Kenash's Comments Questions & Suggestions Thread

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Kenash's Comments Questions & Suggestions Thread

Postby Gossamer on May 1st, 2013, 3:07 pm

Hi Folks!

I just wanted to give you a Kenash Update.

In terms of families, here's who got approved, who got approved with modification, and who's still up for grabs.

Accepted No changes - Great Job. Did correct spelling/grammar/etc
Rajor Family
Morealis Family
Lorak Family
Draer Family
Ackina Family
Lynint Family
Sitai Family



Accepted Family Writeups With Changes
Radacke – changed distain to caution due to volatile nature and edited all their crops to be mostly dyes. Changed Typhid too close to Typhoid to Tyrus. Changed Misho to Mica..


Rejected Family Writeups & Why
Zulaca – A wizards tower in the middle of Kenash? Seems inappropriate to the theme we have going. I liked the hybridized crops feature.
Askara – Need to emphasize crops, not assassins.

Still Available to be Written Up - Original Authors can try again
Askara Family
Zulaca Family


These families are added to the Dynasty page and its all updated.

I'd like to update some of the writeups and locations, but the problem is I need you guys to follow instructions aka use the formats. No fancy pic boarders, no NPC images other than 200x200 and no 'under construction' sections. Like I stated elsewhere, I can make headers no problems so don't worry about those. But you really need to use the templates which means solid color background, indented text, etc. If you change everything up and make it other than the stated format, it takes forever to correct it just to post it.

The Sitai Perfumery is a good example of how to follow instructions! It's located here! http://www.mizahar.com/forums/post262113.html#p262113

Now, sometime this week I will jump on getting a perk point thread tracker posted up here in this development forum, so everyone gets perk points for their contributions. The best way to wrack up the points is to write locations, then you get the added location points, npc points, and any 'extra' points a location might have. The breakdown will be listed in the Kenash Perk Point Thread. Remember you can use perk points gamewide once you purchase something out of the store and spend your points. If you don't know what the perk point system is... see Riverfall's Behind the Waterfall forum and its point explanation or wait or the new topic to be posted here.

Oh, and if your an ST contributing here and want to get credit via your PC, just let me know quietly. Kenash has no official ST's assigned to it - though I think Banickle is firmly moving in and quietly demanding official recognition for his inherent swampy awesomeness but we'll keep pretending we haven't noticed how well he suits the theme - so I'm perfectly fine with any perk points you might want going to your PC. :P
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Kenash's Comments Questions & Suggestions Thread

Postby Leila on May 1st, 2013, 5:11 pm

I updated the formatting and picture sizing of The Lynint Otter Messengers, it should all be good now, I hope. Thanks a lot Gossamer, sorry for not following template properly.
I'm accepting threads only for Summer 513 AV or Flashbacks with Leila. If you'd like to thread, PM me with a date and a basic idea of what you'd like to do! Thanks!
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Kenash's Comments Questions & Suggestions Thread

Postby Tinnok on May 1st, 2013, 11:16 pm

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Kenash's Comments Questions & Suggestions Thread

Postby Wrenmae on May 2nd, 2013, 7:05 am



The Zulaca Family

Leader: Carthrys Zulaca
Race: Nuit
Plantation Name: Godstouch
Symbol: A Starburst
Description:

The Zulaca family is perhaps the strangest dynasty currently in Kenash. They hold a moderate amount of land for their dynasty, but their conduct and crop elevate them to the upper tiers of the dynasties. Zulaca is particularly known for their hybridized crop, colored cotton, sweet tobacco, and other strange combinations of the staple exports within Kenash to create a niche market no other family can adequately touch. Most insist that the old nuit is using some form of magic to alter crops and then seed them through his lands, but if there is truth to that, Carthrys keeps it coyly hidden. Zulaca wasn’t always a nuit, but a gardener and botanist. He was among the first people to come to the lush land and has been experimenting with the hybridization of crops ever since.

Becoming a nuit has only leant him more time to perfect his methods and pass them along. Cathrys is not a typical nuit. There is little shifty or cold about him and he often takes the bodies of large men, bathing the bodies in fresh perfumes and oils to give him the allure of life. To any who have met him, they would call him warm and approachable, always quick to dispense snippets of wisdom or offer a joke. It is that nature that causes him to be easily underestimated by the other families as a harmless old man with a few secrets…however, what the families do not possess that Zulaca does is perspective. Zulaca makes his plans and acquisitions spread out during scores of years, while most families only plan within their lifetime. His is the only dynasty that can say their progenitor still guides it with the steady and thoughtful hand it had since the beginning. That vision is enduring, and his defenses against the wiles the other dynasties can produce are legendary and Machiavellian in scope.

