[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 Aidara on July 4th, 2012, 6:03 pm

Float Away
Image


Located off the Whispering Zephyr, Float Away is a unique boutique. Though it seems as if the simple, one-roomed wooden building was floating of it’s own accord, it is actually supported by half a dozen strong, spindly branches that grew upwards out of a branch far below. Taking advantage of this unique cluster, a floor of logs was laid down to support the building itself. Walkways from all directions connect the floating platform with the nearby petal, making sure that should a great gust of wind rip through, Float Away stays safe and sound despite its name.

Inside is a fine display of the wares, various balloons and gliders of every type and color available pinned to walls or neatly showcased on shelves. There is a single desk in the far corner of the room, free of clutter and surrounded by chairs. In the corner behind the desk is a small, twisting stairway that leads up through a trapdoor in the roof and to yet another ladder. To climb this would put one in the shops Crows Nest, where customers are guided in loosing or flying their purchases should they so desire.

The products themselves are one of a kind. All handmade by the elderly couple who owns the shop, both the balloons and the gliders are made from all natural materials. An ingenious folding technique, that the couple refuses to share, creates the balloons from a single sheet of paper or dried animal skins. Shape, size and materials determine the price of these. Stored flat, the balloon must be gently shaken or blown open into there intended shape. The bottoms of each balloon are flat, leaving space for the small, lightweight candle whose heat makes each balloon float.

The gliders are a different story. Thin, durable strips of bark are gently harvested and soaked in hot water for an entire day. After the bark becomes pliable, it is bent and folded into the shape of a specific bird and left to dry in the sun. They are then painted, either to accurately represent the bird or to give the shape a fantastical look.


Star Balloon: Paper- 1GM ; Hide- 2GM
Sun Balloon: Paper-1GM ; Hide- 2GM
Moon Balloon: Paper-2GM ; Hide- 3GM
Various Colored Balloon: Paper- 2GM ; Hide- 3GM
Balloon with Basket: Paper- 4GM ; Hide- 5GM
Extra String

Parrot Glider- 2GM
Raven- 2GM
Eagle- 3GM
Hummingbird- 1GM
Hawk- 2GM
Falcon- 2GM
Buzzard- 3GM
Duck- 2GM
Swan- 3GM
Various Songbird- 1GM


Image


Name: Reggie
Race: Human
DoB: Winter 5, 555 AV
PoB: Unknown
Title: Balloon Maker
Skills: Papercrafting- 82 Drawing- 53 Business- 37 Candlemaking- 27

Having grown up on the road with his family, traveling Mizahar, Reggie was determined to see it all before he decided upon a place that he wanted to settle down. City after city disappointed in some way; too loud, too quiet, too something until he found the Spires.

Rich with culture and just the perfect mix of everything else, Reggie felt like he was home from the second he found the place, and he hasn’t left since. He and his wife, Lauda, have made a name for themselves throughout, well known for their beautiful craftsmanship and artistic skills.

Image

Name: Lauda
Race: Human
DoB: Fall 66th, 557 AV
PoB: Denval
Title: Glider Crafter
Skills: Woodworking- 79 Painting-60 Business- 40 Fishing- 34

Lauda grew up on a boat with her father. The two of them supported their family by fishing and selling what they couldn’t eat. As the only child, Lauda was left with most of the work, especially when her parents began to get on in age. It wasn’t long before she was running the whole operation herself. And doing a fine job, too.

Her parents passed away together, the same summer that Reggie appeared in the small fishing town. It was love at first sight, of course, and the two were inseparable. Having never traveled far from the water, Lauda was more than ready to join Reggie on his travels, falling just as in love with The Spires as he when they finally ended up there.
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[The Spires] The Suggestion Box

Postby Lixue on July 9th, 2012, 3:00 am

Particles of the Past

Image

Particles of the Past is owned and operated mainly by Milani, a Konti who hails from Mura. She works hand in hand with her daughter, Nik'lani and Fron, an assistant. Opened thirty two years ago, Particles of the Past is a solid establishment in the Spires. They are always looking for more staff or expanding and tend to be open, friendly people.

Located on the Petal of Adamant Devotion, Particles of the Past is a moderately sized building. In case of late days, Milani and Nik'lani have beds in the back of the shop, but prefer their home on the forest floor. Fron lives in the back year round.

Individuals who enter the shop can not truly tell the size. Upon walking through the archway, they are met by a small waiting area and Fron, who will take their name and notify the appropriate fortune teller. He will write down what the customer wants and take the necessary amount of money. Once the fortune teller gives the okay, Fron will lead the customer to the room. The assistant will inform the fortune teller of the choices made and soon take leave.

The 'rooms' are made of psychedelic cloth hanging from the ceiling and creating walls. Inside, there are thick mats on the floor, creating "seats" for up to three people. One side only has one, the other have two. Separating these seats is a small, knee-high table. Tarot cards, runestones, tea, and cups reside on the table. By the customer preference, the fortune teller will read the objects.

 
NPCs
ImageName: Milani
Race: Konti
DoB: 445 AV (67)
PoB: Mura
Title: Fortune Teller of the Spires
Skills:
•Fortune Telling (87)
•Observation (56)
•Rhetoric (45)
•Philosophy (67)

[Note] Milani's gift is being able to tell the race of the most recent past life. She cannot tell if the race was female or male.


[Personality]
Milani is very absent minded. If something can be forgotten, it will be and more than likely in the middle of the task. Multiple reminders are needed to keep Milani on task. It is not that she is trapped within the confines of her mind, but that she is overwhelmed by the people surrounding her.

Often, Milani can be found mumbling to herself… Even if no one is around. One-on-one situations were better for Milani, who can find herself mentally lost in a crowd. When her mind is not crowded by her gift, she is a very open person. Or seems to be. Laughter is the music of the ears and Milani could be a composer. Small things are cherished, held close. As with all Konti, Milani is extremely loyal. Information swapped during readings is not shared and, more often than not, barely remembered.

If an individual moves too fast, only those with competent observational skills would notice Milani flinching away. Only those who are close with the Konti find she questions the motives of strangers. Everyone knows, but no one asks why, the Konti does not seek a mate.


[Appearance]
As with all of her race, Milani looks to be only fifteen or sixteen years of age. Graceful, she seems graceful with almost all movements. Pale blonde hair is parted to the left and steel blue eyes peek out from under roughly cut bangs. Dark eyeshadow accents nearly invisible eyebrows. On Milani's right cheek, a scar resides. It trails from below her eye and ends at the corner of an upturned mouth.

Iridescent grey scales cover Milani's body, a proud sign of her heritage. Worn pants are ripped and nearly shredded. Multiple layers of shirts hides Milani's torso. Nearly all of them fall off the shoulders. Mismatched jewelry hangs haphazardly from Milani's neck and ears. All in all, she appears to be the forgetful person she is.


[History]
Born in Mura, Milani grew up with a large handful of sisters sired by different men. Endless bells were spent in the water, using the gift of gills to the fullest extent. Lead by her gift, Milani began to learn fortune telling and a wide variety of skills to help her in the future. One thing was missing and Milani was not sure what. No matter the situation, she did not feel at home in Mura, like part of her was elsewhere. Upon becoming an adult at the age of thirty, Milani left Mura in search of herself.

