[Sunberth] NPC/Location Requests

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[Sunberth] NPC/Location Requests

Postby Twister on September 25th, 2014, 12:15 pm

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I'm currently working on an NPC Library, and Avarice and I are going to revamp the Linkmap together. For that reason, there are currently no NPC/Location Submission threads or templates. This thread is for those who have ideas for NPCs or Locations they would like to see in Sunberth that other players or Storytellers can pick up and write, instead of the requesting player.

While it's always preferred that you submit write-ups and requests fully written up, I feel this is a good compromise for those who have a bunch of ideas but can't find the time or energy to put them in writing. Or, if you just feel something should exist in the city but can't be found in the NPC/Location write-ups, it helps if it's pointed us to us so we can quickly rectify it. ;)
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[Sunberth] NPC/Location Requests

Postby Kechaiya on October 12th, 2014, 8:11 pm


An Entertainment location that involves contests between animals (or the very sneaky Kelvic). This could include things like dog fighting, animal races, rare animal matchups (think roman coliseum things, ie Tiger vs Lion), comes with betting on the events and drinking.

Another Entertainment location that involves slavers pitting their slaves together to the death. (like Django).

A gadgeteering shop for making all those surprise weapons and traps.

A Tavern owned and operated by nonSB natives as a safehaven for foreigners.






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[Sunberth] NPC/Location Requests

Postby Sh'Ky Naes on October 27th, 2014, 3:09 pm

I realize that there's already an NPC that can teach magic in the Tent City, but since you're revamping the NPC library and linkmap, maybe you could introduce one more to the city? He/she'd have a business transporting.... something, but that'd mainly be a front to transport glyphed and maledicted/magecrafted goods elsewhere without suspicion from the locals?
College is picking up, sorry if I'm not on for long periods of time.

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[Sunberth] NPC/Location Requests

Postby Garland on October 27th, 2014, 4:34 pm

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Name: Corvus Tristal
Race: Human
DoB: spring 55 470AV
PoB: Sunberth
Title: Mercenary(ex-member of a gang that was absorbed by a bigger gang)
Skills: Weapon: Greatsword - 47
Intimidation - 40
Unarmed Combat - 37
Body Building - 24
Observation - 30
Gnosis: n/a
Additional Info: Father to Garland, he worked as a high ranking muscle man to one of the younger and smaller gangs that were just starting to make their name as something to be feared in Sunberth. Though they were just thugs looking to get a quick coin at best. What ended the gang was the expenses, they had made special weapons for each of their members, a weapon of their choosing, with some sort of snake motif on each of them. There were only a few members until Corvus and his wife(friends at the time) joined. The boom of members meant that they needed more weapons and that meant more money, needing more money meant doing much riskier jobs, some even involving turf wars with other gangs. Years went by and the gang had only survived by the skin on their teeth, mostly due to the few good members that could take a score.

For a small time, they were at the top of every other gang's watchlist, making sure that they weren't going to do something stupid that meant losing members or money. With the baby on the way, fighting was not an option, taking the full blunt of the work, he had made a lot of money, enough to catch a few slaver caravans leaving the city and making it safer to head to Syliras where they intend to leave their life of crime behind.

A few weeks after Garland was born, they departed for Syliras, they had saved enough money for their own small wagon, for security purposes, slavers were still slavers. They had left the city quietly, in the cover of night. The trip halfway was very uneventful, a few stranglers on the road made for easy pickings for the slavers, he didn't care as long as they left him and his family alone. When it was time to part ways with the slavers, they were starting to get more confident and slowly lowering their guard as they were making their way to the city of peace.

Nights were tough, but it could have been much worse. They took any chance they could get to find some form of shelter. They found a lit cave, it seemed empty at first glace, but as they went in deeper, they soon find that this place was loaded with provisions, clothing, goods and gold, though most of the gold was fake, probably for counterfeiting. It seemed like a good place to stay the night, so they did.

They awoke in the middle of the night by sonething, heavy footsteps coming in closer. He grabbed his sword, he did not expect knights. It seemed suspicious that they were found with stolen goods and counterfeit gold.

The following fight was more or less just to stall and lead them out of the cave. It seemed that there was a pair of bandits in the area that were responsible for the crimes. Of course the knights could not hear his protests by the sound of steel and adrenaline pumping through their veins.

Eventually they escaped the knights, and eventually led them to the real bandits by sheer luck. The knights killed the bandits thinking that they were them. Corvus was injured in the fight and succumbed to his wounds for a tad bit. Leaving him unconscious for a good week or two. He had learned that his son was taken to Syliras, he was skeptical about the city now, but it seemed like Garland was in good hands.

The pair decided not to go to Syliras for the reason that they did not trust the city. Sunberth was wild, but they expected that. In Syliras, they would not know if the knights were going to kill them in their sleep, and they would be allowed to walk away Scot free.

It did pain them not to see their child grow up, but as they returned to Sunberth, the gang was nothing more than a few members left, it would eventually die out.

They did take interest a particularly skilled young spear girl by the name of Saede, but before they could actually talk to her, she vanished. The gang was eventually offered to be taken in by one of the bigger gangs. He didn't care which, mostly because he was making an honest living as a sell sword and trainer now.

They had another child, two years after Garland was born, it was a girl, and now she's helping pay the wages, by being a tail on people.

oocis this OK? I'm just gonna post this here
Last edited by Garland on May 20th, 2015, 7:02 am, edited 1 time in total.
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[Sunberth] NPC/Location Requests

Postby Garland on October 29th, 2014, 5:57 pm

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Name: Clara Tristal
Race: Human
DoB: Summer 25 469AV
PoB: Sunberth
Title: Courier(secretly still a thief)
Skills: Weapon Skill: Dagger - 46
Acrobatics - 55
Stealth - 34
Flirting - 24
Larceny - 59
Gnosis: N/A
Additional Info: Clara was just a little girl trying to stay alive in Sunberth, she petite with long dark hair and blueish-brown eyes, some would say she was cute, others would say beautiful, but she thought herself more of like a sly fox than any of people that thought she was attractive.

She had always had her hand in someone else's pocket, mostly through stealth, she had always hated flirting, but sometimes it would be necessary to put food in her belly.

Of course, sometimes things would get touchy and dangerous, so she took it upon herself to learn how to defend herself from the harshness of the streets. She took up an old rusty dagger she had found and started training in its arts. She had quickly found out that she was good at daggers, knives, and other short, sharp weapons.

She quickly learned how to use two weapons, and eventually saved enough to buy beautiful new dress, mostly for sneaking in a large party hosted by a certain treasure hunter that got lucky.

It worked for the most part, even going so far and stealing right from under the rich's noses. That was until she was caught by a large bodyguard, rugged and handsome. He was a brute that had a pair of soft blue eyes, that were very uncharacteristic for such a large man.

Of course, with such a rich host, an assassination was inevitable. When the lights went out and the sound of shattering glass and a loud thud, said host was dead. With the party in full-blown panic, the large bodyguard took her hand and said to follow her.

She was skeptical at first, but of course, she had no other choice with a firm grip on her hand, he pulled her away from the chaos and into the back streets.

As soon as he let go, she was about to run, she knew that in Sunberth, a pretty girl in a pretty dress must have a nice price on her head, and who knows, they might give her back in the same condition they found her in.

As she ran out in the main street, she glanced back into the alley, she saw her rescuer pinned to the ground with a dagger pressed on his throat. She could see some jewels and gold flowing out his pocket, he was stealing from the party and its guests.

He must have thought she was a guest too and was planning on stealing from her too.

It could have been the gold or the fact that he saved her, but she rushed back and took out a small throwing knife hidden on her thigh, she took aim and gave a whistle to their attention. As both of them looked up, Clara threw the knife and it landed right between the eyes of the man pinning her rescuer.

He fell limp in a pool of his own blood. Clara helped the man up, and now it was her turn to help him. She grabbed his hand and started running.

They ended up working together, taking scores and making cash. The man was named Corvus and they eventually joined a gang, it was small, but with her information gathering skills and stealth, and Corvus' strength and fighting skill, they quickly rose up in the ranks.

