[The Spires] The Suggestion Box

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Built high in the massive branches of Taldera's bloodwood forest, The Spires is a city crafted by the peaceful and scholarly Jamoura. Considered a haven for scholars and sages Mizahar-wide, The Spires is a mecca of philosophy and science that draws people from far and wide with its promise of deeper thinking and higher reasoning.

[The Spires] The Suggestion Box

Postby Chamaeleon on May 27th, 2012, 6:51 am

Dhani Nest
Sskani Nest to Locals
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The Nest known as Sskani to the Dhani that live there is relatively hard to find by those who do not know it is there. Hidden as it is by the foliage of the massive trees, their saplings, and a naturally unassuming appearance, it isn't until one gets more than a few yards in that it becomes something so much more.

The Sskani Nest is tunneled into a natural cliff, delving deep into the bowels of the earth where the sun can never touch and the silence is as oppressive as the dark. To those captured by the Rattlers of Taldera, the Nest is not much more than a prison where the jailors enjoy causing many different forms of pain and every day people are removed and never returned.

To the Dhani themselves, Sskani is a glorified haven away from the too-large Jamoura where the brave and stupid walk into the jaws of death in search of fabled diamonds. Crystals do, however, grow in dank caverns, lit by the blue glow of glow worms and fungus, although they are worthless on any market.

The Rattlers find beauty in the crystals that grow in the deepest caverns, they are fond of the quiet, and making morbid tools out of bones isn't so bad on a quiet day.

Within Sskani is a most curious shrine to Siku, mother of the Snake-People herself. The Shrine is a source of curiousity to those in the know, although adventurers who delve into Sskani rarely find the shrine in good taste. The Dhani are very fond of sacrifice and tend to do so daily over the shrine, ripping their prey apart in feats of strength that would make even hardened veterans of war cringe in sympathy.

The Rattlers of Sskani aren't a sociable bunch and actually despise the giants of Spires. They do pay homage to Caiyha, but merely because she is the mother of Siku. Even so, some Dhani do leave the Nest to explore the wide world, but the menace of Sskani remains just as strong.
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[The Spires] The Suggestion Box

Postby Tiki on May 29th, 2012, 9:09 pm

Some notes:
I gave it a read over and didn't have anything strike me as awkward, because I wrote it and we all know that problem. If anyone is looking through and finds something that's unclear, say so! I'll probably be reading back through if this write up is approved for the final Wiki input anyway.
If you can check for any inconsistancies or defiance of Mizahar's natural order in the creates nature, say so. I'd like the life cycle to flow smoothly.
To all our graphic designers, you can clearly see the img here. This img can also be found in my gallery. I'm particularly interested in anyone who can add a live background to the img, resembling Taldera's terrain, some color to the b/w image, and possible a Hahk'Shatar corpse. :)
Thank you for your time and patience in reading this. Without further adieu, the Nef'Hahk, an abomination to all Caiyha stands for.

Image: Image
Name: Nef’Hahk
Frequency: rare-low
Approximate population size: 150
Threat level: high
Major features: thick carapace, bony features
Abilities: climbing, regeneration, filtered leeching, deafening screeches, decaying strength over generation, increasing intelligence over generations
Most common in: Taldera
Physical characteristics: exterior skull, claws, horns
Social Structure: independent families, possible tribes

Physical appearance:
From crown to tail, the Nef’Hahk are of a most unnatural composition. Natural elements shaped and reinforced with djed have morphed the landscape and remnants of the dead into boney, stone clad creatures. Their hind pairs of legs are primarily composed of large spiked toes capable of hooking and latching onto the environment, ideal for swinging amongst the branches or clinging to the bark. These appendages are equally capable in scaling rock, although they tend to dwell where the life is richer in concentration. Their front limbs are designed for tasks demanding of more dexterity, such as grabbing prey, moving objects, opening things, or digging, although the digits too have small claws. Overall body composition is rock like, incredibly strong, dense, and heavy. Their rounded skulls are adorned with four spikes. The front horns share capability to function as siphons for djed, generally by penetrating the physical form of their prey and extracting the living essence of the being. The hind spike, although capable, is not as practical to use for that function. The interior of the skull appears hollow with dark, beady black eyes hovering in the back.