Less than a year later, she was captured by a slave trader who sought to breed her. Sold the highest bidder, Milani found herself abused and neglected. The effects on her gentle mind were atrocious. She found herself questioning the motives of others, expecting a blow to be given for speaking her mind, and wincing at the slightest movements. She also found herself pregnant. Knowing she had to escape, to save her daughter from the same hardships, Milani waited for the perfect chance. The slave owner made a mistake, falling asleep after raping Milani, and she tried to flee into the night. Unfortunately, the man awoke and gave chase, tried to stop her. A struggled ensued, one fighting for a possession and the other fighting for freedom. A knife was drawn and Milani's cheek was slashed after he had her pinned to the ground. Using only what she could reach, Milani smashed a rock against the owner's head. She fled into the night, haunted by the images of death.

Her daughter, Nik'lani, was born exactly a year later in a lake. In an attempt to put distance between her past, Milani began to travel, searching for both a safe place for her daughter and herself. Three years passed before Milani discovered the Spires. Being surrounded by a race dedicated to finding their past lives soothed Milani's spirit. Taking a wild gamble, she set up a fortune telling shop. The idea was welcomed.


ImageName: Nik'lani
Race: Konti
DoB: 476 AV (36)
PoB: Sylira
Title: Daughter of the Fortune Teller
Skills:
•Fortune Telling (65)
•Child Care (54)
•Cooking (29)
•Cleaning (45)
•Teaching (67)

[Note] Nik'lani's gift includes being able to tell if someone is going to come into danger in the near future. She is able to tell the severity of the danger. Near future being less than two weeks. Only able to tell by physical contact.


[Appearance]
Nik'lani can be compared to a delicate flower. Immaculate hair is pulled back into a loose bun. High cheekbones are colored red upon any male attention. A button nose lies between innocent light blue eyes. High arched eyebrows create an effect of surprise. Nude lips have a downward tilt, but has no problem twisting upward. Weighing little more than one-hundred-and-thirty pounds, Nik'lani stands at five foot nine. Scales play hide-and-seek on Nik'lani's body, an apparent sign of her race.

A pure white tunic flutters about thin thighs. Blue lacing decorates the borders, and the small dip between breasts. A yellow piece of rope emphasizes Nik'lani's waist. A brown purse hangs diagonal across her chest, pocketing tarot cards.


[Personality]
Unlike her mother, Nik'lani is a determined individual. Her mind is constantly on track and she excels at multi-tasking. Promises are kept and projects are completed in an orderly fashion. Others have claimed she is borderline OCD and remembers everything. Nik'lani adores control. When it is out of her grasp, she tends to be intolerable, if not downright mean.

Nik'lani is extremely shy, even more so around men. If a male were to so much as speak kindly with Nik'lani, she would blush and giggle like a young girl. Only when it comes to decisions she feels highly about will Nik'lani stand up for herself or her beliefs. She longs to have a family and be a stay-at-home mother, or learn from the wise.


[History]
Born in Ravok, Nik'lani can barely remember traveling with her mother for the three years it took to find the Spires. What memories she does have are jumbled and unclear. As a young girl, Nik'lani would run around the city and fulfill simple errands for her mother. More than one Jamoura remembers sating the eager girl's hunger for knowledge in return for their fortune read.

The years passed quickly and Nik'lani began to work alongside her mother in the field of fortune telling. She still searched for the perfect mate and continues until this day.

In an attempt to find a male, Nik'lani traveled from the Spires to Avanthal. It was nearly too cold for her and the city without extensive waterways left her missing the Spires. She stayed for nearly three years past her thirtieth birthday but failed to find a man. There was a quick affair with one of the citizens but more than lust failed to be produced. With a heavy heart, Nik'lani returned to the city of the Jamoura.

Nik'lani still lives with her mother on the Petal of Adamant Devotion, in the back of the fortune telling shop. A husband is still being searched for, but males tend to find her either too clingy or too shy.


ImageName: Fron
Race: Jamoura
DoB: 212 AV (300)
PoB: Spires
Title: Assistant at the Particles of the Past
Skills:
•Fortune Telling (40)
•Observation (56)
•Socializing (55)
•Organization (45)


[Personality]
Fron is a very chatty individual. He loves gossip and just talking to others. Anything important, or if someone asks him to keep it secret, Fron will not share with others. Hand-in-hand with this incessant need to socialize comes nosiness. If it seems as though someone is having a bad day, Fron has no problem confronting them about their issues and demanding a response. Although it may seem otherwise, Fron means well. He would never do another harm and nearly cries if he accidentally kills a bug.

While at work, he is a friendly individual. His concept is to make people feel at ease, to make the fortune tellers' jobs a bit easier. Efficient, he follows his job through to the T and expects the same of others. Fron is the one to approach if wanting a job at Particles of the Past. The others tend to be too busy.


[Appearance]
Fron stands at eight feet with a four foot shoulder width. One would estimate he weighs nearly six hundred pounds. As with all Jamoura, his face and torso are bare of hair. He wears no clothing or jewelry. Long claws are on the end of Fron's thick fingers, but he tends to keep them filed.

Grey hair covers Fron's body. On the top of his skull, it appears to change to a dark brown. This color matches his eyes. A thick nose is flattened against a weathered face. More often than not, a welcoming smile lies on Fron's lips.


[History]
Born in the Spires, Fron grew up worshipping Caihya. He was part of a family group with three females and four young Jamoura. Per normal, he grew up listening to the females share their stories. At one hundred and sixty seven years, Fron left the home in search of his own mate. He was extremely picky in his choosing and wanted a very intelligent wife who was smarter than most. Unfortunately, Fron discovered most of these female Jamoura matched with another. The quest to start his own family never found an end and Fron is still searching.

Immersing himself in the rich culture of the Spires, Fron sought to discover his past lives and fill his head with knowledge. The medical library in Nature's Nurture was often visited. He frequently sought out elders to listen to stories and advice. More than one visit into the wilderness lasted several days.

When the Particles of the Past opened, Fron's curiosity was piqued. How was one able to tell the past and the future in the same place? Interested in seeing the future, as he was in the process of learning the past, Fron sought to be hired at the shop. He managed to convince Milani he could be of use to keep others from overwhelming her fragile mind.
 
Employment And Training
Positions Available
Fortune Teller 4gm/day

Training Available
Fortune Telling
 
Prices
Type of Reading Price
Palm 3 gm
Tea Leaves 4 gm
Tarot Cards 2 gm
Runestones 2 gm
Nik'lani or Milani's gift 3 gm
"This is Common"
"This is Vani"

I am interested in learning new languages. If you are interested in teaching your language, please contact me. Thank you.
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[The Spires] The Suggestion Box

Postby Asher Salvatore Arc on July 13th, 2012, 3:43 am

So, from what I searched in the pretty search bar there isn’t this plant around soooo, here goes. I tried to be as detailed as possible and if there is anything wrong with it let me know.

Image Name: Howling Trees

Frequency: Moderate

Major features:
Trunk: The trunk of the tree itself is a wonder to behold, tall and thick with a distinct separation at the base as if it had legs. This is a good comparison considering the tree tends to move around with startling frequency. The Howling Tree moves at night, ripping its roots up from the ground and dragging itself to new places or towards water.

