OOC Info The Kenash Codex

Herein lives everything you need to know about Kenash.

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This lazy agricultural settlement rests on the swampy shores of the Middle Suvan at the delta of The Kenash River. The River's slow moving bayou waters have bred a different sort of people - rugged, cultured, and somewhat violent. Sprawling plantations of tobacco and cotton grow on the outskirts of the swamp in the rich Cyphrus soils, while the city itself curls around the bayou and spawns decadence and sins of all sorts. Life is slower in Kenash, but the lack of pace is made up for in the excesses of food and flesh in a city where drinking, debauchery, gambling, slavery, and overbearing plantation families dominate the landscape.

Moderator: Gossamer

The Kenash Codex

Postby Gossamer on January 19th, 2014, 3:39 pm

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Don't let the calm waters fool you. Kenash is a tumultuous hotbed of intrigue and suspense, adventure and romance.


✥ TABLE OF CONTENTS ✥


✥ PART ONE : A Guide to Getting Started in Kenash
  • An Introduction
  • A Map of the City with Links to Interesting, Important & Unique Locations
  • A Map of the Plantations with Links to Additional Locations!
  • Kenash's Player Character (PC) Guidelines
  • In-Character (IC) & Out-Of-Character (OOC) Resources with Links to Frequently Used & Informative Threads

✥ PART TWO : Additional In-Character Information
  • An Introduction
  • An Overview of the Region
  • The Geography & Climate, including the Flora & Fauna
  • An Overview of the City
  • The Citizens of Kenash, including the Demographics and Relations
  • Visitors to the City, including Hints & Tips to Staying Alive & Free
  • The Culture of Kenash, including Architecture, Arts & Entertainment, Cuisine & Customs, Dialect & Language, Fashion, and Festivals & Holidays
  • The Economy of Kenash, including Businesses, Employment, Money, and Trade
  • The Politics of Kenash, including City Defenses, Laws & Enforcement, and The Magistrate
  • The Mind, Body & Spirit of Kenash, including Education, the Practice & Use of Magic, and Religion & Worship

✥ PART THREE : Additional Out-Of-Character Offerings
  • An Introduction & Core Guidelines
  • The Aesthetics of Kenash, including Avatars & Signatures, Image Use, and Setting & Themes
  • Announcements & News, including the IC "Kenash Gazette" and OOC "Still Waters Run Deep"
  • The Calendar of Events and Seasonal Almanac for the City of Kenash
  • Developing the Region "Deep Within the Swamp" and Swamp Perk Points
  • Location Usage, including Best Practices and Special Permissions
  • Magic in Kenash, including the Practice & Usage
  • Non-Player Character (NPC) Usage, including Best Practices, Special Permissions, and Tracking
  • Posting in Kenash, including Best Practices, Flashbacks, Self-Moderated vs. Storyteller Moderated Threads, Social Threads, Solo Threads, and Work Threads
  • The Races of Mizahar in Kenash, including Usage and Special Permissions
  • Seasonal Challenges, Scenarios & Quests, including Earning Awards & Prizes!
  • Shopping in Kenash, including Best Practices, Special Permissions, and Trading with a PC vs. a NPC
  • Training & Learning in Kenash, including Best Practices, Placing a Request, and Special Permissions
  • Working in Kenash, including Business & Employment Opportunities, How to Earn Experience & a Wage, Paying Seasonal Expenses, and Requesting a Job


*Credit for the original design goes to Banickle.
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The Kenash Codex

Postby Gossamer on January 19th, 2014, 3:44 pm

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✥ A Guide to Getting Started in Kenash ✥


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While crops may take seasons to produce a profit, a Kenashern, with the right connections, can prosper in a matter of bells.

✥ AN INTRODUCTION ✥


Welcome!

You have just taken one of your first steps toward exploring Mizahar's sinful city in the swampland of Cyphrus. Contained within this Codex is essentially everything you should ever want or, for that matter, ever need to successfully navigate the often treacherous, sometimes lecherous setting that is Kenash.

In this section, Part One, you will find several key resources that will truly help you hit the ground running. In Parts Two and Three, you will discover a wealth of additional details for both IC and OOC play.

The following maps, with their corresponding library of links, are a great place to start to get a feel for the environment. They have been strategically placed at the very forefront of this thread for ease of use later on, so that you, the player, can continue to navigate your way without any delay, bell after bell and, hopefully, season after season.

The PC Guidelines that come next, provide you with the pertinent details you will need to successfully tailor your Character Sheet (CS) to meet the demands of playing in Kenash. Are they set in stone? Somewhat. However, if you find yourself at a loss or have a special request, just Private Message (PM) a local Storyteller (ST) and he or she will be more than happy to help you or discuss your "out-of-the-box" creation.

Lastly, a collection of fairly important and rather handy links have been brought together to make your experience in Kenash not only the best that it can be, but - if we did our job right - the smoothest and most enjoyable. That said, if you find that a particular bit of information is hard to come by, please feel free to recommend additional links and resources. The local STs are always open to your suggestions because, after all, without you, the player, there is no story to tell, no adventure to take, no Kenash to discover and enjoy.

Happy writing!

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✥ A Map of the City of Kenash ✥


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✥ Important Information ✥


Unlike most city maps, Kenash has an accounting of EVERY building within what is considered the 'city limits' of Kenash. Every road, every park, every small structure and official beach is noted. Kenash, for all that it looks sprawling, is indeed a small city. It has a finite number of establishments and locations, which will be filled out and utilized as the plots in the city grow. Players that open businesses can and will be allowed to choose a location. However, as slots fill up and activity increases, these locations will be vulnerable. If you do not utilize your business or post regularly to it, then you are not going to be allowed to keep it especially as slots fill up. So be active. You don't want someone else moving into your geographical location on the map!


✥ THE WEST BANK
This section mainly caters to caravans and travelers.

  1. Odsgrace: Fortune Teller
  2. The Kenash Auction Hall : Slave Sales
  3. TBA
  4. TBA
  5. TBA
  6. The Askara Livery Stables : Horses and Ponies Sold and Boarded
  7. TBA
  8. TBA
  9. The Kenash Gazette : A Reading Room for Local News and Announcements
  10. TBA
  11. TBA
  12. The Magistrate's Office :
  13. Fire Fox Coach's Main Office and Depot : Carriage Services
  14. Ven's Fine Vehicles : Carriages, Wagons, and Carts, all New, Used, and Repaired
  15. The Travelers Complex : Multifunctional Traveler's Services Building
  16. TBA
  17. Blossoming Blooms: Flower shop
  18. TBA
  19. Sweet Secrets : Clothing Shop
  20. TBA
  21. TBA
  22. TBA
  23. TBA
  24. TBA
  25. TBA
  26. Draer's Bottled Dreams : Ale Brewery and Distributor
  27. Rarity Butchers : Premiere Butchers Shop and Eatery
  28. Tangled Tapestries and Woven Wonders : Home Furnishings and Rug Shop
  29. The Traveler's Inn : Caravan Lodging

✥ OATH ISLAND
A small southern bayou island with a mixture of services.

  1. The Velvet Ear : Art and Woodworking Shop with a Unique Performance Space
  2. The Widow Konrath's Tea Room : Tea Shop and Eatery with Tea Readings and More
  3. Leeman's Hulls
  4. Illumination Theatre : Performance Hall

✥ FIRE ISLAND
The site of an old Sylrian Outpost, this island mainly grows wild with a few businesses upon it.

  1. Fire Island Herbs and Essences : Herbalism Shop with Candles and Essential Oils
  2. Cecily's Pantry : A Lovely Gourmet Bakery
  3. Konrath's Detective Bureau: Detective Agency

✥ BLADE ISLAND
This island is resident heavy with an odd assortment of businesses.

  1. TBA
  2. TBA
  3. TBA
  4. The Home of Master Devlin Faulkner the Third : Private Residence
  5. TBA
  6. The Home of Mistress Lanaya : Private Residence
  7. Phedra's Den : Private Residence
  8. TBA
  9. TBA
  10. Sypha Kai's Cottage : Private Residence
  11. TBA
  12. The Crowsortium's Nest : Grand Reopening Spring 514!
  13. TBA
  14. TBA
  15. TBA

✥ SUN ISLAND
This island contains some of the more magical and mystical shops in Kenash, as well as a good number of artisans.

  1. Askara Ink : Tattoo Parlor
  2. TBA
  3. TBA
  4. TBA
  5. Spirit Bound : A spiritist PC owned
  6. TBA
  7. TBA
  8. TBA
  9. Silverbite's Prowlers : Amphibian and Reptile Shop

✥ PARKS & BEACHES
Scattered throughout the city, these recreational retreats run the gambit from gorgeous to grotesque.

  • Shipwreck Beach
  • Glass Beach
  • The Sunken Park
  • Black Swan Pond : An Elite, East Bank, Top-Shelf Park for Dynasty Members and Freeborns
  • Reed Park : Blade Island's only Boardwalk Park
  • Gold Beach

✥ BRIDGES
These unique structures all tell a story and some even have a toll.