Although djed use can be used to quickly repair injuries, rapid regeneration can result in the appearance of torn “flesh” or gaping tissues. Such occurrences can cause a hollowing out in the Nef’Hahk’s physical body, although such repairs are necessary at times. Open wounds literally leak torrents of djed from the abomination’s body, starving it all the more. Internal composition is generally unknown, appearing fleshy and volatile inside when active. Parts broken off from the Nef’Hahk degenerate to basic decomposing materials or environmental elements once drained of djed. Offspring generations share this quality, although their living portions spear more liquid in appearance when harmed, perhaps oozing at a wound as it heals, and more flesh-like in appearance when finally slain.

-Gender Differentiation
No physical difference exists between Nef’Hahk with the exception of types of reproduction “organs.” Males create as pilus structure of their djed to pass along wild djed to the female with an opening of its own for the intake. Females are notably larger when impregnated from increased djed intake. Both genders display similar behaviors in feeding and maintaining territory. Trend among generations seems to be a decrease in physical strength and concentrations of wild djed, in trade for mental capabilities such as self-awareness, problem solving, pack mentality, and verbal communication.

-Reproduction
The Nef’Hahk do have specific gender types suggesting the first generation couples did manage to mate and then return to separate territories. Most generation one Nef’Hahk proved to be very territorial and independent, mating once then rejecting past mates. No apparent mating rituals seem to exist among the first generation. The male form impregnates the female, transferring as much wild djed as physically possible without completely surrendering its own integrity. Gestation varies according to djed intake and the rate at which wild djed can be replaced within the parent. Wild djed from the mother is then transferred into the Nef’Hahk zygote until the mother reaches its own physical minimum of wild djed while being able to sustain itself on the djed from its surroundings. The mother continues to nurse its single offspring by sharing the intake of djed from the environment, allowing the offspring to grow. When the offspring Nef’Hahk is ready, it will break through its mother’s body and continue the life cycle by hunting and growing. The mother has no care of the offspring. The breaking womb is healed as with regular injuries.

Generation two offspring, given the chance to reproduce, prove to be a bit more selective of mates, even choosing to avoid generation ones knowing they lack the amounts of wild djed to successfully mate. Males seek to provide evidence of their physical capabilities with trophies in hopes of constructing a shrine; the more “appealing” the shrine, the greater his chances of attracting a mate. Mates now begin to show signs pack mentality, the male defending its offspring, and the pair keeping together. Females even seek to provide for their significant weaker offspring as relative to the first born Nef’Hahk. Both parents are sterile as far as capabilities of reproducing by means of wild djed are concerned, although regular djed spawns are possible though much weaker than pure bred generations to come.

Should the trend continue, its expected the Nef’Hahk would begin to lose such amounts of wild djed that it would require the passing along of external djed as a replacement. Overall average mass would decrease as well. There’s an apparent direct relation with this loss and the increase on the Nef’Hahk’s mental capacity, opening up opportunities for larger family units. The Nef’Hahk are capable of inevitably developing to levels comparable to the “civilized” peoples of Mizahar, although their life style and essential demands would prevent any means of coexistence, especially by the standards held by the local Jamoura.

A special note: due to the presence of wild djed, and its transference to a “fetus” form of the Nef’Hahk, overgiving is a common occurrence in the reproduction cycle. The fetuses in development are not at all prepared or developed to handle the mild symptoms of overgiving, and thus die soon after. In light of this, the population is kept low and generations are smaller.
- Lifespan
The Nef’Hahk are apparent immortals as they eternally consume djed. So long as they can supply their bodies with djed they will grow, and heal wounds. Only when their wild djed is utterly depleated, a last resort, are the Nef’Hahk slain. It is unknown where the wild djed is concentrated within a specific Nef’Hahk, although an aura reader would be able of identifying this. It is suggested that by decapitating a Nef’Hahk and preventing its intake of djed that it could be starved of djed. This is of course false as a Nef’Hahk can draw djed from its environment and regenerate itself. Similarities in the structures of the hand and leg limbs suggest they could be used in the same manner as the facial horns for leeching djed, although this is not a primary function.


History:
From the moments that the djed storm of Spring 1st, 512 A.V. swept across the landscape of Mizahar, spawns of living abominations and alterations of natural species began to crawl the world. Deep within the recesses of the Talderan wilderness, one of these very monstrosities was born in great numbers. A creature that contends with the now senior Valterric brethren, this morphed being spreads new fear to Taldera and her forests in forms of destruction and spite.