Leaves: The leaves of the Howling tree are thick like bark with a speckled pattered that happened to be where they get their name, whether moving or not any wind in the leaves will create a low howling noise that can be heard from a far distance. Sometimes they are gathered in sparse groups and used as wind chimes.

Sap: The sap of the Howling tree is a hard amber color and surprisingly sweet. It is often plucked raw and eaten as is for if boiled down it becomes decidedly bitter and salty. Upon leaking from the tree the sap takes only a few moments to harden and is not usually gathered as a liquid.

Uses: Sweet or wind-chime.

Most common in: Taldera (specfically the Southern and Western areas)

Miscellaneous:
Height: 10ft-150ft

Life-span: 50-200 years

The Howling Tree is most likely another offspring of the Djed Storm or they have simply migrated toward the Spires over an unknown period of time. They are decidedly hard to grow and bear no fruit, however large of a group they have now could change in the future but they seem to seed themselves just fine.

Currently there are no known medicinal uses.
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[The Spires] The Suggestion Box

Postby Creeper on July 13th, 2012, 8:21 pm

Image

Okay, I like the idea, but I would like to tweak a few things to make it fit in Mizahar a bit more. The main thing is the moving part, simply because that feels a tad Ent-y.

I love the idea of the sweet sap, and perhaps you could still have the tree look "humanoid" in shape, and instead of moving around, perhaps its highly adaptive to collecting sunlight, so say its branches move rapidly in order to adjust to the position of the sun/shade, etc.

Also perhaps include a myth or fable that the Jamoura have of the tree, to explain to children or outsiders as to why they look like they are humanoid.

Edit: I also really liked the howling leaves :D
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[The Spires] The Suggestion Box

Postby Asher Salvatore Arc on July 14th, 2012, 3:46 am

Alright, changes made and suggestions taken into account, I think, think it might be ready plant wise.

Image Name: Howling Trees

Frequency: Moderate

Major features:

Trunk: The trunk of the tree itself is a wonder to behold, tall and thick with a distinct separation at the base as if it had legs. This is a good comparison considering the trees branches tend to move around with startling frequency, giving the illusion they have literally moved from one place to another.

Branches: The branches of the Howling Trees are another main feature and sight to behold. The branches have a smooth litheness that allows them to shift towards water or sunlight in an effort to absorb as much as possible. At times it is said it almost seems as if they are bowing to Syna’s light.

Leaves: The leaves of the Howling tree are thick like bark with a speckled pattered that happened to be where they get their name, whether moving or not any wind in the leaves will create a low howling noise that can be heard from a far distance. Sometimes they are gathered in sparse groups and used as wind chimes.

Sap: The sap of the Howling tree is a hard amber color and surprisingly sweet. It is often plucked raw and eaten as is for if boiled down it becomes decidedly bitter and salty. Upon leaking from the tree the sap takes only a few moments to harden and is not usually gathered as a liquid.

Uses: Sweet or wind-chime.

Most common in: Taldera (specfically the Southern and Western areas)

Miscellaneous:
Height: 10ft-260ft

Life-span: 50-200 years

They are decidedly hard to grow and bear no fruit, however large of a group they have now could change in the future but they seem to seed themselves just fine.

Currently there are no known medicinal uses.

The Legend

Please forgive the slightly corny tone, I couldn’t resist ^-^ Also I took a few liberties with Caihya but considering it’s a fable I figured it was okay. Correct me if I’m wrong. Also correct me if the myth seems like utter crap and I will tweak accordingly—though it was awesome to write!


The Jamoura have much to say on the Howling Trees and the story of their birth is often told as a pleasant bedtime story for children or campfire story.

When the Jamoura were still blooming and the humans still had cruelty in hand that mingled with the long suffering effects of the Valterrian the Jamoura were still unprotected, vulnerable and infantile to the world. Caihya took yet another mercy to her children and fellow protects and lovers of nature. She wish for them to grow and thrive to become what she had always meant them to be, what they wished to be.

To keep them hidden in her Spires she also made guards to defend the new people and allow them to grow. These guards and protects were the Howling Trees. Much like the Jamouras own transformation the Howling Tree grew tall and wide, their trunks splitting in halves and resembling humanoid legs and with these legs came a great gift.

They could walk!

These beings of forest like no other helped hide the Jamoura from prying eyes, leading all those making landmarks astray and forcefully casting out those who would do the race or Spires harm. They were the defenders of the Spires and known for their ‘howling’ battle cry. But as need for the protectors lessened and the Jamoura thrived the Howling Trees need no longer defend but Caihya did not wish to take her gifts entirely.

So, enlisting them for their aide yet again, this time as a way to keep time and direction even if one could not see Syna’s light or the sky. For now they would follow the light and should any choose to watch they would know in which direction Syna rose and set and where precisely the light settled in the morn or eve.

To this day it is said that some special trees still retain their guardian status and wander freely through the Spires, working much like their own Hahk'Shatara to protect the balance of the forest and Caihya’s children.


The Game

If anything seems unclear let me know and I will explain better. Or if it just doesn't seem to fit in with Jamourian society let me know and I will attempt to make it fit :D

Players: 2 and up

Rules:
  • If caught in a shadow more than five times a player is officially out.
  • No shoving
  • No tripping

Basic Info:
Light Chasers is a simplex game for the younger children and played a little like freeze tag, the shadows (along with one Jamoura) being ‘it’. The whole idea of the game is not to fall off the petal while simultaneously avoiding the shadows (and other people present) as well as the person who is ‘it’. Basically, chasing each other and hoping from light space to light space.

If a person is caught in a shadow space they must freeze until a person who is ‘it’ unfreezes them or a fellow player with a quick tap on the shoulder.

Generally speaking it gives young Jamoura a sense of balance while moving about on the petals and teaches them to watch their surroundings.

How to become ‘it’: Tagging a person or if the person who is ‘it’ unfreezes a shadowed player that player is now ‘it’.


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[The Spires] The Suggestion Box

Postby Aidara on July 16th, 2012, 10:29 pm


The Laughing Winds
Image


From the Whispering Zephyr comes the beautiful sound of chimes, hundreds of voices carried throughout The Spires each time the wind does blow. The music originates from a little shop in the center of Zulrav’s petal, known as The Laughing Winds.

With the attitude that their products should sell themselves, the owners of The Laughing Winds have gone the simplistic route. Four thick beams hold the wooden roof in place, which just so happens to be a large section of bark from one of the giant Bloodwoods that surround the city. There are no walls to the shop, at all. There is a pair of chairs under the covered area, and a small, wooden, slanted display table off to the side, much like what a farmer would use to display produce. This is used for storage and those rare occasions when documentation is needed.

Since their wares are also their art, the owners decided to display their products the most attractive way possible: In the open, where the wind can make them sing. Now they practically sell themselves. Everything that is available for purchase in the Laughing Winds is hanging somewhere. The support beams are all littered with hooks, a wind chime hanging from each. The edges of the bark roof are lined with chimes of all shapes, sizes and colors as well. However, it is those hanging above that give the shop its acclaim.

With nets strung from the roof of The Laughing Winds and up into the branches of the surrounding tress, the little shop has the perfect platform on which to hang their delicate glass chimes. While wood, bone, shell and clay chimes are also available, the glass chimes blanket the Whispering Zephyr in a shower of rainbows and colors, the light that manages to break through the canopy dancing and playing off the many gorgeous colors. All natural, these chimes are made out of what is known as Lightening Glass, the product of when a lightening bolt strikes sand. These chimes produce a higher, fragile sound.