  1. TBA
  2. TBA
  3. Kalvinah Bridge
  4. TBA
  5. TBA
  6. TBA (Toll)




✥ POINT ISLAND
This rocky outpost marks the northern most Kenesh Island.

  1. Point Island Lighthouse : Kenash's Beacon in the Dark of Night

✥ SQUARES & PLAZAS
These unique crossroads in Kenash all have their own personalities.

  1. Dry Island Plaza
  2. Fountain Plaza
  3. Lantern Square
  4. TBA
  5. The Midnight Market (aka Blade Plaza) : Center of Kenash's Nefarious Underground
  6. Braggart Square

✥ DRY ISLAND
This island is the heart of the City of Kenash and features many of the businesses owned and operated by Dynasty members.

  1. Ebb & Flow : Bathhouse
  2. TBA
  3. TBA
  4. TBA
  5. Tressed To Impress Wig shop
  6. TBA
  7. TBA
  8. TBA
  9. TBA
  10. TBA
  11. Fire Fox Coach's Central Stop : Carriage Services
  12. The Turban: Costume shop
  13. TBA
  14. The Thumbed Page : Scribing Services
  15. TBA
  16. Rhaus' Harp : Musical Instruments
  17. Spectral Solutions : Supernatural Services
  18. TBA
  19. Draer Chocolates : Candy Shop
  20. Carnival of the Dead : Supernatural Shows
  21. The Mortal Solace : Healing Services
  22. TBA
  23. Lady Eya's Outfitters : Fine Dresses and Suits
  24. TBA
  25. TBA
  26. TBA
  27. The Iron Pipe : Tobacco and Smoke Shop
  28. TBA
  29. TBA
  30. The Den : Massage Parlor and Sexual Services
  31. TBA
  32. TBA
  33. TBA

✥ THE EAST BANK
This section mainly caters to the wealthier and elite of Kenash.

  1. TBA
  2. Banjomin's Banickle Mistery Stoure : Grand Reopening Winter 513!
  3. TBA
  4. Jakeepa's School of Feminine Arts : A place for women to learn various artforms with weapons.
  5. TBA
  6. TBA
  7. TBA
  8. Sitai's Scents : Perfume Shop
  9. Soles for Sale
  10. TBA
  11. TBA
  12. TBA
  13. The Manor of the Magistrate : Residency of the current magistrate
  14. TBA
  15. Black Diamond Cosmetics : Makeup and Beauty Services
  16. TBA
  17. TBA
  18. TBA
  19. TBA
  20. TBA
  21. Crowning Glory : Lady's Hat Shop
  22. TBA
  23. The Heir Apartments : A Lodge for the Elite
  24. Fire Fox Coach's Upper East Bank Stop : Carriage Services
  25. TBA
  26. TBA
  27. TBA
  28. TBA
  29. TBA
  30. TBA
  31. TBA
  32. TBA
  33. Dire and Dynastic Glassworks : Glassware and Glass Supplies
  34. TBA
  35. TBA
  36. TBA
  37. TBA
  38. TBA
  39. TBA
  40. TBA
  41. Hammer and Nails: Forge, Building 1
  42. Hammer and Nails: Forge Building 2
  43. The Dynasty Library : General Information, Books, and Past Gazettes can be Found Here


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✥ A Map of the Plantations of Kenash ✥


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PLANTATION HOUSE FAMILY NAME ACREAGE # OF SLAVES TRAVEL TIME TO KENASH
Blacksugar The Morealis 3200 Acres (5 sq mi) 160 Slaves ~ 2.5 bells
Bloodflower The Sitai 2560 Acres (4 sq mi) 128 Slaves ~ 1.5 bells
Boldvine The Konrath 2400 Acres (3.75 sq mi) 120 Slaves ~ 1 bell
Clawtone The Ackina 2688 Acres (4.2 sq mi) 134 Slaves ~ 3 bells
Godstouch The Zulaca 2528 Acres (3.95 sq mi) 126 Slaves ~ 25 chimes
Riverware The Draer 2944 Acres (4.6 sq mi) 147 Slaves ~ 5 bells
Rosewood The Kavinah 992 Acres (1.55 sq mi) 49 Slaves ~ 2 bells
Silverbite The Lynint 2752 Acres (4.3 sq mi) 137 Slaves ~ 3.5 bells
Smoke Send The Rajor 3008 Acres (4.7 sq mi) 150 Slaves ~ 5.5 bells
Stormgrace The Paille 3328 Acres (5.2 sq mi) 166 Slaves ~ 4 bells
Sweet Home The Askara 3040 Acres (4.75 sq mi) 152 Slaves ~ 3 bells
whiplash The Radacke 2656 Acres (4.15 sq mi) 132 Slaves ~ 4.25 bells
Whitesnake The Lorak 2400 Acres (3.75 sq mi) 120 Slaves ~ 15 chimes



Facts To Keep In Mind:
  • 1 Square Mile = 640 Acres
  • Carriages travel 5 miles per bell
  • People walk 3 - 3.5 miles per bell
  • 1 slave per 20 acres of land so .05*# of acres

A note on acreage per plantations. Kenash is in essence a swamp. Just because a Dynasty claims land doesn't mean they grow crops on it. A thirty two hundred acre estate, for example, might only have two thousand acres planted. In some wet years, it might even only have 1,500 acres planted while in dry years there might be even more. Plus there are lands with buildings on them, roads, water, etc. So while family income might be based on crops, you still have to keep in mind the amount of land owned by the family does not necessarily reflect the size of the harvest.

A note on slave numbers per plantations. When thinking of slaves, remember that not all slaves are young nubile or athletic men and women. While older slaves are rare - due to the harshness of Kenash's swamps, predators, and the work load of an average slave - that does not mean that all slaves a Dynasty owns are functional workers. More than half are going to be children being raised up to replace the adults. And while some small children can work, certainly infants can not. There will be slaves in the house, in the barns, in trades, mending fences, etc. Not all slaves work in fields. They certainly start out there, but in the end they can work their way up and prove themselves. Slaves are expensive. Most must be maintained at a poor to common level depending on that slave's position and needs. If they are maintained in squalor, they will not survive.

A note on travel times. All travel times are assumed per roads by demure carriage. River travel from plantations that are on the banks of the Kenash River can be massaged into considerably less time if river taxi's are taken. Single people coming to town via horseback is often much faster than carriages. Keep in mind that plantations have roads and trails all over them linking fields together and buildings to buildings. Not all the plantations have a main road through them, like the Kabrin, but most have main roads that connect to the Kabrin.

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✥ A General Overview ✥


As mentioned in the introduction of this Codex, there are some pretty pertinent details that need to be reviewed and absorbed before you can even begin to dream up your groundbreaking Kenash PC or start to carefully craft your potentially stunning CS.

Divided into four categories - Dynasty, Freeborn, Rujaro, and Slave - this resource makes every effort to define what it means to be any one of these four character types. However, as you will soon discover, the choices offered within each of the four types are fairly endless! So, please, do not fret for too long about being typecast or painted into that proverbial corner over there. You know the one.

You can certainly be everything from a conniving Konti who wants nothing more than to see the blood of her husband's assassin spilled freely, to an isolated morpher, with a special knack for herbalism, who serves as a guardian of the swamp, to a cantankerous Svefra who spends his days lazily gazing out over the Suvan Sea, that is, when he's not busy barking at the locals to "Git offa mah lighthouse!"

The choices are yours to make and you are only held back by the limits of your imagination, as well as one or two minor, yet rather necessary, restrictions. As always, if you have any questions or concerns, please PM a local ST right away. There really is no such thing as a stupid question, but there most certainly exists the potential for more than a few stupid actions.

Long live Kenash!


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With wealth comes power, but with power comes the added weight of responsibility. Can you handle it?

The Ruling Class :
GENERAL REQUIREMENTS (Regardless of Family Chosen)

✥ A Dynasty PC will...

  • Always need to be arranged through a Storyteller, at start-up, to ensure that there is a balance maintained among the Dynasties
  • Always be born in Kenash, unless they married into a Family - which would require Storyteller permission - or are of a race that is long-lived, such as the Akalak or Konti
  • Have at least One Skill set at Novice (5 to 25 points) that is related to their Family's Overall Theme
  • Have at least One Skill set at Competent (26 to 30 points) that is related to their Personal Business Venture
  • Have One Lore related to their Family's History
  • Have One Lore related to their Family's Primary Business Venture
  • Have One Heirloom valued at 50 gold mizas, which cannot be sold or traded
  • Start at and maintain a Good style of life, which means a Living Expense of 450 gold mizas a Season
  • Start with a One-Time Allowance of 1000 gold mizas for Personal Purchases, which needs to be reimbursed to their Family within 1 Year
  • Start with a Set of Good-Quality Toiletries, at no additional cost, which should include a Comb, Brush, Razor, and Bar of Soap. Additional toiletries must be purchased or a Flashback needs to occur involving the PC receiving any additional items as a gift, within reason
  • Start with a Good-Quality Fireplace, Bed, Trunk or Chest of Drawers, Chair, and Table or Desk in their Plantation Suite. Additional furnishings must be purchased or a Flashback needs to occur involving the PC receiving any additional items as a gift, within reason
  • Own and Operate a Business
  • Complete a Minimum of Two Work Threads per Season to earn their Wage
  • Start with a loan of 5000 gold mizas for their Business Venture, which needs to be reimbursed to their Family within 2 Years