-Generation One
Named Nef’Hahk by the Hahk’Shatar who survived putting down one of these beings late in the spring season after the djed storm, the creature displayed the extent at which wild djed could alter life. Recounting the battle , several of the Nef’ ‘s abilities and mannerisms were brought to common knowledge of the guard. The creature fought with might of ten Hahk’Shatar, flinging Jamoura through the brush in fatal sweeps of its arms. With its hind claws gripped tight into the bark, tearing away the outer layers of the trees, the Nef’ shows incredible maneuverability in the trees rivaling the Jamouras’ own. Once they finally brought it to the ground, its reach could counter even their spears as it spread in full. They stabbed and smashed away at the boney exterior of the monster in vain as each crack seemed to swell with some internal fluid and mend all wounds. Surrounding the Nef’Hahk , they managed to take its tail, and found it no longer could reach as far. The hind stub began to wither and die, appearing as a fallen log. The battle was still at hand though, and the numbers of the Hahk’Shatar were thinning.

The Nef’Hahk’‘s tail healed in a shorter pointed stub, although its balance was disrupted. No longer did it reach out to grab for their spears. Still, those talon-like claws gripped into the bark heavily and leapt across the canopy. They followed it, needing to know their enemy, needing to avenge the fallen. They cornered the Nef’Hahk, at which time it let loose its horrid shriek. Their muscles all felt as slush, as the ponds in the middle ground between Spires and Avanthal turn, a para-solid held together by delicate bonds. Some felt need to reach for their bleeding ears or wipe blood from their eyes and mouths, as if overgiving. The sound had been emitted from the shell of a sphere that was upon its neck. Darkened eyes reached out for their spirits as it fought to keep its own. The Hahk’Shatar acted at once, fearing any more time would surely leave them all dead. Spears pierced the Nef’Hahk’s forelimbs time and time again, the same eerie glow returning to the wounds mending them entirely. On all six limbs, the Nef’Hahk thrashed the Hahk’Shatar apart. The lone remaining Jamoura standing, managing to keep his feet, became the sole target of the Nef’Hahk’s hatred. Unparalleled speed, that was all that they could describe the Nef’Hahk in this state of desperation. With its six limbs it propelled itself into the Jamoura’s being and struck him to the far tree wall. The front limbs held back the Hahk’Shatar’s limbs with ease as the dark eyes spirited him away. Through the mandible appendage, the very essence of the Jamoura was devoured and, perhaps, lost forever. This was Nef’Hahk, not of Caiyha, an abomination, a destroyer of nature’s beauty and life, a threat to the life cycle. At her gifted, they acted once more, finding cause to retreat to their own feral instincts to preserve themselves.

Tooth, fisted paw, spears, the load, all came down upon this Nef’Hahk, and it squealed as the life was literally beaten from it. The crackles in its skin flared and faded, soon breaking entirely. Pieces of the Nef’Hahk’s flesh shattered from its form and wilted on the ground as the wild djed was released back into the world. Even in a mangled state it still cried out to the world for aid, as if expecting the help of another. The Hahk’Shatar took their spears and sought to poke out any organ that might keep this abomination alive. The djed began to leak from its eyes as its whole body began to wither and die again. They found it suitable to mount its head on a spear in honor of the fallen. The head fell though, now pieces of the earth, and the withering body was but bones and stone. The once living djed spawn had become materials of the nonliving earth. Without the live force to sustain itself, all reservoirs depleted in regeneration and movement, the Nef’Hahk became as nothing, and the djed of the slain Hahk’Shatar returned to nature.

The Hahk’Shatar left on swift winds from the battle site. The cries were foreboding in their own, let alone the thought of another Nef’Hahk hearing its kin. A rule of nature would be these things are rarely alone, not that the Nef’Hahk adhered to these rules. In their swiftness they failed to listen to the faint cries, like chirping of chicks, which peeped from the rotting abdomen of the fallen Nef’Hahk. A slimy form, the size of a small cat, slithered and crawled on six limbs from its mother’s corpse and found refuge in the still hot body of the nearest Hahk’Shatar. Siphoning away the essence of the living form that lingered, it began to grow.