Bone and wood wind chimes are hand crafted, much of the wood used coming from fallen branches and trees, using no living wood. Stronger than the glass, these chimes have a richer, earthier sound.

The most fragile of the chimes are the clay and shell. Painted and arranged in beautiful designs, these chimes are sheltered within the center of The Laughing Winds. With a sound much like the glass chimes, these pieces are unable to survive strong winds and are very prone to shattering.


 
NPCs
ImageName: Brok
Race: Jamoura
DoB: 45th Spring, 423 AV
PoB: The Spires
Title: Chime Maker, Owner
Skills:
• Music - 62
• Carving - 77
• Drawing - 20

Brok grew up in The Spires and took over The Laughing Winds from his parents when they grew weary of running the business. Having spent most of his life watching his father make wind chimes, the job came easily to him when it was passed from father to son. Carving is his favorite past time, sitting for hours on the edge of one petal or another while he whittled away at a piece of wood or even bone.

Though he comes across as serious, Brok is actually just always off in his own little world. He can see a fallen branch or twig and instantly become lost in the possibilites of what it could be. Polite and quiet otherwise, it is hard to get the big Jamoura to say more than a few words at a time.


 
Employment And Training
Positions Available
  • Clerk 3gm/day
  • Supplies Gatherer 2gm/day
  • Assistant Carver 2gm/day

Training

  • Carving
  • Drawing
  • Painting


 
Prices
  • Lightning Chime, small - 20 GM
  • Lightning Chime, medium - 30 GM
  • Lightning Chime, large - 40 GM
  • Wood Chime, small - 5 GM
  • Wood Chime, medium - 8 GM
  • Wood Chime, large - 10 GM
  • Bone, small - 3 GM
  • Bone Chime, medium - 5 GM
  • Bone Chime, large - 8 GM
  • Shell/Clay Chime, small - 6 GM
  • Shell/Clay Chime, medium - 9 GM
  • Shell/Clay Chime, large - 12 GM
[/list]


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[The Spires] The Suggestion Box

Postby Lixue on July 17th, 2012, 1:22 am

Either Side Meditating
Image

Built in 512 AV after the Djed Storm, Either Side Meditating became an enormous part of the exchange program. Nearly everything evolved around learning how to meditate and separate the mind from the body, along with making peace within. The meditating building is located on the Petal of Adamant Devotion, on the opposite side of Once In A Blue Moon Sleeping Quarters. Easily accessible for those who are not part of the exchange program.

Either Side Meditating has seventeen rooms and one green room. There are three restrooms, three meditating rooms and several classrooms dedicated to learning about specific gods. There are three main hallways, almost always occupied. The meditation rooms are extremely large and are separated from the each other with wooden walls. The classrooms and even the restrooms, are separated by heavy cloth. Nearly every room has at least two entrances. The outside edges, where there should be wooden walls to keep nature out, are absent. Breezes and bugs are free to come and go as they please.

The Caiyha Teaching room has a dirt floor, no tables, and is overrun by plants. This is the only classroom to continue into another; the Caiyha Green Room. Here, one may learn about the uses of the plants in nature and how to grow them. Medical occupants often fill this room and the Rak'keli Teaching Room.

The meditation rooms are specifically designed to keep the Akalak and Konti separate. This way, there is less distraction from the true purpose of Either Side Meditating. Those who are not Konti or Akalak will be directed in between those two rooms. The meditating rooms, given on the day, have different services. There is group meditation, with at least ten other individuals, solo meditation with individual stalls or music playing. On special occasions, a masseuse has been known to offer her services to the meditators for a small fee. Every two weeks, there is a therapist who comes in and offers counseling services in both groups and solo events.

Once a season, near the sixty-fifth, a small feast is held in honor of the staff, students, and meditators. The event lasts three days and has music playing all around the clock.

The classrooms generally hold up to thirty students. Not all teaching is indoor and the instructors have been known to schedule trips to the various temples scattered across the Spires. The Caiyha Teaching Room is rarely inside and, once a season, takes a trip into the wild. The students are split into three person groups and sent into the wilderness to survive for a week. They are given minimal supplies. The instructor does this to strengthen the bond between the individuals and Caiyha's masterpiece.

Those who are part of the exchange program are free to use the meditating rooms and enroll in the teaching of gods. Anyone not part of the program, but still wish to learn must pay a small fee.

 
Voda
ImageName: Voda Monarda
Race: Symenestra
DoB: 477 AV (35)
PoB: Kalinor
Title: Overseer
Skills:
•Meditating
•Leadership
•Planning


Voda is an even six feet in height and a hundred and fifty pounds. Porcelain skin is kept spotless. He looks as though a pat on the back would break him. Black claws are kept neatly pointed and sharp fangs are flossed regularly. Coffee colored hair, black lightened by the sun, is immaculate and eyebrows kept short. There is a rumor Voda uses charcoal to line his eyes. Those who have seen Voda get ready in the morning knows he dabs masculine smelling cologne at the pulse spots. A heavy, hooded robe normally covers Voda's body. When the weather is warm, he is clothed in a white shirt and cotton grey pants.

Solemn, Voda takes everything seriously and has a very dry sense of humor. Especially within the boundaries of the meditating building he oversees. If Voda believes someone is not sincere in their meditation or learnings, he has no qualms about calling for the Hahk'Shatara to escort the individual off the premises. When, and if, it comes time to sit on the panel to judge a troubled Akalak's behavior, he reaches a decision based on how the individual acted within the area he oversees. More often than not, Voda has been known to be in favor of sending an Akalak back to Riverfall.

There are rumors he is involved with Mikali, an Akalak overseer of the dorms.
 
Products
Meditating - Free
Feast - Free
Caiyha Wilderness Survival Field Trip - 10 gm
 
Training And Employment
Caiyha Teaching - 3 gm/class
Various God Teaching - 3 gm/class
Any other god teaching - 2 gm/class

Massage - 2 gm/massage
Counseling, Group - 1 gm/bell
Counseling, Solo - 2 gm/bell

Teacher - 1-15 gm/day
Assistant - 3 gm/day

NOTE: Most classes take three meetings to complete


*Free to self moderate



Once In A Blue Moon Sleeping Quarters
Image


Once In A Blue Moon Sleeping Quarters, also known as the "Quarters" or "Akalak Dorm House", is located on Petal of Adamant Devotion. Off by itself and only surrounded by the other training areas, the Quarters is a well-built building large enough to hold up to twenty five Akalaks; one overseer and twenty four exchange.

There is very little personal space and whatever the trainees bring with them must fit inside a personal trunk stationed at the end of their bed. The beds themselves are situated as bunks, one atop the other. One of the two closest to the door is where the overseer sleeps. In the middle of the room, an eating table resides. This holds only twelve individuals, but it is not necessary to eat at the sitting places. The bathroom is near the door and one unlucky individual is picked each week to clean it, if someone is not sentenced to it. The smell is often horrendous nearing the end of seven days.