UNIQUE FAMILIAL REQUIREMENTS & RECOMMENDATIONS

✥ THE ACKINA FAMILY
  • Race Requirement: Human
  • Recommended Skills: Agriculture, Animal Husbandry, Butchering, Farming, Grooming: Slaves, Hunting, Trapping, Wilderness Survival: Swamp
  • Sample Lore: The Lore of Mammals in and around Kenash
  • Recommended Occupations: Bounty Hunter, Butcher, Farmer, Hunter, Slave Trader, Slave Trainer, Wrangler
✥ THE ASKARA FAMILY
  • Race Requirement: Human or Human, Drykas
  • Recommended Skills: Agriculture, Calligraphy, Cobbling, Farming, Horsemanship, Musical Instrument, Sewing, Storytelling, Wilderness Survival: Swamp
  • Sample Lore: The Lore of Kenash Songs
  • Recommended Occupations: Actor, Farmer, Merchant, Musician, Scribe, Seamstress, Tailor, Wrangler
✥ THE DRAER FAMILY
  • Race Requirement: Human, Svefra
  • Recommended Skills: Agriculture, Baking, Boating, Cartography, Cooking, Farming, Fishing, Swimming, Wilderness Survival: Swamp
  • Sample Lore: The Lore of Waterways in and around Kenash
  • Recommended Occupations: Baker, Cartographer, Chef, Farmer, Ferryman, Fisherman, Merchant, Scribe
✥ THE KONRATH FAMILY
  • Race Requirement: Akalak or Konti
  • Recommended Skills: Agriculture, Body Building, Carpentry, Construction, Farming, Fortunetelling, Gardening, Unarmed Combat, Weaponry, Wilderness Survival: Swamp
  • Sample Lore: The Lore of Building Materials found in Kenash for the Construction of Furniture
  • Recommended Occupations: Bouncer, Bounty Hunter, Carpenter, Constructor, Farmer, Fortuneteller, Gardener, Guard, Weapon Smith
✥ THE LORAK FAMILY
  • Race Requirement: Human, Vantha
  • Recommended Skills: Agriculture, Carving, Dentistry, Farming, Medicine, Philtering, Storytelling, Wilderness Survival: Swamp
  • Sample Lore: The Lore of Medicinal Herbs in and around Kenash
  • Recommended Occupations: Actor, Carpenter, Dentist, Farmer, Healer, Teacher
✥ THE LYNINT FAMILY
  • Race Requirement: Human
  • Recommended Skills: Agriculture, Animal Husbandry, Farming, Hunting, Persuasion, Trapping, Stealth, Wilderness Survival: Swamp
  • Sample Lore: The Lore of Reptiles in and around Kenash
  • Recommended Occupations: Farmer, Hunter, Merchant, Wrangler
✥ THE MOREALIS FAMILY
  • Race Requirement: Human
  • Recommended Skills: Agriculture, Dance, Etiquette, Farming, Rhetoric, Teaching, Wilderness Survival: Swamp
  • Sample Lore: The Lore of Kenash Dances
  • Recommended Occupations: Dancer, Farmer, Merchant, Teacher
✥ THE PAILLE FAMILY
  • Race Requirement: Human, Drykas
  • Recommended Skills: Agriculture, Astronomy, Farming, Horsemanship, Jewelcrafting, Meteorology, Riding, Tattooing, Teaching, Wilderness Survival: Swamp
  • Sample Lore: The Lore of Kenash's Meteorological History
  • Recommended Occupations: Artist, Driver, Farmer, Jeweler, Merchant, Teacher, Wrangler
✥ THE RADACKE FAMILY
  • Race Requirement: Human
  • Recommended Skills: Agriculture, Brawling, Carpentry, Construction, Farming, Intimidation, Masonry, Wilderness Survival: Swamp
  • Sample Lore: The Lore of Building Materials found in Kenash for the Construction of Homes
  • Recommended Occupations: Carpenter, Constructor, Famer, Guard, Interrogator, Mason
✥ THE RAJOR FAMILY
  • Race Requirement: Dhani, Constrictor
  • Recommended Skills: Agriculture, Farming, Interrogation, Musical Instrument, Poison, Wrestling, Wilderness Survival: Swamp
  • Sample Lore: The Lore of Poisonous Vegetation in and around Kenash
  • Recommended Occupations: Bounty Hunter, Farmer, Guard, Interrogator, Mercenary, Musician
✥THE SITAI FAMILY
  • Race Requirement: Human
  • Recommended Skills: Agriculture, Dance, Farming, Musical Instrument, Perfumery, Philtering, Seduction, Wilderness Survival: Swamp
  • Sample Lore: The Lore of Scented Vegetation in and around Kenash
  • Recommended Occupations: Florist, Dancer, Farmer, Merchant, Musician
✥ THE ZULACA FAMILY
  • Race Requirement: Non-Applicable, since Members tend to be Nuits or Slaves Elevated to Family Status, which can be of Any Race
  • Recommended Skills: Agriculture, Botany, Embalming, Farming, Food Preservation, Gardening, Planning, Wilderness Survival: Swamp
  • Sample Lore: The Lore of Kenash Genealogy
  • Recommended Occupations: Caretaker, Canner, Farmer, Gardener, Merchant

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Sure, you're free to come and go as you please...for now.

The "Middle" Class :
GENERAL REQUIREMENTS (Regardless of Origin, Race, Class or Occupation)

✥ A Freeborn PC will...

  • Always be born outside of Kenash
  • Follow the Starting Guidelines for creating a Mizahar PC
  • Always outrank slaves, but never Dynasty Members, unless married to a Head of Household
  • Acquire a Freeborn Brand, on the palm of their right hand, within 30 Days of entering Kenash or run the risk of being expulsed or enslaved
  • Be a productive member of Kenash’s society and either obtain a Job or open a Business within 30 Days of entering Kenash or run the risk of being enslaved
  • Complete a Minimum of Two Work Threads per Season to earn their Wage and remain in good standing with their Dynasty backer
  • Always abide by the Rules & Regulations of Kenash, as well as the Seasonal Addendums of the Magistrate, or run the risk of being enslaved
  • Always be free to come and go as they please, unless mandated otherwise by the Magistrate


SPECIFIC OCCUPATIONAL REQUIREMENTS

✥ BUSINESS OWNERS...
  • Must be affiliated with a Dynasty and operate at that Dynasty's discretion, so long as they owe the Dynasty mizas
  • May start with a loan of 3000 gold mizas for their Business Venture, which needs to be reimbursed to their affiliated Dynasty within 1 Year
  • Have the right to set their own Prices and determine their own Goods and Services, but must submit a Business Plan for approval
  • May utilize slaves from the Dynasty's pool, but must assume the responsibility of all Living Expenses associated with the slave
  • Once out of debt, may operate their Business in whatever way they see fit, so long as they are not in direct competition with an existing Dynasty Business
  • Once out of debt, may close or sell their Business at anytime
✥ CRAFTERS & ARTISANS...
  • Must follow all of the requirements set for a Business Owner
  • Have the right to adjust their Prices per commission, even after an agreement is made
  • Must prioritize their work so that Dynasty Members always come first
  • Must produce nothing but top of the line merchandise for Kenash residents, and destroy or export all inferior creations
✥ HIRED HANDS (SERVANTS)...
  • May hold positions of authority over slaves, so long as they are hired by and work for the slaves’ owner
  • Will more than likely receive the title of Servant
  • Have the right to request proper compensation for any additional services performed outside of their initial agreement
  • Must complete all assignments and related tasks in a timely manner and to the best of their ability or run the risk of being expulsed or enslaved


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Your bindings may be broken, but your will to survive is everlasting.

The Runaways :
GENERAL REQUIREMENTS (Regardless of Branch Chosen)

✥ A Rujaro PC will...

