OOC Info [Zeltiva] Player's Guide, Linkmap & NPCs

All IC and OOC information for Zeltiva - a must read for all players.

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Center of scholarly knowledge and shipwrighting, Zeltiva is a port city unlike any other in Mizahar. [Lore]

[Zeltiva] Player's Guide, Linkmap & NPCs

Postby Paragon on March 17th, 2012, 9:49 pm

Player's Guide



Herein lies a host of resources from which to pull information on Zeltiva from. This Guide can be used interchangeably with the Zeltivan Lore - both of which have numerous links to give you more detailed information on specific concepts, locations, and systems. If you're looking for something in particular, but having trouble finding it, try using the CTRL+F (CMD + F on Mac OS) keys on your computer and type in your enquiry to search the entire guide. Please make sure you've read or searched for answers to your questions before directing them to a Storyteller.


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Contents


City Introduction, Map & Linkmap - A brief overview of the city, followed by a rough city map and categorised links to every location in Zeltiva.

Player's Guide: Character Information - A more detailed look at the city of Zeltiva, with lots of useful tidbits of information.

Player's Guide: Out of Character Information - Rules, housekeeping, and handy info for all Zeltivan players.

NPC Library - Find an NPC to suit your needs here.

Justice System - Detailed overview of the law and legal system in the city.
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[Zeltiva] Player's Guide, Linkmap & NPCs

Postby Paragon on March 17th, 2012, 10:26 pm

City Introduction,

Map & Linkmap


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Moderators Note: There are several contributors to the Zeltiva domain. First and foremost, our fair Founder Liminal who gave this city a body, and a pulse. Oracle began developing the city with new locations and NPC's. And now, Paragon, Cascade, Echelon and Arcane bring a new perspective to the city. Several locations have been lovingly created by players too.

Zeltiva is a city on the eastern coast of Mizahar, known primarily as a commercial and educational center. A place of seafaring and study, its shipyards build the fastest and most seaworthy vessels in the world, and its university boasts the largest library in Mizahar. Travellers from across the world come here because of the unmatched opportunities for commerce and learning. Zeltiva has birthed Mizahar's greatest explorers too. The city has a unique atmosphere, because two very different spheres of life collide. There is a very classical air to the city too. Many pre-valterrian structures still stand.
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Key:
(1) Mirahil Pass
(2) Old Quarter - University (White tower beside this area is Priskil's Spire)
(3) Pier - Docks - Shipyard
(4) Mathews Bay - The Obelisks
(5) West Street
(6) East Street
(7) Denvali Quarter (Dark grey building south of this area is the Temple of Laviku)
(8) Ancient Quarter - The Labyrinth of Time

Clean Version of Map

Linkmap


With this linkmap, you may access all locations in the city. An (m) symbol beside a location means that it requires moderation of some form - if in doubt, please seek moderator help before posting up threads.

Businesses & City Locales :
West Street: Zeltiva's affluent area, home to most shops and businesses.
East Street: Home to thieves, whores and gamblers. A shady area, where the Yshul Cult operates from.
The Armed Scholar- Onestop shop for metalworked needs!
Zastoska Bath House- A lovely Bath House in the Old Quarter!
The Lightshow Theatre: Performances of drama and tragedy.
World's End Grotto: Zeltiva's ever popular inn.
Leila's Soothing Salves and Clinic: For all your medical needs.
Loveless: For your... "needs".
General Store: For all necessities and minor purchases!
The Saville: The tailors of west street.
Treasures of the Sea: A shop of curious and exotic objects.
Yvette's Dresses For All Occasions: For your fashion needs!
The Essence of Time: Sweet perfumes for the upper classes.
Balshu's Bait and Tackle: A shop for fishing supplies.
Bohrnn & GoldWoerth: Gadgets and toys!
The Fish Market: One of the largest marks, serving all your seafood needs.
The Zeltivan Glassworks: A small glass workshop for the city's artisans.
Marcel's Magical Supplies: A shop for magical and strange items.
Pelthes Pelts: For all your leatherworking needs.
Barlow's Bees: A delicious honey shop!
The Kelp Bar: A popular drinking haunt amongst sailors and citizens alike.
The Quill's Rest: Safe haven for writers, poets, and artists alike.
Narvaen Stables: The sprawling stables on the fringes of the city.
The Equinox: Tattoo parlor, frequented by sailors.
Gilder's Glen: A gold touched hideaway.
Snowpea Patch: A bounty of cold resistant veggies!
The Farson Home for Orphans: Zeltiva's Orphanage, slowing being expanded and repaired by Professor Hadrian Aelius.
The Mark: Zeltiva's only loan opportunity, exclusive to residence.
Laviku's Figurehead: Woodcrafting business specializing in custom figureheads.