-Generation Two
Not some days passing the event, the offspring, in its own right, had developed to half the size of its parent. It strayed away from the scent of its mother and began to hunt into a wooded area of its own, out of the reach the Spires. Hunting, feeding, growing, and hunting again, the Nef’Hahk became an adult itself after about a season’s time, marking out a territory, and continuing for survival. It ventured back to the still revalitvely fresh scent of the rotten bundle of the parent’s body and observed it, the spear, the decaying remains of the Jamoura left for nature. It was remembering, learning, and adapting at a rate surpassing the first generation spawn. These Nef’Hahk were change incarnate, much like the change brought upon by the storm, embodying the bits of wild djed that found their way into the Talerdan wilderness and settled there, and transformed there. The wild djed which held the form of the Nef’Hahk together would regenerate to a level at which the monster’s body could contain it, and from there would live its daily life off the djed of the living. Piercing into flora and fauna alike, the djed would be absorbed and transformed for personal use with no apparent waste. The djed storm had brought great change to MIzahar, the Nef’Hahk.

Although larger than the parent type, the generation two Nef’Hahk appears weaker in its physical strength, although growing in mental capacity. There’s some suggestion to a decay or loss of wild djed between generations, and a greater demand for external djed. Although there’s no notable rate as to how quickly this wild djed leaves the Nef’Hahk, it could be that even trivial amounts impact the demands of the Nef’Hahk’s body. Total depletion of this wild djed, and its release back into nature, could take a millennia without the outright interference of Caiyha’s followers. Extinction is the only end.


Behavior:
First generation Nef’Hahk prove to be excessively bestial in behavior showing concerns for territory, heightened senses, and excessive caution. They generally live as if herbivores, capable of sustaining themselves off of the ancient and djed infused trees of Taldera, wilting them in turn, a direct threat to Caiyha’s domain and the stability of the ecosystem.

Second generations and onward show increased behaviors of hostility and thought. They become more omnivorous in their nature, capable of hunting down prey as necessary. Physical appendages used for mobility quickly become bodily weapons.
Diet and Feeding
The Nef’Hahk show a direct desire for the djed of their environment. This intake of djed, building off of their wild djed pools, is used to increase the bodily mass of the Nef’Hahk or for other repair. There is no other apparent use for the djed other than the direct consumption of it for sake of gathering yet more djed. Nef’Hahk in their earliest generations are rather nonspecific as to where their djed intake comes from. All djed produces the same effect, with the exception of wild djed which would produce exponential growth and increase in strength if a divine were so mad as to do such. The djed of a tree can produce the same effects as the djed of a deer or a human. The relative amount is the differentiating factor.

Their method of feeding is comparable to the personal magic of leeching, without any adverse effects. Through contact or prolonged presence near djed containing elements, the Nef’Hahk can and will absorb the djed for personal use. The physiology does not have need to accommodate from any of the mundane functions of most mortal bodies, therefore the foreign djed has no effect on their bodies. They are, in essence, a compilation of foreign djed. Reverse leeching is performed in the sense of reproduction.

The rate at which Nef’Hahk is not as comparable to that of a leecher. Nef’Hahk siphon djed at rates that easily put a host into shock and paralysis. It is unknown as to how fast this rate is, with djed being immeasurable by some standards. It is known, however, that the more massive Nef’Hahk can siphon at higher rates than their smaller kin. Because djed can be taken from all sources, the Nef’Hahk perhaps even propose direct threat to the Gods, Goddesses, and Alvina of Mizahar.

-Psychology
Although only truly applicable to second generation Nef’Hahk, first generation spawns do show basic feelings common across races and cultures. By listening to their sounds, there are inflections of joy, sorrow, anger, fear, disgust, and surprise.

Second generation Nef’Hahk - and onward - show increasing trends in pack mentalities, possibly capable of elevating to tribal units given the time. They seem more knowledgeable of their self deterioration as a species and strive to conserve it. Such capabilities also seem to aid in helping the Nef’Hahk in developing a sense for their “native” environment in Taldera, making notes of the sentient life and the dangers they entreat on the Nef’Hahk as a people. This information can be used for a variety of purposes, such as avoiding civilization, or exterminating it in return, such as the immediate threat of the Jamoura.

-Religion
The Nef’Hahk show no signs of religious comprehension. Speculations would suggest they might have an indirect affiliation with Uldr in that the Nef’Hahk seem to taint life and the djed of the living, or revently passed on. Their futures are their own when it comes to the interference of the divine which helped spawn these anomalies.