Eventually they married and she was pregnant with a child. They left Sunberth after Garland was born so that they could raise him in Syliras.

After the incident, they returned to Sunberth and had another child. This time a girl.
Last edited by Garland on May 20th, 2015, 7:01 am, edited 1 time in total.
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[Sunberth] NPC/Location Requests

Postby Kechaiya on November 14th, 2014, 6:38 am

Sunset Quarter Orphanage
I received permission from Avarice to post this here.

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Located in the south-east corner of the Sunset Quarter, surrounded by the Cheap Side is the Sunset Quarter Orphanage. It is one of the larger structures in the city, standing at two stories tall with a basement level, made of crumbling brick and mortar. Built about three centuries after the Valterrian, it was originally used as a prison during one of the many times Sunberth was enslaved. It has since then been restructured as the largest orphanage in all of Sunberth, capable of housing 150 children with some comfort, though could house twice that if ever absolutely necessary.

The children's rooms are built in a bunk style, with ten beds to a room with a single window opposite the door to let in light. Each bed has a trunk for the children to keep the few belongings they have. The rooms are typically kept separated by age, though not gender, with the younger toward the back of the hall, and the older toward the front Jillene, and the other caretakers she hires, have their own private quarters at both ends of the hall of bunkrooms. At both ends of the hall, there are two rooms with large tubs dedicated for bathing as well as latrine buckets for ablutions, one each for the older boys and older girls at the front, and one each for the younger boys and girls at the back.

Toward the back of the orphanage is a single, large mess hall with large tables and benches where the children take their meals. The kitchen is connected to the mess hall with a large cut out window for passing the plates through to the children. The kitchen has a large pantry, and stairwell access to the basement for storage, both of which are kept locked. Only Jillene and the kitchen staff have keys to them. Because of the amount of mouths they have to feed, the kitchen is equipped with several ovens, a massive hearth, several sinks, and a lot of counter space, and will normally have anywhere from two to four people cooking within.

Opposite the kitchen is the doctor's office. It is small, equipped for a single physician to perform the wide variety of medical injuries that children accrue. It has a single exam table, and a large amount of cabinets for equipment. It has two windows for light during the day, and braziers for light when it is darker. The children have often jokingly called this room The Closet, but no one is real sure as to why.

The second story of the building is not covered by a roof, and is one of the most common play areas for the children. Some of the older children, those nearing sixteen years of age, will sometimes move their mattresses up there to get some independence. It is a trend that Jillene does not attempt to stop, so long as the mattresses aren't ruined in the weather.

There is a large courtyard in front of the orphanage with a single, massive oak tree, and several smaller trees. Children can often be found climbing the trees, chasing one another, and general child play. This is also the space commonly used when, on the rare occasion, children are adopted, to meet their new families. From time to time, a particularly helpful individual will teach the children lessons around the tree, usually survival skills for when they turn sixteen, things like self-defense, history of the city and its culture, and the like. These teachers are never permanent and must receive approval from Jillene if they don't want thrown out rather violently.

 
NPCs
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Name: Jillene Ironside
Race: Isur
DoB: Winter 44, 389 AV
PoB: Sunberth
Title: Proprietor
Skills: 73 Brawling, 68 Intimidation, 62 Intelligence, 59 Caretaking, 49 Leadership, 45 Organization
Gnosis: 1 Mark of Izurdin
Additional Info:
Jillene is five feet tall of corded muscle, with eyes as white as snow, and is easily the most intimidating figure in the orphanage. Very little is known about her past, but many suspect she was an old rival of Calyn's in the killing people business. Jillene is very direct, blunt, and gruff, and will often cuff people that lie to her. She is very strict toward the kids, but not cruelly so, enforcing nightly curfews, bed checks, and cleaning regimens. She is fiercely protective of her children, both while in her care, and after they've grown up and moved on. She will not stand for the badmouthing of her children, her employees, her orphanage, or of Calyn.

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Name: Calyn the Knower (Now Deceased)
Race: Konti (Now Ghost)
DoB: Summer 44, 345 AV
PoB: Sunberth
Title: Proprietor
Skills: 76 Unarmed Combat, 72 Dagger, 65 Intelligence, 63 Caretaking
Gnosis: None
Additional Info:
Although an older woman, Calyn is no slouch. In her day she was a prime warrior and came to Sunberth young where she adapted to the harshness of life and learned to deal with its greatest toils. In her time Calyn was called the "Knower" due to her special Konti gift that allowed her to know a man by simple touch; it was common for her to learn of her target's past before she cut his throat. An unparalleled assassin, Calyn was one of the most feared agents of the city and was often hired out by those across great distances, employing the woman for her never yielding success. She was never known to fail a job. Eventually though, as Calyn aged, she grew weary of her habits and made an effort to resolve her sins. What brought upon this sudden change is unknown, but the people of Sunset Quarters are grateful for her new disposition. While she does endeavor to be peaceful, Calyn is known to take up old habits for those that dare cross her people.

After Calyn died in the fire that ravaged the orphanage, she was buried on the eastern most side of the Dust Beds, so that Syna would always rise for her. Some say that her ghost will occasionally pop out for orphans she's cared for or those who've done good for the orphanage in the past. She's not hostile, and many believe she is waiting for Jillene to die so that the old rivals may pass on together.

 
Adopting
If your PC wishes to adopt one of the children, they must have employment that would allow for the child to live in Poor or better living conditions. Jillene will conduct an extensive background check, using the many children that have grown up as her contacts. If you pass the background check, she will then approach you at your home for the interview as well as inspect the living conditions. If you pass the interview, you pay a one time fee of 100gm, and the child will go home with you.

If Jillene ever catches wind of neglectful or abusive parenting, she will often personally seek out retribution on the individuals involved. After a very vicious beating, she will reclaim the child. She never kills the individual, for that would be too kind in her mind.

 
Employment
Cook: 3 GM/Day
General Labor/Maintenance: 2 GM/Day
Caretaker: 4 GM/Day
Doctor: 8 GM/Day

Jillene handles all employment personally. She seeks out candidates that not only have the required skills, but would be good fits for the children. She usually likes her employees to be trained in combat as well, for the orphanage has been raided in the past by slavers, and the children need protecting.

 
Housing
If you wish to live here as an orphan, you must be under the age of 16 (or your race's equivalent). There is no cost for staying, but you will be expected to help clean and maintain the orphanage, and attend the lessons that are sometimes offered. You get a single bed in a bunk room with other children roughly your age, and an empty chest for your belongings. All children receive hardy meals a day, breakfast and dinner. Fighting on the grounds is not tolerated, and doing so will result in expulsion from the orphanage. But, if the child shows enough remorse and hard work, she will often take them back after enough time has been served as punishment. The day after a child turns 16, Jillene will usually have helped found them a place to live, and if the child hasn't found employment, will recommend them to someone.

 
Recent History
On the 53rd Day of Fall AV 511, one of saddest days in the history of Sunberth occurred. Every once in a while, there's a person that dwells in the city that even heartless men are happy exist. Calyn was one of those very special people. Old, wonderful, and she would never turn away a hungry or homeless child. Yet, on that day the gods were cruel, and an inferno lit up the Sunset quarter, killing dozens of orphans, citizens, and Calyn herself. The orphanage managed to stay standing, though repair took fifteen days to complete, making it accessible once more on the 68th of Fall. The place is now run by a short woman, notably an Isur of mysterious roots. Where she is younger, more athletic, and more beautiful than Calyn, she's not the woman everyone cared for. There's even rumors that she's in allegiance with the Night Eyes.
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[Sunberth] NPC/Location Requests

Postby Firenze on December 1st, 2014, 4:23 am

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Nestled near the waters edge of Riverside in the northwest of the city sits Hanhi's Herbologie, a place where you can acquire almost any sort of herb, tonic and tincture. Although it's not spoken about, Eva Hanhi does have a few darker things that she will offer, but only if you know how to ask her for it, not wanting to publicly display the more sinister items. The shop itself is quite small, with an apartment above that Hanhi and her shop keeper Sara share, so if anyone tries to break in she can be readily available to defend what is hers.

