OOC Info [Wind Reach] Codex

Codex containing linkmaps to Wind Reach, Thunder Bay and the Unforgiving. As well as very important IC and OOC Links

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The westernmost tip of Kalea, Wind Reach is home to an amazing group of people and their giant eagle mounts. [Lore]

[Wind Reach] Codex

Postby Emergence on September 1st, 2016, 4:22 am

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Table of Contents
Important Links
Wind Reach Linkmap
Thunder Bay Linkmap
The Unforgiving Linkmap
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Emergence
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[Wind Reach] Codex

Postby Emergence on September 1st, 2016, 4:29 am

Important Links


Players Guide - Extremely Important IC and OOC Information. Please refer to this instead of the Wiki lore of Wind Reach and the Inarta Race. Everyone Must Read.
Annoucements - Extremely important announcements from the ruling Wind Reach Storyteller. Please subscribe and read.
NPC Library - Extensive list of known NPCs in Wind Reach.
Fauna - A list of a few of the animals scurrying around.
Flora – A list of a few of the plants budding out and about.
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Emergence
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[Wind Reach] Codex

Postby Emergence on September 1st, 2016, 4:30 am

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Wind Reach is a dynamic self-contained domain loosely defined as a city. All of its basic core information is contained within the Wiki page entitled Wind Reach. Visitors are welcome in Wind Reach, but they must check in with the Valintar once they post at the main gates. Wind Reach is a remote area, not receiving many visitors, so strangers might be treated rather oddly at first before one's position in Wind Reach's society is well established. New characters are always welcome. Be advised, however, that while players may start out with Wind Eagles (with moderator permission and a SS thread), players need to understand that these Wind Eagles will not want to leave their 'colony' or their people. They are not 'cool adventurer mounts' designed to roam the lands with ease. So in essence, if you choose having a Wind Eagle as a new PC, you are tethering yourself to Wind Reach and the surrounding area exclusively. Occasional trips are fine, but your giant eagle will not tolerate being away from Wind Reach for long. It is part of the reason Wind Reach exists for the Eagles are keepers of secrets, even from their riders.




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City Entrance
All PCs entering Wind Reach must use this location.


City Information & IC Resources
The ultimate source of information and human services in Wind Reach.
  • The Valintar - Housing, Employment, and Law Enforcement office.

Public Locations
Please feel free to use these locations in your threads.


The Market Place
The Market Place is hosted by the Courtyard of the Sky every ten days, or if the weather is bad in the Stained Glass Gallery. Here citizens of any Caste can set up a booth and attempt to sell anything they create, gather, hunt or find. All prices via the Price List unless otherwise stated.

NPC Booths
These locations are free to roleplay without moderation.

PC Booths
These locations are owned by player characters and must have permission from them to roleplay.

Archived PC Booths :
These booths are archived due to PC inactivity and are not open for roleplay.


Private Residences
PM the DS to get your residence added.
  • Darniva Commonrooms - The Common Housing of Wind Reach. Rooms can be rented or purchased there.
  • The Eagle Aeries - The Home of the Wind Eagles and their riders + family.
  • The Fiery Sanctum - The Home of reclusive Akvin Kultra - Magecrafter and Drummer in Inclimate Weather.


Archived Residences :
  • Ivory Aerie Located in the Endal Aeries, this five room home is the home of Lavira (Mohya).
  • Stone Crest Galley Located in the Endal Aeries, this is home to Endal Alori and her eagle Durveth
  • The Hideout - Situated in the Darniva Common Rooms, Rista's Hideout is the perfect place to find peace and quiet.
  • The Humbly Luxurious Abode - Located in the Eagle Aeries, the home of Endals Sairque and Aidara, as well as Wind Eagles Catabasis and Sira.
  • The Faux Botanical Garden Located in the Darniva Common Rooms, Sarye's home is as fragrant as it is beautiful.


Prominent Features
These are great open roleplay scenes - feel free to use them often.
Schooling
Locations, NPCs and Curriculums in order to help you achieve your wildest dreams!

Entertainment
Please feel free to self moderate.
  • Inclement Weather - Dance club.
  • The Dreaming Lady - A relaxing spa where Mt. Skyinarta's natural fumes can be inhaled and cause lucid dreaming and visions.
  • The Lost Sense - A brothel of sorts, this is the perfect place to go and forget about ones inhibitions.

Forthcoming
A list of locations that need to be developed.
  • The Deep Warrens
  • Yasi Center
  • The Yasiry
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Emergence
AS of Wind Reach
 
Posts: 185
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Joined roleplay: August 16th, 2016, 12:49 pm
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[Wind Reach] Codex

Postby Emergence on September 12th, 2016, 2:10 pm

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Sometimes called Water Reach, the settlement at Thunder Bay is a seasonal outpost that is designed to support the mountain denizens of Skyinarta. Closed during winter and often in parts of fall and spring, Thunder Bay is an important resource to the Inarta. Home of almost all their meat and fish processing, Thunder Bay dries salt for the Inarta and provides a dock so the traders from Avanthal and other far off places can bring ships into Storm Bay in milder weather. Glass, Talon Swords, and all sorts of arts and crafts are traded to outsiders for everyday staples such as spices, fabrics, and metal.