  • Most often will be a run-away slave, though there are a few freeborn Rujaro operating as Kaziu inside of Kensah.
  • Start at a Poor style of life, which means a Living Expense of 45 gold mizas a Season
  • Start with a Standard Horse and Tent Package - which they stole at the time of their escape - valued at 500 gold mizas. The Package can be sold or traded for the full value, which is then added to their Ledger; however, a makeshift structure of some sort must replace the tent ( This can be changed if your a freeborn Kaziu operating within Kenash, otherwise you must have this package)
  • Be considered an outlaw in Kenash, if you are a known Rujaro it is death to enter the city. Only those who are not known to be Rujaro will dare enter Kenash.
  • Be subject to capture and, in turn, an immediate execution, at any time, even if captured beyond the City of Kenash and the Cyphrus Region


SPECIFIC BRANCH REQUIREMENTS

✥ THE AMLEGOR (THE "ARMS" OR DEFENDERS)
  • Moderator's Note: This branch is not an option when starting in Kenash. It must be earned through roleplay and granted by a Storyteller, for the Amlegor are an elite group, entrusted with the best weapons and handsomely rewarded for their advanced weapon and defense skills. Requirements: 50+ Weapons skill, Pay 5 GM/day (based on guard)
  • Required to run 2 raids and 1 defense of the camp thread per season.
✥ THE BULISHAN (THE "BODY" OR WORKERS)...
  • Moderator's Note: This branch is an option when starting in Kenash, and it still need be arranged through a Storyteller. This will traditionally be a Rujaro's starting role upon their escape, as all other branches require either specific skills or experience to obtain.2 GM/day (based on laborer but can have higher pay based on skills. I.E. Healers would get paid more)
  • Will work toward supporting the Rujaro any way possible, such as building shelter, cooking, hunting, foraging, mending or repairing supplies and weapons
  • Will complete a minimum of two Work Threads per Season.
  • Will always defer to the wishes of the highest ranking Qintal
✥ THE KAZIU ..
  • Moderator's Note: This branch is an option when starting in Kenash, but it must be arranged through a Storyteller.
  • Must deliver three reports to a Roonitzu outside of Kenash or the Amelgo if they are feeling frisky per season.
✥ THE QINTAL (THE "HEAD" OR LEADERS)
  • Moderator's Note: This branch is not an option when starting in Kenash. It must be earned through roleplay and granted by a Storyteller, for the Qintal are the strategists and, therefore, the most revered, but also the most feared.
  • Must LEAD 2 raids, and plan at least 1 assassination (failed or successful) per season.
✥ THE ROONITZA (THE "LEGS" OR SCOUTS)...
  • Moderator's Note: This branch is an option when starting in Kenash, but it must be arranged through a Storyteller, for the Roonitza are a very special group with a rather unique set of skills.
  • Will always defer to the wishes of the highest ranking Qintal
  • Must scout caravans, Dynasty houses, or popular meeting spots for possibly ambushes and attacks in two threads and must meet with a Kaziu in one thread per season.


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Will you wear the chains of servitude proudly, reluctantly, or defiantly? The choice is yours.

The Classless :
GENERAL REQUIREMENTS (Regardless of Position)

✥ A Slave PC will...

  • Be ran through the Auction process, at the Auction Hall, and "Sold" to the highest bidder, be it a PC or NPC
  • Be Branded - or Tattooed, which would require Storyteller permission - on their face with the Crest of the Dynasty that purchases them
  • Rarely start with a Skill above Novice (5 to 25 points), unless they were born free and enslaved at a later time in their life
  • Not be allowed to learn additional Skills unless permitted by their Master or Mistress
  • Have One Lore related to their past, before they were enslaved, or from their time as a slave
  • Have One Lore that makes the slave appear more valuable
  • Be allowed to obtain additional Lores
  • Not worry about Living Expenses, since that is traditionally paid for by their Master or Mistress
  • Complete a Minimum of Three Work Threads per Season to remain in good standing with their Master or Mistress or run the risk of torture, expulsion or execution
  • Start with very few Possessions, if any, outside of a Heirloom valued at 50 gold mizas, which cannot be sold or traded and may be taken by their Master or Mistress at any time
  • Always defer to their Master or Mistress, as well as any family member of the same Dynasty
  • Always be outranked by Freeborns, but held in a higher regard than the Rujaro
  • Be punished according to the Rules & Regulations of Kenash, as well as the Seasonal Addendums of the Magistrate, in addition to whatever mandates a Head of Household decrees, which supersedes all other rules and regulations that came before or come after


SPECIFIC POSITIONAL REQUIREMENTS

✥ FIELD SLAVES...
  • Moderator's Note: This position is an option when starting in Kenash, and it does not need to be arranged through a Storyteller. This will traditionally be a Slave's starting role upon their enslavement, as all other positions require either specific skills or experience to obtain.
  • Have no say in what they are instructed to do, who they are instructed to work for and with, or how long they are instructed to work and at what bell
✥ HOUSE SLAVES...
  • Moderator's Note: This position is an option when starting in Kenash, but it must be arranged through a Storyteller, for being a House Slave comes with certain responsibilities, as well as a specific set of skills.
✥ PERSONAL SLAVES
  • Moderator's Note: This position is not an option when starting in Kenash. It must be earned through roleplay and granted by a Storyteller, for being a Personal Slave is considered a honor and privilege, imparted upon those who can be trusted to keep confidences, as well as remain in outstanding favor with their Master or Mistress.
✥ PROFESSIONAL SLAVES
  • Moderator's Note: This position is not an option when starting in Kenash. It must be earned through roleplay and granted by a Storyteller, for being a Professional Slave is considered a honor and privilege, imparted upon those who can be trusted to interact with the general public, as well as be near the exchange of mizas.


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✥ In-Character & Out-Of-Character Resources ✥

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The Kenash Codex

Postby Gossamer on January 19th, 2014, 3:45 pm

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✥ ADDITIONAL IN-CHARACTER INFORMATION ✥


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The merchants of Kenash have been known to remain open well into the morning bells.

✥ AN INTRODUCTION ✥


(TBA by Goss)

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✥ AN OVERVIEW OF THE REGION


Kenash is located in northwestern Cyphrus at the delta of the Kenash River. This delta is located where the river drains into the Middle Suvan Sea which is sometimes known as the volatile 'Gut.' Here the Kenash River is slow moving with a low deep gradient that lends itself to dramatic tidal influences and backwaters that create a swampy condition. This unique feature has transformed the Grasslands of Cyphrus in this area into a warm micro climate perfect for tobacco and cotton plantations. Because of this rich soil and ideal location, Kenash is a major stopping point for caravans moving up and down the Kabrin Road. And like its diverse waterways, the city itself has a tidal influence to the city's populations because caravans stopping can sometimes greatly increase the amount of people in the city for a day or two while traders resupply and regroup. This influence gives this mostly sleepy backwater a unique culture of haves and have nots - gambling, debauchery, and excesses.

Not exactly lawless, Kenash is dominated by wealthy plantation owners and their families who set the standards and rules of the city. Their plantations thrive due to their high population of slaves and workers which keep the agricultural engine that is Kenash running. As a result, Kenash has grown up and prospers on the broken backs of those that have nothing, but are forced to work the land to ensure others wealth. Few things are considered entirely illegal in Kenash, where the amount of land you hold is directly proportional to the amount of power you have within the city. The Dynasty Plantations founded and maintain Kenash, growing even more wealthy off the caravans and the goods they grow.


✥ THE GEOGRAPHY & CLIMATE

Traditionally speaking, a swamp is a wetland that is forested and it usually occurs around a broad waterway, although it can also take shape on the shores of a large body of water. It may consist of only a dense woodland area - which is often referred to as a 'true swamp' - or it may be entirely made up of just low-lying vegetation - which is usually termed a 'transitional swamp.' Kenash, to a degree, is all of this and more.

Located on the southern shore of the Suvan Sea, as well as along the great river that dips even further south until it reaches Ulvic Lake, the landscape of Kenash is certainly a healthy mix of both true and traditional swampland. Tall, often thickly trunked, but occasionally willowy, moss-covered trees litter the region, along with dense vegetation that opens up to fertile fields perfect for farming.

The terrain, for the most part, remains fairly level, more often than not slipping below sea level, before occasionally rising several meters above. Hills tend to be the highest the ground ever goes, never truly forming into anything even remotely mountainous. If anything, there is a far better chance of finding a muddy pit or tunnel that may or may not lead to an underground cavern.

The seasons come and go, almost without notice, seeing that Winter can be just as warm as any other season. On the rare occasion, a frost may occur when the temperatures drop to just above the freezing mark, but days like this are few and far between. Therefore, while rain is a constant occurrence, as is flooding, snow is something only spoken about in tall tales and legends.


THE FLORA & FAUNA

As would be expected in such a wet and steamy environment, the flora and fauna of the region both tend to flourish, easily receiving the nutrients and sustenance they need to survive. If anything, they tend to grow almost too fast or - in the case of many insects - in such an abundance, that the citizens of the region occasionally wish that a frost would occur to kill off a good number of them.

The flora of the region runs the gambit from delicate, snaking vines and miniature, hardy mosses to robust, thick-stemmed sunflowers and towering, coniferous trees. Whereas the fauna features everything from annoying, black flies and pesky, swamp ticks to lumbering granidiles and adorable ponda bears. While most of the vegetation and wildlife goes untouched, a sizable portion is obviously harvested and harnessed by the Dynasties of Kenash, mostly for profit, but occasionally for pleasure.


✥ AN OVERVIEW OF THE CITY

The City of Kenash sits proudly at the mouth of the Kenash River, deep within some of the densest portions of the swampy forest scape. Those arriving by way of ship, upon the choppy waters of the Suvan Sea, will often find that they need to drop anchor a little ways off from shore and ferry themselves - as well as their wares - in by boat. When approaching from the Kibran Road, which sits just south of the city, a traveler will make their way through a good number of the local plantations of the ruling families, before finally reaching the outer gates.

Those arriving from Riverfall in the west or thereabouts, will first see signs of the open fields of the Paille Family's Stormgrace plantation, followed by the bamboo-enshrouded Boldvine of the Konrath's. Those arriving from the general direction of Syliras in the east, will be offered a lovely view of the Askara's handsome Sweet Home first, the Morealis' sugarcane-rich Blacksugar next, followed by the Sitai's aromatic Bloodflower last. However, regardless of which path a traveler comes in on, they will inevitably end up in the middle of the Lorak Family's Whitesnake plantation, which is where the main road leading directly to the City of Kenash can be found.