As you enter the building you'll notice and interesting little jingle, a bell that Sara proudly connected to the door so that whenever a patron enters the store she can be alerted and come to escort them, sometimes in hopes that the patron may tip, but mostly she tries to find out what you need and keep an eye on slick hands trying to pilfer. Even before entering the shop, if you stand close enough to the door you can smell the distinct odor of the potent herbs that are hanging through out the store drying, the most overwhelming being that of the sage and lavender.

Looking around you'll notice that every wall in the shop has a shelf, drawer or hanging basket filled to the brim with bottles, jars and boxes each labeled appropriately so that they won't be confused and improperly mixed. Sara and Eva are proud to keep the store as organized and neat as possible but they also try to stock every herb, oil and concoction they can get their hands on and this can sometimes give a feeling of the store being stuffy.
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Off to the left of the store is a long wooden and glass counter, displaying the more potent of the herbal mixtures under lock and key. The only way to access these are through asking for them from Eva herself, even Sara does not have access to these as Eva carries the key for the lock around her neck. The more expensive tools and equipment also reside with in the case, set on display to temp even the poorest of herbologists.
ImageA wooden topped counter with weights, measuring tools and equipment stands proudly in the center of the little shop so that Eva can keep her eyes on the entire store while helping patrons purchase their wares and make sure that they are getting the correct amount. Protective of the hard earned and stored herbs, Eva will not let just anyone measure their own items. Very particular in how things are stored, kept and distributed she would rather go the extra mile, even dealing with all sorts of persons who enter the store, so that she can make sure that someone will not try to over pour or skimp mizas from her.

Image If requested from Eva, there is a small staircase located in the back of the store, leading to the rooftop, above the sunroom attached to the back of the building. No one has access to the sunroom as this is Eva and Sara's private sanctuary where the most dangerous of herbs for the store are grown and harvested. However, through the top of the glass it can be viewed and sometimes Eva or Sara can be spotted tending to the delicate plants or mixing up some of the bigger batches of balms, soaps and oils. The most common of the herbs are grown in nooks and crannies all over the rooftop, trying to utilize as much space as possible within city limits. Although you could probably pluck the herbs while meandering the rooftop, it is highly frowned upon and if caught by Eva or Sara they will take matters into their own hands and you will have to return the stolen items.

Image Along with the herbs and pots on the roof are a few seating areas, the vantage point of the rooftop gives a nice overview of the city, which has started to become a preferred spot of those who want to spy on people in the surrounding area. There are two different seating areas, one is along the backside of the building, if you look over the fencing from this area it gives you an fairly decent overview of the small alleyway. The other seating area is up a small staircase and has the most of the view of the city as it sits above the fencing the surrounds the rooftop. It's signifactly smaller then the area below it but there is enough room for at least two people.

If you want to use either of the seating areas you have to request from either Eva or Sara. You can rent one of the seating areas (the pricing is listed below), however if you want complete privacy from prying ears, you can also pay extra to have a secluded area to discuss business or pleasure. While on the rooftop, you can request to purchase different types of soothing teas to enjoy while relaxing on the wooden common area, or even the higher tier with the two person table top.
 
NPCs
ImageName: Eva Hanhi
Race: Human
DoB: Summer 3, 478 AV (36 years old)
PoB: Sunberth
Title: Herbologist / Apothecarian
Skills: Herbalism (49), Leadership (37), Botany (34), Weapon Skills (29), Organization (23), Unarmed Combat (20), Mathematics (15)
Gnosis: N/A
Additional Info: Eva is usually warm and welcoming, her plants keep her relaxed and peaceful. You'll usually not find her in the main area of the store as she prefers to be tending to the plants in the back or creating some new concoction. She likes to keep things organized almost to the point of obsession because if it's difficult for her to find then the longer it takes for her to make her products, this need for neatness tends to spark conflict between her and Sara. If requested she will come out for special purchases or to receive pay for exclusive access to the rooftop party. While she generally is quite laid back if a patron is caught stealing or causing trouble she will take matters into her own hands and make sure that they are removed from the facility. If there is an item that you are unable to find on a shelf or cupboard, you'll have to request for Eva to make it for you, the more complicated items may take up to a few days to produce.
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ImageName: Sara Kin
Race: Human
DoB: Winter 36, 495 AV (19 years old)
PoB: Syliras
Title: Shop Keeper
Skills: Customer Service (28), Observation (24), Negotiation (19), Herbalism (16), Organization (12), Mathematics (10)
Gnosis: N/A
Additional Info: Sara works in the main part of the store and is the person you are most likely going to encounter while shopping. Although she is familiar with herbs and can help with finding the herbs that you may be in search of, she has not be taught how to mix more then just the basic items, mostly just to make the teas requested for the rooftop patio. Overall Sara is friendly and cordial while she escorts people around the shop, mostly just so she can squeeze a tip out of the person to add to the meager pay that she receives. If there is a more complicated question then the basic you can ask Sara to retrieve Eva. If you want to utilize the tables on the roof, you can ask her and she will show you to a table and even offer to take an order for almost any tea (within reason). While Sara and Eva do get along for the most part, they do see each other every day and live together above stairs, this will sometimes cause Sara to be in a bad mood and not be polite to customers. She's generally organized but sometimes will forget to put things back and this fuels the bickering that happens between her and Eva, as Eva likes to keep everything neat and tidy.