Perhaps strangest about Carthrys is his policy on slaves.

The old nuit has no progeny of his own, nor can he produce any. In this absence, he’s taken a policy that allows slaves to elevate themselves to members of his dynasty with the same rights as the other upper class in Kenash. Trusted slaves that catch his interest, either with special talent or particularly fervent passion are chosen by Zulaca to become members of his family. They become tattooed with the white starburst which names them as Zulaca, rather than slaves. Although many of the dynasties still look down on them and refuse to consider themselves in the same class, Zulaca’s power has forced the families to at least adopt a modicum of respect for those he chooses. Of course, to be elevated, one must be exceptional. Zulaca prides himself on immediately identifying the potential of a seed. He is sometimes known to visit other plantations and buy particularly difficult slaves…sometimes even slaves who would be considered worthless otherwise.

Few, however, can match the passion by which the Zulaca dynasty protect their own. Innately, most of the slaves hold a strong disdain to the other families, which makes it a city against them. Their bonds are nearly unbreakable and it has never been heard of for a member of the Zulaca family to reveal a secret or to plot against their own. Zulaca saved them from perdition and gave them purpose, and for that, he earns their devotion.

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This PC has the Blight gnosis. As such, you as a player need to be aware of what that consists of. Wrenmae has an invisible aura that amplifies sickness and disease. Wounds may become infected, small sneezes may become coughing, and a slight fever may become more serious. A nuit's body will also break down faster in the presence of the Blight. These effects may not be immediate, but within the few days following your encounter, the symptoms will manifest. Some sooner than others. I cannot control your character, so creativity will be left up to you. Best wishes and stay healthy!

Special shoutout to Fallon for my new CS
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Kenash's Comments Questions & Suggestions Thread

Postby Banickle on May 2nd, 2013, 8:04 am

*sneaks in an' claims a piece o' the action* Mine!


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The Askara Family
    Leader: Banjemin Cherales Mahtu Askara the Tenth
    Race: Human
    Plantation Name: Formally, Sweet Home Askara and, informally, Shara
    Symbol: A banjo crossed over a sickle
    Description:

While the roots of most Kenash Dynasties run fairly deep, it is the Askara's that run the deepest. Ten generations old, it was Banjemin Askara the First who sowed the seeds of the very first tobacco crops in the region. It was he and his wife, Elisaba, who opened the doors to their then very humble home to members of the Paille and Morealis families, as they came seeking a different way of life. And, as would be expected of such a long-lived family, one needs to look no further than the Askara's to understand where many of Kenash's traditions and values - most of which are upheld to this very day - originated.

With the birth of each generation, came the need - nay, the blinding desire - for additional wealth and power, which, in turn, resulted in the classes growing further and further apart. The harder the family pushed its agenda - usually with great success, since, at the time, there was very little standing in their way - the deeper the divide grew between those who were blood and those who were not. By the time Banjemin the Third was in power, there was a clearly defined line drawn in the rich soil of the swampland. The opulent upper class stood proudly on one side, while the petulant slave-class groveled on the other.

Yet, as with most families - big or small, rich or poor - the Askara's began to suffer more and more from inner turmoil and angst, which, in this particular case, was fueled by greed and corruption. Although, to the family's credit, those gazing in from the outside would never be the wiser, for the Askara's had a certain knack for covering up their sins with colorful diversions in the form of flawlessly-executed, lavish parties and expertly-crafted, luxurious goods, as well as fanciful tales and scandalous - often self-created - rumors.

Bizarre and unusual mandates soon became the norm around Sweet Home Askara, starting with the family utilizing only human slaves between the ages of eighteen and thirty-six. To further enhance this strange notion, the females were relegated to the fields as the males remained inside, serving as attendants of the manor or keepers of the family's business ventures, of which there were many. Then, to draw even more attention away from their numerous secrets - which included the likes of murder and incest - Banjemin the Second, nearing his demise, decreed that the leader of the family would forever more be bound to a partner of the same sex. As for the nature of their relationship, it mattered not if they actually consummated it or simply lived as siblings did. In one form or another, they would be committed to each other until death.