Religious :
Temple of Laviku: A temple to the God of the Sea.
The Storm Shrine: A small shrine in the foothills devoted to Zulrav.
The Laviku Monument: A sculpture dedicated to the God of the Sea.
Priskil's Spire: A giant messenger dovecote, devoted to Priskil.
Bree's Bivouac: A homely shrine dedicated to Rak'keli, tucked in away in the trees and flora.
Fountain of Cascading Harmony: A small fountain dedicated to Tanroa and Laviku which attracts romantics and art appreciators.

Political & Historical :
(m) Lord of Council's Office: Where our fair Lord of Council resides.
(m) Wright Manor: The resident of the late navigator Kenabelle Wright.
The Wave Guard Headquarters: The base of the Wave Guard.
Maria Satterthwite Memorial Cemetery: The looming monuments to the dead standing above the cityscape.
Zeltivan Memorial Plaques: Assortment of Commemorative Plaques throughout the city.
Maiden's Cape: Memorial statue for everlasting love within a romantic cape.

The University of Zeltiva :
(m) Archives Building: Spirited away from public eyes.
Living Quarters: Where the student dormitories reside.
Wright Memorial Library: Mizahar's most extensive library.
The Scholar's Forum: A place for students and scholars to meet and debate.
(m) Scholar's Asylum: New students are brought here to witness the effects of misusing magic.
The Infirmary: Where medical students learn, and where Zeltiva's injured are treated.
The East Wing: Housing the College of Scholars, for all magical and experimental based subjects.
The West Wing: Housing the College of Applied Skills, for all traditional and academic based subjects.
Cafeteria Hall & Kitchen: For all your cooking and eating needs - when there's food around.
Astronomy Tower: A tower in the West Wing, for astronomy and astrology lessons.
The Art Studio: A studio for art lessons and budding artists!
Key Notes: A room for musical instrument practise.
Performing Arts Centre: A large theatre, for acting, singing, and dancing.
The Transmutation Ring: The University's collection of alchemy labs.
The Toadstool Cluster: Magical laboratories designed for magecrafting.
Professor Stonemiller's Office: The Office of the Head of the College of Djed.

The Dock and Sailor's Guild :
(m) Guild Hall: Residence of the Administrative Committee.
Customs Office: Office for import fee payment and the resident Customs Officer.
The Shipyard: Where ships are crafted and made seaworthy.
The Docks: The bustling, noisy, and largest dock in all of Mizahar.
The Cerulean Pier: Jutting out into the sea, Zeltiva's rebuilt pier houses several attractions.
The Obelisks: The mysterious structures that rose from the water amidst the storm.

Private Residences :


Ancient Quarter :

Events :
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[Zeltiva] Player's Guide, Linkmap & NPCs

Postby Paragon on March 17th, 2012, 11:09 pm

Player's Guide:

Character Information


Moderator's Note: Much of this guide is thanks to Liminal's previous efforts - parts of the information are taken directly from his previous guide.

  • Population: 20,000
  • Races: Human - 85%, Konti - 5%, Svefra - 4%, Charoda - 3%, Other - 3%
  • Languages: Common
  • Currency: Miza, Nilo (1 Nilo = 1 Gold Miza)

ImageZeltiva is a city of about twenty-thousand inhabitants, making it one of the larger cities in Mizahar. The vast majority - around eighty-five percent - of its residents are human, with the other fifteen percent being drawn from nearly all the other races in Mizahar, without any one predominating. It exists within a curious combination of seafaring and study. Walking through Zeltiva's streets, you would be just as likely to see a sailor, as you would a professor. Much of its citizens have travelled from across Sylira, or further, to come to this hub of learning and history.