 
Common Herbs
Item Price
AletridFrequency: Common, Locale: Temperate Hills, Harvest Type: Perennial, Information: Aletrid grows quickly with twisting roots that spread over low walls and other barriers. It has soft, serrated leaves sprouting all along its length. The leaves sometimes erupt in spikes covered with clusters of tiny five- pedaled gold flowers. Aletrid has a pleasing aroma and is often kept in tangles to mask bad odors. L1 herbalism to identify and harvest. 5 cm/oz of dried leaves and flowers.
BatonalFrequency: Common, Locale: Temperate, Harvest Type: Annual, Information: This is a very common herb found throughout Mizahar. Batonal has rounded leaves and an aromatic scent that is easily recognized. Batonal is used mostly as a cooking spice but works as a hot infusion as a medicine against internal discomfort. L1 herbalism to identify and harvest. 5 cm/oz of leaves dried or fresh.
BelltorFrequency: Common, Locale: Temperate forests and Wooded Marshlands, Harvest Type: Perennial, Information: Belltor grows in a crawling maze of roots. It has erect stems that extend up to two feet in height covered with ragged-edged leaves along the vine and stalks. The stems end in a cluster of light pink to deep crimson flowers at the top. It is commonly used in infusions to relieve head congestion and headaches. A hot poultice may also be made from Belltor to prevent scarring and to aid in wound closure. Belltor should be harvested as a whole plant and dried hanging upside down in loose bunches. The roots should also be discarded after drying. Seeds and flowers should be stored in airtight containers separate from the leaves. Belltor is most commonly preserved as a tincture that helps against colds and diseases. L1 herbalism to identify and harvest. 5 cm per ½ oz of leaves or flowers 1 gm/ oz tincture.
BoldtFrequency: Uncommon, Locale: Forests and Seacoasts, Harvest Type: Perennial, Information: Boldt is a tough shrub found in soft, sandy soils. It produces strong, straight fibrous to woody stalks and has bright yellow flowers and seed pods that pop when ripe. Boldt wood is used as thatch in areas where it grows in abundance. It is also useful in making brooms or woven into baskets. With careful preparation after a fresh harvest, the fibers can be pounded into paper or woven into ropes or cloth. Boldt must be worked within days of harvest unless one is drying flowers and bark for later use. L2 herbalism to identify and harvest. 5 sm/oz of powdered bark or dried flowers.
ConnalFrequency: Common, Locale: Temperate Hills Plains and Forests, Harvest Type: Perennial, Information: Connal is a short plant with a rosette of wrinkled leaves with a velvety underside. From the base of the rosette grows a slim leafless stem that produces a yellow blossom with a red center. The dried flowers or roots can be used in a hot bath for relief of aching joints and wounds. It can also be infused into tea to induce sleep. Another popular use is fermenting the herb into a mild white wine. All parts of Connal can be dried and stored together. L1 herbalism to identify and harvest. L1 brewing needed to make the wine. 5 cm/oz of dried flowers or dried roots.
EverlightFrequency: Common, Locale: Hills and Plains, Harvest Type: Annual, Information: Everlight never grows more than a foot and creeps along the ground. Its jagged, deep green leaves and purple veined lilac and white flowers help its stems stand out from grass around it. Everlight is useful in helping clear clouded eyes or helping washout injured eyes. Everlight tea infusion from flowers acts as a stimulant to help focus the mind and aid in meditation. In order to keep more than a few weeks, Everlight flowers need to be macerated to keep more than a few weeks. L2 herbalism to identify and harvest. 5 cm/oz of dried or fresh flowers or in macerated oil.
HalbriarFrequency: Common, Locale: Temperate, Harvest Type: Perennial Deciduous Shrub/Tree, Information: Halbriar is a growing tree that can reach 30 feet in height. It can also be managed and trimmed to keep it as brambles and hedgerows. Halbriar is filled with strong smelling five-petaled white flowers with red pollen at the center. Halbriar is known to increase fertility. When fresh pollen is sprinkled in the eyes, one’s vision is altered causing them to see others as having heightened attractiveness. The wood is sometimes used in mage-crafting items tied to fertility, attractiveness and lust. Although the tree is relatively common in temperate forests, collecting the pollen at the right time and in the right amounts requires a good amount of skill. L3 herbalism to identify and harvest. 5 cm/1 oz of dried blossoms or 3 oz of twigs/wood.
HommosFrequency: Common, Locale: Temperate, Harvest Type: Perennial, Information: Hommos is a short, shrub-like herb with a strong woodsy stalk. It grows straight and tall and has lance-shaped leaves with blue flowers. The herb flowers in summer with a dozen or more blossoms. The flowers are often used in infusions of tea to help with stomach pain or as gargles to sooth sore throats. They can even be soaked in baths to help body aches and pains. An herb of many uses, the flowers and roots can be boiled to make deep blue dye or dried for incense. As far as preparation, hommos is tied in bunches and dried immediately after midsummer. The leaves are usually just dried through macerating them in oil. Its blossoms and leaves are often macerated into an oil to create a dark purple oil that can be burned as a lamp oil. L2 herbalism to identify and harvest. 5 cm/4oz of leaves or 3 bunches of flowers.
JileFrequency: Common, Locale: Temperate Forests or Hills, Harvest Type: Perennial/Evergreen, Information: Jile is an aromatic evergreen tree or shrub with green nettles smelling of pine with tiny brown to black berries all over them. The berries take two years to ripen but there are always berries of varying age present. Five berries are often taken as a fast-acting poison antidote. When decocted, berries and bark may be turned into salves to soothe skin conditions or as a wound cleanser. L1 herbalism to identify and harvest plus L1 philtering to craft a salve. 5 cm/oz of berry juice/20 berries or 3 oz bark or twigs.
Midwife MiracleFrequency: Common, Locale: Any Temperate, Harvest Type: Perennial, Information: Midwife Miracle is an aromatic plant that grows 3 to 4 feet high with angular yellow-colored stems with light green leaves that are smooth on their topsides and covered in white hairs underneath. It has small, button-like flowers that bloom dull gold in color. The plant gets its name from its ability, in many forms, to grant relief from many pregnancy-related ailments. L2 herbalism to identify and harvest. 5 cm/oz of dried or fresh leaves or flowers.
TivcoreFrequency: Common, Locale: Temperate Lowland and Marshlands, Harvest Type: Perennial, Information: Tivcore reeds grow up to three feet tall and with tassels of seeds that sprout twice a year; in Summer and late Fall. The reeds are often used as kindling or thatch or animal bedding. The seeds can be ground down and the reeds boiled to create inks and paper. Once boiled to pulp the reeds can be flattened and spread out like papyrus forming strong papers and the seeds are ground and mixed with oils and water to make ink. L2 herbalism to identify and harvest. 4 cm/8 whole stalks or 1 oz ground seeds for ink; 2 sm/sheet of paper.
TolmFrequency: Common, Frequency: Any Hills and Lower Mountains, Harvest Type: Perennial, Information: Tom has a strong scent and grows on slim, erect stems with long hairy saw-toothed leaves topped in summer by light red flower combs and bunches. It is most often used in teas or tonics to ease pain, aid sleep and relax aching muscles. L1 herbalism to identify and harvest. 5 cm/1oz of dried root.
VyfoxFrequency: Common, Locale: Any Temperate Lowlands, Forests and Marshlands, Harvest Type: Perennial Information: Vyfox is an erect plant of slight stems with long, lance-shaped leaves formed of hundreds of tinier leaves. It has small white flowers that grow in flat combs and clusters atop the herb. Vyfox is known as a natural antiseptic and coagulant. It is placed over cuts or applied as a poultice to major wounds. The leaves can also be used to make tea to help increase overall healing of injuries. The flowers must be harvested in whole combs or clusters no smaller. L1 herbalism to identify and harvest. 5 cm/ comb of flowers (roughly 1/10oz of flowers if crushed) or 1 oz dry leaf.


