[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 Lixue on June 22nd, 2012, 12:18 am

Juicy Morsels

Image


Juicy Morsels is located on the outer petals, directly next door to the tanning shop. Farther out from the city than most businesses, the Jamoura may enjoy meat but do not wish to see the lost lives of creatures. Upon entering the store, one would find themselves surrounded by meat hanging on the walls. Windows around the room light up the whole store. Beneath each window is a long table where one is able to set meat to either be cut smaller or kept until shopping is complete. Wooden floors are stained with blood spilled. Mikal is often seen wandering the store, checking the meat for freshness. The flies, fortunately, are kept away by the priestess of the temple. There is a constant metallic stench of blood surrounding the shop.

The store has a strict policy on the type of animal they will butcher. The creature must have died for a specific reason. For example, they take meat from Nikatsi who donates the animals she kills while teaching. They will not, however, take meat that has been killed by a disease or has been dead for more than two days. Meat can be bought from the shop or someone can bring in a corpse for butchering, for a price. The owners tend to be reasonable with their prices, even lower than average. After all, they are in a location where animals are cherished and their unnecessary death is extremely upsetting. After the creature is skinned and gutted, the meat stays at Juicy Morsels while everything else goes next door to the tanning shop.

Established in 497 AV, the shop was destroyed by feral Jamoura after the storm in 512 AV. The owners, Akassi and Mikal, rebuilt on a larger scale. They are constantly looking for new employment. Akassi completes all of the butchering, cooking, cleaning, and organizing while Mikal runs the business and teaches the skills necessary to work at Juicy Morsels. One may also ask for lessons in hunting or fishing and will be appointed to the right person.

 
NPCs
Image
Name: Mikal
Race: Human
DoB: Spring 1st, 463 AV (49 years of age)
PoB: Denval
Title: Co-owner of Juicy Morsels
Skills:
•Leadership (50)
•Teaching (45)
•Butchering (35)
•Food Preservation (50)
•Mathematics (65)


[Appearance]
Mikal's face resembles worn leather. Lines and cracks cover it, mainly around his eyes and forehead. His skin is tough. Mikal's nose hints at having once been broken; the middle dips inward and the end jots out. Squinted eyes often make others wonder if he needs glasses. A smile is often found on Mikal's lips. Thin, brown hair is cut short and layered extensively. An white apron protects his clothing from being covered in blood. Plain black pants and a collared shirt are Mikal's favorite clothes.


[Personality]
Mikal is an optimistic guy who has been known to be somewhat of a push-over. He is soft-spoken and gentle. Mikal often gives into what others want, even if he does not want the same thing. With infinite patience, Mikal makes a wonderful instructor. He enjoys answering questions about things and has a bad habit of rambling off into stories of when he was younger. Children are considered dear and precious to Mikal. Twice a year, he will take on "special cases" or apprentices to learn the craft of either mathematics or butchering meat. The apprentices last a season.


[History]
Mikal was a promising young child. He was studious and enjoyed working with numbers. It appeared he would grow up to be either an accountant or a mathematics teacher. In fact, Mikal apprenticed to an instructor. From this he discovered that learning from one-on-one with another person you can learn quickly and efficiently.

When Mikal was twenty, he met Akassi. The pair fell into a lustful relationship that left Mikal thinking of children and marriage. An astounding thing happened nearly a year later: Akassi became pregnant! Mikal was ecstatic and could not wait for the child. Unfortunately, a miscarriage snubbed out the innocent life. Mikal fell into depression and refused to speak with Akassi. The pair were separated for nearly a year.

At twenty five years of age, Mikal was reacquainted with Akassi's father who had sought him out. The man was used to negotiating and being demanding. Mikal succumbed to the proposal of money in exchange for Akassi's hand in marriage. The acceptance was influenced by the fact that Mikal was out of money and near starved. The pair were married on Summer 16th, 486 AV.

The relationship was difficult and full of arguments. Mikal, who was a gentle soul, could not handle such harsh words and often gave into his wife's demands. When she brought up opening a butcher's shop somewhere else, he pacified her by agreeing. The Juicy Morsels was opened in 497 AV.



Image
Name: Akassi
Race: Human
DoB: Fall 90ths, 467 AV (45 years)
PoB: Denval
Title: Co-Owner of Juicy Morsels
Skills:
•Butchering (73)
•Cooking (33)
•Cleaning (30)
•Food Preservation (63)
•Organization (43)


[Appearance]
Akassi is extremely thin, nearly anorexic. She measures in at five foot five and weighs only a hundred and ten pounds. Brown hair is dyed black once every moon. Covering barely her neck, it is often pulled back into a curly ponytail. Eyelids are covered in makeup and eyebrows are barely there. A small nose comes to a sharp point and is the first-sign of her anorexia. Painted lips are often pursed. Akassi can be found in two separate outfits. Her work and her social. The work clothes are black leather pants and a figure-showing white shirt without sleeves. In a social setting, Akassi tends to wear a low-cut tunic the color of blood. The dress skims mid-thigh.


[Personality]
Akassi should have been born to a rich family. She comes off as snobbish and condescending, as if everyone else is below her on the social ladder. She had zero patience for others, especially if they are in her way. Incessant questions are not tolerated and often leads to Akassi exploding verbally. When this happens, she says anything and everything on her mind, leaving nothing out. Akassi tends to learn the weakness of someone else and verbally put them down. Passive aggressive, Akassi relishes in seeing another person emotionally break down. Akassi will not go out of her way to help someone else unless it benefits her in some way. She believes being thin is necessary to looking good. Organization is key to being able to work and a clean environment only helps in this matter. A sadistic nature hides within Akassi. Children are only a tad higher on Akassi's dislike list than dying.


[History]
Akassi was born to a poor family in Denval. Her mother enjoyed buying expensive trinkets and clothing to make herself feel richer. Jonas, Akassi's father, was a workaholic with an obsession of cleanliness. With three older brothers, Akassi was the bunt end of jokes and left out of social gatherings. Bonding with her conceited mother seemed the best choice. Akassi developed her ideas of being a "true lady" from her maternal parent. She fell in love with Mikal at sixteen. A clingy, desperate type of love that left them both reeling from the reaction. At seventeen, she discovered a baby growing inside of her. In a delirious state of panic, Akassi caused a miscarriage by throwing herself down a flight of stairs. The infant was lost to the world. She never told Mikal what had happened, only that the child was dead. The relationship hit a rough patch and the pair separated for nearly a year. During this time, Akassi handled her depression and rage by learning a violent skill: Butchering.

She first discovered a joy of cutting something to pieces while in the kitchen. In an attempt to cook, as she believed the reason Mikal had broken up for her was because she could not make a meal, Akassi had taken a butcher's knife to a hunk of lamb. Surprisingly, she began to feel better.

The pair was reacquainted when Akassi was nineteen. By this time, Akassi was nearly over him and was in a solid relationship with someone else. Jonas, her father, was not supportive of the new hobby Akassi had acquired. Offering money to Mikal for his hand in marriage to Akassi, Jonas was pleased when Mikal accepted. Akassi, on the other hand, was not happy with the reunion but did not wish to make her father unhappy. An icy wedding took place on Summer 16th, 486 AV.