Unlike many of Mizahar's cities, Zeltiva is not walled or gated. Land travellers and traders can enter the city through the Mirahil Pass, which funnels all foot traffic in. The vast majority of Zeltiva's arrivals however, come and go by ship and boat, utilising the cities extensive dock and pier network.

ImageAesthetically, those who come to the city from elsewhere, note its unusual blend of architecture. While many of the buildings are more modern, the old quarter of the city holds countless pre-valterrian structures. This classical vibe carries through, from statues and fountains, to tiles and mosaic floors. The university is laced with the traditional, while the docks and sailor's guild, are visually an attempt to modernise.

As of Winter, 512 AV, a new settlement has formed on the foothills of Zeltiva too. Refugees from the destroyed Denval have set up their own area, which has been deemed officially the Denvali Quarter by the Lord of Council. It is characterised by an assortment of ramshackle buildings and businesses, and the culture which the Denvali people brought to the city.
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On paper, the city is governed by a Lord of Council (the title is the same whether the Lord is male or female), who is elected by all adult citizens and serves a three-year term. The current Lord of Council is Maria Satterthwite. In practice, this role is almost exclusively ceremonial though, as nearly all power in Zeltiva is exercised by two groups that exist in an uneasy alliance: the three-member Administrative Committee of the Sailors' Guild, and the three-member Board of Regents of the University of Zeltiva. The city's population is largely divided into mariners and academics.

Zeltiva is a wealthy, but precariously balanced city. Although Zeltiva's marine power is unmatched, their army is small, no more than a few hundred, and they rely almost entirely on the city's protected location for defence. There is a small vanguard known as the Wave Guard, who keep an eye on the coast however. Despite the city's prominence, Zeltiva is essentially incapable of projecting any real power inland, and what territory beyond the mountains it once had has long since been appropriated by Lisnar, Sunberth, and the other Syliran cities. Image

Culturally and historically, the city has very much been at the forefront of progress in Mizahar. Its much celebrated, though now missing, citizen and navigator Kenabelle Wright was the first to circumnavigate the entirety of Mizahar. So famous was her feat, the Zeltivan people celebrate the first day of every Winter in her honour. The essence of the explorer lives on through the city.

Citizens generally live in the numerous cottages that dot the city. There are no homeless residing in the city. Zeltiva's enlightened status ensures that authorities move on anyone living rough on the streets or with no fixed abode.

ImageBecause the city contains almost no arable land, food shortages are common. Nearly all staples except fish and kelp must be imported, generally from Syliras, with whom Zeltiva has a cold, but generally stable relationship. More exotic goods arrive from Mura most commonly, but sometimes further afield. The markets, which are often rationed, are essentially the only way to obtain food; Zeltiva has no public restaurants, only the odd inn that can serve meals, volume permitting. It does have a smattering of taverns, but the only drinks available in them are water and a local concoction called kelp beer, the most generous description of which by a non-Zeltivan is that it is an acquired taste - deemed most foul by others.

Though it is not claimed by any one deity in particular, the faithful are plentiful in Zeltiva. Chiefly, Laviku is much revered in the city, owing to his oceanic ties. Most believe he watches over the city, its people, and the waves that roll infinitely upon the shore. Other God's that hold importance in the city are Zulrav for weather, Priskil for peace, and Eyris, Gnora, and Qalaya for learning and knowledge. The Denvali Quarter brought with it a shrine to Viratas too. There are temples and shrines dotted around the city, allowing those who wish to pray, to feel close to their chosen deities.
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[Zeltiva] Player's Guide, Linkmap & NPCs

Postby Paragon on March 18th, 2012, 12:01 am

Player's Guide:

Out of Character

Information


Moderator's Note: Much of this sections structure is owed to previous work by Gossamer.

