Taloba Suggestion Box!

Put your NPC, Location, Flora, and Fauna ideas here!

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High above Myrian City lies the forum for development of Taloba. Come on up and post ideas and suggestions for the city and its inhabitants!

Taloba Suggestion Box!

Postby Akua on October 21st, 2014, 12:31 am

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Name: Leth Blossom

Common Locations: Wet grounds, River beds, ponds, lakes

Frequency: Common, but only bloom at night

Description: The Leth Blossom only blooms at night, when the moon has reached its highest point in the sky. Its petals almost give off a glow when the light of Leth hits them. They are white but very rarely they can be found in a purple color. The flower itself is very fragile and will fall apart at the touch of anyone who isnt a skilled herbalist.

Uses:
The Leth Blossom can be used, by a skilled herbilist, to give a person temporary night vision. The petals of the flower would have to be ground up into a fine paste and then swallowed. If done imporperlly the flower can numb your tounge causing you to be inable to speak for 3-4 bells.
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Postby Akua on October 21st, 2014, 3:27 am

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Name: Dirialy

Common Locations: Outside of caves, only blooms when not in direct sunslight

Frequency: Rare

Description: A black flower that looks like a shadow. The flower only blooms in the shade, it is never seen in direct sunlight and if direct sunlight does touch it. The flower will wilt. The flower produces no smell.

Uses:
Dirialy can be used by a skilled herblist to make a posion that puts the body in a death like state. They will remain that way for 1-2 bells before reganing feeling in there body. After they regan feeling their body will still feel slightly numb until the blood starts to flow evenly.
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Postby Akua on October 21st, 2014, 4:51 am

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Name:
Karitos Roots

Common Locations:
Under roots and around rocky outcrops

Frequency: uncommon

Description: The Kraitos roots is a type of fungus that will wrap around the ankles and legs on anything that brushes against it. The roots move slowly and try to wrap around anything they can get around. The bulbs carry a gas that when released can make who or whatever it is released on smell like rotting meat.

Uses:
Other then a deterent the Karitos root has no good uses.
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Postby Akua on October 21st, 2014, 5:08 am

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Name: Calmenos


common locations:
The Calmenos flower can be found in low hanging trees.

Frequency: common

Description:
The Calmenos blooms during the monsoon season and acts like an aphrodisac to some of the local fauna. When it blooms it shoots out its pollen in a huge bloom and drifts with the wind. The Calmenos is a tough flower and can be harvested by almost anyone with a herbilist skill.

Uses:

Though it has no medical uses the Calmenos can be used to bait out certain breeds that will come to mate where it blooms.
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Postby Akua on October 22nd, 2014, 3:46 am

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Name:
The Akila fruit. (A-Key-La)
Culata

Common Locations:
Through out the jungle.

Frequency:
Common

Description:
The Akila fruit is a sweet fruit found throught out the jungle. The sweet juice of the fruit can turn almost anything bitter sweet. The skin of the Akila is soft, and will apper to be a bright yellow when the fruit is write. The plant that grows around the Akila is called the Culata. It is a vine like plant that, if eaten, taste extreamly sour and ruin the taste of a the Akila fruit and any other thing that is eaten withen a bell of tasting the Culata.

Uses:

The Akila is edible and tasty. The Culata is edible and can make people have stomach aches.
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Postby Kaie on November 3rd, 2014, 1:44 am

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Name: The Shrieking Pits

Description: Hidden deep within the heart of the Cutthroat Shadows clan territory carved into the base of a mountainside, lies the ornate entrance to the The Shrieking Pits. Enemies of Taloba and non-Myrian captives are often brought there to undergo interrogation. In truth, prisoners led through the shrieking stone statue mouth into the jungle cave are usually subject to brutal torture. Their howls of agony gave the place its very namesake. Down beneath the surface small corridors are lined with torches to offer dim light. Upon the cavern walls are warnings and insults written in Myrian. Just before the captives are plunged into its dark depths, etched above the large, guarded, heavy wooden door into the dungeons declares: Abandon All Hope.

Down long, dank, cramped halls one will find dark openings that signal the presence of open spaces. Tiny rooms serving as cells carved into the walls are sealed with a heavy wooden doors, and rarely can a prisoner expect to see light for the duration of their time there. Unless a turn-key leads them out to receive their punishment of course. Larger caverns scattered about the underground house different torture rooms. Often the walls between these torture rooms are thin enough to allow prisoners to hear each other's cries echoing down the halls. Before their arrival into The Shrieking Pits, prisoners are searched, stripped of their clothing, beaten, sheared, and given loose rags to clothe themselves. From the moment they enter the cave, they are merely treated like blind, cave-dwelling insects.