Next to the overseer's bed, there is a tiny room. Unlike the entrance, the room has a door. Inside, the individual cannot hear anything on the outside. There is a stool inside with a lamp sitting on top. A hard cushion is on the floor. In one of the corners, a potted plant hides. It gives off a relaxing aroma, helping the individual stay calm.

There are strict rules to be followed in the Akalak Dorm House.

1) Anyone who steps out of line and risks harming others will be sent to the Isolated Meditation Area. This is a room next to the overseer's bed specifically designed for meditating. The sentencing, depending on the type of situation, could be for up to six bells. The Akalak will remain in the room for six bells.

2) Everyone is to be accounted for by dark, as the curfew is then. Those who are not inside the quarters by dusk risk bathroom duty, lecturing, and excessive training. Three times of missing curfew and the individual will stand before the Memory for a type of trial. They will plead their case, have others defend them on their behalf, and the Memory will decide whether the individual should be sent back to Riverfall.

3) The living space is to be kept clean. There is very little excess space in the building and clutter risks fire and endangerment of others. Once a week, the overseer will randomly examine the quarters. Those who are not living in clean environments risk bathroom duty, cooking duty or being sentenced to be a housekeeper for a Spires citizen for two weeks.

4) There is a house meeting once a week to discuss progress with the Akalak's training. If one of the trainees is tardy to the meeting without probable cause, they will be excused from the building until the meeting is over. The Akalak risks bathroom duty, cooking duty, or becoming a housekeeper.

5) Any type of sentencing handed out is to be the first priority above work or training. If an individual skips their scheduled time of duty, they will stand before the Memory. If the person is a housekeeper and is rude, they will stand before the memory.


 
Shrawn
ImageName: Shrawn
Race: Jamoura
DoB: 178 AV (334 years old)
PoB: Spires
Title: Deacon, Overseer
Skills:
•Meditation (66)
•Teaching(55)
•Wilderness Survival (76)
•Logic (45)
•Leadership (45)


[Appearance]
Large and chubby, Shrawn stands at eight feet and weighs nearly six-hundred-and-fifty pounds. Black hair covers his body, except his torso and face. Unless he is overseeing, thick lips often part in a smile. Twinkling grey eyes hold somber secrets and joyous humor. An outstretched belly causes Shrawn to waddle when walking.


[Personality]
Shrawn is a giant teddy-bear. He is kind-hearted and easy-going. Ideas and suggestions are agreed to more often than not. Shrawn tends to follow the thoughts through, if he remembers that is! Overburdening himself is a high risk, leaving Shrawn stressed and snappy. Children are adored and cherished, but barely tolerated for more than a bell. Especially those that cry and whine.

When it comes to overseeing, Shrawn turns serious. He dislikes any mess and disorder. He also resides on the bench which will judge a troubled Akalak. Decisions are reached based on what he has seen in the dorms and on the training areas.


[History]
Shrawn was born in the Spires and left his family's home at two hundred years. He sought to make a name for himself. The stress caused him to become a person he wasn't and he took up meditating, finding it relaxed him immensely. Wanting to share the love of meditating, Shrawn began to teach topics such as meditation and wilderness survival.

A hundred and thirty four years later and Shrawn was still doing the same thing. He had evolved from a citizen to a deacon over the years. When the exchange program became public after the Djed Storm of 512 AV, Shrawn was elected to oversee the exchange students.
 
Mikali
ImageName: Mikali/Mohn
Race: Akalak
DoB: 300 AV (212)
PoB: Riverfall
Title: Overseer
Skills:
•Leadership (62)
•Organization (64)
•Cleaning (66)
•Meditation (65)
•Brawling (67)


Mikali is an intimidating person. He has been known to hand out the most punishments. Jokes rarely fall from his lips and laughter is extraordinary. He holds himself with high regard, believing he sets an example for others. Women are precious and should be handled with care. Trained, blue muscles are always tense, ready for action. Mikali believes everything has a place and every place has a thing. If there is disorganization, there is a cluttered mind and lazy goals.

On the opposite spectrum, Mohn loves lounging around. Mohn has a quick temper and has been the product of more than a dozen broken bones. In fact, Mohn was the cause for a spiderweb of scars tracing over their back. A loose tongue resides in their mouth, and dirty words slap women more than once when Mohn is in control. He believes women are inferior and good for nothing more than a roll in the hay. Mohn is the more easygoing of the two.

The pair reached an agreement, mentally, after years of meditation. When at work, Mikali has control. Off duty, Mohn controls and cannot start a fight. This helps keep Mikali from becoming too stressed and Mohn from becoming to mentally abusive.


Riverfall Training Area
Motto: "Fight 'Til You're Blue In The Face!"

Image


The Riverfall Training Area is located on the Petal of Adamant Devotion, next to the dorm rooms. The arena is a large rectangle split into four chunks and separated by worn paths. Everything is open to the elements except for the rest area, where one may find water and light snacks such as nuts or dried fruit. A Medic also resides in the rest area and lives in the medic's room.

The Riverfall Training Area was built after the Djed storm of 512 AV. The city did not have enough citizens trained in combat and they sent for others. This agreement of exchanging individuals for training in what the city specializes in, helped the Spires maintain good relations with others.

In the corner closest to the dorm rooms, one may practice unarmed combat. There are multiple categories of hand to hand fighting, and here you may learn blind fighting, wrestling, boxing, and even brawling. There are dummies in one corner, in case an individual wants to practice on their own.

To the right is the weapon practice. One may find at least two of everything ranging from short swords to double bladed axes. There are specific weapons for the races. Jamoura have clubs, Bo Staves, Bolas and Tonfas. The Konti have Suvai and the Akalak have daggers. The overseer has a Lakan which he rarely allows others to use unless they prove worthy. The Icewatch Bears have the ability to use spears and javelins.

When coming into the training for the first time, an Akalak will be tested weapon-wise for knowledge, physical physique, and weapon specialization. There are dummies next to the weaponry room and bullseyes on the opposite side. There should never be shooting toward other arenas. If anyone is found doing so, they risk an immediate intervention by the Hahk'Shatara.

Below the weapon practice arena is the area dedicated to learning the fighting techniques of other races. The three races who occupy the training area, though mainly Akalak, will teach the other two their fighting techniques. The Icewatch Bears will learn in both human and kelvic forms.

To the left, across another path, is an Akalak only fighting area. This arena is dedicated to learning how to use both the light and dark side for fighting. The trainers have made peace with both sides of their personality and are highly trained. They may be harsh, verbally or physically, in attempt to cause the dark side to emerge. In other cases, they will be easy going or coaxing in an attempt to cause the dark side to emerge.

To "graduate" from the training center, one must have learned at least three weapon skills.

 
Verand
ImageName: Verand/Rhob
Race: Akalak
DoB: 226 AV (276 years old)
PoB: Riverfall
Title: Deacon
Skills:
•Unarmed Combat 78
•Bo Staff 75
•Teaching 65
•Meditation 62
•Reminiscence 45

Gnosis: Evantia, Rank 2


Verand is tall, statuesque even for an Akalak, at almost 7'4". He's perhaps not as broad shouldered as many of his brethren, and his dark green skin would have once stood out among the ranks of mostly blue were he to still live in Riverfall. Over a century and a half ago, Rhob found himself on the Cerulean watch list, at risk of finding himself branded and removed from much of normal Akalak society. While at the time, he wasn't particularly ashamed of the situation, he found himself longing for balance. He also felt the need to travel, considering some of the struggles between his brothers the result of a restlessness within the beautiful confines of his home.