Zeltiva has been crafted by several Storytellers, with an aim to make it one of the most interesting, exciting, and innovative domains in Mizahar. As well as being open to any and all ideas, we try to make sure you will be able to take part in exciting quests and opportunities all year round. These positives come with a simple caveat however. We just ask that you read some of our guidelines and instructions, so that you can settle into our city without hassle or problem.

Important Threads


Rolling Waves: The first port of call if you're a new arrival - whether by land, or sea. All players entering Zeltiva MUST post here, with a timestamped entry. Exits are optional.

Character Registry: All players playing within Zeltiva MUST fill in the registry here.

Zeltivan Chronicle: It is advisable to subscribe to this thread - it has regular news flashes about current events within the city.

Storyteller Guide & Requests: This thread is vital! Here you'll find information about Zeltiva's Storytelling team, and this is where you place all requests for thread gradings, moderation, employment and seasonal wages or experience points.

Seasonal Calendar: Here you'll find an up to date list of events, dated, for the current season. Try use some in your threads, or just check to find out what's going on. There are usually challenges to take part in here too!

Student's Guide: Further details on the university, and student life can be found here.

Common Room: Finally, the Common Room. This is a social thread, where OOC chat relating to Zeltiva can take place. Minor announcements are also made here, so keep an eye on it. New players, come and introduce yourself in the Common Room, you're sure to get a warm welcome! Once again, it is advisable to subscribe to this thread

Guidelines


  • Player Characters in Zeltiva must have completed character sheets, and be registered in the Character Registry prior to posting.
  • These character sheets should be kept as up to date as possible! Ledger changes (including living expenses), skill and lore rewards, and thread lists, must be updated proactively. Storytellers check these before grading or moderating threads for you!
  • All the normal rules and conditions that you agreed to upon joining Mizahar apply in Zeltiva too. There is no difference in these simple terms of compliance. Zeltiva operates a zero-tolerance policy. If a player is found grossly in breach of any of the terms and conditions, the storytellers reserve the right to ban the player from the Zeltivan domain.
  • Usual roleplaying etiquette applies too. You have skill points for a reason - so don't punch above your weight. Think about your characters limits before posting. Also, do not dictate other players actions - you are roleplaying your own character, not others reactions.
  • Problems should be brought to a Storyteller's attention in a timely manner. When players try to solve problems themselves, they tend to escalate. Communication is your friend!

Miscellaneous


Effective Characterisation: Zeltiva prides itself on rich characters and stories. Creating a believable character doesn't require much work, but you must remember, your character is unlikely to be perfect - especially at the start, when they have low skills! Building subtle flaws into your PC is key in making your character one that everyone wants to thread with!

Posts: As described before, a certain standard is expected in Zeltiva. That is not to say we need published author quality, only that effort is given. One line posts or threads will be deleted, or changed. When you write a post, consider what your character is thinking, their surroundings, their senses, and what they're going to do next. There is more than enough material to write more than one line in a post, so do it! As a side note, posts should be preferably in third person, and ALWAYS in past tense.

Employment: Zeltiva is open to a vast array of jobs and professions. Please post any ideas you might have in the Storyteller Guides and Requests thread, linked above. A Storyteller will then message you to arrange a suitable vacancy.
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[Zeltiva] Player's Guide, Linkmap & NPCs

Postby Paragon on March 18th, 2012, 12:36 am

NPC Library


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Zeltiva has a whole host of NPCs at the player's and storyteller's disposal. The following tables list these NPCs, the services they can offer, and whether they require moderation. If they do, please contact a storyteller, but we hope you'll be pleasantly surprised to find many can simply be self moderated! This library is a work in progress, so some NPCs may be missing momentarily. They will all be added and kept up to date in due course.

