, and so he set out for distant lands.

His travels eventually took him to the Spires, which was a treasure trove of new species he'd never seen before. He learned much there, but unfortunately his body at the time was wearing a little thin. He was desperat enough to try the transferring ritual within the spires, but he was found almost immediately, and exiled. Left to wander the Talderan forest alone, he was quickly picked up by the Knyvz Zith. Electing NOT to eat the funny-smelling humanoid, they put him in charge of tending their most precious treasure, the Salialana fungus.

Snitch is discontent with his position, but realizes that antagonizing these creatures is a quick road to the death he's been trying to avoid. His concerns grow daily, as he's figured out that the odds of finding an intact corpse while trapped in these caves is slim to none. His only hope lies in the possibility that the Salialana, the only plant-like substance he has access too, will somehow be able to preserve his life. Therefore, he guards the fungus jealously, and suspects anyone who comes near of being a hazard to his health.
Last edited by Alea Davenport on May 28th, 2012, 2:45 am, edited 18 times in total.
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[The Spires] The Suggestion Box

Postby Creeper on May 23rd, 2012, 3:48 am


Ana - I approve the critter, if you could do perhaps a shorter summary of it, a few sentences, for the quicknotes in the Bestiary.

Cham - Fully Approved

Alea - A few things. I'd like to see a name for the colony, similar to how Xy is named? I'd also like to see a few more opportunities in the location. Like, this looks like what I call a "meta-location", which is a broad location that would have other locations in it, similar to the Base Camp. Now, I don't want it overly complex since it isn't in fact Xy, but things that could be included would be residences for PC Zith to live, a place for the very few slaves they'd have, etc. I'd like to also see a description as to the size of the families there. It would have to be less than 500 since it's smaller than the Din Colony. I would suggest 50 tops. Perhaps also writeup a couple NPC's like the patriarch and matriarch that run the colony.

Also, a few players have made reservations on which locations to be developed, as well as locations I'm reserving for myself.

Creeper: Petal of the Climbing Snake (Pending Approval)
Lectern of Eyris (Pending Approval)
Petal of the Watching Owl (Pending Approval)
Bright Minds Child Care (Pending Approval)
The Memorium (Pending Approval)
Nature's Nurture (Pending Approval)
Petal of the Timid Cougar (Pending Approval)
Eywaat's Roost (Pending Approval)
The Government Petal
The Medical Petal
The Meditative Petal
The Collective
Hahk'Shatara Meeting Place
Temple of the Four


Chamaeleon - Shrine to Syna
Shrine to Leth

Magz - Woodworking Center

Ana - Sweat Lodge
Massage Parlor

Pash'nar - Beekeeping locale

Alea - Zith Colony

Waheed - Shrine to Dira

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[The Spires] The Suggestion Box

Postby Minerva Agatha Zipporah on May 23rd, 2012, 4:14 am


The Everliving Wood
Image


The Everliving Wood is owned and operated by a gentle craftsman Jamoura by the name of Nrash. The establishment's name comes from Nrash's view of life and art. He believes that the wood never truly dies, and that in the hands of a skilled craftsman, the life within it can be brought out for all to see once again. His woodcarvings and creations are all made with the greatest care and love, bringing out the inner beauty of each fallen piece of wood. He does not believe in painting or gilding, as those things only serve to take away from the natural beauty of the wood itself.

Here one can find expertly carved masterpieces from the simplest wooden statuette to the grandest furniture. Nrash makes and sells artistic pieces for decoration, as well as furnishings of all sorts. Even the simplest table or chair will show signs of great care and artistry in its creation. Nearly everything found here will have the appearance of natural things, from lifelike carvings of animals, to tables that look as though they could still be living shrubs. Indeed, one could easily walk past one of Nrash's creations in someone's home and never realize it wasn't simply growing from the living wood around them. Custom orders are also available to those willing to wait for the time it takes to hand craft a piece from scratch.


 
NPCs
Image

Name: Nrash
Race: Jamoura
DoB: 3rd Day of Spring, 103 AV
PoB: The Spires
Title: Owner and Proprietor of The Everliving Wood
Skills: Carving 60, Carpentry 55, Construction 48, Drawing (For Blueprints) 33

Nrash was born and raised in The Spires, with no desire to ever leave. He is a devoted artist and craftsman, having spent centuries perfecting his craft. He is a greatly patient individual, beliving that one can never rush beauty, and that it will emerge from the wood when it is due time. He is often known to spend several days, or in some cases weeks, simply contemplating a piece of wood. Just as one cannot rush the growth of a tree, one cannot rush the forming of an idea in the artist's mind. Only when he is certain he can see the life within the wood will he begin work.