Value:
The Nef’Hahk, by those of darker intent, are seen as means for greater evils. With their djed diet and regeneration abilities, in corporation with high mobility on most terrains, they are capable anti-mages or even mage hunters given the proper motivation. They are equally as dangerous to non-mages with their siphons holding no prejudice over the common flora and fauna in nature. Given time to grow and learn, they could easily rot away entire expanses of land down to their raw minerals, possibly incapable of supporting life without re-enrichment. Most terrible yet, given the opportunity to grow to great enough strength and size, a Nef’Hahk can pose a threat to the divine themselves, draining away at wild’s djed and transforming it to its own. This power transference could create a being beyond anything know in existence, something as bizarre and obscene as [[Outlings]]. The most powerful Nef’Hahk might very well exist in Mizahar, an unmated first generation of the species, although its intellect might render it incapable of such destructive feats without the proper influence.
Last edited by Tiki on June 10th, 2012, 1:39 am, edited 1 time in total.
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[The Spires] The Suggestion Box

Postby Kreig Messer on June 1st, 2012, 11:21 pm


Dira's Shrine

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Many who enter Dira's shrine have had one thought come to them ' That's a lot of urns and cussionos' and then a second thought 'This is eerie'. Many of these urns were spread about the shrine in a circular fashion, each one with a sitting cushion in front. To worship Dira was to pray to her and to the graves of the dead, to bring them the offerings of flower and another item that wished peace upon the soul of the departed. In the middle of the Shrine layed a man-sized statue of the goddess, her faithful jackals beside here.

The shrine was maintained by Father Jeremiah Poe, an old man who was not what outsiders expected when it came to Dira worshippers. The shrine is a place only occasionally visited too, usually by people who had lost their loved ones only recently and thus prayed to Dira to grant them safe passage. Some have noted that strange sounds emanated from the shrine during nights, usually one night a season and the sounds seemed to be festive. When one asks the priest of these sounds, he usually replies that his friends were simply having fun celebrating their 'Death Days'. From the explanation it has been assumed that spirits linger in the shrine, but never speculated any further.

Other things the shrine was known for was that it offered lessons in meditation, allowing one to relieve

 
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'Come now, Death is but the end of a path. Rejoice of the life you have now and for the new path that death shall bring you'


Name: 'Father' Jeremiah Poe
Race: Human
DoB: 436 AV, 76
PoB: Black Rock
Title: Acolyte of Dira
Skills: Charisma = 65 Storytelling =80 Spiritism = 54 Intelligence = 34 Cooking = 43 Teaching =59



Father Jeremiah was born and raised in Blackrock and as such was a living man of flesh. Naturally he was a worshipper of Dira in the quirky city of ghosts and odd religious cultists, suffice to say he was more ‘enlightened’ or in the words of other religious followers of Dira ‘Patient’. Jeremiah was in no rush to die unlike the cultists who lived in places other than blackrock, preferring to die naturally and enjoy life rather than ending his own life prematurely like some of the nutty cultists. Jeremiah was a charismatic figure as he preached for Dira, often driving his points on the importance of death alongside the importance of life by use of storytelling. At some point he had gained Dira’s favor and was marked with her gnosis, being able to speak with the ghosts that could not make their presence known through normal means or have yet to learn how to materialize, it was an enlightening experience for Jerimiah and emphasized the importance of Life alongside Death, as these recently diseased ghosts showed more emotion rather than the ghosts who stayed in Black Rock for centuries or were once actual citizens of the city.

As more time seemed to pass Jeremiah had come to a decision, he wished to learn more of the world. He travelled to many places, ranging from the Myrians who were close worshippers of Dira alongside their patron goddess of war, the Eypharians who seemed to worship the goddess to a superficial extent and lastly, when he could travel no further as age set upon him, the Spires. The home of the Jamourah was beautiful to Jeremiah, its natural beauty appealing more so than the black and white appearance of Black Rock. Here he settled as a priest in the city’s shrine for the patient goddess of death.

He gained favor with the residents as he was a scholar although he mainly focused on the ‘depressing’ topic of death, his visitors mainly those who had lost loved ones and the recent undead who have yet left this world to meet with the god of fate. As age reached him he began searching for a deciple, one to take over his duties when he no longer could. For now, he is simply content with preaching the importance of Death.