Upon passing through the city gates, which are generally left open during the daylight bells, a traveler will continue to make their way north along yet another stretch of road before seeing signs of the actual city. Coming in upon the West Bank, a traveler will be pleased to find that many of the necessities needed to rest and resupply can easily be had. Time permitting, that same traveler can feel free to explore the rest of the city, starting with what the locals fondly refer to as 'The Six Sisters,' occasionally tacking on 'of Sin' when the mood strikes.

Comprised of a series of small islands, the center section of town is where most of the traditional shops, eateries, and entertainment venues can be found, with one or two fancier or unique locations mixed in for good measure. Assigned various personifications for a number of reasons - some holding significant historical value - these formations take the names of Blade, Dry, Fire, Oath, Point, and Sun Islands. Beyond these 'Six Sisters' is the East Bank, which offers - upon paying the toll at the single bridge that links this part of the city to the rest - the absolute best of the best in all of Kenash. High-end boutiques, upscale restaurants, and luxurious living quarters blanket the bank from end to end, presenting the Dynasty members - and those who wish to be like them - the perfect motivation to not only achieve their lofty goals, but maintain their way of life.


✥ THE CITIZENS OF KENASH

The ever-present population of Kenash is clearly divided between four distinct classes of people:


THE DYNASTIES

At the forefront stand the members of the twelve ruling Dynasties of Kenash. Responsible for the very founding of the city, as well as the cultivation of the numerous plantations that blanket the local terrain, many of the Dynasties may have started from humble beginnings, but they now thrive within their self-made lairs of luxury. Often viewed by outsiders as spoiled, petulant brats, the majority of these citizens are, at their very core, fiercely loyal, unwaveringly resilient, and impressively savvy men and women who seem to have an uncanny knack for turning a quick profit when and where one would least expect to. While they may appear soft on the outside, done up in their most exquisite finery, prancing about exchanging fanciful tales or whispering the latest gossip, there is almost always a strength and hunger to be found, deep within, that, once exposed, should not to be taken lightly. To cross a Dynasty member, in any fashion, is certainly an invitation for a shykeload of grief and trouble.


THE FREEBORNS

Caught between the upper class of the Dynasties and the low or, rather, no class of the slaves, the Freeborns are akin to that proverbial middle child who longs to be recognized by their parents, yet continues to go unheard or, worse yet, unnoticed, no matter how hard they work or excel at what they do. Born beyond the borders of Kenash, these second-class citizens tend to find their way to the city through a variety of means, for any number of reasons. Often arriving on a merchant caravan, many Freeborns opt to remain behind after sampling a mere sliver of what the city has to offer. Eager to be a part of this style of life, many individuals found within this class have done and continue to do whatever it takes to get in good with the members of the Dynasties. It is often said, that while being free certainly has its rewards, it also has its share of risks. Just ask any Freeborn what it took for them to get where they are today.


THE SLAVES

Slavery, while frowned upon by some, is an absolute and unconditional necessity in Kenash. Without slaves, the bountiful crops of the numerous plantations - as well as the multitude of services provided by this rather large segment of the population - would cease to exist. Slaves, in one form or another, have been present in Kenash from the outset of the city's and region's development. Comprised of four sub-groups - fieldworker, house worker, personal, and professional - the slave population, for the most part, is treated as both merchandise and possessions, traded and owned as easily as a new pair of gloves or a horse-drawn carriage. The slaves, on the other hand, look at each day as an opportunity to advance both within their ranks and beyond, because, while exceedingly rare, freedom has been granted to those who have won favor, which is enough to give many of them hope for a better life.


THE RUJARO

The name alone stirs up the imagination. It has an air of mystery about it with a hint of danger. Granted, these personifications stem mostly from how the name is uttered by the majority of Kenasherns, for these are the slaves who escaped, yet remain in the region, literally consumed by the single-minded goal of revenge upon their former masters. Divided into four branches - the Amlegor or defenders, the Bulishan or workers, the Qintal or leaders, and the Roonitza or scouts - this mostly unseen force, has been known to strike fear in the hearts of the bravest men and women. However, the knowledge that they exist, has had quite the opposite effect on the slaves of Kenash. Furthermore, the rumors that there is yet a fifth branch of this segement - the Kaziu or severed - that even the Qintal cannot control, only adds to their overall mystique, yet volatile reputation.


DEMOGRAPHICS & RELATIONS

POPULATION DISTRIBUTION ALONG CLASS LINES
  • 11% (Between 380 and 400 Total) Dynasty
  • 23% (Between 750 and 800 Total) Freeborns
  • 63% (Between 1700 and 1800 Total) Slaves
  • 3% (Between 150 and 180 Total) Visitors
Estimated Population, Excluding the Rujaro : Between 2980 and 3180

The number of actual Rujaro is not known. Some estimate the number to be low, around a few dozen total, while others - those who like to tell dramatic, tall tales - estimate far higher, placing the total number closer to four or five hundred.

POPULATION DISTRIBUTION ALONG RACIAL LINES
  • 61.5% Human
  • 9% Human, Drykas
  • 7% Human, Svefra
  • 6% Human, Vantha
  • 5% Kelvic
  • 4% Akalak
  • 3% Konti
  • 2% Dhani, Constrictor
  • 2% Other
  • .5% Nuit
Both genders are just about equally represented, with a slight percentage in favor of males. All age ranges are represented as well, with the average range falling between twenty-six and thirty-two years of age.

Relations within the City of Kenash unfold as would be expected, with the Dynasties setting the overall tone and the Freeborns - then the slaves after that, not that their opinion matters on anything - following suit. Discord within and between the ranks of the Dynasties certainly exists, as feuds can and often do erupt over topics as important as property borders and, regrettably, as trivial as the setting of a new fashion trend. Overall, race is not as an important of a factor as social status, which means it is not uncommon for a partnership to occur between two individuals who would traditionally despise each other beyond the walls of Kenash.

Relations between Kenash and its neighboring cities are mostly positive, since the city produces some of the finest goods in the region and, for the most part, keeps to itself. Riverfall is held in high regard and mutual trade often occurs between the two cities. On the other hand, Kenash's relationships with both Syliras and Endrykas, while mostly stable, have been known to waver from time to time. Since the people of Syliras, on the whole, hold vastly different views on the subject of slavery, this has proven to be a point of contention between the two cities; however, thankfully, the debating has remained in the form of words and actions have yet to be taken against the Kenasherns. As for Endrykas, there have been numerous disputes and even several physical exchanges recorded over boundaries and crop theft. The further the Dynasties attempt to push their plantations into the Sea of Grass, the more riled up the Drykas have become. If it were not for the Paille Family, a Drykas Dynasty of Kenash that has done its best to maintain the peace, the tensions between the two cites would have most likely boiled over by now.

Beyond these local settlements, trade does occur with Alvadas, Wind Reach, and Zeltiva, but also with the likes of Ravok, and even the remote Avanthal - since the Lorak Family has its roots there - which places Kenash in a favorable position with most, if not all of these parties. Always eager to tap into new and exciting business ventures, the people of Kenash remain consistently open to exploring additional avenues of trade.


✥ VISITORS TO THE CITY

While visitors are a bit more frequent than one would expect for a city set in the middle of a swamp, their time spent visiting is usually limited, since they run the risk of being expulsed or enslaved if they do not opt to become a Freeborn within thirty days of their arrival.

Most visitors arrive via merchant caravans traveling along the Kabrin Road; however, vessels filled with traders from across the Suvan Sea, as well as the occasional eagle from Wind Reach, have been known to make an unannounced stop. Akalaks and Konti from Riverfall, as well as Drykas from the Sea of Grass, are common place.

Visitors bring with them the potential for business and, in turn, added revenue. So, as would be expected, they are often welcomed with open arms. However, it bears repeating, that when a visitor overstays their welcome, they do indeed run the risk of being asked to leave or, worse yet, find themselves at the end of a chain, enslaved for the rest of their days.


✥ THE CULTURE OF KENASH

When one recalls the city of Avanthal, they often speak of the intricate wood and bone carvings of the Vantha people. When one mentions Riverfall, powerful images of strong, towering structures, very much like the Akalak men who call the city home, usually come to mind. However, when an attempt is made to pinpoint the specific beliefs, values, and aesthetics that permeate the lavish City of Kenash, it become a bit of a challenge to simply draw upon the name of just one race, one clearly defined culture.

While the majority of citizens are indeed Human, even they hail from many different parts of the world. For example, one can easily find traits of a Vantha carving on the face of a wooden boat being utilized by a Svefra fisherman or discover a Drykas-designed pattern woven into a Konti-made tapestry. The distinct lines normally maintained in a blended city, have been purposefully blurred within the walls of Kenash, so that the citizens can garner the best of the best, which is often preferred over a design that is traditionally associated with one race or another. So if a race is known for excelling in a particular craft or trade, they may be sought out and handsomely paid to work with an artist or builder from an entirely different background, all in an effort to create the best possible product. Therefore, the end result of all of this blending is a culture that is uniquely Kenashern.