Like most Jamoura, Nrash is never quick to anger or brash decisions. Even his pride in his work is something slow to evolve, satisfaction with a piece coming forth step by step with each touch of a chisel against wood. He never rushes to meet deadlines, and his clients know that an order will be fulfilled in due time, and will always be well worth the wait.
 
Employment And Training
Positions Available
Woodcarver = 5 GM/day
Clerk = 3 GM/day
Wood Collector = 2 GM/day

Training Available
Carpentry
Carving
Construction

 
Prices
Woodcarver's Toolkit: 50 GM

Furniture
Type Poor Quality Average Quality Good Quality Fine Quality
Arm Chair 8 sm 4 gm 8 gm 20 gm
Bookcase (10 books avg) 1 gm (50 books avg) 8 gm (250 books avg) 20 gm (500 books avg) 40 gm
Dresser 7 sm 2 gm 5 gm 10 gm
End Table 8 cm 3 sm 7 sm 2 gm
Table 7 sm 1 gm 3 gm 8 gm
Wardrobe 8 sm 2 gm 5 gm 10 gm


Decorations and Statuettes
Size Poor Quality Average Quality Good Quality Fine Quality
Small 5 cm 2 sm 6 sm 2 gm
Medium 1 sm 5 sm 3 gm 6 gm
Large 5 sm 1 gm 5 gm 15 gm


Last edited by Minerva Agatha Zipporah on May 23rd, 2012, 7:46 pm, edited 1 time in total.
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[The Spires] The Suggestion Box

Postby Creeper on May 23rd, 2012, 4:29 pm


Magz - I would like to see at least a general price list for items and services. This doesn't have to be specific items per se, but things like "Small, Medium, Large decoration" or "Poor, Standard, Fancy furniture". You could also include items from the price list. Wood is a divide by 4 multiplier for pricing. Also a woodcarvers kit in the price area would be lovely as well.











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[The Spires] The Suggestion Box

Postby Minerva Agatha Zipporah on May 23rd, 2012, 7:48 pm

Okay updated. I pulled some furniture from the price list. For the Decorations stuff, there was nothing on the price list for it, so I just estimated best I could by comparing to the prices for furniture and trying to follow a similar range.
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[The Spires] The Suggestion Box

Postby Minerva Agatha Zipporah on May 24th, 2012, 7:22 pm


Scintillating Scents
Image


When one enters the shop, the scents of flowers and perfumes of all varieties envelops them in a welcoming embrace. The shop is filled from wall to wall with plants and flowers of all varieties, some native to the Spires, some hailing from far off lands. Butterlies flit through the air, allowed to roam free here to help with pollination. Sunlight filters down through skylights in the roof, and the walls are filled with endless windows that are usually kept wide open, giving the feeling that one is still outdoors.

After navigating through the indoor gardens, around colorful plants of all varities, the main shop can be found. Here shelves display potted plants for sale, and clay jars of perfumes and other mixtures made from flowers and plantlife. Free samples of the common scents are available for those curious what is best for them, or the florist who runs the shop is always glad to use her Konti gift, sensing what drives a person and choosing a scent for them that fits their personality.

In addition to perfumes and potted plants, the shop offers a variety of floral arrangements for weddings and celebrations. Special philters made from plant extracts are also available upon request.


 
NPCs
Image

Name: Tika
Race: Konti
DoB: 24th Day of Summer, 445 AV
PoB: Mura
Title: Owner and Proprietor of Scintillating Scents
Skills: Perfumery 57, Philtering 52, Floristry 40, Herbalism 39, Medicine 27

Tika was born and raised on the White Isle, spending her younger years there learning about plants, herbs, and the properties of all the things that grow from the soil. She developed a great love for both the beauty of plant life and the practical uses of plant extracts. She studied everything from the arrangement of flowers for aesthetic purposes, to medical uses of plants, and the creation of philters and perfurmes. Her artistic personality always lent her towards the more aesthetic uses, though she learned enough about medicine to get by.

As she grew older, she felt a calling to travel, and was eventually drawn to the grand forests of Taldera, where she began studying the exotic plantlife that was so different from that of her island home. She spent years travelling to different settlements in Taldera, learning different methods and studying the plants native to each area. Eventually she settled in the Spires, and it has been her home ever since.

Tika's Konti gift gives her the ability to see someone's passion, though it is mostly an intangible sense. She often uses it to get a feel for what scent someone will prefer, and can recommend an appropriate perfume, cologne, or plant to suit the person's tastes. A stronger person may be better suited with a bold scent, a kind soul may prefer a more gentle floral scent, or an energetic person may prefer a strong citrus, each depending on their passions and desires.
 