Mikal, in an attempt to satisfy his bitter wife, agreed to her demands of opening a butcher's shop. Somewhere other than Denval. For years the pair traveled in search of a city without a butcher's shop before stumbling upon the Spires. Finally! A city without the skills Akassi held! Juicy Morsels was opened in 497 AV.
 
Employment And Training
Positions Available
Butcher = 3 gm/day
Fisherman = 4 gm/day
Cook = 2 gm/day
Clerk = 3 GM/day
Hunter = 5 gm/day

Training Available
Cleaning
Organizing
Cooking
Mathematics (Mikal only)
Butchering

 
Prices
Raw Meat
Type By the Pound By the Banquet
Venison 10 gm 90 gm
Bird, Small 2 gm 8 gm
Bird, Medium 4 gm 35 gm
Bird, Large 6 gm 50 gm
Bear, Black 12 gm 110 gm
Bear, Brown 14 gm 130 gm
Squirrel, Red 3 gm 25 gm
Squirrel, Black 3 gm 25 gm
Squirrel, Esirpus 2 gm 18 gm
Olidosapux 15 gm 140 gm
Bobcat 10 gm 90 gm
Lynx 10 gm 90 gm
Wolf 8 gm 70 gm
Snake, Small 2 gm 18 gm
Snake, Medium 3 gm 25 gm
Snake, Large 5 gm 40 gm
Sea Lion 10 gm 90 gm
Wild Boar 10 gm 90 gm


Smoked Meat
Type By the Pound By the Banquet
Salmon, King 3 gm 25 gm
Salmon, Rainbow 3 gm 25 gm
Trout 6 gm 50 gm
Bluegill 3 gm 25 gm
Perch 5 gm 40 gm


Salted Meat
Type By the Pound By the Banquet
Fish, Small 1 gm 9 gm
Fish, Medium 3 gm 25 gm
Fish, Large 5 gm 40 gm
Venison 7 gm 60 gm
Squirrel, Red 2 gm 18 gm
Squirrel, Esirpus 1 gm 9 gm
Squirrel, Black 3 gm 25 gm
Snake, Small 5 sm 40 gm
Snake, Medium 1 gm 9 gm
Snake, Large 2 gm 18 gm
Sea Lion 12 gm 110 gm
Wild Boar 10 gm 90 gm


*A banquet will feed 10 people
**Snakes not available in winter
Last edited by Lixue on June 22nd, 2012, 5:16 am, edited 1 time in total.
"This is Common"
"This is Vani"

I am interested in learning new languages. If you are interested in teaching your language, please contact me. Thank you.
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[The Spires] The Suggestion Box

Postby Lixue on June 22nd, 2012, 12:22 am

ImageName: Nikatsi
Race: Chaktawe
DoB: Winter 19th, 485 AV (27 years old)
PoB: Ekytol
Title: Gifted Hunter
Skills:
•Hunting (57)
•Tracking (45)
•Teaching (45)
•Weapon: Longbow (60)
•Observation (55)


[Appearance]
Nikatsi is an average Chaktawe. Fawn colored skin covers her body, gives away her heritage. Ebony eyes can seem disconcerting when one first meets Nikatsi. Long legs are normal and she is no exception. Jet black hair reflects the sun and side-swept bangs help keep prey from noticing her while she hides in the underbrush. If on a serious mission, she will use red dye to paint her cheeks, eyes, ankles, and wrists. As with any Chaktawe, marks are speckled on her fingertips, to sense air disturbances. Normally, Nikatsi can be found wearing a dark brown cloak, tree-green corset and skirt. A dagger is strapped to her thigh but several more are hidden around her body in strategic places. A quiver of arrows is within easy reach and a long-bow fits comfortably in her calloused hands.


[Personality]
Nikatsi is a demanding person. Those she acquaints herself with, if she chooses at all, need to be loyal, hard-workers and brave. They need to not be stubborn or pigheaded, as she finds this a nuisance and a very annoying trait to have. Though she mentally, physically, and emotionally pushes every person she instructs, Nikatsi means well. She wishes for anyone who seeks to hunt or defend themselves, to be able to the best of their ability. Anyone who is decided unfit will be denied extraordinary experiences. The same goes the other way; if someone is ready to hunt, or fight, they will and normally in a very unique way.

Solemn, Nikatsi prefers to observe the actions of another. Only from studying them and learning their behaviors can she truly help them. Nikatsi is calculating and her mind is constantly thinking things through to find an easier path. Others have teased her about being cautious. Any questions about her past are shot down without hesitation. Nikatsi prefers to not let others in, though she had no problem being a listener. In a casual setting, Nikatsi's true humor shows. She enjoys making jokes and has many inside jokes with most of the residents who have come in contact with her. Many atimes has she played part in a prank.


[History]
Born to the Kalanue tribe, Nikatsi learned how to use her wits as a tool. As with all Chaktawe, she was not named until she reached the age of five years. Nikatsi means "gifted hunter" because she seemed taken with weapons of all types, but did not pursue fighting with them. Instead, she was interested in observing, learning, and using the knowledge to hunt prey.

At fifteen years, she was temporarily banished from the tribe for "the searching". Nikatsi flourished on her own, using her skills as a huntress to keep herself alive. However, she ran out of water. Her body was able to keep for a lengthy amount of time, but apparently not long enough. Dehydration was a harsh set back and left Nikatsi gasping for help on the Desert Floor. During this time, she desperately prayed to Makutsi, as all female Chaktawe do. The goddess answered by delivering a simple message and a small pool of water.

"Only when you teach the strongest will you be the strongest."

A guardian had been assigned. The soul appeared to be a blue bird. Offsetting her personality, it encouraged her to make brash decisions and relax. One of the choices it helped her make was to leave Ekytol in search of the strongest. At age seventeen, she left her homeland. Five more years past before Nikatsi discovered the Jamoura.

She had been amazed at their strength and patience. Finally, she had arrived. The battle was long and hard to make a name for herself in the Spires and finally she did! Once the achievement was reached, Nikatsi began to teach individuals on hunting. All game went to the butcher's, as to not waste a precious animal's life.
"This is Common"
"This is Vani"

I am interested in learning new languages. If you are interested in teaching your language, please contact me. Thank you.
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[The Spires] The Suggestion Box

Postby Creeper on June 22nd, 2012, 5:50 pm


Juicy Morsels and Nikatsi approved!



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Race: Staff account
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[The Spires] The Suggestion Box

Postby Lixue on June 23rd, 2012, 3:44 am

Fins, Furs, And Feathers

Image

Fins, Furs, And Feathers is located between Juicy Morsels and the leatherworking shop on a petal farther away from the city. The three stores are not the favorite of the Spires, but a necessity. The Jamoura are omnivorous and enjoy meat. They also believe nothing should be wasted from a corpse and the three locations help keep the dead creatures from being disgraced.

The shop has been run by Lukra, a Myrian, and Aruna, a Kelvic Ta'rukahl since 487 AV. Neither are particularly friendly, but know their business better than almost anyone else in the Spires. When approached, they try to be polite, but it is not always guaranteed. Those who are rude within the shop, or dare to go against the Spires ways and steal, are handled by Aruna. Any purchases or teachings are by Lukra. To buy something, one must only find Lukra in the one-room store.