 
Uncommon Herbs
Item Price
AcsonFrequency: Uncommon, Locale: Temperate, Harvest Type: Perennial, Information: The Acson plant is made up of erect green stems covered by glossy dark green leaves with white undersides and clusters of light blue to purple flowers shaped like a hood. Fresh leaves and stem are mildly poisonous to the touch resulting in a mild rash and are highly poisonous if infused into food or drink; causing extreme nausea and vomiting. Dried or fresh acson can be chewed to help combat a variety of animal-based poisons but the taste has been compared to chewing on rotten feces. A syrup decoction is often made to help lighten the taste. L1 herbalism and L1 poison to identify and harvest. 5 sm/palm-sized sprig or 1 oz of seeds, 1 gm for 1 oz of syrup decoction.
Brinetooth BerryFrequency: Uncommon, Locale: Any Forest, Harvest Type: Annual, Information: Brinetooth is a tough woody bush that grows in tight thickets and hedges. It has ovular leaves with tiny white flowers that become blue berries in the summer. The berries can be mashed, decocted and preserved as pasted used to restore strength and vitality. The wood is often used in woodcarving and shaping. L1 herbalism to identify and harvest. 5 sm/oz of berries (roughly 1 oz berry juice).
Brinetooth BarkFrequency: Uncommon, Locale: Any Forest, Harvest Type: Annual, Information: Brinetooth is a tough woody bush that grows in tight thickets and hedges. It has ovular leaves with tiny white flowers that become blue berries in the summer. The berries can be mashed, decocted and preserved as pasted used to restore strength and vitality. The wood is often used in woodcarving and shaping. L1 herbalism to identify and harvest. 2 oz dried bark, 1 gm/8’’ length of wood.
DelavivFrequency: Uncommon, Locale: Any Temperate, Harvest Type: Annual, Information: Delaviv grows only 8 inches high with square stalks and velvety round leaves. It has seed buds that bloom into tiny purple flowers in late summer. Delaviv is most often decocted into wine to ease and speed baby deliveries though the same medicines are used to aid in the flushing of poisons from the body. L1 herbalism to identify and harvest. 5 sm/oz of dried flowers, buds or leaves and stalks.
DogloFrequency: Uncommon, Locale: Any Temperate, Harvest Type: Annual, Information: Doglo is a berry laden vine that climbs and clings with triangular waxy leaves and thick succulent stalks. It has tiny white flowers that turn to bright blue berries. The most common form of harvest of berries is to make jams and ferment them into wines as well as drying and boiling out the essential oils of the fresh leaves in autumn to make a rich blue dye. L1 herbalism to identify and harvest. 5 sm/1lb of berries or 4 oz fresh leaves.
ElentaiFrequency: Uncommon, Locale: Temperate Plains, Harvest Type: Perennial, Information: Elentai grows with a smooth stem up to five feet high with leaves ranging from oval tooth-shaped leaves at the base to smoother spear shaped leaves higher up. Elentai flowers with a large head with many small petals ranging from pale orange through red to purple that bloom for most of summer. Most people chew the raw or dried root to prevent infections or to help resist moderate to serious illness. It should be dried in long, thin slices to dry out quickly and retain much of its healing potential. L2 herbalism to identify and harvest. 8 sm/oz of dried petals or dried roots.
EmilviruteFrequency: Uncommon, Locale: Temperate, Harvest Type: Biennial, Information: Emilvirute, most often known as Emil, grows on an erect hollow stem covered with lance-shaped leaves. Emil flowers in summer with clusters of two to six white blooms. The skin of the fleshy stems can be cut to collect the milky juice from the plant which is used to induce vomiting and as a poison. The oily leaves give rashes and blisters. Emil’s milky sap and the plant itself are used in numerous ointments and balms and polishes despite its mildly poisonous nature. The sap can be collected in roughly 1/20oz amounts per plant and stored in an airtight container out of the sun for up to nine months. The milk is highly useful after distillation in many poisons. Poisonous effects include nausea, rashes and weeping blisters. L2 herbalism and L2 poisons to identify and harvest. 15 sm/1 oz of milk or 3 oz dried leaves.
FauxsilFrequency: Uncommon, Locale: Marshlands and Riverbanks, Harvest Type: Perennial, Information: Fauxsil is a fernlike weed with small hollow stalks. It’s seed fronds and leaves cluster in trios along the stalk. Its leaves and stalks are commonly eaten as a leafy snack like lettuce but it’s most often used as an infusion to help with sleep. The effects are very calming. L1 herbalism to identify and harvest. Cost: 5 cm/oz of dried or fresh leaves or flowers.
FlametoeFrequency: Uncommon, Locale: Temperate Forests, Harvest Type: Biennial, Information: Flametoe has a strong scent and spiraling roots that wrap around nearby objects. Small, brown, spade-shaped leaves cling along thin grasping. The root of flametoe is the only useful part of the plant. It is blood red and has a stronger scent than onions. Flametoe is kept dried in long pieces and used to help revive those who have fainted though the root has no effect on conscious individuals save for it really stinks. When dried, it’s usually done in eights and the root is large around as a potato. When dried and ground, flametoe root loses much of its smell and has little use. L1 herbalism to identify and harvest. 3 gm/1 oz of dried root.
HeldrogFrequency: Uncommon, Locale: Temperate Forests and Marshlands, Harvest Type: Biennial, Information: Heldrog has a rather distasteful smell similar to that of rotting fruit. Heldrog is an erect plant with a smooth woody stalk. Its leaves are feathery with tiny white flowers. Its juices are normally highly diluted and used by philterers in salves or mixed in wine to serve as a sedative. However, undiluted, full-strength juice is an intense poison that can bring about paralysis and stomach damage. It must be harvested at night and the whole plant; leaves, flowers or berries roots and stems must be mashed into pulp and crushed to drain the juice. If the juice is exposed to sunlight it will evaporate quickly so it is rarely used directly. Dried leaves and roots are usually crushed and smoked in waterpipes where it acts as a powerful, relaxing drug. L3 herbalism and L2 poisons to identify and harvest. L1 philtering also needed to make salves. 15 sm/oz of juice or per 4 oz of dried leaves and roots.
LidgefarFrequency: Uncommon, Locale: Temperate Fields, Harvest Type: Annual, Information: Lidgefar grows up to three feet tall with tiny oblong leaves and pink to purple blossoms present through the summer that lead to flattened black seeds by autumn. Lidgefar flowers are abundant and attractive enough that they are often used for decoration. The flowers and seeds are also used in a variety of forms to aid in helping blood clot thus serving well in treating wounds. L2 herbalism to identify and harvest. 7 sm/oz of dried or fresh flowers or 1/8 oz dried seeds or seed powder.
RhinedaleFrequency: Uncommon, Locale: Any Temperate, Harvest Type: Perennial, Information: Rhinedale is a small deciduous tree that grows up to 30 feet in height. It has saw- toothed lance-shaped leaves and bright blue to dark purple berries. The wood of this tree is very strong although it does not grow in great enough quantities to be of any real use in larger construction projects. It is however often used in small pieces of furniture and other wooden items. Rhinedale ash, when combined with water, forms a paste that is soothing to blisters and burns. L2 herbalism to identify and harvest. 5 sm/oz of leaves or 5 berries.


 
Oils
Item Price
Olive 5 gm/gal
Almonds 10 gm/gal
Walnuts 2 gm/gal
Hazelnuts 3 gm/gal
Lindseed 4 gm/gal
Sesame 10 gm/gal
Sunflower 3 sm/gal
Safflower 2 sm/gal
Grapeseed 1 sm/gal
Oil (1-Pint Flask) 1 sm


 
Bottling
Color Modifiers:
Color, Blue x 2
Color, Clear x 3
Color, Red x 10
Color, Green x .75
Color, Pink x 1.25
Color, Violet Listed
Color, Umber Listed
Color, Yellow Listed sm / oz

Item Price
Beakers and vials, 1-6 oz 5sm / oz
Bottles and Decanters, Ounce 5 cm / oz
Bottles and Decanters, Pint 5 sm / pint
Bottles and Decanters, Gallon 5 gm / gal
Pendant Vial, 2 oz 2 gm
Flasks, Ounce 1 sm / oz
Flasks, Pint 1 gm / pint
Jar, 8 oz 5 sm
Jar, Pint 6 gm
Pitcher, 2-Quart 2 gm
Pitcher, Gallon 7 gm
Vase 5 gm
Snuff Box, 3-Ounce 3 sm


 
Plants and Pots
Item Price
Flower Pots (Small) 3 sm
Flower Pots (Medium) 6 sm
Flower Pots (Large) 1 gm
Plant Seeds (Common) 5 sm
Plant Seeds (Uncommon) 1 gm
Plant Seeds (Rare) 5 gm
Full Grown Plants (Common) 1 gm
Full Grown Plants (Uncommon) 5 gm
Full Grown Plants (Rare) 25 gm
Starter Plants (Common) 7 sm
Starter Plants (Uncommon) 3 gm
Starter Plants (Rare) 13 gm

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Last edited by Firenze on August 20th, 2018, 1:07 pm, edited 3 times in total.
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Firenze
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[Sunberth] NPC/Location Requests

Postby Firenze on December 2nd, 2014, 4:49 am

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Tucked in the far corners of Sunberth's darkest alleyway's is Sarin's Sin. An establishment owned and operated by a grouchy Ganda Sarin. All manner of poison, deadly plant and toxin can be found within his establishment. If you managed to make your way down the alley in attempts of acquiring some of Ganda's toxins you'll notice the front looks worn down and weathered. However, it is rather plain and there are no sign's that mark the outside, you'll either know where you are going or get lost trying to find it. Some of the panes of glass are broken and there are quite a few shingles that have gone missing.

Once you approach the building you'll notice the odd smells that emit from the inside of the building, most are unsure if it is the stench of uncleanliness of Ganda or if it's actual toxins that are cooking off into the air from his experimenting, the general populace avoid the building for this reason.

ImageIf you do happen to find yourself in need of poisoning someone and are lucky enough to find the building, you'd enter through a peeling red door. Never cared for the door screeches in protest almost every time it's opened. When you enter the store you'll notice the haze that almost permeates the air, the waft of smell that you can detect on the outside of the building becomes more prominent and the interior is rather dingy and lacking in light.

Several spiders have called the ceiling of the shop home and Ganda has let them be, as most of them have become his pet. If you happen to walk into one of the large webs, you may get a good tongue lashing. Looking around you'll notice the area is littered with bottles and jars of various sizes, filled with odd looking colored tinctures. There are some that the lids aren't fully secure so if they are touched it's possible the contents could rub off.