ARCHITECTURE

Ornate, but never overdone or gaudy, unless purposefully designed that way for a festival or party. Commanding, but rarely cold or uninviting, unless the need for function overrides form, which is rare. Kenashern architecture knows exactly how to make a statement, without being too obvious or obnoxious.

Materials that tend to be utilized in construction include stone and wood, as well as brick and bamboo. Structures are rarely more than three or four stories high, with the majority being only one or two; however, a good number of riverside builds often include a fake or sub-basement, in an effort to combat the occasional flood.

Windows and doorways are often wide and tall in design, to allow ample sunlight in, but also the rare cool breeze, which then flows freely through the spacious rooms contained within. On both openings, heavy shutters or doors can be found to protect against the driving rains that can occur without warning.

Quarters for slaves, strictly designed for function, tend to be made from leftover, yet durable materials. They are usually one floor, box-style structures that house anywhere between a dozen to three dozen individuals. These buildings are also usually built in groupings, like small villages, to reduce the amount of overseers needed to patrol them.


ARTS & ENTERTAINMENT

If there is one thing Kenasherns want to be known for, it's their ability to entertain themselves and each other. The average citizen is usually proficient in at least one performing art, be it playing a musical instrument, acting or dancing, but they don't usually stop their training there. Conducting an orchestra, directing a play or choreographing a routine tends to be their ultimate goal.

If, for some reason, they are not proficient in any of the performing arts, they will take to the visual or literary arts instead, such as painting, weaving or writing. Once again, their eye is usually on displaying a gallery full of their work or producing several volumes of great literature, which, hopefully, will be enjoyed long after they have passed on. The arts are truly the one area that Kenasherns actively embrace and support as a community.


CUISINE & CUSTOMS

Great food is always a wonderful compliment to great entertainment, and the people of Kenash certainly know how to serve up some of the best home cooking there is!

With bountiful crops right outside their door, and rolling fields filled with a variety of livestock, the dishes that are often put forth tend to be healthy and nutritious, yet also manage to be flavorful and delicious, for fresh herbs and spices are also just a step or two away from most kitchens. Baking is also openly embraced, as is the crafting of sweet treats, such as chocolates and hard candies.

As for eating patterns, meals are generally shared three times a day - first thing in the morning, around mid-day, and at sunset - however, brunches, snacks, and evening dinner parties are also of the norm. Meals within the Dynasties tend to be large and lavish, while the slaves selection is often kept plain and simple.


DIALECT & LANGUAGE

The Common tongue is the language of choice around Kenash. That said, it is not unusual to see Pavi or hear Vani being spoken, as well as Kontinese and Tukant, since there is such racial diversity found within the population. Furthermore, since caravans come from far and wide, it is important to the local Kenasherns to remain familiar with at least the basics of several languages, for trading purposes alone.

As for a regional dialect, there are indeed variations of common words utilized among the Dynasty and Freeborn classes, as well as the slaves. Certain words and, in particular, key phrases have been known to exist only in Kenash, for they mean little or nothing beyond its borders. While many of these variations stem from living within a swamp or toiling away in fields, some came about by mere chance, most likely during an evening of wordplay between Dynasty members.


FASHION

Kenasherns are an interesting lot when it comes to what they wear. While many dress to impress, there are certainly those who prefer function over flash or form. Living in an often humid, sometimes muddy, swampy setting can certainly take its toll on an individual's clothes, as well as dictate the choices they make when dressing.

It is not uncommon to see a Dynasty member dressed one way at the start of the day, another way at some point mid-day, and yet a third way in the evening. Freeborns tend to be less flashy, opting to be practical when they can, unless they are gunning to catch the eye of a particular socialite. Slaves, as would be expected, have no say in what they wear and are usually supplied a type of uniform, but this varies from plantation to plantation, as well as role to role.

Fabrics run the gambit from locally produced cottons and leathers, to imported silks and satins. Heavy brocades can be found, but are rare, and lace is only for the upper class. Reptile skins are common and come in a variety of textures and colors.


FESTIVALS & HOLIDAYS

Simply put, Kenasherns like to party. They like to recognize everything from births to the passing of a revered Dynasty member. They'll throw an impromptu party just for sealing a potentially profitable business transaction or the launch of a new ware or service.

Festivals are numerous, yet, in some cases, fleeting. Just because one is celebrated this year, does not mean that it will return the next. If the reception is lackluster or the turnout is meek or the post-festival reviews are mixed, it is often put to rest and a new one is introduced in its place.

Holidays, on the other hand, are nearly written in stone and honored without fail. To turn down an invitation to a holiday celebration is akin to stabbing the host in the neck, with a salad fork, before the appetizers are even served. It's just not done.


✥ THE ECONOMY OF KENASH

Kenash's economy remains fairly consistent and healthy, for the Dynasties wouldn't have it any other way. Trade is very important, both within the region and beyond. Mizas need to change hands frequently and freely for the Dynasties to be able to maintain their way of life, for without it, they would have to resort to living as others do, which is a horrible thought.


BUSINESSES

Obviously, Kenash's primary business is farming. Its plantations are, quite literally, its bread and butter. With its crops of cotton and tobacco, sugarcane and cocoa bean, bamboo and hemp, the Kenasherns produce some of the richest crops in all the land. As a result of this, they then in turn produce some of the finest products, which leads them to their second largest business: the production and sale of luxury goods.

Fine linens and premium cigars, smooth liquors and luscious chocolates are just a few of the high-end items that the city produces. Add to the mix exquisite perfumes, expertly tailored garments, and beautiful, hand-crafted musical instruments and you have a dazzling treasure trove of worldly goods!

However, Kenash is not entirely a city dedicated to the production of bountiful harvests and fine wares. As with any city, it still houses many of the traditional businesses needed to keep its citizens content and living well. Therefore, there are a fair share of eateries and inns, as well as clinics that provide care and shops that sell everyday items.

While the swamp may not be the first setting that comes to mind when most are looking to launch a business, the entrepreneurs of Kenash have managed quite well for themselves.


EMPLOYMENT

Work can easily be had in Kenash if those looking for it are willing to give up their freedom for it. Joining the ranks of the slaves is the quickest way to secure a job, as well as shelter and one or two meals a day. However, by making this choice, work, at the end of a chain, is all there ever is and all there ever will be, which makes this option very unappealing to most, if not all.

Therefore, with the right set of skills, determination, and drive, an individual can earn a honest living in Kenash and maintain their freedom. As a Freeborn, employment can be garnered either in one of the city's many shops, under the watchful eye of a Dynasty owner, or in a shop of their own, with the financial support of a Dynasty member. The latter option is a bit more appealing, since it allows the individual to launch a business of their dreams, but it leaves them with a hefty debt hanging over their head.

As for the Dynasties, it is required that each family member - blood related or associated through marriage - pull their weight within the city. While their plantations will always come first, their various business ventures are just as equally important and help define who they are within the community. Viewed as a double-edged sword, success of a business can easily bring a family both wealth and clout, while failure of a venture can certainly soil a family's reputation, bringing about the waste of mizas, as well as a mark of shame.


MONEY

Simply put, the miza is the most commonly used and accepted form of currency in Kenash, and it has been since the very founding of the city. At one point, the Dynasties toyed with the idea of minting their own coins, but the project never truly took flight, for the arguments had over what would be stamped on the face of the coin were numerous and heated. So the concept was dropped and the miza was embraced.


TRADE

From the sale of crops to locals or luxury goods to foreigners, to the selling and reselling of slaves to anyone who will pay the right price, the people of Kenash are certainly familiar with the art of the honest deal, but they are also usually savvy enough to recognize the signs of a scam from a mile away. That said, they are not above attempting to pull a fast one of their own if it can gain them the upper hand or bring them a sizable gain. On the whole, they know how to haggle and persuade until an agreeable transaction is made, but they also seem to have a knack for being able to hinder or completely evade any deal that feels off, if even just a little. Trade is a way of life for most Kenasherns. It's the backbone of their existence, the lifeblood that keeps them going. To deny it would be like denying them air.


✥ THE POLITICS OF KENASH

The political landscape of Kenash ebbs and flows rather freely from Magistrate to Magistrate and, in turn, season to season. For the most part, it is stable, and kept that way by the ruling families, both in office and not. The thought of chaos erupting at anytime, for whatever reason - be it big or small - does not sit well with any one of the twelve Dynasties. Therefore, they do their best to keep things in order and in line, by privately overseeing their lands and publicly supporting the city with a revolving Magistrate. The Rules & Regulations of Kenash are yet another tool that they use to keep things running smoothly.

Are there disputes? Yes. Do they get resolved in a timely manner? So far, they have been. However, Kenash is starting to make a name for itself, not only within the area, but the region. So there's a very good chance that outside forces may start to apply pressure to those who have been living the good life for a bit too long.


CITY DEFENSES

With the changing of the Magistrate, comes the changing of the guard, which means the City of Kenash and its surrounding territory - that which is not owned by a Dynasty and protected as they see fit - may or may not be patrolled, protected or defended to the same degree or in the same manner as it was by the previous administration or how it will be by the next.