Upon entering the store, one would automatically believe the store is surprisingly clean for a place dealing with the dead. Tables are situated strategically around the room, displaying the different steps of tanning a hide or creating something from the guts. One half of the room is only for the guts and the other half only for the hides. This saves pieces from being ruined when working. In the far corner opposing the shop entrance, Aruna's pedestal resides. She is often found sitting on the T-pole, watching those who enter.

 
NPCs
ImageName: Lukra
Race: Myrian
DoB: 479 AV (33)
PoB: Falynder
Title: The One With the Ta'rukahl
Skills:
[indnet]•Falconry (78)
•Tanning (67)
•Unarmed Combat (76)
•Weapon: Wrist Razor (45)
•Observation (68)[/indent]

[Appearance]
Lukra was blessed with an intimidating height of six foot three. She has a stocky figure and looks to be her two hundred pound weight. This does not mean she is overweight by any means. No, Lukra is definitely in shape. As with all Myrians, she is dexterous, can climb easily and in better health than humans.

The skin that covers her body is the color of copper. Dark brown eyes are constantly on the lookout. Thick eyebrows lie just above eyelids covered in a deep shade of blue. Lukra wears her hair long, tied back in single braid. White feathers from her bondmate are weaved into the hairstyle, to showcase her pride and the fact that she was able to tame such a wild creature.

Lukra often wears what a warrior Myrian would. She wears an arm guard on her right, to protect her from her bondmate's sharp talons. A tight vest hides several choice knives. A loincloth shades her private areas from view. Lukra is silent in boots made of pelt.


[Personality]
Lukra tolerates others. She prefers to be on her own, but has no problem being surrounded by a dozen different people at once. Protective, she is wonderful for missions. Lukra is very observant and uses her bondmate to the best ability. On the other hand, Lukra is a predator. She will attack first, then ask questions. With the basic instincts of "fight or flight", Lukra fights.

Laziness is not tolerated with Lukra. Neither is tardiness. Oaths are to be kept at all costs. If one is able to talk their way out of something, they should. Be straightforward, but keep your own needs first. Do not let someone close enough to hurt you; physically, mentally, or emotionally. If you are pinned, you are considered dead. The weak are useless.


[History]
Lukra was born in Falyndar. A true Myrian, she discovered a love of tanning hides at a young age. Her mother was a tanner and taught Lukra all she knew. Her father was a simple man, treated as all men are in Taloba. Until the age of twenty four, Lukra worked in her mother's tanning shop. A surprising of turn of events took place on Lukra's twenty-fifth birthday.

Caihya gifted a Ta'rukahl to Lukra. The young fledgling was in need of help, in order to save her life. Both wings had been broken after a tumble from the nest. Caihya claimed Lukra's temperament would perfectly match and offset the Ta'rukahl's. Medical expertise was consulted to fix the broken bones and the pair lived in argumentative situations.

One particular fight revealed a surprising fact. The Ta'rukahl was a kelvic! The argument had started over something simple. Dinner. Aruna refused to eat the food Lukra gave her. Ta'rukahls were supposed to be non-picky eaters. The bird had retaliated by throwing the food back at Lukra. The fight was swift and quick with Lukra coming out on top.

A season later, Lukra moved the pair to the city of Spires. Moving to that location seemed a way to kill a two birds with one stone; be closer to Caihya and open her own tanning shop.


ImageName: Aruna
Race: Kelvic, Ta'rukahl
DoB: 500 AV (12)
PoB: Falyndar
Title: Bondmate of Lukra
Skills:
•Tanning (65)
•Hunting (50)
•Wilderness Survival (40)
•Unarmed Combat (65)
•Organization (40)


[Appearance]
In her Ta'rukahl form, Aruna is gorgeous. With a wingspan of six feet, she is smaller than any male. Black feet and talons are used for catching prey. A sharp, pointed beak is wonderful for tearing and ripping meat. Red eyes are always moving. Pure white feathers are graced with blood colored accents. These are only located on her tail, primary flight feathers and her crest. On the top of her head is the plumage. In daytime, the pure white feathers are akin to the beauty of a pearl. During nighttime, however, the feathers reflect the light and glow.

In her human form, Aruna is five foot eight. Marblesque skin is smooth and without blemish. Lips are stained red after years of hunting. Red eyes have excellent sight. Hair the color of her feathers' accents is layered extensively and looks like tiny feathers. The ends are pointed and sharp, though the hair itself is very soft. Reaching just past her chin, Aruna's hair rarely falls from her scalp. Aruna has excellent hearing and has been known to use the skill to eavesdrop on conversations.

Normally, Aruna can be found in her Ta'rukahl form in the corner of the store, residing on her pedestal. If she decides to grace others with her human presence, Aruna wears a brown dress that fails to cover her legs and her shoulders. Earrings that looks like feathers are one of many overly dramatic accessories.


[Personality]
Aruna is a predator through and through. Anything that moves is considered food and should be watched carefully. Constantly watching, she takes in all motion around her. Aruna trusts only her bondmate, Lukra, and is very protective of her. If she believes Lukra is being threatened in any manner, Aruna will step in and harass the individual.

In the workforce, Aruna took interest in her master's actions and learned quickly. The leftover scraps make up Aruna's dinner. Aruna is not a people person in any manner, but adores her master. Her moods change quickly and some would call her bipolar, but she is not. Simply over-reactive to everything. Aruna dislikes being "caged" in any sense and has been seen flying high over the Spires or weaving her way between buildings. Messes are not tolerated and Aruna will scramble as fast as she can to clean any mess and put objects back into their place. Shiny objects are collected and kept near her perch in the tanning salon.


[History]
Aruna was born on the first of the new year, birth influenced by Caihya herself. At two seasons exactly, Aruna left the nest. She fell from the nest and to the ground below, breaking both wings in the process. Caihya helped her by giving her to a Myrian who proved worthy to match Aruna's temperament. Changing from a pure nest to a home with a Myrian was difficult and the pair butted heads many times. After one particular argument, the pair fell into a vicious fight. Lukra came out on top, the winner, and Aruna began to understand that she was not the one in control. The role of master and kelvic was understood.

One season later, Aruna found herself lofted away from her home land of Falyndar to the Spires. Being closer to Caihya, who Lukra worshipped as well, was extraordinary. When the tanning shop was developed, Aruna was decided as the tanner and protector of the shop. She watches over those who decide to buy and give them information about the pelts.
 
Employment And Training
Positions Available
Tanner - 3 gm/day
Clerk - 3 gm/day

Training
Tanning
Weapon: Wrist Razor
Falconry

NOTE: Any and/or all training/employment holds the risk of personal injury to the PC from temperamental NPCs.
 