Image In the center of the room is a large table that looks similar to a chest of drawers. The drawers are filled with unorganized tools, equipment and bottles, dig around in them and you might find some dead animals, raggedy clothes or old food, as Ganda is not a very organized person. On the table you'll notice an alembic retort bubbling, it's long neck tipped downward dripping with liquids into a bulbous glass jar, it's fat neck connecting to two pieces. An aludel smokes eerily in the corner of the table, a brazier tucked underneath it's stacks, the head of the aludel showing signs of collecting crystals. A mortar and pestle sit nearby, the powdery contents forgotten, like many other things sitting around the shop. A crucible with it's blackened bottom share the area with the mortar and pestle, remnants of metals and other chemicals lining the rim.

Off to the side of the table is a small set of stairs, leading up to a small plateau, a rickety bed with it's blanket tousled and unkempt sit in the middle of the area. A table with an extensively dirt and dust covered lantern on it's wooden top is surrounded by forgotten food bits and crumpled papers. Shelving line the walls, filled with unmarked pots, some with lids and some without.

Image Towards the rear of the one room shop, there is another table and a hearth in the back corner, an athanor sits nearby it's low glow emitting heat. Above the open hearth is a shabbily constructed brick vent that leads to the roof, which could be the source of the smell that surrounds the building. A various array of copper pots and pans hang in no particular order around the brick top for easy reach. On the opposite side from the hearth and athanor sits a brick sand bath, a small glass filled with dark liquid sitting in the center, the mouth of the glass barely peeking from the top of the brick. Large clay bowls and vases scatter the top of the table, some still with food or chemicals stuck to the inside from poor cleaning habits.

Glass bottles line the shelves, some with contents some without. These however do have labels and you can see that they are some of the more deadlier mixtures, one could assume they were labeled only in attempts to keep old Ganda from drinking the contents.

Although you can purchase already crafted poisons from Ganda, he does carry the equipment and materials necessary to create your own. More then likely you'll not be able to browse the items in which you seek due to the untidiness of the store, instead you'd have to request the required components from the shopkeeper himself. You'll need to know what you're looking for before you request it, the more elaborate the shopping list the more grumpy he'll become. Some of the items in his shop have taken years to work on and perfect, but generally he can't remember which were defects and which worked properly, as they are all mixed together amongst the shelving. If you purchase an item there is a chance that you may receive a dud, but don't expect to go back and get a refund, as Ganda believes that there are no guarantees when it comes to the craft.

 
NPCs
ImageName: Ganda Sarin
Race: Human
DoB: Winter 31, 441 AV (73 years old)
PoB: Sunberth
Title: Poison Crafter
Skills: Poison (47), Philtering (38), Foraging (28), Weapon Skills: Tulwar (25), Unarmed Combat (24), Botany (20), Savaging (18), Mathematics (18), Herbalism (16)
Known Poison Families: Arboreal, Aquatic, Fungus, Roots, Ooze
Additional Info: Ganda is commonly known to not like interaction with other people, he prefers the darkness of his shop and home, it's quiet more preferred than that of squabbling talk. He does have a business to run so he will interact with persons wanting to purchase, but don't look to him to have a rousing conversation about different ways to mix and create, or the latest way to boil chemicals. Although is store is rather dingy and unkempt, Ganda seems to always know where everything is at all times, and will make quick work of trying to procure the items in which you seek, just to see you out the door that more quickly. Where Ganda actually came from is unknown except to the few close people that he talks to, which is a very rare occurrence. Most think that he and his shop just showed up from the mists of fog, as the building is not labeled and most don't know when he truly opened the doors to sell his poisons. Most of Ganda's time is spent working and crafting, bells and days are spent stooped over a boiling kettle or alembic, trying to perfect the most dangerous of poisons. Due to the constant bells of being bent over, Ganda's back has started to form a hunch and his height is significantly shorter.


 
Common Poison
Item Effect Price
Acid (Vial)Acid can quickly eat through rope, soften up metal, ruin a lock or serve as an impromptu weapon. Burns 5 gm
Acid (Pint Flask) Burns 10 gm
Blue Whinnis (4-dose tiny vial)An odorless, light blue liquid extracted from concentrated whinnis root found in forest environments. L1 Skill to create. Effects caused through injury. Causes mild weakness followed by unconsciousness for up to three hours. Weakness/Unconsciousness 175 gm
Bloodroot (4-dose tiny vial)A red, syrupy, odorless liquid brewed from a variety of roots found deep in various forest environments. L1 Skill to create. Effects caused through injury. Causes mild confusion and physical weakness for up to three hours. Confusion/Weakness 50 gm
Close Call (4-dose tiny jar)An odorless yellow paste made from the bump root found in forest environments. L1 Skill to create. Effects caused through injury. Causes loss of motor skills, balance and agility for up to an hour. Loss of motor skills/balance/agility 75 gm
Luminous Vos (3-dose tiny vial)A violet colored fluid with the consistency of blood that when coming in contact with flesh, causes a stain that glows with a violet luminescence. L1 to create. Causes slight irritation to the affected area. Effects casued through contact. Effects last for up to 5 hours. Made from aquatic seaslugs. Irritation 20 gm
Phantom's Shell (4-dose tiny bag)A brown powder with the odor of wet fur made from the ashes of various types of sea-weed. L1 Skill to create. Effects caused through injury. Causes the victim's flesh to become more sensitive to pain for up to four hours. Skin/Bone Pain 25 gm


 
Uncommon Poison
Item Effect Price
Blackened Breath (4-dose tiny bag)Pale yellow stones with pungent, colorless fumes found that when burnt and inhaled, cause a slight yet permanent loss of health followed by twelve hours of additional physical weakness. Most often found in coastal caves (Aquatic). L2 Skill to create. Weakness 300 gm
Caustic Jelly (4-dose tiny jar)A thick, gelatinous jelly with an acidic smell made from a variety of aquatic oozes and moss. L2 Skill to create. Effects caused through contact. Causes severe acid burns to unprotected flesh resulting in pain and scarring. Acidic burns 200 gm
Dripping Doom (4-dose tiny vial)A black, foul-smelling syrup made from the fermented residue of various oozes and slimes found in subterranean environments. L2 Skill to create. Effects caused through injury. Causes a moderate reduction in willpower and motivation resulting in lethargy for up six hours. Lethargy 300 gm
Engeron Bane (2-dose tiny vial)A green, watery liquid with a minty smell made from concentrated fungi amalgam commonly found in subterranean environments. L2 Skill to create. Effects caused through injury. Causes unconsciousness for up to 12 hours. Unconsciousness 500 gm
Heartstinger (4-dose tiny jar)A dense, brown paste that smells like manure made from the slime found in various mollusks. L2 Skill to create. Effects caused through injury. Causes moderate physical weakness for up a day. Weakness 350 gm
Hope's Demise (4-dose tiny jar)A dark purple jelly with the scent of grapes made from the aged scum collected from the oozes growing in subterranean environments. L2 Skill to create. Effects caused through contact. Causes the affected individual to become repulsive to the undead; keeping them at bay for up to twelve hours. When the effects fade, the individual is left feeling weak and lethargic for up to six hours. Undead Repulsion/Lethargy 225 gm
Wildleash (3-dose tiny vial)Brownish-green paste that smells like dry leaves. Made from a variety of mushrooms found on the forest floor mixed with a couple drops of kelvic blood. L2 Skill to create. Effects caused through injury. Causes shape-shifters to lose control of their various forms; shifting uncontrollably until loss of consciousness. When awakening, the target finds they are unable to become angry or enraged, instead becoming quite passive. The uncontrolled shifting lasts until the target loses consciousness; only a minute or so while the passive affects last for up to an hour after waking. Kelvic Rapid Shifting/Passiveness 575 gm


 
Antidotes
Item Price
Blackened Breath (4-dose tiny bag) 300 gm
Blue Whinnis (4-dose tiny vial) 219 gm
Bloodroot (4-dose tiny vial) 63 gm
Caustic Jelly (4-dose tiny jar) 300 gm
Close Call (4-dose tiny jar) 94 gm
Dripping Doom (4-dose tiny vial) 450 gm
Engeron Bane (2-dose tiny vial) 625 gm
Heartstinger (4-dose tiny jar) 525 gm
Hope's Demise (4-dose tiny jar) 338 gm
Luminous Vos (3-dose tiny vial) 25 gm
Phantom's Shell (4-dose tiny bag) 31 gm
Wildleash (3-dose tiny vial) 863 gm


NoteA multiplier of .25 is added to Common Poison's and a multiplier of .50 is added to Uncommon Poison's due to Antidotes being of more value.