 
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[The Spires] The Suggestion Box

Postby Asha on June 5th, 2012, 5:52 pm

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Name: Lorkh’Grapha
Frequency: Medium-Low

Major features: Lorkh’grapha is a four foot tall plant with a single broad arrow shaped leaf that has a large slit on one side where the stalk attaches to the leaf. The stalk is a light green. The leaf is vibrant in color, a green background with random pink splotches covering it and the leaf veins are a deep magenta. These plants give off a slight fragrant scent much like cloves, and grow together in thick clumps. These plants seem idyllic places to rest beneath for the unwary traveler, but beware, in the Jamouran language lorkh’grapha means endless sleep. The scent they release is actually a strong poison that induces coma if an individual is exposed to it for longer than a full bell. There is currently no known cure for the coma this induces, and it is typically considered merciful to kill any who are found to be locked in the endless slumber. If by chance the individual can be woken before the poison has had a chance to fully set in, they are usually plagued by violent cramps and vomiting for several days.

Uses: If one is brave enough to collect the lorkh’grapha leaves, they are very useful for both good and ill intent. Boiling a small strip of leaf in water will create a tea that will help induce a light, dreamless sleep. This medicine should only be prepared by the most experienced of healers as it is easy to overdose a patient. Those with more malevolent intent can create a concentrated poison aptly named ‘Endless Slumber’ by creating an oil extract from the leaf. The oil can be applied to any object that the victim will be exposed to for a moderate duration of time, such as clothing. If the poison is made well it will take effect and send its intended victim into the endless slumber within approximately ten chimes.
Most common in: Often found around bodies of water in Taldera, including ponds and swamps. The lorkh’grapha deals well with cold and can be found growing from mid-spring to late autumn.

Miscellaneous: When finding someone sleeping beneath the lork’grapha it is often considered polite to drag their body away from the plants. Whether the rescuer chooses to drag them to safety and attempt to revive them or simply kill the person is up to them. Any person that has succumbed to the coma will eventually die of dehydration or malnutrition, the local wildlife will not touch a body poisoned by the lorkh’grapha and typically stay clear of the plants themselves.
Last edited by Asha on June 12th, 2012, 3:03 am, edited 3 times in total.
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[The Spires] The Suggestion Box

Postby Sahashkalila on June 5th, 2012, 8:51 pm

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The Talderan Star Peacock
Frequency: Low
Threat Level: Low

Major Features and Description: Resembling it's namesake, the star peacock is quite a novelty to be found in the Taldera region. Found only in the Spires, more specifically at the Shrine of Zintila, this bird is to be considered one of the rarities of Mizahar. From head to tail, this bird is all white, its feathers giving off a faint pearly sheen to onlookers who are lucky enough to spot this exotic bird. However, most natives of the Spires prefer to catch sight of this bird at night, as they fondly call this bird "a fallen star". Due to bacteria that resides in minuscule indentations on their feathers, the star peacock glows with a luminous light at night, much like a star. No one had been able to explain this phenomenon and many like to say that each bird is a star that fell to the earth and given life, their purpose to watch over Zintila's shrine to await the day she returns to power. They are also well sought after by many a rich noble and ambitious poacher, each wanting to hoard the feathers for their own purposes. Because of this, the Spires citizens value these birds highly, and severe consequences are carried out if these birds are disturbed in their natural dwelling.

Social Structure: The star peacock has a very close knit social structure, and once this rare bird finds a mate, they mate for life. The males take care of building the nests and watching over the eggs and chicks while the females tend to gathering the food for the family. Chicks stay with their families until adulthood and then strike out on their own to find mates.
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[The Spires] The Suggestion Box

Postby Asha on June 8th, 2012, 8:30 pm

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Name: Dawn Flower Vine
Frequency: Low

Major Features: The dawn flower vine winds its way up trees seeking sunlight. The vine has dark green, heart-shaped leaves about five inches in diameter at their broadest point. Each leaf is spaced about two to three inches apart on the vine. The stalk of the vine is brown and fibrous. The dawn flower grows slowly, only three to five feet per year; however it does not freeze and die in the winter. Instead the vine goes into a dormant stage and when spring comes it picks up its growth where it left off. It takes a very long time for this vine to reach the top of a tree, but when it does it blossoms three to four of the very rare and exquisite dawn flowers. The flower this vine produces is startlingly large, the bud is roughly the size of a human fist and the flower it blooms is approximately one foot in diameter. The dawn flowers have satiny, peach petals with a thin, white border that fade into a bright magenta around the center where golden stamens thrust out. This bloom gives off a subtle, sweet scent reminiscent of honey. This vine only flowers when it reaches the top of a tree and sunlight and the flowers only grow at its highest point. Once the vine has reached its highest point and bloomed flowers two years in a row it quickly withers and dies.