So, he took his training and his staff and left his family and his status. He wandered north, across the Suvan, unsure of what he was seeking. He enjoyed the new faces and the strange places. Somehow, he staggered into the Spires, braving the dangers as any Akalak would. Over his journey, he found his devotion to Wysar strengthened through renewed discipline, and a more peaceful sense of stability between the two brothers began to develop.

Verand found a voice in the trees, and over the years, through friendship and training with the Jamoura, the brothers found a balance between themselves. Meditation became an enjoyable experience, and in his gratitude for their immeasurable patience, Rhob began to train those who wanted to learn in unarmed combat and the bo staff. Given the gift of mental discipline, he gave back the gift of physical discipline, and both races have deemed it a fair exchange ever since. The Jamoura also took the time to allow him to dig deeper into his two Chavi through Reminiscence, giving him a perspective on why one personality had once threatened to completely dominate the other while examining their respective pasts. This unique access has made him feel even more competent in finding balance, giving the two brothers almost an aura of peace regardless of which of them acts at a time. It's truly inspiring, though both Verand and Rhob have yet to find themselves at all motivated to return to Riverfall. They've grown to love the Spires and see it as their true home.

Verand is still the quieter of the two brothers, though he is quicker to smile when he is allowed his dominance. Rhob always has something to say, but is stern and often heavy handed, intolerant of laziness and mistakes. The two of them take turns in the teaching process, finding their personalities suit different situations and different student needs.

*Credit to Sojourn
 
KishaSi
ImageName: Kisha'Si
Race: Konti
DoB: 400 AV (112)
PoB: Mura
Title:
Skills:
•Weapon: Suvai (67)
•Weapon: Long Sword (56)
•Unarmed Combat (78)
•Wrestling (76)
•Blind Fighting (87)

[Note] Kisha'Si's gift is creating pictures in her mind based on the vibrations around her. The "pictures" are black and white and appear in a rapid sequence. This can be ignored at times and does not control Kisha'Si's life. The gift helps in combat situations.


Born in Mura, Kisha'Si was allowed to explore her interests at a young age. Her love of adrenaline found her training with the Suvai and learning how to use her body to the advantage, muscular style. When the Spires called for help, Kisha'Si found there was a feeling of being called. This had not happened before, but she felt she belonged in the Spires. With this in mind, she set off for the city of Jamoura and fog.

Kisha'Si believes everyone has the ability to train their body and she can help them. When instructing, she tends to push an individual to their outer limits. There are no qualms about causing bruises or bleeding, even if she does feel guilt. Whining about an order often has disastrous consequences, causing the Konti to easily lose her temper.

She has not discovered herself sexually, but there are rumors that she is involved with Verand. No one has been able to prove anything, as the pair practically ignore each other.
 
Shorp
ImageName: Shorp
Race: Jamoura
DoB: 172 AV (340)
PoB: Spires
Title: Overseer
Skills:
•Weapon: Club (56)
•Weapon: Tonfas (65)
•Unarmed Combat (78)
•Wilderness Survival (76)
•Boxing (85)


Shorp is an imposing person. It is not his height, a mere seven and half feet, or his weight, bordering five hundred pounds, but the way he holds himself: proud and stoic. Serious eyes are dark with temper and wise with years. Some would call Shorp cocky or overly confident, but he knows his limitations.

Patient, as he believes hard work truly pays off, Shorp is a kind teacher. He is not above knocking someone unconscious if they make a stupid mistake, however. His fists are deadly tools and should be approached with caution. Shorp does not truly wish to cause harm to someone else, but he has no qualms about maker them a stronger person.
 
Kiana
ImageName: Kiana
Race: Kelvic; Dire Polar Bear
DoB: 509 AV (3)
PoB: Avanthal
Title:
Skills:
•Weapon: Spear, Two Headed (65)
•Weapon: Javelin (56)
•Weapon: Wrist Blades (45)
•Wrestling (89)
•Teaching (54)


Kiana was born in Avanthal and a Dire Polar Bear. Already on the path for becoming an Icewatch member, Kiana began to perfect her skills at a young age. She seemed fixated on weapons and combat, excelling in the dangerous fields. At a year and a half old, she bonded with a Vantha and the pair became inseparable. When the Spires reached out for help in training their citizens and regaining the city, Kiana was one of the first to step up.

Kiana is an overly confident person. She knows her body well and trusts her instincts. Laughter is a wonderful asset and Kiana lacks it, being a serious individual. Physically and mentally fit, the Kelvic can lift an Akalak with some ease. Her career is her life and Kiana expects nothing less of those she instructs. Patience is a virtue she is filled to the rim with, but she has very little for those who do not take weaponry or wrestling seriously.
"This is Common"
"This is Vani"

I am interested in learning new languages. If you are interested in teaching your language, please contact me. Thank you.
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Lixue
The Amputator
 
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[The Spires] The Suggestion Box

Postby Lixue on July 18th, 2012, 1:46 am

The Whispering Tunnel
Image


Located on the Petal of the Whispering Zelphyr, the Whispering Tunnel is a popular garden dedicated to Zulrav. The Jamoura believe Zulrav's winds live inside the garden and bring it to life. Here, most of the winds within the city blow. The location is large enough to where a child could be lost within and never heard, though it is highly suggested children should not be brought into the Whispering Tunnel.

The structure of the Whispering Tunnel is black wood, sturdy enough to withstand the harshest of weather. The bottom of the tunnel is crafted from clay to look like stone. Ivy covers the garden, mixed with hidden plants and animals. Stationed directly outside the exits is a sign warning of poisonous plants within.

The garden is in the shape of a tornado, swirling. Every now and then, a tunnel reaches a dead end. Here, a bench, bird bath or plant sculpture dedicated to Zulrav. The tunnels open up to a center, creating the effect of the "eye of the storm". Here, one can find blooming plants year round and hidden benches. The wind circles in the area, causing a humming sound.

The Whispering Tunnel was officially opened in 345 AV by a lone gardener. He tended to the area, kept all poisonous plants off the walkway, and worshipped Zulrav. One spring evening, a horrible storm overtook the Spires. Building were damaged and plants destroyed, but the garden remained untouched. After the strange weather passed, the lone gardener discovered the winds had inhabited the location. They never left and locales created tales about Zulrav blessing the garden.


ImageName: The Wallowing Wish
Frequency: Medium

Major features:
The Wallowing Wish looks like a poorly designed drinking fountain. A large leaf covers the liquid and is connected to the layered green rim. The bottom is a hard, brown shell the shape of half an oval. A vine holds the plant up. Inside the shell, dark acid resides. This liquid can be used for medicinal and evil purposes.

Each plant starts with a vine curling around a tree. It can grow up to lengths of ninety feet. Only after it reaches this designated length will the plant flower. The acid holder is only located at the trunk. This plant has no growing pattern and does not grow in clumps. It randomly appears all across the Spires, inside and out.