City NPCs


Name Role Skills Location Moderation Requirement
Maria Satterthwite Lord of Council Undeveloped Lord of Council's Office Requires Moderation
George Grimtook Customs Officer Interrogation (72), Observation (70), Intimidation (60), Persuasion (60), Negotiation (60) Customs Office Requires Moderation
Halabin Clarke General Store Owner Negotiation (55), Organisation (40), Persuasion (30), Economics (30) General Store Can be Self Moderated
Marcel Magical Shop-owner Bartering (61), Persuasion (54), Mathematics (39), Auristics (29), Hypnotism (18) Marcel's Magical Supplies Requires Moderation
Raleaph Curio Shop-owner Hypnotism (55), Storytelling (40), Persuasion (40) Treasures of the Sea Can be Self Moderated Upon Request
Andus Lectara Quill's Rest Owner, and Novelist Organisation (65), Observation (55), Writing (60) The Quill's Rest Can be Self Moderated Upon Request
Serra Danelle Innkeeper Rhetoric (52), Organisation (36), Persuasion (38) World's End Grotto Can be Self Moderated Upon Request
Magnus Harkings Fish Market Owner Leadership (60), Cartography (40), Astronomy (25), Wilderness Survival (25) Fish Market Can be Self Moderated Upon Request
Alaxal Narvaen Stables Co-owner Persuasion (48), Riding (26), Negotiation (18), Leadership (15) Narvaen Stables Can be Self Moderated Upon Request
Sienna Narvaen Stables Co-owner Horsemanship (60), Riding (58), Driving (45), Leadership (22), Negotiation (18) Narvaen Stables Can be Self Moderated Upon Request
Farren Loftus Falconer Animal Husbandry (78), Birdkeeping (65), Organization (50), Writing (48) Priskil's Spire Can be Self Moderated
Thea Fleming-Lee Senior Caretaker Interrogation (28), Intimidation (35), Investigation (25), Leadership (30), Mathematics (26), Negotiation (28), Observation (35), Organization (25), Persuasion (26), Rhetoric (30), Singing (17), Storytelling (10), Teaching (55), Writing (26) The Farson Home for Orphans Can be Self Moderated Upon Request
Vasos Caretaker Flute (54), Music Composition (28), Singing (36), Teaching (23), Unarmed Combat (10), Wrestling (15), Writing (22) The Farson Home for Orphans Can be Self Moderated Upon Request
Lily Nursemaid Botany (21), Floristry (17), Gardening (26), Herbalism (18), Medicine (36), Sewing (22), Teaching (25) The Farson Home for Orphans Can be Self Moderated Upon Request
Bette Maronar Proprietor Agriculture (74), Cooking (62), Leadership (60), Herbalism (58), Botany (56), Organization (55) Snowpea Patch Can be Self Moderated
Radomi Gilder Gilding (23), Gardening (28), Botany (15), Teaching (4) Gilder's GlenCan be Self Moderated
Andus Lectara Proprietor Organization (65), Observation (55), Writing (60) The Quill's Rest Can be Self Moderated
Marcel Silicah Magical Supply Proprietor Bartering (61), Persuasion (54), Mathematics (39), Auristics (29), Hypnotism (18) Marcel's Magical Supplies May be Self Moderated
Johann Calbert Proprietor Glassworking (55), Etching (30), Negotiation (30) Zeltivan Glassworks Can be Self Moderated