 
Equipment
Item Price
AlembicThis item consists of two vessels connected by a tube that essential form a still for distilling liquids. Most often used in the production of various types of beverages, philtering and similar processes. 50 gm
Balance and ScaleThis scale includes a small balance and pans and a suitable assortment of weights. 2 gm
Brazier, SimpleA brazier is a container for fire, generally taking the form of an upright standing or hanging metal bowl or box. Used for burning solid fuel, braziers principally provide heat and light, but may also be used for cooking and cultural rituals. 5 sm
Brazier, ElaborateA brazier is a container for fire, generally taking the form of an upright standing or hanging metal bowl or box. Used for burning solid fuel, braziers principally provide heat and light, but may also be used for cooking and cultural rituals. 1 gm +
Blade springA small spring-loaded device that, when triggered instantly projects a stiletto blade or a sharp spike, or it can hurl a dart. These mechanisms can be built into most weapons and armor or even into most hand-held objects. 4 gm
Bolt, glass-bulbThis device, filled with liquid or powder, can be installed on any crossbow bolt (even hand crossbows) or arrow. These items can accurately deliver a dose of poison to the target. 1 gm
Bracer, utilityA single, thin leather bracer that can be easily concealed under any loose-fitting sleeve. Each bracer is custom-made and can be fitted with up to three of the following options (See Below). See Below
~ Bracer - Spring Blade 4 gm
~ Bracer - Needle Launcher 7 gm
~ Bracer - Vial Sheaths (3) 1 gm
Bottles and Decanters, Ounce 5 cm / Oz
Bottles and Decanters, Pint 5 sm / Pint
Bottles and Decanters, Gallon 5 gm / gal
Bowls, Ounce 7 cm / oz
Breath BagThis thin, air-filled bladder contains enough air for one breath while underwater. 2 gm
Caltrops, poisoned (25)By wearing gloves and strategically placing these caltrops in front of doors, on a step, at a corner; anywhere that a pursuer couldn't easily see them, they serve as a means of delaying or channelling an enemy. In addition to causing minor wounds to a victim, including their slowing effect, the poison they bear serves to weaken further an enemy. 4 gm
Candle, dispersionThese candles are made by combining molten wax with a dose of ingestion type poison and a binding agent like fat or egg albumen. When lit, the poison they contain slowly disperses into the air, filling a 10-foot radius area around the candle, turning the ingestion poison into a gas. This poison gas is invisible and generally odorless. These candles become effective one hour after they are lit and remain deadly thereafter while it burns. If the candle is quenched, any remaining duration is saved, though the one-hour burn process must begin again for the gas to build up again. Dispersion candles burn for a total of four hours in any event, and the gas lingers for 10 minutes after they go out for any reason. 5 gm
Clock, PoisonThis, to all appearances, looks like a water clock with an alarm feature on it. There is a bladder hidden inside the clock where any airborne poison can be stored. The back panel of the clock needs to be removed in order for the bladder to be filled. Usually the bladder is filled with colorless and odorless poisons which give little chance of being detected, except by the use of a detect poison spell. Once the bladder is full the alarm of the clock becomes the trigger. When the alarm goes off, the bladder rapidly fills with water. When the bladder is full and the alarm goes off, the poison is released into the air. The poison will affect anyone within 20 feet of the clock when the poison is released and dissipates after one minute. RareWill need ST approval to purchase from the shop keeper, as this is not a common item for him to have.
Colorclear (treats 2 vials)When ground into a fine powder, the petals of this small white flower make most colored fluids clear. The thicker the fluid and the darker the color, the more powder required. Transformation from color to clear usually takes one minute of vigorous stirring, at which time the powder dissolves and is rendered invisible. A faint bitter taste remains, giving those who drink the now clear substance a chance to realize that the drink they have just imbibed my not be as pure as they'd thought. The plant from which the colorclear powder is made is not rare, but it is not hardy and grows only in very wet and warm areas. The flowers bloom for a period of ten days during early spring, then go to seed. 100 gm
Copper Distilling CoilPrice based off the base price of Copper 5 sm
Kiln/Oven 50 gm
CorkPrice based off the price of wood used to make cork 1-5 cmPrice will vary based on size.
Death cupThis metal cup comes in variety of shapes and styles, but all versions have a hidden reservoir that can hold one dose of a liquid poison. The poison is poured in first and seeps down into the reservoir through cleverly concealed holes in the base of the cup bowl. When another liquid is added, the poison and drink mingle during the pouring process. 75 gm
Dosing SpoonTwo notches cut into the back of a normal wooden spoon, can be filled with poison and covered with wax. Once the spoon is placed in a hot substance (Food, drink, etc.) then the wax will melt, releasing the poison.* 1 gm
Flasks, Ounce 1 sm / oz
Flasks, Pint 1 gm / pint
Jar, 8 oz 5 sm
Jar, Pint 6 gm
Mortar and PestleA tool used to crush, grind, and mix solid substances. The pestle is short, heavy club-like object, the end of which is used for crushing and grinding. The mortar is a bowl, typically made of hard wood, ceramic or stone. The substance to be ground is placed in the mortar and ground, crushed or mixed with the pestle. 1 gm
Pendant VialA small vial often worn around the neck. 2 gm
Portable Poisoncrafting kitCombining some of the functions from both an philterer's identification and appraisal kits, this portable kit is more specialized for the poisoncrafter's trade. A series of small vials, bags, bottles and tubes along with various identification and production tools are included in the kit. Contained in a large bag often strapped to a backpack, to the untrained eye, it looks very much like an philtering kit. 150 gm
Retort, ozBased off the price of glass bottles and decanters 5 cm / oz
Retort, pintBased off the price of glass bottles and decanters 5 sm / pint
Retort, galBased off the price of glass bottles and decanters 5 gm / gal

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Last edited by Firenze on August 20th, 2018, 2:18 pm, edited 2 times in total.
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[Sunberth] NPC/Location Requests

Postby Firenze on December 4th, 2014, 9:49 pm

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Stationed not far from her older sisters store, Nali has a small area in the Seaside Market corner. It's quaint location is open during daylight hours and closed during the night. Scents of herbs and tinctures waft on the breeze throughout the Market and can easily located by following one's nose. Bubbling oils and waxes can be found within the hanging cauldron where Nali is usually sat behind, unless there is a customer to be tended to. The cauldron just to the side of the partially canvased stall.

ImageShelving block two sides of the area, the shelves and drawers littered with various sizes of soaps, lotions and concoctions. Dried herbs hang from any available areas, surrounding customers with a heady scent of lavender, sage and undercurrents of thyme and rosemary. The herbs are not for sale, but if asked Nali will happily direct her customers toward her sister Eva's Herbologie. While most of the dried herbs are used for the soaps there are a few fresh herbs in pots that sit around on the ground absorbing sunlight that peeks around the edges of the canvas, courtesy of her younger sister Lana. For more potent smelling soaps some fresh herbs are ground and soaked in oils before going into the batch to help more of the essential oils release into the batch. Jars of essential oils can be purchased separately and/or mixed depending on the scent desired.

ImageWhile most of the soaps are hand crafted on the spot, there are some that may range up to a few days old. This is actually beneficial for the customer to give more of a variety of scents. Hard, mild and soft soaps are all available and if not in the preferred scent, can be special made. Those with extra sensitive skin, oatmeal bars and lotions are available in almost all scents, however they won't be as strong as their counterparts. Liquid lotions as well as bar lotions are available to aid with dry skin as well as some skin ailments such as eczema.