Prices
Pelts
Product Price
Deer 20 gm
Bear, Black 25 gm
Bear, Brown 25 gm
Squirrel, Red 3 gm
Squirrel, Black 3 gm
Squirrel, Esirpus 3 gm
Olidosapux 35 gm
Bobcat 20 gm
Lynx 20 gm
Wolf 15 gm
Wild Boar 10 gm
White Fox 7 gm


Gloves
Product Small Medium Large Jamoura
Wolf Fur 3 gm 5 gm 7 gm 9 gm
Bear Fur 5 gm 7 gm 9 gm 10 gm
Deer Fur 2 gm 4 gm 6 gm 7 gm
Bobcat Fur 4 gm 6 gm 8 gm 10 gm
Lynx Fur 4 gm 6 gm 8 gm 11 gm


Hats
Product Small Medium Large Jamoura
Wolf Fur 2 gm 3 gm 4 gm 5 gm
Lynx Fur 3 gm 5 gm 5 gm 8 gm
Bobcat Fur 3 gm 5 gm 5 gm 9 gm
Squirrel Fur, Black 1 gm 2 gm 4 gm 10 gm
Squirrel Fur, Red 1 gm 2 gm 4 gm 10 gm
Squirrel Fur, Esirpus 1 gm 2 gm 4 gm 10 gm
Snake 3 gm 5 gm 7 gm 11 gm


Other Things Made of Animal
Product Price Information
Bladder Bucket 8 gm Holds liquid up to five pounds, stretchable.
Tobacco Pouch, Bladder 3 gm Keeps tobacco from becoming wet.
String, Gut 5 gm/10 ft. Strong string. Can hold weight up to twenty five pounds.
Needle, Fish Bone 5 sm Sharpened to a point. Wonderful for sewing of any kind.
Fishing Hook, Fish Bone. 5 sm Self Explanatory.
Oil, 1 pint 2 gm Used for cooking
Bladder Bag 10 gm Can hold up to five small thing or ten pounds. Stretchable.
Snake Poncho 10 gm Keeps wearer from becoming wet for 5 uses.
Fish Scales 5 sm/lb Can be used for multiple purposes.
Bone Necklace 1 gm Different sized bones strung on gut string. Can be made to fit.
"This is Common"
"This is Vani"

I am interested in learning new languages. If you are interested in teaching your language, please contact me. Thank you.
User avatar
Lixue
The Amputator
 
Posts: 256
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[The Spires] The Suggestion Box

Postby Lixue on June 23rd, 2012, 9:53 pm

The Dancing Lantern

Image


The Dancing Lantern is a moth farm located on the Petal of the Silver Crescent. Directly in the middle of the petal lies Worthk's home. Moths of all kinds can be found around the petal. They will not enter homes besides Worthk's unless they became attached to a visitor at the moth farm. At night, the Talderan Glowing Moth illuminates the petal and particularly the Dancing Lantern. The glowing moth is the most commonly found moth at the Dancing Lantern.

Covered in foliage, vines, and even grass, the location looks to be big enough to hold forty Jamoura safely. As normal, there is a wooden bridge linking The Dancing Lantern to everywhere else. There are nearly five entrances to the moth farm and all them have a wooden archway over them. In the middle of the property is Worthk's home. It is a round open house and only the doorway and windows are accessible from the vines covering it.

The yard surrounding Worthk's home is full of pathways disappearing between plants of all kinds. Birdhouses, feeders and bird baths are tucked between bushes, occupied year round. Worthk himself builds these decorations. Paper Wasp homes are hooked to branches high above the platform. It shows that Worthk is a wonderful gardener; all the plants are healthy, huge, and vibrant. There is no dead life of any kindin the moth farm. Everything is peaceful in The Dancing Lantern.

Upon leaving the bridge, the visiting individual will be surrounding by moths of all types. The creatures will land on the person to determine if the visitor means well. If not, the moths will swarm, start to bite, and flap their wings at. On rare occasions, a moth will become attached to a visitor and follow them off of the Dancing Lantern. In this case, it is necessary to purchase one of the moth plants in order to keep the moth alive. Any creatures who leave the Dancing Lantern with a visitor will not leave the visitor's home unless the person dies. However, a moth will not leave the Silver Crescent petal under any circumstances.

Everyday at three bells past midday, Worthk will make his way to the middle of the farm. A circle of grass, surrounded by the Lunar Clematis. Moths congregate here all day long and seem as if they enjoy listening to the stories.

 
NPCs
ImageName: Worthk
Race: Jamoura
DoB: 22 BV(534 years old)
PoB: Spires
Title: The Moth Keeper
Skills:
•Animal Husbandry (89)
•Gardening (45)
•Carpentry (33)
•Storytelling (75)


[Appearance]
Worthk is an impressive size of eight foot tall, four foot wide, and just tipping the scale of six hundred pounds. His fur is a mixture of dark grey and black, but can change on a dime. Nearly white hair graces the sides of Worthk's face, showing his age. Wrinkles cover his face. A smile is often found on his lips, inviting others to talk to him. Wise eyes are a very light shade of brown. As with any Jamoura, his front torso and face are nearly bare. A moth can be found somewhere on Worthk at all times.


[Personality]
Worthk is like everyone's favorite grandfather. He rarely becomes angry or excited. Unless someone brings harm to his butterflies, Worthk barely ever raises his voice or hands out threats. Everyone, even humans after they prove themselves, are accepted by Worthk. Children are cherished, as they are the generations to come, and need to learn certain ways.

If someone is seeking to learn, Worthk teaches freely. He is a patient instructor and believes discovering things on your own is best. Once, he told a pupil to stay in the garden for three days in the same spot, in order to teach them a lesson. Being told to weed the plants can turn into a lesson on cocoons.

Stories of the past are relished by Worthk and he enjoys passing the tales on to others. Others have claimed Worthk can move the hardest soul to tears with the right words in a story.


[History]
Worthk was alive for the Valterrian. He was also alive when Caihya first transformed the Jamoura from simple beings. Terrified, he hid with the rest of his family in the trees. His mind and body changed by the touch of Caihya. Thinking was a new process and no longer did they walk on four feet. Humans, who had caused the destruction, were not forgotten.

For a long time, Worthk studied the forests with his kin before stumbling upon a discovery. Located deep within the forests was a plant. Moths of all kinds were gathered around it. For three days, Worthk stayed in the area, studying the life. He sought to bring the amazing creatures back to the Spires, but did not want to disturb nature. Finally, after finding another plant of the same type, Worthk transplanted the first one by his home. The next night, a dozen different moths had found the flower. The animals stayed around and Worthk planted several more of the wonder.

Strangely, one of the moths seemed to glow at night and reproduced the most rapidly. Within a year, Worthk's home was overrun by moths and flowers. He expanded, turning his home and everything around it into a moth farm. Nearly five hundred years later, the farm still exists. The storm of 512 AV did not cripple the life, even if it did ruin the building.
 
Employment And Training
Training
Gardening
Animal Husbandry
Carpentry

Employment
Carpenter - 3 gm/day
Moth Caretaker - 1 gm/day
 
Prices
Lunar Clematis
40 gm - Whole Plant
15 gm - Transplanting Stem

*Note: Lunar Clematis not allowed off of Silver Crescent Petal.