Though it's vicinity is patrolled by Cutthroat Shadow fangs, other Myrians may request entrance to present the torturers with a captive of their own. The professional "interrogators" may happily lend their skills to attempt to acquire truths and desired information from the person of interest. "Guests" are infrequent and their stays at The Shrieking Pits rarely end in their eventual release. Any subdued pure-blood Myrian led into the caves is immediately refused. Half-blooded Myrians will not be accepted either unless the strong case against them leaves little doubt.

Products/Services (If applicable): Enemies and outsiders may be presented to The Shrieking Pits by fellow Myrians to be interrogated and tortured into submission and confession...for a price. Guards will often remind clients that the authenticity of confessions are oftentimes questionable though. Their services hover around 4-8 Bikka depending on the nature of the information and time it takes for extraction.

Employment and Training Info (if applicable): Though prisoners are somewhat infrequent at The Shrieking Pits, any wishing for employment or experience in relevant skills (torture, interrogation, intimidation, etc.) are welcomed.

NPC :
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Name: Maktua of the Cutthroat Shadows

Race: Myrian

Age: 27

Position: Overseer

Marks: Myri - 1, Krysus - 1

Skills: Torture - 87, Interrogation - 45, Intimidation - 33, Leadership - 31 Weapon: Whip - 26

Other: Empowered by his faith to Myri and burdened by his curse from Krysus, Maktua has committed himself to a life that both serves his people and sates his misery. His methods are direct and vicious, but his reputation as the most successful guard when it came to extracting reliable information earned him the position of overseer. Though Maktua puts on a brutal show for his prisoners, he's actually a lighthearted man...as long as he gets the occasional opportunity to keep his pain at bay. His rule is strict and underlings are expected to follow his every order without question. He stresses a cruel psychological rift between guards and prisoners. The latter are not spoken to while they're in their cells, and are not to be looked at as actual people. Many years beneath the surface have made him an able leader.
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Postby Kol on February 19th, 2015, 8:03 pm

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        Karqwell

        Commonly located in the highest parts of Falyndar's canopy, these creatures are seen as wonderful signs of good luck and bringers of peace. If spotted in their natural habitat, they are often seen sunbathing or soaring above the tree tops, the thick foliage allowing them proper coverage and safety from other predators.

        Karqwells are extremely rare, barely spotted by either Myrians or Dhani. It is unlikely that they travel so low in the jungle, but when they do, many claim it to be a sign from the goddess of nature. In common, these creatures are known as "Caiyha's Blessings". Some Myrians claim that these creatures led them to safety when lost in the jungle, while others believe it to be a promise that their struggles of survival are over.

        These creatures are easily recognized by their beautiful, bright red plumage and bat like faces. Karqwells have both excellent hearing and eye sight, and their jaw is rather small with sharp teeth, enabling them to eat fruits and berries, as well as insects they scavenge. Often quiet creatures, when frightened, or mating, these creatures will create loud calls. These sounds can vary depending on the gender of the animal, with the males making a "Kaaar" sound, and the females sounding more like, "Queeee". The females also have a small black section on the underside of their tail feathers, as well as black tipped ears. Karqwells also have small claws and hooks on the end of the wings that they use to grip the branches or food. These animals are not small. When fully extended, their wingspan can stretch upwards of 3 to 4 feet. Size is not determined by the gender of the animal, each individual creature different.

        Personality wise, Karqwells are wise and patient. They are often forgiving animals, least they be harmed or their mate or offspring threatened. Karqwells mate for life, a bond that can last up to 80 years and will hold grudges if wronged. When they sleep, life mates are often seen with their tails intertwined. In terms of human interaction, they can remember faces and often do, the very few times they are trained in captivity. Karqwells thrive in relationships where they can come and go, not restricted to a cage, least they grow depressed and risk death. It is often said that the Karqwell chooses you, not the other way around.

        Their social structure is rather straight forward, with a single Karqwell traveling solo till it finds a life mate. Then the two are inseparable, holding a them against the world attitude. Large flocks of Karqwell have never been seen, and these animals mate slowly. One female is estimated to give birth only 2-3 times in her entire life, producing only one egg at a time. That, mixed with the many predators that would like to call these creatures dinner, their rarity is only amplified. Karqwell hatchlings will remain with their parents for up to 5 years before flying off to craft their own nest.

        Training Karqwells, let alone finding them, is not common. The people they choose to bond with are often those with a more peaceful agenda - healers, herbalists, or hermits.