Uses: This flower serves a mostly decorative purpose. It is also sometimes used as an offering to Syna by devoted followers and often times blossoms are present during celebrations to the goddess.
Most Common In: Central Taldera; also there are also usually a few vines in various stages of growth around the Shrine to Syna in the Spires though it is considered a massive faux paus to pluck flowers from them.

Miscellaneous: Finding a blooming dawn flower vine is incredibly rare but the blooms are often sought after by courting individuals of all species to give to their intended lovers as a show of their dedication and bravery. It is widely acknowledged throughout Taldera that anyone seen in the possession of such a flower is either an exceptionally clever and daring individual or are they deeply loved by one.
Last edited by Asha on June 11th, 2012, 8:14 pm, edited 1 time in total.
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[The Spires] The Suggestion Box

Postby Creeper on June 10th, 2012, 2:30 am


Kreig, Shrine to Dira - There are several things I do not like about this location. The first, and probably most important, is that the location feels extremely generic. It is clearly not a location designed for The Spires. This location could be plopped down in any standard town. I do not want this for my city, I want every location to be made specifically for the city, not a cookie cutter.

Also, the use of graves, urns, and such is not in any way within the culture of The Spires. Spirians are either buried within the Temple to Caiyha, unmarked, so their bodies can feed and produce life for the plants there. The other method is to be buried in the forest somewhere, and have a Bloodwood Sapling planted atop them.

The shrine is meant to be an open aired area, not a building. This would say be a place where one can come worship, or simply walk by and feel better. These shrines are usually natural existing occurrences in nature, sometimes made by the Jamoura themselves. This could be a carving, a grown alter, some basic stonework, etc.

I would like the NPC to be one of the more natural races, as humans, while allowed, are not always trusted due to their history with the Jamoura. This could include, Akvatari, Charoda, Dhani, Jamoura, Kelvic, Konti, Symenestra, or Zith. And I would like the NPC to be more focused around the Spiritism side of things, rather than just being a caretaker for the shrine.


Asha, Lorkh’Grapha - I would also like to see some information on the negative uses for this plant, such as poisons, philtering uses, etc. Otherwise, approved :)

Dawn Flower Vine - Perhaps make a note that this vine is often used in celebrations or prayers to Syna? And perhaps a well known spot for it to grow is near the Shrine to Syna (which is still pending to be made)









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[The Spires] The Suggestion Box

Postby Creeper on June 10th, 2012, 5:11 pm


Creeper's Development To-Do List:
The Government Petal Metalocation
The Medical Petal Metalocation
The Meditation Petal Metalocation
The Collective
The Hahk'Shatara
The Hahk'Shatara Meeting Place
Shrine to Makutsi
Shrine to Navre


Reserved by Players:
Shrine to Rak'keli (Sahashkalila)
Massage Parlor (Ana Sol Starris)
Sweat Lodge (Ana Sol Starris)
Pottery Center (Zandelia)
The Sweetest Sting (Pash'nar)
Shrine to Syna (Cham)
Shrine to Leth (Cham)
Shrine to Zintila (Sahashkalila)
Shrine to Dira (Kreig)
Flintknapping Center (Zandelia)
Caiyha Dhani Nest Metalocation (Cham)
Sihk'laya Game (Tiki)
Sihk'Laya Court (Tiki)










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[The Spires] The Suggestion Box

Postby Sahashkalila on June 12th, 2012, 1:25 am

So this is my rough draft of the shrine. I struggled a bit with the history part, since I was not sure if the Jamoura were one to study the stars, but please feel free to let me know your thoughts and if I need to change anything :)
Shrine of Zintila
Image


Located on the Outer Petals, the Shrine to Zintila is perhaps one of the more beautiful and saddening places in the Spires. In a rather secluded spot amidst thick vegetation, a small clearing can be found with a small pool of water, a ledge overhanging the glassy pool. There is no real explanation as to how the water got there, nor does there seem to be any clear depth in the dark water, for the pool is never disturbed except by the Star Peacock, an exotic bird found only at this shrine. Directly above this clearing is an open sky, the canopy shying away from coving the pool which is an unheard of thing at the Spires. Many think that it is an act of Zintila, for the pool reflects the sky above, and many come at night to this shrine to meditate and pray while looking into its glassy depths to see the night sky above. Many also come to see the skyglass woman, and Akvatari who was turned into glass by Zintila to have her life spared. She rests on a rock ledge that overhangs the small pool, knelt in prayer as she stares into the glassy depths.