ImageName: Talderan Dancing Moth
Frequency: Medium
Threat level: Medium
Major features: Bright yellow coloring, backward antennas, eyeballs on wings.
Abilities: To disinfect a wound
Most common in: Only on the Petal of the Silver Crescent

Physical characteristics:
The Talderan Dancing Moth is a smaller moth with a wingspan of only one foot. The length is nearly three feet. Males are the same size but black in color. The antennas are located on the back of the butterfly, not the top, and are nearly two feet in length. The all brown body is located under the wings of the moth.

There are only two wings on the moth and they are the exact same. There are two sets of eyes on the moth and both are orange with black pupils. Two lines of orange dashes lay in the middle of the wings. Another set of eyes rest below these. Purple decorates the corners of the moth's wings.

Upon flying high, the Talderan Dancing Moth will tumble down to the ground below. They always pull back up before smacking against the earth. Their movements make it look as though they are dancing in the sky.


Social Structure:
There is no social structure within the Dancing Lantern with the Talderan Dancing Moth. All moths harmonize together.


Miscellaneous:
The Talderan Dancing Moth has the ability to disinfect a wound and are attracted to those with open sores. Patients from Nature's Nurture are regularly brought to the Dancing Lantern by assistants. Those who smell like blood, however, will have the dancing moth land on them and try to heal them. This can lead to a sore forming from the particles the moth uses to cleanse a wound. Any injury caused by the moth can only be disinfected by the moth.


ImageName: Talderan Redwood Moth
Frequency: Medium
Threat level: No threat
Major features: Humongous size, child-like cry, known for "attaching" to visitors at Dancing Lantern
Abilities: None
Most common in: Only on the Petal of the Silver Crescent

Physical characteristics:
The Talderan Redwood Moth is the biggest moth in the Taldera region. It can grow to nearly six feet wide and five feet long. The antennas are thumb length long and the body nearly a foot in length. Both the female and the male are the same size and coloring.

The body is a mixture of orange and white. A white line covers the face before melting into flourescent orange which goes until halfway down the body. Another white strip and a patch of orange. The orange and white flip-flop back and forth on the end of the body.

The wings are in sets of two and barely differentiate. All wings are brown, orange, and white. The orange fades at the top of the body out onto the wings themselves before blending into the brown. Bean shaped white spots are tinged with orange closest to the body. A pumpkin colored line separates the next section. The top set of wings dissolves into white squares. The bottom set falls into a lighter brown with black lines.


Social Structure:
The Talderan Redwood Moth has no social structure. They harmonize with all moths and people.


Miscellaneous:
The Talderan Redwood Moth is the most likely butterfly to "attach" to a visitor at the Dancing Lantern. It has been known to prefer children for this behavior. The moth is also extremely picky in the people it bonds to.


ImageName: Talderan Glowing Moth
Frequency: High
Threat level: Low
Abilities: Glows
Most common in: Only on the Petal of the Silver Crescent

Physical characteristics:
The Talderan Glowing Moth has a wingspan of three feet and is nearly two feet long. The antennas are the length of a Jamoura's middle finger and have leaf-like petals at the end. The female moth is nearly a foot larger than the male. The body is a myriad of colors, ranging from yellow to blue to green. The moth has two sets of wings, one top and one bottom.

The top set are fluorescent green. Near the body, red extends to form a shape akin to a thumb print. This is surrounded by grey before extending into green. Near the end of the wings, there is a single diamond shaped yellow dot followed by a black line. Each wing is nearly half a foot in width and extend outward.

The bottom set of wings extend downward and have droplet shaped tips. Together, the wings look like a face. There is a set of blue eyebrows with diamond shaped green eyes. The "nose" consists of a lighter shade creating a line around the wings.

The Talderan Glowing Moth has the ability of "misting". This means, when in danger or angered, the moth will shake rapidly and tiny particles of green will fall onto the predator. Besides being incredibly itchy, the particles will dye the wearer a glowing green for nearly two weeks.


Social Structure:
The Talderan Glowing Moth lives in harmony with other creatures. There is no higher caste, nor is there a dominant race.


Miscellaneous:
The Talderan Glowing Moth does not attach to visitors at the Dancing Lantern, nor will it ever. This is the most prominent moth at the Dancing Lantern.


ImageName: Talderan Snow Moth
Frequency: Medium
Threat level: High
Major features: Spotted wings, teeth.
Abilities: Can bite, has venom.
Most common in: Only found on the Petal of the Silver Crescent

Physical characteristics:
A female moth can have a wingspan of half a foot and a length of half a foot. The male is nearly half as small. The body is short and stocky. The head is pure white with blue circles . Behind this, there is a thick brown stripe followed by blue. Yellow and white reside on the blue.

There is one set of wings with one white web behind. This helps the moth slow down and also stick to its victim. The top set of the wings are all white with black rimmed circles. The antennas are grey and only three inches in length.


Social Structure:

The Talderan Snow Moth lives in clumps of up to twenty moths. They generally live inside a bush and post "lookouts" as a bee nest would. The watchers will alarm the group if someone is too close and all but the female leader will attack. The female leader does nothing besides find the home and if removed, the rest will leave as well.


Miscellaneous:
The Talderan Snow Moth is extremely territorial. They will claim an area, normally a bush of some sort, as their home. Any who wander too close or try to touch the bush are attacked. The moth bites the victim with small fangs and injects a poison that leaves the person dizzy. If the venom is not sucked out within a bell's time, the individual will suffer from hallucinations for up to two weeks. There will also be a high fever.


ImageName: Lunar Clematis
Frequency: Extremely High

Major features:
The Lunar Clematis is a rapidly growing vine flower. The petals can grow up to three feet in length and tend to be a indescribable pink coloring. They may also be a deep purple or a sea-blue. Moths lay their eggs on the underside of the petals. In the center of the flower, a clump of red or white stamens attract moths. The vine tends to be as wide as it is long and can grow to be anywhere from four to thirty feet.

The plant is very easy to grow and prefers moist, well-drained soil. The Lunar Clematis should receive sun in the afternoon and shade in the morning. Existing all year round, the plant is very hardy. If in the case of the vine being destroyed for some reason, it will return the following spring. Transplanting is extremely easy to do with the Clematis. One simply needs at least three inches of a stem, stick into a controlled environment for at least a season and then plant outside. Water daily.
Image

Uses:
The Lunar Clematis has no real purpose besides attracting moths, particularly the Talderan Glowing Moth. The creatures love the color, taste, and texture of the plant. Eating a Lunar Clematis is dangerous to the health, as the petals and leaves are extremely poisonous.


Most common in:
The Petal of the Silver Crescent only; most common in the Dancing Lantern.


Miscellaneous:
The Lunar Clematis vine is protected by the Hahk'Shatara. Removing a flower or stem from the plant will result in a punishment of storyteller's choice.
Last edited by Lixue on June 29th, 2012, 4:56 pm, edited 1 time in total.
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[The Spires] The Suggestion Box

Postby Lixue on June 25th, 2012, 3:25 am

Altered Hues
Image


Altered Hues was opened in 509 AV by Sheylihenta, a Chaktawe from Ekytol. The shop is known for dyeing most of the fabrics around the Spires. Paper and yarn are also dyed at Altered Hues. The store uses a combination of nature and food. The ingredients tend to be roots, leaves, flowers, fruits, or vegetables. Anything with color.