Seizing the opportunity to heighten the family's already eccentric reputation, Banjemin the Third immediately took a Drykas lover; however, in his mind he initially saw the union as an excellent business venture, reasoning that their reputation as proficient horse handlers would serve the family well. Little did he know as he signed the binding contract that he would eventually fall madly in love with Syk'el Silvertongue. Therefore, upon his deathbed, just as his father had before him, he decreed that the leader of the family would forever remain a male, take the name Banjemin Cherales Mahtu, and be bound to a Drykas male as well, who would also take the name Syk'el, in honor of his soul mate.

So, several generations later, the Askara Family is primarily known for four things: bountiful crops of grade one tobacco, opulent shops of exquisite wares, expertly bred horses, and whimsical - sometimes utterly ridiculous - traditions and decrees.

"Don't be such an Askara!" --a derogatory remark often muttered among the slave-class when someone does something silly or stupid

Last edited by Banickle on May 3rd, 2013, 12:58 pm, edited 11 times in total.
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Kenash's Comments Questions & Suggestions Thread

Postby Tia'aria on May 2nd, 2013, 9:24 am

Treeheart

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Surrounded by wildlife both unique and dangerous, Treeheart is located just beyond Kenash in the swampy exterior, founded and kept by one of Kenash's own. The tree is one of the oldest, at least in rumour, and stands far taller than most trees around it. However, despite being known in Kenash as the historical home of Witches, there is no door, nor windows, nor any structure so to speak built on the tree. What the home actually is can be found out if one investigates the great roots at the base of the tree delving deep into mud beneath the stagnant water. The roots act as a way to keep the true home a secret but if one were to find their way in, they would discover the ancient tree is in fact long dead... and hollow.

Knots in the bark offer light to the musky interior, illuminating simple furnishings made out of dead wood. Swamp animals are likely to be scurrying across the floor and slithering over careless feet with a telltale hiss the only warning an intruder will get. There are signs of previous habitation in the form of sparse, cobwebbed decorations evidently inspired by Caiyha's bounty: intricately knotted branches, a shedded snakeskin, a gnawed bone, and a crocodile's tooth are just some of what can be found in the notched walls.

Visitors to Treeheart are generally unwelcome into the home, if they can find Treeheart at all in the first place, however it is said that Caiyha's Witches are guided there, although it has been left abandoned for many years. It is a wealth of treasures to the right people, but what secrets it might hold only Caiyha knows, and she is not likely to give them up to the unworthy.
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Kenash's Comments Questions & Suggestions Thread

Postby Tia'aria on May 2nd, 2013, 9:51 am

Removed. :) Relocated to Critters area.
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Kenash's Comments Questions & Suggestions Thread

Postby Spirit Frostfawn on May 2nd, 2013, 12:34 pm

---Moved post to the Critters are :)---
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Kenash's Comments Questions & Suggestions Thread

Postby Banickle on May 3rd, 2013, 3:28 pm

SAMPLE DYNASTY SYMBOLS

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The Paille Swirl

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The Konrath Vine

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The Askara Sikanjo

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The Sitai Rose

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The Lorak Serpent

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The Draer Wave

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The Morealis Diamond

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The Radacke Hammer

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The Lynint Croc

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The Rajor Billow

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The Ackina Claw

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The Zulaca Starburst

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A Lynint slave with a Croc branding or tattoo

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An Ackina slave with a Claw branding and
a Morealis slave with a Diamond tattoo
Last edited by Banickle on May 13th, 2013, 3:35 am, edited 1 time in total.
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Kenash's Comments Questions & Suggestions Thread

Postby Wrenmae on May 3rd, 2013, 6:08 pm

Banickle. You win the award for being awesome. These are fantastic.
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This PC has the Blight gnosis. As such, you as a player need to be aware of what that consists of. Wrenmae has an invisible aura that amplifies sickness and disease. Wounds may become infected, small sneezes may become coughing, and a slight fever may become more serious. A nuit's body will also break down faster in the presence of the Blight. These effects may not be immediate, but within the few days following your encounter, the symptoms will manifest. Some sooner than others. I cannot control your character, so creativity will be left up to you. Best wishes and stay healthy!

Special shoutout to Fallon for my new CS
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