Uses:
Amputations, to kill


Most common in:
Taldera


Miscellaneous:
The Wallowing Wish is filled with acid. This can be used for things such as amputations, as it can be stopped only by Inarta Glass and the brown shell surrounding it. To complete such a medical maneuver, one must insert the glass into the skin, pour the acid onto the top of the appendage and, as the acid begins its work, move the glass further down. The liquid takes only thirty seconds to cut through a male Jamoura's thigh. This procedure should be completed only by an expert in medicine.

In the same sense, the acid can be used for murderous plots. The brown liquid absorbs clear into anything with sugar and leaves no foul taste. The acid dissolves the individual from the stomach out and causes death within three bells.


ImageName: Midnight Death
Frequency: Low

Major features:
Midnight Death is a flower that blooms once every ten years, but stays bloomed for five. This plant can be found surrounded by ivy and water absorbent leaves. Able to grow in any soil, though it prefers well drained dirt, the plant can be transplanted by cutting the stem to the flower and placing it in a jar of water. Once the liquid is gone, Midnight Death can be placed in the earth. One must be extremely cautious and wear gloves, if not long sleeves also, when completing this act.

Midnight Death grow to heights of nine feet and widths of three. Each plant will have approximately four vibrant flowers. Midnight Death changes colors with the seasons. Spring is deep violet, Summer is bright red, Fall is gold and Winter is blood blue.

The flowers themselves, despite popular belief, is not the poisonous part of the plant. Neither is the orange protruding stem covered in bumps. The poison comes from the clear powder that covers the plant. This powder is not noticeable and designed by nature to cling to whatever dares to touch it. Neither is the residue able to be harvested. The skin will absorb the dust and infiltrate the bloodstream.


Uses:
To kill


Most common in:
The Whispering Tunnel, Spires


Miscellaneous:
Midnight Death attacks silently. If the victim brushes against it or even touches a finger to it, the plant releases powdered residue. This is absorbed into the bloodstream and the individual will die exactly at midnight of the same day. No known cure has been found.

The dust cannot be harvested for evil purposes because it disintegrates if it is not touching the flower or skin. If a person is found trying to remove a plant from the garden (or move a plant into the city) without probable cause, they risk one of the three judgments.


ImageName: The Calling Troubler
Frequency: High
Threat level: Medium
Major features: Long beak, sharp talons, loud shriek
Abilities: Eating the food of people

Most common in:
Southern Taldera


Physical characteristics:
Female and males differentiate tremendously. Females can grow to five centimeters in length and have a wingspan of four centimeters. Males are nearly twice as big.

The females are dull brown birds with extraordinarily short tempers. They have no coloring besides brown and have shorter beaks. The talons are sharper. The females are more territorial and prone to attack.

The males are exceedingly colorful. The face is a burning orange speckled with grey. A black beak is longer than the females'. A single blue stripe covers the eyes and back. The wings have three orange dots on them. The tail feathers have one orange feather and one yellow feather. The middle of the back, near the rear end, is a bright gold.


Social Structure:
The Calling Troubler lives a lonely life. It does not take mates and leaves the nest at half a season of age. The Troubler reaches maturity at three seasons and mates once a year. The female can lay up to seven eggs. This bird rarely interacts with humans/Jamoura/etc. except to steal food.


Miscellaneous:
The Troubler has a love of non-bird food. It has been known to follow people who have edible substances and wait until the person is not look before diving in and snapping the food away. The individual has a momentary warning of a loud, piercing shriek. The person is better off releasing the food; the bird has no qualms about snapping at the hand keeping them from eating.

This bird is makes its nest in the Whispering Tunnel and eats the ivy.


ImageName: The Spirian Courter
Frequency: High
Threat level: Low
Major features: Neon colors, long tail
Abilities: High pitched whistle, flirtatious behavior, attaching to a citizen
Most common in: Southern Taldera

Physical characteristics:
The Spirian Courter is a majestic creature. The length of the bird can be up to five feet with a wingspan of two. The tailfeathers shorten with age. Weighing less than three pounds, the bird is the perfect weight for easy handling and fast flight.

The wings are exceptionally durable. The feathers are layered and curve inward toward the body. After each flight, the tools of flight need to be washed. The Courter prefers their mate to do this, but will themselves if not bonded. The bird never sheds.

The Courter is a fluorescent bird. The head has bright green spikes sticking out that fade into teal. This colors continues as a headdress and only changes at the tips of the wings and the chest. The tips of the wings become the same green as on the head. The inner torso is a blood red that fades into white under-feathers. These bright tail feathers lay under the longer teal ones.

Females and males do not differentiate.


Social Structure:
The Spirian Courter leaves the nest as soon as its wings are dry. The mother will push them from the home and watch as they tumble to the forest floor. The wings are so durable when dry that they, more often than not, soar to the bottom and land harmlessly than smash into the dirt. From here, the Courter must make its way into the wild in search of water.

Less than three days old, the Courter will fill its stomach with water, dig a hole in the earth and burrow for three weeks without eating. Worms eat the young feathers and new, stronger ones, replace them. When the liquid inside has evaporated, the bird will leave. Within three bells, the Courter is able to take its first flight. This is an amazing feat to watch.

The bird is mature at one season and can take part in the seasonal bonding. Every season at exactly the forty-fifth day, all Spirian Courters gather on the Petal of Whispering Zelphyr. Females court the males and show off the length of their tail feathers. The male and female whose length match will be bonded for the rest of their lives. If one mate dies, the other will not rebond but instead attach to a citizen of the Spires.

The Spirian Courter attaches to a total of twenty five citizens per year, rarely Jamoura. It is very picky on the type of person they choose and tend to stalk the citizen for nearly three weeks before starting to make a nest in the citizen's home. The Courter will decide on people, not based on their skill, but their personalities. A bird with a similar personality is more likely to bond with someone who is like them. Males attach to females and females attach to males. As with the courting process, they will view the "tail" length. In the case of a non-Jamoura, this would be the length of hair. In a Jamoura, the bird would judge based solely on the personality.

They will not bond with a person who already has an animal of any sort. If the person adopts an animal after the bonding, the Courter will grudgingly adapt. In the case of the mate adopting a bird, the Spirian Courter will take this as a "death" and leave.

The Courter is an extremely loyal bird and easy to train. They are very low maintenance and need little more than a corner to make a nest and a bird bath.

The Spirian Courter can live for twenty five years and have up to three eggs per season before and after bonding. The eggs are infertile unless the Courter is mated with the male or female. Every other batch will be one gender. Example: 3 female, 3 male, 3 female


Miscellaneous:
The Spirian Courter is most often seen at the Whispering Tunnel.

Unless provoked, the Spirian Courter is a harmless creature. When upset, it will use its small beak to pinch and twist. The bird also contains a whistle that has the ability to temporarily deafen a person for three days.

The bird was created with the Djed Storm of 512 AV and arrived to the city at the 45th of Spring 512 AV.
"This is Common"
"This is Vani"

I am interested in learning new languages. If you are interested in teaching your language, please contact me. Thank you.
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Lixue
The Amputator
 
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[The Spires] The Suggestion Box

Postby Lixue on July 18th, 2012, 11:21 pm


Lily Hopper Rafting
Image


Outside of the Spires, on the forest floor, a popular amusement location resides in and on the water. Hidden by thick foliage, there is only one entrance: a beaten path. The place was founded by a Charoda in 487 AV who stumbled upon the area accidentally. She had been amazed by the clear pond emptying into a fast paced river. Strangely, everything seemed to grow bigger in the pond; including the lily pads. Taking the initiative, the Charoda figured out the secrets to producing more lily pads. Soon enough, she was offering rides to others and opened shop.