Each Magistrate comes to the office with their own style of defense. For example, when a Magistrate of the Paille Family is in power, additional horse patrols are usually utilized, but when an Ackina Magistrate rules, they tend to enlist their most trusted Kelvics as part of their guard. Twelve families, twelve unique styles; however, they all share the common goal of protecting and defending the people of Kenash, which they have managed to do for many years thus far and, hopefully, will continue to do for many more to come.


LAWS & ENFORCEMENT

While the people of Kenash may give off the impression that they are laid-back and carefree, when it comes to their laws and enforcing them, nothing could be farther from the truth.

Quick to react and even quicker to resolve an issue, it is rare when a criminal finds themselves in a state of confinement for longer than a day or two. There truly is no official prison in Kenash because there has yet to be the need for one. Instead, criminals are held in a small cell within the building that houses the Magistrate's Office, they are swiftly brought before the Magistrate - or someone of the office, depending on the severity of the crime - and they are sentenced.

Expulsions from the city are common, but so are executions at the end of a rope. Dynasties tend to take care of their own and slaves are usually dealt with on the spot. Freeborns are the ones to watch the most, since they walk that fine line between the two worlds, but, again, even they are handled in a quick and efficient manner.


THE MAGISTRATE

A position that was born more out of necessity than want or desire, the role of the Magistrate - depending on who you ask - can be considered a blessing and a curse.

One of the most influential people in Kenash, he or she has the final say in all matters involving the city and its surrounding territory, save the land owned and overseen by the twelve ruling Dynasties. Selected by said Dynasties, the position is rotated each season, through each house, giving them not only control for a limited number of days, but a forum to express themselves, leaving a mark - good or bad - on the city and its people.

Knowing that each Dynasty will have its turn in power, more or less keeps the other families in line for fear of retribution at a later date. That said, each Magistrate is permitted to amend the Rules & Regulations of Kenash as they see fit, regardless of the outcome. So, for example, the Paille Family often allow horses to be freely ridden throughout the city, when they are usually only permitted for the purpose of trade or service, as well as tents set up in parks and on beaches, which, again, is not the norm.

Magistrate's usually bring with them a personal staff, as well as an expertly-trained security detail. Several have held the position more than once in their lifetime, but, regretfully, more than a few have been assassinated while in office. So a trusted staff is key.

It is a position of power and pain, glory and grief, yet many crave it and most will do nearly anything to obtain it.


✥ THE MIND, BODY & SPIRIT OF KENASH

Kenasherns certainly have a reputation for being rather superficial. Appearances are certainly important to them, for giving off the right impression before they even utter a single word can, in their mind, easily make or break a relationship or deal. However, most Kenasherns are savvy enough to understand that if there is little substance maintained within their impeccable exterior, they will more than likely falter and fail at whatever they are trying to achieve. Therefore, they do indeed nurture their mind, their body, and their soul as they see fit.


EDUCATION

While there are currently no formal institutes of higher learning in Kenash, there are certainly numerous outlets where a citizen can nurture their mind.

For Dynasty members, it starts at home, on their very plantation, with relatives either mentoring the younger generation themselves or acquiring a skilled instructor to tutor them in the skills they will need to live a rich and fulfilling life. This can continue well into the early to middle stages of adulthood.

For Freeborns, there are skilled shopkeepers and instructors to be found at many of the businesses and service-related locations, throughout the whole of the city, willing - for the right price - to train those in need. If lucky enough, they can sometimes catch the eye of a Dynasty member who deems them worthy enough to earn a private lesson or two, but this usually comes with a hefty price.

For slaves, they either have a skill set that they acquired before they became enslaved or they are trained - somewhat begrudgingly - in the skills they will need to achieve whatever task is put before them. Often, they must demonstrate a bit of talent in a particular skill before a household decides to spend the time and effort to train them further. Slaves caught openly teaching themselves or each other, are often punished. While a hardworking or ambitious slave is desired, an overly skilled slave is often viewed as a threat. Therefore, many will train in secret and often feign ignorance or proclaim dumb luck when asked how they became so talented.


THE PRACTICE & USE OF MAGIC

Magic, in all of its many forms, is both revered and feared in Kenash. For reasons unknown to most, supernatural occurrences, such as ghost sightings and hauntings, seem to happen a bit more frequently in the area. This, in turn, has caused the citizens to become both fascinated with and, at times, frightened of anything involving magic. On the whole, they want to learn more, they want to experience it and understand it better, but they are also very reluctant to take things too far and are often superstitious, spooked by that which they cannot easily comprehend or explain away.

Divine magic, as related to gnosis marks, is the least feared and, obviously, most revered. To many Kenasherns, marks are considered a good omen, since they are gifts bestowed upon those who are favored by the gods. That said, the use of a mark outside of trade or protective purposes is usually frowned upon. To use it on a whim or for the mere amusement of others is considered very unbecoming, verging on sacrilege.

Personal magic and, what is commonly referred to as, world magic, are both treated a bit more cautiously, for there have been those who have dabbled in both in an effort to cause more harm than good. Once again, an individual should use such powers for purposes of trade or protection. Threatening, taunting or manipulating a fellow citizen without just cause is grounds for punishment, up to and including expulsion from the city or, under extreme circumstances, execution.


RELIGION & WORSHIP

The gods have their place in Kenash; however, if one were to simply glance at a map of the city and its surrounding plantations, he or she would struggle to see obvious signs of devotion or worship. There are no temples or shrines to be found, no sacred glens, statuary or icons to be had, at least not for public consumption. Do Dynasty members worship? Yes, they do, but in private. The same holds true for Freeborns and slaves. Are there particular gods that are more openly embraced than others? To a degree, yes. Bala and Nikali, Ovek and Rhaus, Tavasi and Xyna are all honored more often than not, but Makutsi and even the demigod Laat hold a special place, too.

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The Kenash Codex

Postby Gossamer on January 19th, 2014, 3:47 pm

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✥ ADDITIONAL OUT-OF-CHARACTER OFFERINGS ✥


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The Manor of the Magistrate serves as both a reception and a respite for the hardest working Kenashern.

✥ AN INTRODUCTION & CORE GUIDELINES ✥


Welcome to The City of Kenash! Unlike other Domains, Kenash is going to have a very fluid timeline and a very active progressive storyline. For that reason we ask that all PCs register upon entry and follow the Seasonal Rules & Regulations as laid out by the Magistrate. We strive to have a clear cut Codex that offers the ins and outs and do’s and do not’s of the city. Any suggestions for additions and expansions are greatly appreciated. Kenash is a hugely diverse environment established within a rich cultural heritage of wealth verses poverty with very little in between. Kenash has a set list of NPCs that fall into one of several categories. Feel free to check the Kenash NPC Library and Dynasty Overview page for filecards and info on who can and cannot be used freely. There is also a NPC Submission Thread for you to create and submit your own NPCs for the city as need arises. These NPCs don’t have to be personal NPCs but rather fall into the city makeup. We will gladly add these NPCs to the NPC Library if the NPC is approved. The Kenash Storyteller Staff and Cyphrus Team expect all players to abide by the Core Guidelines below and keep everything as up to date as possible on their PC. If they fail to follow the core rules, no grading to exiting threads or new threading will be allowed until issues are resolved.


✥ CORE GUIDELINES

  • Each PC must have a completed Character Sheet.
  • Each PC needs to update their CS at each Season Change with updated thread lists, ledgers that account for cost of living and expenses doled out during the previous season, and all expenditures for the season just completed. This is for your own good as a player. Please update your CS’s as often as you can, ideally each time you start a new thread and/or make an expenditure.
  • All PCs must follow the Rules and Terms of Use for the entire site. If they do not, Moderator Interventions will be added to their threads and private messages sent.
  • All PCs should attempt to communicate with Storytellers clearly and promptly when problems and questions arise. With opens lines of communication the staff can strive to make the overall experience in Kenash fulfilling.
  • All PCs need to Register when entering Kenash and then remove their registry posting when they have exited the city for extensive or permanent periods of time. Registry postings must be reposted when PCs revisit the city.
  • Due to the nature of Kenash and its type of roleplay in Mizahar, all PCs within the City of Kenash must abide by the Magistrate’s Seasonal Rules & Regulations which change seasonally. Failure to do so will result in IC action taken against the PC in question, which might even include slavery or death. You are warned!

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✥ AESTHETICS


Kenash is definitely modeled after the Swamplands of the Deep South located in the southern United States along the Gulf Coast. Buildings are primarily brick or stone, infused with wrought iron in many places, and patterned after many of the traditional structures of New Orleans and the french colonial or antebellum architecture styles. Roads are made of stone, crushed shell, or cobble. They can be raised as well, set above water lines and flood tables on heavy wooden walkways and carriage drives. Some buildings of poorer construction are also set on stilts if their locations are near tidal zones and thus subject to flooding.