Employment And Training
Positions Available
Philterer (Perfume Maker) = 7 GM/day
Florist (Artistic Floral Arrangements) = 4 GM/day
Clerk = 3 GM/day
Gardener = 3 GM/day

Training Available
Perfumery
Philtering
Floristry
Herbalism

 
Prices
Herbalist/Botanist's Toolkit: 20 gm

Perfumes and Cosmetics
Type Common Unusual Rare Exotic
Perfumes 1 sm–1 gm/oz 2–10 gm/oz. 11–25 gm/oz. 26–50+ gm/oz.
"Specialty" Perfumes* 3 gm/oz. 30 gm/oz. 75 gm/oz. 150 gm/oz.
Cosmetics 1 cm–1 sm/oz. 2 sm–1 gm/oz. 2–10 gm/oz. 11–25+ gm/oz.


*"Specialty" items are modified with a philter for an additional effect. Examples include aphrodisiacs, mood-altering compounds, mild sedative effects, or substances that bring a mild high.

Potted Plants and Floral Arrangements
Size Common Unusual Rare Exotic
Single Plant/Flower 2 cm 1 sm 5 sm 1 gm
Bouquet/Potted Plant 8 cm 4 sm 2 gm 4 gm
Large Arrangement/Shrubbery 3 sm 2 gm 8 gm 12 gm


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[The Spires] The Suggestion Box

Postby Creeper on May 26th, 2012, 9:09 pm

Name: Gliding Skunk
Frequency: Common
Threat Level: Very Low
Major Features: Black and White Striped Fur, a patagium from wrist to ankle, fluffy tail
Abilities: Able to glide, very territorial, strong stink glands
Most Common In: Southern Taldera, The Spires
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Creeper
My Bark is Worse Than My Bite
 
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Joined roleplay: March 29th, 2012, 5:27 pm
Location: DS of The Spires, Northern Wastes, and Overseeing Avanthal
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[The Spires] The Suggestion Box

Postby Chamaeleon on May 27th, 2012, 5:21 am

Leth's SanctumImage


At the base of the trees that the Spires is made of is a winding path of stones that leads between a pair of shrines dedicated to lovers. At one end is Leth's Sanctum.

Prior to the Storm of 512, Leth's Sanctum was a shrine built at the design of the trees, the vines, and the flowers. Set in an altar of wood was a glass sphere of indigo, inky black, silver. It was a place that drew the children of the sky and brought the faithful of Leth to prayer for his boons.

During the Storm and at the whims of wild djed, the glass sphere was destroyed, turned to fine dust that now sparkles in the sanctum as a whole. The alter it once stood upon has itself turned to glass that, despite the prying of treasure hunters, is seemingly indestructible. At night, it gleams with an inner light that brings to mind the silver hue of the moon, while during the day it inherits the shades of the sphere that once sat upon it.

Ethaefal are drawn to the site regardless of their alignment between Syna and Leth, and all who look upon the altar feel the need to meditate and think, with the more devious plotting ways to exctract the altar and the more kind hearted in a state of introspection.

NPC:Image

Name: Chraes
Race: Ethaefal
Mortal Seeming: Jamoura
Age: 200+
Skills: Meditation, Astrology, Astronomy, Observation
Gnosis: Leth - 1; Syna - 1

Chraes was always a faithful of Leth and Syna, having been borne of the heavens herself as a daughter of Syna. Always patient and kind to those who encounter her at either the Sanctum or Retreat, Chraes is also a common sight in the city proper and is especially found on days she takes for relaxation in the Meditative Petal. Every first and second day, Chraes can be found at Leth's Sanctum.



Syna's RetreatImage


Syna's Retreat lays at one end of a winding path made of stones, opposite the Sanctum of Leth. Always a fair place, the Retreat is a small structure with an altar and a gleaming sphere made of some mysterious glass resting upon it.

The glass of the sphere is gold, fiery orange, blue and green, hues of the children of Syna herself. It is a source of awe for many who come to look upon it, while the Jamoura who recall its twin often recall the pair of spheres sadly. The Retreat is also a location that for some reason draws forth the Synaborn in the city.

Treasure hunters who intend to poach the sphere find it it woo heavy for them to remove from it's resting place.


NPC:Image

Name: Chraes
Race: Ethaefal
Mortal Seeming: Jamoura
Age: 200+
Skills: Meditation, Astrology, Astronomy, Observation
Gnosis: Leth - 1; Syna - 1

Chraes was always a faithful of Leth and Syna, having been borne of the heavens herself as a daughter of Syna. Always patient and kind to those who encounter her at either the Sanctum or Retreat, Chraes is also a common sight in the city proper and is especially found on days she takes for relaxation in the Meditative Petal. Every third and fourth day, Chraes can be found at Syna's Retreat.
Spider, spider.
Chamaeleon
My kiss is poison.
 
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