While full year round habitation is not encouraged, it does happen at times when resourceful people find ways to survive Kalea's fierce winter weather and perpetual frozen lands. In the Winter, though the buildings still stand, the harbor ices up completely and the settlement is left to the wilds and only visited when eagles are hunting predators that sometimes take up residence in the shadows of the abandoned structures. Items that are easily transported are taken back to Wind Reach for the winter. But larger things, such as boats are stored in the appropriate dry-docks and carefully sheltered against freezing temperatures and the fierce storms that are notorious in the region in late fall on through to early spring.

Thunder Bay is resourceful and those that choose to live and work there thrive seasonally. It is often considered a pleasant break from the struggles of living int he Volcano. As a result, often times, the road crew made up of volunteers pushes through to the settlement prematurely, But it doesn't matter truthfully, for just as soon as the first caravan makes it through from Skyinarta, the rebuilding and preparation for reopening the settlement gets instantaneously underway.




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The Entrances
All PCs entering Thunder Bay must use the appropriate location.

The Settlement
Where the work goes on in Thunder Bay.

The Shops of Thunder Bay
Where all sorts of purchases of any nature can be made.

The Nature Surrounding
The natural beauties of Thunder Bay, settled around the cove.
  • Thunder Island - A mysterious island located in the far reaches of the Bay.
  • Phaurd's Wilderness Lodge - Feeling brave? Come explore the Unforgiving here!
  • The Gods' Perch - A mountainside picnic area with a view as awe-inspiring as the Gods.
  • The Arch - A natural arch in the rocks at the mouth of Thunder Bay, with a grisly story behind it.
  • The Wailing Caves - Cave systems beneath Thunder Bay, holding precious minerals, for those brave enough to find them.
  • The Myraiik Cliffs - Cliffs along the Northern shores of Thunder Bay used for Cliff Diving.
  • The Indelible Haven - A series of small warm watered coves that decorate the shoreline.
  • Haven's Slides - Quick moving natural water slides created from a fresh water stream.

Residences
Public and Private Residences. PM Phoenix to have a residence added.

Underwater Attractions
For those who prefer the water to land.

Forthcoming
These locations are yet but figments of our imagination, still under development for final tweaking before they can be put up for play.
  • The Splintered Reef
  • The Kelp Forest
  • Watery Adventures
  • Traders Cove
  • The Boardwalk
  • The Bay Pass - Entrance Location
  • Ice Trade
  • Bait/Tackle Shop
  • Fishing Quay
  • Dek Caravan Route
  • Permanent Residences
  • Sand Collection Center
  • Boat Building (small fishing dories)
  • Location for Island in the Lake
  • Potato Farms
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Emergence
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[Wind Reach] Codex

Postby Emergence on September 12th, 2016, 2:19 pm

The Unforgiving


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Feel free to visit this wilderness of Kalea and enjoy the wild untamed land.
  • Mt. Skyinarta - Home of Wind Reach
  • The Katshika Falls - The Falls that spill from Wind Reach's Twin Lakes down into the Sanikas Valley producing the Sanikas River which flows out into Thunder Bay.
  • The Lost Rondavel - A simple hut in the midst of a forest, the home of a Master Hypnotist.
  • The Emerald Cove - The lost alter of Laviku.
  • Darklit Clearing - Exclusive Endal hunting grounds.
  • Bronaugh Den - Dek exclusive, a sort of safe haven/getaway for the undercaste members.
  • The Forward Camps - Scattered across The Unforgiving, these camps are set up by Endal, for Endal near popular hunting grounds.
  • The Greco Hut - A place for Inartans and Travellers alike to take sword (and many other weapon) lessons.
  • The Cherry Grove - A place for recreation and food for Wind Reach and the home to a unique species of bird.
  • Moonlight Escape - This barren wasteland isn't exactly what it seems.
  • The Hideaway - Even though the name says it all, this little anomaly is a result of the Djed Storm of 512.
  • Loch Evanescence - A picturesque loch on the far western side of N. Kalean peninsula (Forward Camp location)
  • Vyzkal Colony - A colony of notoriously vicious zith in a valley of wild roses to the southeast of Wind Reach.
  • The Whispers - A place of prayer to Caihya, if the brave mountaineer can reach it.
User avatar
Emergence
AS of Wind Reach
 
Posts: 185
Words: 156715
Joined roleplay: August 16th, 2016, 12:49 pm
Location: Wind Reach
Race: Staff account
Office
Scrapbook
Plotnotes


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