They say that whoever touches the glass woman will have her thoughts imparted to them, her knowledge and love for her art and goddess passing from her to the person who has touched her. Most say it is one of the most remarkable and saddening experiences to be found, because a great sadness can be heard through the Akvatari’s thoughts as she imparts them, but most relish what she has to say and keep coming back to see the glittering green Akvatari.

The Shrine however, has been around for as long as the Jamoura can remember, which is quite a long time indeed. The Akvatari has only been a recent addition to the small shrine. Zintila being one of the oldest goddesses, the Jamoura have long studied the dark depths of the sky and its glittering stars, attempting to unlock its hidden mysteries. Because an opening in the jungle canopy is so rare, most residents have made it a tradition to come and visit the shrine at night and study the stars, as well as to catch a glimpse of the star peacock that inhabits this peaceful place.

 
NPC
ImageName: Sittra, The Artist
Race: Akvatari
DoB: 34th, Spring 469AV
Pob: Abura
Title: Zintila's Star Maiden
Skills: 78 glassworking (skyglass), 56 philtering, 32 teaching, 27 meditation, 20 storytelling

History: Sittra is an Akvatari who traveled in her younger years from Lhavit to the Spires in search of a higher plan of knowledge, and to bring her art to the Jamouran people. Dedicating her life to Zintila, this twice marked Akvatari began her life working with glass as a tribute to her goddess, learning the delicate and subtle ways of maneuvering the fickle material into works of art like no one has ever seen before. Because of Sittra’s perpetual melancholy auro that surrounded her, most assumed that she was displeased with her work, but Zintila knew what was in Sittra’s heart and could see it reflected in her works of art. Appearing to her in her home in Lhavit, Zintila marked her, giving Sittra the ability to work with skyglass, turning each piece of artwork into a living star. Several years later after the first mark, Sittra created one of her greatest works of art, a statue of Zintila made of skyglass sitting atop a throne of black glass, on her brow a crown of stars. Zintila was so moved this that she marked Sittra once again, giving her even more creative reign. Because of this second mark, Sittra decided to set out to the Spires to perhaps unlock her own awaiting muse inside of her, having known how much the Jamouran people revere knowledge and self awareness. Unfortunately for Sittra, she would not be able to see this wish come true. Arriving just a few weeks before the Djed Storm, Sittra devoted herself to taking care of the Shrine that the Spires had for Zintila and the beautiful Star Peacocks that inhabited it. She spent many days sitting on the edge of the ledge overhanging the pool, lost in meditative thought and prayer as she tried to unlock her inner muse.

It was on a day such as this that the Djed Storm sprang upon the unknowing Akvatari, as well as all the other Spires inhabitants. Wild Djed tore through the Shrine, and through her, rendering her being. Zintila could not stand the thought of one of her subjects left to such a cruel fate, and so she used her power to turn Sittra into a living skyglass statue, a sentient being who could impart her knowledge and devotion to whoever touched her glass body. The act saved her life, and her spirit rests in her glass body.She can now be seen forever gazing into the glassy depths of the small pond, a glittering green jewel that is watching the stars and the sky.
 
Training
While Sittra is not able to speak or able to move, she can send her thoughts to whoever is touching her glass body, teaching her skill to those who wish to learn. However, there are no furnaces nor any other areas that are appropriate for properly practicing the art. If one wishes to practice the knowledge that has been gained, it would be best to travel elsewhere.

Training Available
Glassworking
Philtering
Meditation
Last edited by Sahashkalila on June 12th, 2012, 11:20 pm, edited 1 time in total.
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[The Spires] The Suggestion Box

Postby Creeper on June 12th, 2012, 3:30 am



Asha, I approve both plants, and I will add them soon when I build the Flora section of the Player Guide thread.

Kalila - I approve of the location, but I would like a notation included that while one may learn of glassworking from the npc, The Spires has no access to furnaces or anything of the sort. This can be an ooc note or included in the text.









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