Magnus Harkings Trader Leadership (60), Cartography (40), Astronomy (25), Wilderness Survival (25) The Fish Market Can be Self Moderated
Balshu Proprietor Negotiation (70), Carving (50), Persuasion (45), Fishing (20) Balshu's Bait And Tackle Can be Self Moderated
Raleaph Proprietor Hypnotism (55), Storytelling (40), Persuasion (40) Treasures of the Sea Can be Self Moderated
Madame Zana Proprietor Leadership (65), Seduction (65), Organization (55), Perfumery (40) Loveless Can be Self Moderated
Serra Danalle Proprietor Rhetoric (52), Persuasion (38), Organization (36) World's End Grotto Can be Self Moderated
Lewis SantonProprietor Tattooing (40), Drinking (20) The Equinox Can be Self Moderated
Cordo BrineTattoo Artist Tattooing (28), Persuasion (15), Massage (7) The Equinox Can be Self Moderated
Coral Brine Tattoo Artist Tattooing (30), Drawing (20) The Equinox Can be Self Moderated
Tobias JaybirTattoo Artist Tattooing (27), Body Building (13), Meditation (10) The Equinox Can be Self Moderated
Yvette Mercer Proprietor Negotiation (35), Sewing (45), Persuasion (35), Politics (30) Yvette's Dresses Can be Self Moderated
Natalie Carter Seamstress Sewing (25), Politics (20) Yvette's Dresses Can be Self Moderated
Alaxal Narvaen Proprietor Persuasion (48), Riding (26), Negotiation (18), Leadership (15) Narvaen Stables Can be Self Moderated
Sienna Narvaen Horsemen Horsemanship (60), Riding (58), Driving (45), Leadership (22), Negotiation (15) Narvaen Stables Can be Self Moderated
Geraldt Coulsan Manager Leadership (15), Organization (40), Mathematics (30), Horsemanship (10) Narvaen Stables Can be Self Moderated
Winston Wainright Proprietor Sewing (50), Negotiation (35), Politics (40), Persuasion (30) The Saville Can be Self Moderated
Reginald Cunningham Tailor Sewing (40), Politics (25), Rhetoric (25) The Saville Can be Self Moderated
Justus Denvali Seduction (80), Anthropology (60), Leadership (60), Persuasion (60), Dancing (45), Massage (45), Negotiation (45), Acrobatics (45), Singing (35), Storytelling (35), Teaching (35), Unarmed Combat (35) Denvali Quarter Requires Moderation
Adarin Denvali Sword (70), Battle-Axe (70), Leadership (70), Rhetoric (55), Brawling (55)Denvali Quarter Requires Moderation
Miranda Denvali Dagger (70), Poison (70), Leadership (60), Rhetoric (60), Seduction (60), Subterfuge (60) Denvali Quarter Requires Moderation
Fortis Denvali Medicine (85), Herbalism (70), Philtering (65), Observation (50), Unarmed Combat (50) Denvali Quarter Requires Moderation
Cooper Zelt Facilitator Organization (10), Swimming (10), Navigation (10), Wilderness Survival (10), Weaponry: Battleaxe (20), Shield (10), Tactics (20), Acrobatics (10) Martial Association of ZeltivaCan be Self Moderated
Mark Loanshark Hypnotism (70), Intimidation (60), Shielding (55), Mathematics (55), Negotiation (40), Interrogation (25) The MarkCan be Self Moderated
Boris Heigan Carpenter Carpentry (73), Carving (59), Mathematics (26), Organization (32), Painting (10), Intimidation (18) Laviku's Wooden HeadCan be Self Moderated