Image While most soaps are left uncolored, usually tinted by the natural oils, there are higher end soaps that are available in different fun shapes and colors for those who prefer to show off their soap to guests or purchase as a gift for someone special. While coloring the soap can rise the price some prefer to have the added bonus to add to their lavish lifestyle. However, since coloring the soaps is not common and the batches are usually done in large quantities a special request will have to be made with the owner of the stall.

ImageA table in the center of the shelving area houses most of the soaps that are available. Ranging from the stronger scented on the left hand side down to the lighter and more feminine scents on the right hand side. While the area can sometimes feel stuffy and heavily laden with product when there are more than just a few people in the stall, it can feel cozy and homely with the smells wrapping you in their embrace. If you touch the soap it will mostly have a slick and oily feel, the scent of the particular bar will rub off on your skin. If it is of a lighter scent the smell will wear off quicker but if of a stronger scent it may stay on the skin through most of the day.

So if you're in the Market and you smell strong wafts of chamomile, lavender or sage then it may be possible that the Soap Kitchen is nearby.

 
NPCs
ImageName: Nali Hanhi
Race: Human
DoB: Spring 73, 487 AV (27 years old)
PoB: Sunberth
Title: Perfumer / Soap Maker
Skills: Cooking (37), Cosmetology (32), Perfumery (30), Philtering (30), Weapon Skills (29), Botany (29), Herbalism (26), Organization (23), Unarmed Combat (20), Mathematics (15), Sculpting (10)
Gnosis: N/A
Additional Info: The middle sister of three Nali has always had the best of both worlds, being able to play with her younger sister and take on responsibilities given to her from her older sister. Nali is a very outgoing but cautious woman, quite the opposite of her boisterous and talkative younger sister, Lana, and her forthright and hardworking older sister, Eva. She enjoys working with the herbs tended and sold by Eva, her herbs actually coming from the garden at the back of the Herbologie.

When first meeting Nali you will think that she may be rude or brash but soon realize that she is extremely polite but weary of any and all that wander through the Market stalls, having been stolen from one too many times. She can spot a thief from a mile away and will know if there is one meandering through her products. She watches everyone that comes into the stall closely and even though they might be a thief they might get the feeling of being judged or examined.
Last edited by Firenze on August 20th, 2018, 2:29 pm, edited 2 times in total.
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Firenze
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Posts: 824
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[Sunberth] NPC/Location Requests

Postby Firenze on January 26th, 2016, 4:36 pm

This location is from the weekend competition.

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Located most commonly around the Seaside Market, the mobile cart commonly carries flowers of all kinds for those who want to woo a sweetheart, take some home to the wife or just get themselves to smell a little better. The cart is small and usually laden with clay pots, some filled with flowers, a few with flowering herbs giving off their heavy scent. Jars house cut flowers for those who don't want something potted.

Lana's cart can be found most times of the year, except for winter. If you're not able to find the herb or flower that you're looking for she will be more than happy to locate the desired species and bring it to her customers. As well as delivering flowers to locations, Lana's cart can be brought to locations for parties or Lana can be purchased to arrange flowers for a party, wedding or any event.

Image Bouquets are another favorite that are on the cart and available, however whatever is on the cart is what is available as certain flowers only bloom during certain times of the year. If there is a particular flower that is favored it is possible to request to have is dried and arranged into a bouquet. Dried flower bouquets are almost as common as fresh flower bouquets for the longevity that can be had over a fresh bouquet.

Image One of the most requested by women and girls is the flower crown. While Lana's business had grown she came to a point of having at least a few flower crowns, pre-made with dried flowers or made on the spot with fresh flowers. A crown can be a sweet treat for a favorable woman or girl. Men have also been known to purchase a wreath to help with the smell of noxious odors until the next bath.

Potted plants are also commonly purchased to lift the spirits or house a favorite cooking or medicinal herb.

 
NPCs
ImageName: Lana Hanhi
Race: Human
DoB: Fall 15, 494 AV (20 years old)
PoB: Sunberth
Title: Botanist / Herbologist
Skills: Botany (51), Herbalism (32), Weapon Skills (23), Unarmed Combat (22), Organization (20), Mathematics (19)
Gnosis: N/A
Additional Info: The youngest of the Hanhi sisters, Lana isn't as business savvy as her two older sisters but wanting to follow in their footsteps she began her own business when she was only ten. Her older sister had just begun her herbalism shop and she had wanted to help, unfortunately not old enough she was turned to the back rooms to tend to the herbs out of sight. Lana didn't mind tending the herbs, preferring the ones with the pretty flowers. This sparked the idea that she could help her sister by selling flowers. However, Eva and Nali didn't want to have flowers sold in the shop.

Lana didn't let that deter her and began coming up with a plan to sell on her own, first out of a small basket that she'd purchases with her meager wages. Slowly saving money about the age of 15 she purchased a rickety cart. This cart was her pride and joy and she cleaned it up the best she could and began to sell flower plants, garlands, bouquets and even a few herb plants.

She is very straight forward and not afraid to offer her services, from a fair distance. Calling out is not something she is afraid of and she will try to sweet talk you into buying anything she can offer. She loves to help with weddings and decorating for parties.


 
Flowers
Item Price
Baby's Breath 1 cm/oz
Bachelor's Button 1 cm/oz
Begonia 1 cm/oz
Black-Eyed Susan 1 cm/oz
Bleeding Heart 3 cm/oz
Bluebell 1 cm/oz
Buttercup 1 cm/oz
Calla Lily 2 cm/oz
Canna Lily 3 cm/oz
Carnation 1 cm/oz
Chrysanthemum 2 cm/oz
Clematis 1 cm/oz
Clover 1 cm/oz
Columbine 1 cm/oz
Cosmos 2 cm/oz
Daffodil 2 cm/oz
Daisy 1 cm/oz
Day Lily 2 cm/oz
Evening Primrose 3 cm/oz
Flax Flower (Linseed) 1 cm/oz
Forget Me Not 1 cm/oz
Foxglove 3 cm/oz
Freesia 3 cm/oz
Gardenia 2 cm/oz
Geranium 3 cm/oz
Gerbera Daisy 2 cm/oz
Goldenrod 1 cm/oz
Heather 1 cm/oz
Hyacinth 3 cm/oz
Iris 2 cm/oz
Lilac 1 cm/oz
Lily 2 cm/oz
Lily of the Valley 1 cm/oz
Marigold 1 cm/oz
Moon Flower 1 cm/oz
Morning Glory 1 cm/oz
Ox Eye Daisy 1 cm/oz
Pansy 2 cm/oz
Peace Lily 3 cm/oz
Peony 1 cm/oz
Petunia 1 cm/oz
Poppy 1 cm/oz
Rose 4 cm/oz
Shasta Daisy 1 cm/oz
Sunflower 2 cm/oz
Sweet Pea 1 cm/oz
Tiger Lily 1 cm/oz
Tulip 3 cm/oz
Verbena 2 cm/oz
Violet 2 cm/oz
Wild Carrot (Lace) 1 cm/oz
Wind Flower 1 cm/oz
Winter Jasmine 2 cm/oz
Wisteria 1 cm/oz


 
Flowering Herbs
Item Price
Basil 1 sm/oz (Late Summer)
Dill 3 cm/oz (Mid Summer)
Oregano 2 sm/oz (Mid Summer)
Lavender 2 cm/oz (Late Spring)
Rosemary 4 sm/oz (Late Spring)
Sage 1 sm/oz (Late Summer)
Spearmint 1 sm/oz (Mid Summer)


 
Special Requests
Item Price
Flowers out of Season (Dried) 1 sm/oz
Parties 5 sm/hour
Weddings Pricing Negotiated
Events Pricing Negotiated
Bouquet (Dried) Price of desired flowers x 1.5
Bouquet (Fresh) Price of desired flowers x 2
Flower Crown (Dried) 1 sm
Flower Crown (Fresh) 2 sm
Last edited by Firenze on August 20th, 2018, 1:30 pm, edited 1 time in total.
User avatar
Firenze
Food, or Friend?
 
Posts: 824
Words: 674676
Joined roleplay: October 8th, 2014, 8:25 pm
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Race: Kelvic
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Medals: 8
Featured Character (1) Featured Thread (1)
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