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Postby Kiva on March 6th, 2015, 5:32 pm

    Falyndar Flora Submission - Complete

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    Clot Cluster


    A plant common, but not evenly distributed throughout Falyndar, the Clot Cluster can be found in dense areas, randomly placed in the jungle. There hasn't been any connection to sunlight, rainfall, or proximity to one another as reasoning for their location, and stumbling upon them is often a stroke of luck and knowing what areas have previously been populated.

    Clot Clusters often grow on the underside of bushes while juvenile, attaching at the base and expanding outward to peek out from underneath the other. This plant is seen as parasitic, digging their roots into the soil and embedding into that of their host they chose to grow beneath. While it is not uncommon to watch these take over, it is always a bit of a tragedy. The host of the clot cluster is often stunted in growth, and removing the red plant often requires for the host to be uprooted and the two to be separated manually. This process is very difficult and a lot like performing surgery as the clot cluster's roots are very spindly, and wire-like. If any traces of the clot cluster's root remains, it will grow back, and if done incorrectly or the two are ripped apart, both plants will die.

    It is theorized that the clot cluster, while it makes the another plant struggle to grow, also releases a syrup to its host which causes the flora to become more resilient to the elements and other threats. When the roots are ripped away too quickly, the clot cluster goes into shock and the syrup begins to harden into a resin, blocking off the host from collecting anymore nutrients from the earth. When not interfered with, the Clot Cluster can be quite the resilient plant. It will often live as long as the host does, and there is said to be another version of this berry on Black Rock, remained Night Clusters forever a deep ebony or violet, with brighter leaves.

    In the jungle, however, the Clot Cluster is often washed away during monsoon season when the excessive rainfall loosens the dirt, and begins drowning the plant. It begins to recoil and detach from its host, its seeds washed around to settle and reattach someplace else when the water recedes and the ground dries. This plant is best known for its berries that begin as a pale green and brighten to blood red as it matures. This plant is in fact very poisonous, however its sharp, scratchy leaves are collected and brewed into a bitter tea, or as a garnish in Myrian dishes to add another element of flavor.

    To those looking for it, this plant is often recognized by its rotting smell. The Clot Cluster gives off an aroma of spoiled tomatoes, often deterring travelers and animals alike to avoid eating the berries. This plant, when consumed is deadly. The berries hold a poison that ferments over time, becoming more acidic as time goes on. When eaten, the poison begins to eat away at the stomach lining and induces terrible vomiting and fever, often causing internal bleeding or the victim to die from dehydration. If a lot was consumed, the poison seeps through the lining and into the blood stream, forming blood clots that induce stroke or heart attacks, giving its name.

    Despite all of this, it has not deterred jungle dwellers from playing with its properties. When the berries are still green, the poison has not become as potent, and if the juice is collected, it can be poured upon a wound that refuse to heal, helping in the clotting process instead of hindering. The syrup or crushed resin in the roots can also be collected and used as an excellent embalming and preservation fluid.

    Due to it's numerous uses and difficulty in locating it, the Clot Cluster doesn't have a set price. Depending on the season, seller, and amount requested it can run anywhere from 1-3 bikka.

    Author's Note :
    Another submission from me, except this time some flora. I tried to cover a bit of everything here but if something doesn't feel right to you, let me know. I also made a small reference to "Night Clusters", which would have all the same properties as the Clot Clusters, it's just known as a different name and only found on BR. So in a way, this plant grows on BR and the Falyndar Jungle. The last thing I was unsure about was pricing. I'm not very good at appraising anything so it's likely I messed up. Other than that, here ya go!

    -Kiva
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Postby Kaie on June 26th, 2015, 1:16 am

Name: The Sharpened Ax

Description: A traditional clan trade turned small business venture by two young brothers from the Strangled Roots clan, The Sharpened Ax is a small hub in the Trading Square willing and able to cater to the city's lumber needs! The growing business supplies builders and architects of Taloba with trees of various species, sizes, and unique traits to get the job done. In addition to the task of harvesting wood and shaping wood, The Sharpened Ax has expanded to crafting as well. Whether it be wheels, carts, furniture, buildings, or a sturdy canoe to navigate Falyndar's perilous waterways, the modest tent location in the Trading Square is the place to start. Upon entry, customers are greeted with displays of the woodworkers' prowess. Projects characterize the room and fill the small space with the smell of the rich wood they were born from. In the center of the tent sits a simple desk with blueprints from various clients strewn across its surface. Manning the station is one of the original founders himself, a wrinkled male with hands as rough as the wood and tools that he's grown proficient in. Kiwi, the name his fang members so many years ago dubbed him, is always happy to help customers draw up plans, discuss building strategy, and put together what their clients are looking for.