University NPCs


Name Role Skills Location Moderation Requirement
Mistress Claira Runs the Infirmary Medicine (70), Organisation (60), Herbalism (30), Musical Instrument (Cello) (30) The Infirmary Can be Self Moderated Upon Request
H. G. Sanderson Arranges Courses and Student Admissions Organisation (60), Writing (40), Rhetoric (30) Registrar's Office Moderated within Thread
Graril Silverkin History Professor Teaching (53), Organisation (45), Rhetoric (41) History Rooms Can be Self Moderated
Nabisa Art Teacher Painting (67), Teaching (50), Drawing (44), Philtering (43) Art Studio Can be Self Moderated Upon Request
Cyril Tunsten Astronomy Teacher Astronomy (38), Astrology (35), Teaching (35), Writing (15), Observation (15) Astronomy Tower Can be Self Moderated Upon Request
Cadena Anaya Fianza Summoning Teacher Summoning (65), Familiary (60), Seduction (50) Summoning Labs Can be Self Moderated Upon Request
Leon Zeaumont Performing Arts Teacher Acting (31), Singing (43)Dancing (40),Poetry (23)Writing (30),Acrobatics (20),Teaching (25) Performing Arts Centre Can be Self Moderated Upon Request
Master Devindaher Head Chef Cooking (50), Food Preservation (50), Brewing (30), Philtering (45), Leadership (45), Organisation (45), Negotiation (40), Gardening (35) Cafeteria & Kitchen Can be Self Moderated Upon Request
Jordan Rayner Overgiven Student Rhetoric (32), Voiding (26), Reimancy (23) Scholar's Asylum Requires Moderation
Lily Allis Professor of Botany and Herbalism Botany (60), Herbalism (45), Philtering (40), Observation (30), Spiritism (15) University Greenhouse Can be Self Moderated Upon Request
Alwin Theodoor Professor of Botany Undeveloped Botany Grounds Requires Moderation
Professor Stonemiller Head of Magic Department Undeveloped University Grounds Requires Moderation
Theresa Parker Head of Medicine Department Undeveloped University Grounds Required Moderation
Professor Rochlas Undeveloped Undeveloped University Grounds Requires Moderation
Roger Edgetower Undeveloped Undeveloped Undeveloped Requires Moderation
S. Cartsmith Head Archivist Undeveloped Archives Building Requires Moderation
Lisaelis Head Librarian Copying (58), Calligraphy (37), Investigation (72), Leadership (29), Organization (65), Writing (42), Auristics (61) Wright Memorial Library Can be Self Moderated
Devindaher Head Chef Brewing (30), Food Preservation (50), Cooking (50), Philtering (45), Leadership (45), Organization (45), Negotiation (40), Gardening (35) Cafeteria Hall Can be Self Moderated
Niamh Music Instructor Busking (23), Music Composition (28), Piccolo (37), Flute (51), Teaching (26) Key Notes Can be Self Moderated
Gwilym Music Instructor Trumpet (39), Teaching (27), Music Composition (41) Key Notes Can be Self Moderated
Ixia Music Instructor Busking (10), Music Composition (17), Teaching (31), Tambourine (43), Singing (27), Dancing (19) Key Notes Can be Self Moderated
Angelos Music Instructor Fortune Telling (10), Busking (28), Saxophone (59), Music Composition (14), Teaching (48) Key Notes Can be Self Moderated
Prah Music Instructor Music Composition (31), Teaching (47), Harp (62), Singing (21), Sculpting (15) Key Notes Can be Self Moderated
Kahas Music Instructor Busking (26), Music Composition (26), Drums (33), Teaching (29) Key Notes Can be Self Moderated
Kayana Music Instructor Music Composition (25), Teaching (16), Seduction (46), Violin (53) Key Notes Can be Self Moderated
Tessa Music Instructor Busking (43), Teaching (37), Oboe (26), Clarinet (34) Key Notes Can be Self Moderated
Thalia Music Instructor Teaching (28), Viola (56), Music Composition (23), Cosmetology (20), Seduction (31) Key Notes Can be Self Moderated
Buford Music Instructor Teaching (24), Banjo (27), Guitar (33), Music Composition (26) Key Notes Can be Self Moderated


Sailor's Guild NPCs


Name Role Skills Location Moderation Requirement
Kenabelle Wright Completed the first circumnavigation of the continent Navigation (99), Cartography (98), Writing (42) Unknown Requires Moderation
Franck Farabar A sailor on the Akvatar route Sailing (35), Navigation (30), Leadership (10) En Route Requires Moderation
George Grimtook Customs Officer Intimidation (60), Interrogation (72), Persuasion (60), Negotiation (60), Observation (70) Customs Office Requires Moderation
Ethan Wayfarer Steward of The Shipyard Undeveloped The Shipyard Can be Self Moderated
Veraline Kendrick Dockmaster Undeveloped The Docks Can be Self Moderated
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[Zeltiva] Player's Guide, Linkmap & NPCs

Postby Perplexity on February 8th, 2015, 3:28 pm

.
Much of this information is outdated. For question or concerns please direct them to my inbox.

For a more in-depth review of the city refer here.

-Perplexity
.
Perplexity's Office Status

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Perplexity
DS of Zeltiva, Mod Privileges in Wildlands
 
Posts: 794
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Joined roleplay: July 11th, 2013, 11:59 pm
Location: Zeltiva
Race: Staff account
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