AVATARS & SIGNATURES

Avatars are allowed of all sorts though the size must be 200 pixels by 200 pixels or smaller. The first person to use an avatar gets claim over that avatar and anyone else showing up secondarily must make sure their avatar is not already in use. Signatures in Mizahar are small notations which can include banners that are present at the bottom of each user's post both in In-Character and Out-Of-Character posts. Signatures often depict something of the user's character. They might include the character's name, image, or even a quotation or saying. Signatures can include links which often lead to helpful pages on the website or a character's Character Sheet. Signatures are not required. However, if they include a banner, those banners must be no larger than 600 pixels wide and 150 pixels tall. Signatures must follow the Rules and Terms of Use and cannot include profanity or nudity. If your signature does not conform to the guidelines on the wiki page, then you will be asked to make corrections. If corrections are not made, signatures will be removed.


IMAGE USE

Players posting images for use in the Kenash forums are responsible for making sure no copy written material is used without express permission. Images already in use take precedence over those trying to be submitted. We realize that certain architecture is rare and hard to often find images of, but that doesn't mean one structure can be utilized for multiple locations. It cannot. Please use a unique structure for each location. Please keep images in the correct theme for Kenash meaning New Orleans style, french colonial or antebellum architecture examples.


SETTING & THEMES

As explained previously, Kenash is a swamp. Its Winters are mild and its Summers are scorching hot. Spring is really the only decent season with Fall having more pleasant days just before Winter sets in. There are a great many farmlands surrounding the city, and those farmlands are often expanding out into the grasslands, making the Drykas extremely nervous.


✥ ANNOUNCEMENTS & NEWS

Information pertaining specifically to Kenash, both In-Character and Out-Of-Character related, will be presented to players utilizing the following two methods:


THE KENASH GAZETTE

Kenash does not have a printing press, therefore, it does not have a newspaper that is widely distributed. The concept simply does not exist yet. However, what it does have is The Gazette, which is a location within the city where residents can visit to catch up on the latest news, see special announcements, and, sometimes, even catch a snippet or two of gossip.

Presented in a bulletin board format, this In-Character location - a reading room of sorts - will have its own thread within the Kenash forum, similar to the Out-Of-Character chatter thread, but the posts contained within will appear as if they were posted at The Gazette itself, and should be treated as In-Character information that your PC could gain if they visited the location.

Be sure to subscribe to The Gazette today!


STILL WATERS RUN DEEP

This is Kenash's Out-Of-Character thread, which serves as a spot for questions, concerns, ideas, discussions, comments, and, well, everything in-between and beyond.

Feel free to use it often, but appropriately so. If you need to speak with a particular player or moderator, it is probably better to private message them directly. OOC threads have been known to move quickly at times, which means your post has the potential to get lost in the shuffle, which wouldn't be good at all, especially if it is something important.

So if it is a general item that doesn't require immediate attention, go ahead and post it in Still Waters Run Deep.


✥ CALENDAR OF EVENTS & SEASONAL ALMANAC

Most cities feature a calendar, which is tailored to the specific setting, and usually involves the people and places found around and within the city itself. It gives the players a quick snapshot of usually important, sometimes funny, and occasionally dramatic events that occur over the course of any given season. Players then have the choice to either actively embrace or totally ignore the events listed, utilizing them as they see fit, per their PC. Moderators also have the choice to either let an event speak for itself or take an event and run with it, turning it into a glorious epic quest or exciting seasonal scenario!

Kenash does indeed feature its own Calendar of Events. Furthermore, to add yet another layer of detail, Kenash has its very own Seasonal Almanac, which provides players with the weather for the entire season. It can be found within the same thread as the COE.


✥ DEVELOPING THE REGION

The best way to contribute to Kenash without actually joining the staff is to have a hand in the cities development. Development projects can be acquired from staff storytellers in Kenash or Cyphrus and players can work on them independently then post their results in any of the various submission threads in the Deep Within The Swamp Forum. NPCs, Locations, even plots count towards development and all qualify for Swamp Perk Points.


SWAMP PERK POINTS


By submitting development of Kenash to any of the development threads that might be posted, you will be awarded Swamp Perk Points to be utilized in the Swamp Perks thread. This thread tracks people's points, and allows them to then 'shop' with said points buying land, property, unique quest items and a whole host of other custom gear or situations for their PC.

The Swamp Perk Points tracking thread can be found here.


✥ LOCATION USAGE

Each location should have something on it somewhere that indicates if it can be used in a thread as a self moderated location or if it needs to be utilized only via a moderator. The best most likely spot for these indicators is a Moderator's Note found at the very bottom of a location posting before the frame closures. If in doubt, one can always PM part of the Kenash staff and ask.


BEST PRACTICES


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SPECIAL PERMISSIONS


(TBA)


✥ MAGIC IN KENASH

(TBA)


✥ NON-PLAYER CHARACTER USAGE

(TBA)


BEST PRACTICES


(TBA)


SPECIAL PERMISSIONS


(TBA)


TRACKING


(TBA)


✥ POSTING IN KENASH

(TBA)


BEST PRACTICES


(TBA)


FLASHBACKS


(TBA)


SELF-MODERATED VS. STORYTELLER MODERATED THREADS


(TBA)


SOCIAL THREADS


(TBA)


SOLO THREADS


(TBA)


WORK THREADS


(TBA)


✥ RACES OF MIZAHAR IN KENASH

While individuals in Kenash might have various opinions on various races, the following list is an ‘in general’ idea of how races are perceived and treated in Kenash.

  • Akalak : Akalak are welcomed in Kenash, but are rare to find outside of the Konrath Dynasty.
  • Akvatari : Like all folks tend to view the Akvatari - melodramatic and depressing - the Kenasherns actually welcome them as they do all potential trade partners.
  • Chaktawe : Often considered human, this race is treated indifferently in Kenash.
  • Charoda : This aquatic race is known is welcomed and traded with frequently for exotic pearls and undersea items like abalone and mother of pearl.
  • Dhani : Kenash has a permanent population of Dhani, mostly in the form of the Rajor Dynasty, so the race is welcomed with open arms, especially the constrictors.
  • Ethaefal : Coveted for their unearthly beauty, Eth are tolerated and often enslaved within Kenash’s borders.
  • Eypharian : Openly disdained in Kenash, this race is nonetheless sought after in terms of slavery since they often make incredible personal slaves.
  • Ghost : Ghosts are met with great suspicion and fear in Kenash. They all too often remind the Dynasty PCs of their own mortality.
  • Humans : Humans are welcome in Kenash and treated with respect.
    • Benshira : Thought of as normal humans.
    • Drykas : Are welcome, if peaceful, as the Paille Dynasty is, but if found raiding plantation lands due to the plantations expanding into the Sea of Grass, they are usually killed on sight.
    • Inarta : Rarely seen in Kenash, they are treated as exotic normal humans.
    • Mixed Human : Generally treated the same as standard humans.
    • Svefra : Heavily trade with the Kenasherns and are welcomed and respected. A Svefra family, the Draer Dynasty, calls Kenash their home.
    • Vantha : Usually few and far between in Kenash, outside of the Lorak Dynasty, but welcomed and found exotic to look at due to their unusual eyes.
  • Isur : Welcome and very respected in Kenash. Their ties to Izurdin and weaponsmithing make them well sought after craftsman.
  • Jamoura : Rare in Kenash, the Jamoura are often captured and put on display.
  • Kelvics : Welcomed in Kenash and even bred there as part of the slave trade.
  • Konti : Konti are welcomed in Kenash, but are rare to find outside of the Konrath Dynasty.
  • Mixed Blood : See each part of the combination for reaction.
  • Myrians : Considered savages, most Myrians are not allowed in Kenash.
  • Nuit : Nuits are treated with disdain in Mizahar as a whole, that said, the Zulaca Dynasty, a Nuit lead family, has managed to make Kenash their home.
  • Pycon : These little creatures are considered annoying and in most cases unwelcome.
  • Symenestra : Both sexes are accepted so long as they are not on a gathering.
  • Zith : Males and females both are hunted and killed on sight. There are no questions asked. The same goes for mixed blooded Zith if one can tell. Zith blood contaminates everything it touches.


SPECIAL PERMISSIONS


(TBA)


✥ SEASONAL CHALLENGES, SCENARIOS & QUESTS

(TBA)


✥ SHOPPING IN KENASH

(TBA)


BEST PRACTICES


(TBA)


SPECIAL PERMISSIONS


(TBA)


TRADING WITH A PC VS. A NPC


(TBA)


✥ TRAINING & LEARNING IN KENASH

(TBA)


BEST PRACTICES


(TBA)


PLACING A REQUEST


(TBA)


SPECIAL PERMISSIONS


(TBA)


✥ WORKING IN KENASH

(TBA)


BUSINESS & EMPLOYEMENT OPPORTUNITIES


(TBA)


HOW TO EARN EXPERIENCE & A WAGE


(TBA)


PAYING SEASONAL EXPENSES


(TBA)


REQUESTING A JOB


(TBA)


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Image
BBC CodeHelp DeskStarting GuideSyka
User avatar
Gossamer
Words reveal soul.
 
Posts: 21150
Words: 6362535
Joined roleplay: March 23rd, 2009, 4:40 pm
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Race: Staff account
Office
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Plotnotes
Medals: 11
Featured Contributor (1) Featured Thread (1)
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