Upon entering the shop, one would automatically be accosted by heat. It is necessary to keep at least three fires burning at once time, though she tries to use Storm Gems. Certain dyes need to be constantly heated or boiled. Sheylihenta is normally found standing over one of the large clay pots with a stirring stick in hand. The pots are big enough to comfortably hold a young human child. The boiling dishes are on the right side of the room. Everything purchasable is located on the left side of the room. In the middle are drying racks with clay tubs under them.

Every third day, Sheylihenta holds a dye-making class. Individuals must pay 2 gm. In the first level class, pupils learn the basic steps of creating a natural dye. In the second, they learn to create more than one type of dye. The third, they are instructed on how to personalize their dyes. Every fifth day, Sheylihenta holds a dyeing class. Individuals must pay 3 gm, unless they bring their own colors. To sign up for a lesson, speak with Shey.

The main type of dyes made at Altered Hues are natural dyes. To do this, Shey boils half a pot of water. The clean object to be boiled down into a color is then placed into the water along with a palmful of salt. There should be one quart of water per handful of salt. Stirring occasionally, allow the ingredient to become liquid. Using a wooden strainer, strain the dye into a bowl and allow to cool. Cloth should be washed beforehand.

There are two dyeing options to follow with natural dyes. One can keep the dye just below a boil and allow the fabric to simmer in the dye until ideal color reached. The individual may otherwise soak the cloth in the color and rinse in cold water until no more color bleeds out.

One may also bring in fabric and cloth to be dyed by themselves, under the watchful eye of Sheylihenta.

 
NPCs
ImageName: Sheylihenta
Nickname: Shey
Race: Chaktawe
DoB: 490 AV (22)
PoB: Ekytol
Title: The Dye Maker
Skills:
•Philtering (66)
•Herbalism (65)
•Cooking (50)
•Dye-making (78)
•Teaching (75)


[Appearance]
Shey is an average Chaktawe. She stands at five foot five and weighs roughly a hundred-and-fifty pounds. Pure black eyes are observant and quick, as they need to be to keep an eye on the boiling dyes. Long lashes would have protected her eyes from the sands of Ekytol. Occasionally, Sheylihenta will cover parts of her body with red. A dark complexion is smooth and healthy. Normally, Shey can be found wearing a black apron stained with color. Underneath, a plain white shirt. Leather pants allow any dye to roll off instead of sink in. Unless she is away from her shop, Shey does not wear a coat.

The most unique part of Shey is her hair. Naturally, she has jet black hair like her ancestors. Using her own dyes, Shey colors her hair. It is not just one shade, but multiple and seems to match the Avanthal aurora. At least twice a season, she will change pigments.


[Personality]
Sheylihenta is a patient person. She believes all good things come in time and may take multiple tries. Levelheaded Shey tends to think on the clear side of things. Anyone who is creative or extremely brave is automatically respected by Sheylihenta. One should never believe Shey is a gentle person, however. She has been known to have very little patience for ignorant questions or children.

Teaching is an eye-opening experience with Shey. She holds a "class" with a maximum of five students to instruct on dyes. One-on-One is also available. During class, each person will create a small vial of colored dye. When instructing, Sheylihenta is inspiring. She enjoys seeing someone else learn something new and develop a passion for dye-making.


[History]
Born to the Tatsuwaat tribe, Sheylihenta learned at a tender age how to harvest nature and make dyes, particularly the color of red. At five, Shey was named. Her name means: "The One of Color". The reasoning behind this was because Sheylihenta really developed an interest in dyes and creating new hues of colors out of only a few ingredients. The more time that passed, the more gifted she became. Fairly soon, Shey was coloring the pelts with the best of the tribe.

At age fifteen, Sheylihenta was temporarily banished from the tribe. In the shade of the Keerdash Trees, Shey and the prettiest daughters learned a sacred dance alongside the strongest son of the tribe. The dance tells a story of how a god had coaxed Makutsi to gift them a spring to please his beloved. Shey was the beloved. She then played part in weaving in and out of the loveliest girls, signifying the spring giving life to the trees. She received a crown of Keerdash leaves. The next morning, Sheylihenta found herself in the isolated desert. She prayed to the gods and survived off the land, using her skills as a guide. Sheylihenta received a prophecy, but not a guardian. The guardian had skipped her generation.

"Be near the dyeing of the sky and color between the sky and the ground."

So began her journey away from Ekytol. Each night, Shey would look at the sky, waiting to see the colors gliding across it. At every city, she would ask about the sky. Only when she began to reach the northern part of Mizahar did others begin to answer. The Vantha, they said. Avanthal, they claimed. Two seasons later, Sheylihenta reached Avanthal. This did not mean her prophecy was fulfilled, however. "Be near.."

The closest city to Avanthal was the Spires. Shey traveled there, made her home. Fulfilled her destiny by opening a dye shop in 509 AV.
 
Employment And Training
Employment
Dye-Maker - 3 gm/day
Clerk - 3 gm/day
Teacher - 3 gm/day

Training
Dye-Making Class Price
1st Class (Basic) 2 gm
2nd Class (Competent) 2 gm
3rd Class (Advanced) 2 gm
Beyond 3rd Contact a storyteller for information


Dyeing Class Price
1st Class (Basic) 3 gm
2nd Class (Competent) 3 gm
3rd Class (Advanced) 3 gm
Beyond 3rd Contact a storyteller for information
 
Prices
Dye Small Vial Medium Vial Large Vial
Light Orange 1 gm 2 gm 3 gm
Orange 7 sm 8 sm 1 gm
Dark Orange 4 sm 6 sm 8 sm
Light Blue 1 gm 2 gm 3 gm
Blue 4 sm 6 sm 8 sm
Dark Blue 2 sm 3 sm 4 sm
Light Red 1 gm 2 gm 3 gm
Red 4 sm 6 sm 8 sm
Dark Red 2 sm 3 sm 4 sm
Blood Red 1 sm 2 sm 3 sm
Light Green 2 sm 3 sm 4 sm
Green 4 sm 6 sm 8 sm
Dark Green 2 sm 3 sm 4 sm
Light Purple 2 sm 3 sm 4 sm
Purple 4 sm 6 sm 8 sm
Dark Purple 2 sm 3 sm 4 sm
Pink 6 sm 8 sm 1 gm
Yellow 4 sm 6 sm 8 sm
Tan 2 sm 3 sm 4 sm
Brown 4 sm 6 sm 8 sm
Dark Brown 1 sm 2 sm 3 sm


Liquid Dyes Small Vial Medium Vial Large Vial
Tea 4 gm 5 gm 6 gm
Coffee 6 gm 8 gm 10 gm


Colored Paper
Color Price/sheet
Tan 5 cm
Brown 3 cm
Light Blue 5 cm
Light Red 3 cm
Light Green 5 cm
Light Orange 5 cm
Light Purple 5 cm


Special Dyes
Collor Small Vial Medium Vial Large Vial
Walnut 1 gm 2 gm 3 gm
Hickory Nut 1 gm 3 gm 5 gm
Hazelnut 2 gm 4 gm 6 gm
Almond 1 gm 3 gm 5 gm
Cinnamon 8 sm 2 gm 4 gm