Products/Services:
- Wood for construction
- Carts and parts
- Furniture
- Kayaks
- Canoes
- Manual Labor

* Pricing for each object depends on quality, wood-type, and amount.
*Recruiting members of the Strangled Roots for help in putting together projects and other forms of construction labor related to their skills, will result in wages reflecting the difficulty of the job and the amount of time involved in its completion.

NPC Info (if applicable):

Kiwi of the Strangled Roots:
Carpentry - 87, Weapon: Ax - 50, Architecture - 43, Drawing - 32, Negotiation - 15

Wui of the Strangled Roots:
Weapon: Ax - 70, Body building- 63, Leadership - 40, Land Navigation - 22, Carving - 15

Dya of the Strangled Roots:
Carpentry - 89, Mathematics - 59, Etching - 53, Weapon: Dagger - 25, Land Navigation - 12


Employment and Training Info:
-Architect
-Laborer
-Carpenter
-Mathematician
-Carver


(WIP)
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Postby Cuicatl on August 7th, 2015, 6:14 pm

These are the members of Cuicatl's fang

ImageIxchel of the Patient Shadows
Race: Myrian
Age: 26
Position: Fang Leader
Skills: Leadership 48, Glaive 41, Intimidation 33, Politics 30
Other: A stern and intimidating woman, Ixchel is a fierce representation of Tokoh. She leads her fang primarily on patrols beyond the city walls, bravely seeking glory and renown to return to Taloba with. Her leadership has pushed her Fang to continue to train, to hone themselves as weapons for Myri's use with single-minded determination.


ImageZyanya of the Morning Bird
Race: Myrian
Age: 21
Position: Second in Command
Skills: Leadership 33, Birdkeeping 21, Spear 28, Tactics 42, Intelligence 39
Other: Being second only to Ixchel is a position that Zyanya takes very seriously, giving Ixchel her counsel as well as providing the birds she uses to return reports to Taloba when the Fang is well beyond the city walls. Her desire is to tame a Ta'rukahl and become master of her own Fang someday, if not a tactical genius.


ImageTototl
Race: Kelvic, Toucan
Age: 4
Position: Scout
Skills: Stealth 33, Tracking 47, Investigation 19, Scouting 36, Wilderness Survival 31, Land Navigation 28
Other: A rare outsider marked with Myri's gnosis, Tototl presents himself as a quiet and submissive man loyal to Myri alone. He's more than capable of looking part of the jungle he scouts, allowing him the ease of passage through the jungle while in flight. Although he doesn't yet have a bondmate, her works past the disappointment that leaves him with to prove himself capable of greater feats within the Fang.


ImageCoszcatl of the Shorn Skulls
Race: Myrian
Age: 24
Position: Medic
Skills: Medicine 39, Herbalism 21, Intimidation 12, Machete 29, Hunting 23
Other: Coszcatl is what one might consider a runt, being smaller than most Myrians. She's got a soft voice and soft hands, but even a healer can learn to use a weapon when in times of need, and Coszcatl is no different from other medics in times of war. She doesn't possess many martial skills, focused primarily on providing medical assistance to her Fangmates when needed, yet she manages to not be a burden on them.


ImageManauia of the Blackened Claws
Race: Myrian
Age: 19
Position: Fang Member
Skills: Morphing 39, Unarmed Combat 42, Hunting 32, Shortbow 29, Wilderness Survival 19, Foraging 10
Other: Manauia is a witch, in short, wild and fierce. Her bearing is bestial and untamed and she likes to wear the desirable traits of animals in her features. Her skill with morphing and wilderness traits were well-suited to the Fang's duties beyond Taloba's walls, but she often gets caught up in what's happening in the forest nearby when she ought to be foraging and hunting.


ImageYaotl of the Changing Moon
Race: Myrian
Age: 20
Position:
Skills: Machete 41, Unarmed Combat 22, Carving 24, Torture 21
Other: Yaotl is a vicious woman, prone to fighting and frustration. She isn't very friendly, however her loyalty to her Fang is extreme... even if she doesn't often show it. Her violent tendencies often emerge when Yaotl is bored, brought to life by killing small animals that don't deserve it. There is a very outstanding rivalry with Manauia for this that often comes to blows and punishment. Sometimes, Yaotl toes the line of insubordination before reigning it in. Ixchel doesn't tolerate her attitude.
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