Other
Object Price
Glazed Clay Jug 3 cm
Glazed Clay Pot 3 cm
Wooden Strainer 3 gm
Dyed Shirt, Small 1 sm
Dyed Shirt, Medium 2 sm
Dyed Shirt, Large 3 sm
Ball of Yarn 80 cm
Dyed Pants, Small 2 sm
Dyed Pants, Medium 3 sm
Dyed Pants, Large 5 sm


*Note: All Vials are glazed clay
"This is Common"
"This is Vani"

I am interested in learning new languages. If you are interested in teaching your language, please contact me. Thank you.
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[The Spires] The Suggestion Box

Postby Creeper on June 25th, 2012, 4:58 pm

approved to all 3 locations and will be adding shortly
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[The Spires] The Suggestion Box

Postby Lixue on June 27th, 2012, 4:07 am

Bright Night Delight
Image


On the Petal of Eternal Warmth, a garden of mystical proportions resides on the outer edge. There is only one entrance to the garden; a wooden archway outlined by tangled vines that bloom yellow in the summer. From there, the path splits into three, lined with planted bushes and flowers. The garden itself is a wide variety of colors, ranging from yellow to blue to red to white. There is no black anywhere at Bright Night Delight. Periodically, there are wooden benches with rounded trellises shielding overhead. Vines, tended by Madeline, grow healthily. Occasionally, there are secluded circles with small pools of water.

Bright Night Delight is a popular place for couples. The beautiful scenery and secluded corners have only helped courtships. More than one hurried kiss has been stolen beneath the blooming vines.

The bugs from Bright Night Delight are exotic, to say the least. They normally glow. When the weather changes, all bugs that glow will turn a specific color depending on the incoming change. This phenomenon has not been explained. Around the city, some of the insects have been lured into paper lanterns, creating living lights.

 
NPCs
ImageName: Madeline
Race: Pycon
DoB: 509 AV (3)
PoB: Sylira
Title: The Caretaker of the Syna Bug Garden
Skills:
•Gardening (45)
•Cleaning (56)
•Herbalism (76)


[Appearance]
Madeline's coloring is akin to the fallen trees in the Spires. She chose to look like a young human girl and fits the part very well. Pigtails are high on the sides of her head, tied with clay bows. Messy bangs shield her forehead. A cheery smile often resides on Madeline's lips. A childish dress covers her body. It stops at her knees and has a high neckline. There are no sculpted shoes on Madeline's feet.


[Personality]
Innocent, naïve, friendly. All three words can be used to describe Madeline. She is a curious individual who enjoys the simple things immensely. Ecstatic at the prospect of meeting new people, she has been known to follow others around the gardens, little to their knowledge. Games are a great joy to Madeline, especially the game of "Count The Glowers". Madeline has the immaturity of a sixteen year old girl, giggly and bubbly. She adores non-jamoura men and has been known to have crushes on some of the visitors to the gardens. However, if they do not return her feelings, she is easily hurt and will try to avoid them at all costs.


[History]
Madeline was first born in Syliras, to a small Pycon family. As with all Pycon, she aged quickly and was considered mature by six months. Feeling as though she had to find a place in the world, Madeline set off into the city.

The first person she encountered was a young man who appeared to be having some difficulty retrieving an object from a small hole. Generous, Madeline helped him fetch the object. A friendship was formed and after several meetings, he divulged information about wanting to see the world. The two left Syliras when Madeline was barely a year old.

Madeline did not acquire her name until she was a year and a half. The man she was traveling with helped her decide one night when they were camping; claimed the name just "fit".

The pair passed through many cities together, exploring Mizahar as one. An accident occurred in the Spires, unfortunately. The man Madeline was with unwisely ate berries he did not know, black ones. The berries were poisonous and he was dead within the bell. Madeline was lost and alone in a city she did not know, but she vowed to rid the area of all poisonous plants she saw. And she did, taking care of the location as if it was a child.
 
Colors
Thunderstorm: Purple
Snow: Blue
Rain: Red
Heavy Fog: Pink
High Winds: Yellow
Drought: Brown
Lightning Storm: Orange
Cloudy: Green
Freezing Rain/Ice: Black


ImageName: Spirian Marble Spider
Frequency: Medium
Threat level: High
Major features: Eight legs, marble rear, large webs
Abilities: Change color with the weather
Most common in: Only on the Petal of Eternal Warmth

Physical characteristics:
The Spirian Marble Spider is rarely found off of the Petal of Eternal Warmth. This is a good thing, given the risks associated with the spider, including death.

The leg length of the spider may be up to six inches. All eight legs are a burnt shade of orange with black stripes near the joints. The body is a tan and sixteen eyes are all black. Two pinches lay at the end of the face. The rear is a large white ball, about the knuckle size of a Jamoura, and is splattered with orange lines. Males and females do not differentiate.

In "Normal" weather, the Spirian Marble Spider will only glow on its rear, a bright white.
Image

Social Structure:
In groups of hundreds, the spiders will specifically choose a certain tree and, within two days, cover it in webs. The Marble Spider will not move from the tree or spread in the foliage. On the Petal of Eternal Warmth, there are only three groups. These creatures can capture prey up to twenty five pounds. With teamwork, the Marble Spider can carry prey up to three hundred pounds.


Miscellaneous:
If someone is unwise enough to fall asleep near one of the Marble Spider trees, they risk having their mouths and nostrils webbed closed by a spider. The Marble Spiders will then proceed to move the body back to the home tree. Children are the most likely prey.


ImageName: Talderan Glow Point
Frequency: Low
Threat level: High
Major features: Quills, dangerousness.
Abilities: To inject a venomous quill, change color with the weather
Most common in: Only on the Petal of Eternal Warmth

Physical characteristics:
The Talderan Glow Point is the least common bug at Glowy Night Delights. It hides underneath bushes and rarely comes out in the day. When it does, it must be either angered or provoked. A difficult task unless the bug is in danger.

The Glow Point differentiates in size by male or female. The males range in length from four to six inches and weigh less than a pound. The females are nearly twice the size. They can weigh up to two pounds and longer than a foot.

On the outside of the Glow Point's body are deep purple quills. These are extremely dangerous and hold venom. The inner body is soft and a light blue coloring.


Social Structure:
The Talderan Glow Point live in pairs. The female is pregnant nearly nine times a year and gives birth to two offspring. The time to reach maturity is half a season. Before reaching adulthood, the quills are not poisonous. The eggs laid are guarded by the male while the female searches for food. Once the offspring are born, they will feast on their mother until not a crumb is left.


Miscellaneous:
The venom in the Talderan Glow Point's quills has the ability to paralyze a large Jamoura for up to three hours. A small human child risks death or coma. When paralyzed, the individual is aware of all the happenings around them, but they are not able to speak or move.


ImageName: Talderan Daylight Delight
Frequency: High
Threat level: Low
Major features: Multiple wings, brightly glowing body, colorful wings, glowing antennas.
Abilities: To change color with the weather
Most common in: Only on the Petal of Eternal Warmth

Physical characteristics:
The Talderan Daylight Delight is a unique insect. Though its whole body glows, one can only see the body and antennas shine brightly in the daytime. The wings are too thin to truly notice the color.

In total, there are eight wings on the creature. Each wing is exactly alike, creating an optical illusion of a moving rainbow at night. Thin and sticky, the Daylight Delight will "anchor" itself to an object to keep from being blown away. Because of this, it is often found near the ground.

The body of the Talderan Daylight Delight is normally a glowing blue. In fact, the light is so bright no one knows what its actual body looks like. The antennas are long and wispy with a single glowing dot on the end.


Social Structure:
The Daylight Delight lives a solitary life. It will mate twice a year and lay eggs, but has never show any evidence of being a "family" insect. They seem to have no problem living in groups, if necessary.


Miscellaneous:
The Talderan Daylight Delight is the most often found bug during the daytime. If a change in weather is arriving, everything on the bug will be a specific color, depending on the weather.


ImageName: The Spirian Nightlight
Frequency: High
Threat level: None
Major features: Six legs, glowing rear.
Abilities: Glows
Most common in: The Spires

Physical characteristics:
The Spirian Nightlight is one of the most common bugs in the Spires. They light up the sky in large numbers and serve as a weather-warning device. The bug has also been lured into paper lanterns around the city. Some of the lanterns are colorful or have designs cut into them. These help light the path at night in an interesting way.

The insect has six legs, and two antennas. A pair of brown wings covers the top of the Nightlight's body. Underneath is shelled and hard. The rear glows yellow in a flashing pattern. The eyes are a reflective black, observing all around them. The face is a red and there are no pinchers.


Social Structure:
There is no social structure with the Spirian Nightlight. Females may take several partners and males may breed several females. Children are laid in the form of eggs on the bottom side of leaves.


Miscellaneous:
If an individual crushes the Spirian Nightlight, a yellow residue is left behind. At night, this will glow brightly and last for two weeks. Children will smash the bugs and smear the paste for decoration on their bodies.
Last edited by Lixue on June 29th, 2012, 4:57 pm, edited 1 time in total.
"This is Common"
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Lixue
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[The Spires] The Suggestion Box

Postby Sahashkalila on June 27th, 2012, 11:52 pm

Shrine of Zulrav
Image


Located high above on the Petal of the Whispering Zephyr, the Shrine of Zulrav stands tall and proud against the elements as it overlooks the Spires. Dedicated to the God of Wind and Storms, the shrine is an open air treehouse, allowing the visitor to feel the wind caress their skin and hear the voice of Zulrav speak to his beloved. Accessible only by bridge, from the weather prediction center, the shrine stands higher than all the other petals, providing visitors an excellent view of the Spires as they meditate and commune with the wind.

The Shrine was one of the very few places that was not damaged by the Djed Storm, and many believe that it was saved because of the care taker, a Stormwarden who had control over the winds to keep most of the Djed away. Others believe that it was an act of Zulrav himself in an attempt to keep his sacred place from being destroyed by the wild djed. Either way, residents are still able to enjoy the Shrine, many coming just to see the Stormwarden manipulate the air around them, especially the young children. If one passes the shrine, they are most likely to hear the laughter of young children, tickled by the gentle winds that are conjured by the amused caretaker. Others come to offer homage to Zulrav and study the natural weather patterns of the Spires.

 
NPC
ImageName: Skye Whitewind
Race: Male Drykas
DoB: 53rd Spring, 485 AV, 27
PoB: Cyphrus, the Diamond Clan
Skills: 82 Unarmed Combat, 74 Boxing, 55 Horsemanship, 43 Teaching, 27 Storytelling
Title: Master of the Winds

History: A twice marked Stormwarden and born into the Diamond Clan, Skye was brought up traditionally to master a form of combat, boxing seeming to be his calling. Skye grew quickly to master this art, earning him the notice of Zulrav for his dedication to the art of combat, not only once but twice. Now with the power to control the wind at his beck and call, Skye began to use that to his advantage, incorporating the wind in his attacks to throw off his opponents. This earned him the respect of many throughout the clans, claiming him to be a dangerous man, capable of destruction without the use of weapons.

However his life was soon to be turned upside down. A terrible accident occurred one day with a pack of glassbeaks, his family killed before the birds were brought down. The destruction had already taken place though, his family was gone and he was left behind to carry out his family name. Bitterness soon rested in his heart and he left the clans, searching for something to fill the void that had been placed in his heart. His search soon led him to the Spires before the Djed Storm, the Jamourans' gentle ways and teachings seemed to give him a bit of peace, and he soon found the Shrine. The Shrine soon became his permanent residence, a place where he could be with his god and where the wind would soothe his heart. The Spires residents often know when Skye is happy, for all enjoy a cool breeze on those days as he graces them all with his gift.
 
Training
Skye often can be seen giving classes to those that wish to learn more about unarmed combat or boxing, most of those being children who wish to see "Mista Skye and his magic wind!"

Training Offered:
Unarmed Combat
Boxing
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Sahashkalila
I will forge my own path and begin anew.
 
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[The Spires] The Suggestion Box

Postby Asha on June 28th, 2012, 3:08 am


The Moss Gardens

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The Moss Gardens grow along the walls of the Undercavern, near the Shaiki River. Small openings in the ceiling of the Undercavern provide the minimal light necessary to support the moss growth. Most residents of the Spires are aware of the Moss Garden’s existence but seldom visit the site as it’s a little out of the way. However this makes it perfect for young couples or individuals to steal away to a quiet, dark place for some privacy. The Hahk’Shatara regularly patrol the area, however, as it is surrounded by the precious roots of the bloodwood trees. Many visitors to the Spires who happen to make their way down to the Undercavern pass right by the Moss Gardens without realizing that it’s a deliberate garden. Often it must be pointed out or studied at length to notice the designs that the moss has been encouraged to grow into.

The Moss Garden grows up a wall that is made of soil and stones. The smooth, round stones have been selected and brought in from around the Spires for the moss to grow over. Gardeners will dig a small hole into the soil of the wall and firmly place the stone in the opening. Eventually the moss will grow over the stone. The stones are usually arranged in particular designs: circles, starbursts, and other geometric patterns. The Gardens are constantly expanding however as the moss is allowed to grow without intervention. Some residents will harvest the moss for various purposes, however, which helps keep the expansion reasonable. Since the moss is very hardy and recovers quickly the harvesting is allowed and is not punished by the Hahk’Shatara as long as the Gardens are left in an aesthetically pleasing state.

The Moss Gardens are one of the few locations in the Spires not directly overseen by an individual. Being that the moss take time to grow and requires little outside effort there is no reason by any individual to be constantly tending to it. Instead, every decade or so a group of gardeners will band together and petition the Memorium for the right to redesign the Moss Gardens. The request is usually granted and then the gardeners will pull out the current stone designs and rearrange them for the moss to grow over once again. After the moss has had time to grow over the new designs there is usually a small ceremony where residents of the Spires are invited down to view the changes. Often young, up-and-coming gardeners will use this as a way to spread their name and show off their talent.
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Asha
Who is really the beast?
 
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