A customer is able to pay a small fee and receive a lily pad in return. The pads are nearly five feet in diameter and can hold a large Jamoura’s weight. Shiana’s assistant takes the money and directs the individual down the bank to where Shiana awaits at a wooden gate. The lily pads line up in the gate and, one at time, leave as Shiana allow them. There is generally a five chime wait between pads leaving the dock.

From there, the lily pad moves lazily down the winding river. The first curve throws the lily pad off balance moving from slow to fast in a matter of seconds. The rapids take over from there and, if a rider is not careful, they could be thrown from the plant. This rough water continues on and off for the next half mile. There, the individual is met by another assistant and another gate. The rider must make their way down a dirt path and decide if they wish to go again or return to the city. The forked path has a sign up: left for city, right for the Lily Hopper.

Jarringly, the lily pads follow a man-made distributary back to the Lily Hopper Rafting and the process repeats. Shiana is able to tell who has already been in the water not just by their appearance, but by the fact that the water will stain them orange for five bells.

The Lily Hopper Rafting offers the hosting of parties. If a PC goes there on their birthday, they receive a day’s pass to the amusement ride.

 
Shiana
ImageName: Shiana
Race: Charoda
DoB: 477 AV (35)
PoB: Charbosi
Title: The Lily Hopper
Skills:
•Swimming
•Botany
•Agriculture
•Riding (Lily Hopper's Lily Pad)

People rarely see more than the upper body of Shiana, unless an emergency has occurred with her rides and cannot be fixed without leaving the water. When she does, others are often surprised by the fact that she can walk on land with two feet. Shiana has no modesty and is just another naked body in Southern Taldera. Her skin is the color of the water that surrounds her and some believe it is because she rarely leaves the liquid. As with all Charoda, Shiana has dorsal fins for hair. Toes and fingers are webbed.

Shiana is a peaceful person with a bubbly personality. She enjoys showing off and has been known to ride one of her lily pads standing up to display her skills. Extremely friendly, if not a touch perverted, attractive men have made claims that Shiana felt them up when helping them onto the lily pad. This statement is rarely believed.
 
Products
1 Ride- 5 sm
5 Rides- 1 gm
10 Rides- 5 gm
+ 1 Passenger (1 ride) - 7 sm
+ 2 Passenger (1 ride) - 9 sm
Day Pass – 10 gm
 
Employment
Lily Hopper Rafting Assistant – 4 gm/day
Clerk - 3 gm/day



ImageName: Lily Hopper's Lily Pads
Frequency: Low; High at Lily Hopper's Rafting

Major features:
Lily Hopper's Lily Pads were named by Shiana when she opened her rafting store in 487 AV. She discovered them accidentally and used her intellectual mind to create a thriving business.

The lily pads can grow to be five feet across and hold a large Jamoura's weight. Each pad is green on top and brown on the bottom. The outer rim bends upward to hold any passengers in. Shiana is working on breeding the plant bigger.


Uses:
The lily pads have the ability to be used for rafting and boating. They will hold up to a large Jamoura. The floating rafts are also used in water blessing ceremonies.


Most common in:
Southern Taldera, outside the Spires


Miscellaneous:
When babies are born, mothers wrap their child in multiple blankets and send them down the river on one of the Lily Hopper's Lily Pads. Someone will ride on another pad next to them, watching. It is considered being "water blessed" if the child makes it to the second gate without falling off.


ImageName: Lily Hopper's Stainer
Frequency: High
Threat level: Low
Major features: Glowing Body, Ink Release
Abilities:
Every time the Stainer swims, it unknowingly releases blue ink into the water. This unexpected liquid will stain whatever it comes in contact with for five bells.

Most common in: Taldera
Physical characteristics:
The Hopper's Stainer is a pure blue fish that can grow up to a foot in length. The body is designed for fast movements and quick turns. The tail creates the bottom half of a heart. The lower half of the fish's body is pure white, nearly fluorescent.


Social Structure:
The Lily Hopper's Stainer lives in groups up to the thousands. There is no pecking order and they live in peace with the environment. A female Stainer requires a male to mate with and may lay up to three hundred eggs, one third of which will truly hatch. The female will burrow into the soft soil of the river and keep the eggs inside of her. She will not move from this spot. The male will bring water species for the female to survive on. Eggs take two seasons to hatch and eat the female from the inside out.


Miscellaneous:
The Stainer is not a hostile species.
Last edited by Lixue on July 22nd, 2012, 1:44 am, edited 1 time in total.
"This is Common"
"This is Vani"

I am interested in learning new languages. If you are interested in teaching your language, please contact me. Thank you.
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Lixue
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[The Spires] The Suggestion Box

Postby Lixue on July 20th, 2012, 1:12 am


Prophetic Prophecy
Image


Layout :
Image


Built in 512 AV after the unexpected Djed Storm, the Spires reached out to other cities to both repair relations and train citizens to retake the city. An exchange program was formed; the Jamoura would travel to Mura and the Konti would travel to the Spires for training. While the Konti are in the Spires, they will learn meditation alongside several other races. The blonde women will also learn of Caiyha and practice their profession. While in the Spires, the females will all be bunked in Prophetic Promises on the Petal of Vibrant Essence.

The building is in the shape of a large hexagon and there are two equal sides. Each side can hold twelve Konti with bunk beds. A trunk is situated at the end of each bed and it is the responsibility of the bunkoes to keep their area clean. There are five beds on a wall, opposite the restrooms. One bunk bed is next to the counseling office, a kite shaped room. The separated bunk is for the two Kontis who have been part of the exchange program the longest. The restrooms are directly in the middle of the building and can hold all the women at the same time. The overseer's room is between the counseling room and the restrooms. Her area is connected to everything, in case of an emergency. Near the entrance, there is a table in each half. Six may be seated at one time.

The counseling office is run by the overseer of Prophetic Promises. She handles any and all situations, along with listening to the problems of others. The overseer has the ability to hand out sentences.

As with the Akalak dorm rooms, there are rules to be followed.

1) Everyone is to be accounted for by dark, as the curfew is then. Those who are not inside the quarters by dusk risk bathroom duty, lecturing, and excessive training. Three times of missing curfew and the individual will stand before the Memory for a type of trial. They will plead their case, have others defend them on their behalf, and the Memory will decide whether the individual should be sent back to Mura.

2) The living space is to be kept clean. There is very little excess space in the building and clutter risks fire and endangerment of others. Once a week, the overseer will randomly examine the quarters. Those who are not living in clean environments risk bathroom duty, cooking duty or being sentenced to be a housekeeper for a Spires citizen for two weeks.

3) There is a house meeting once a week to discuss progress with the Konti's training. If one of the trainees is tardy to the meeting without probable cause, they will be excused from the building until the meeting is over. The Konti risks bathroom duty, cooking duty, or becoming a housekeeper.

4) If a Konti causes a disruption, does not follow rules, or another complains of the individual being any type of bully, the Konti will be sent to the counseling office. The woman may be sentenced to bathroom duty, cooking duty, or becoming a housekeeper. In rare cases, the Overseer may instruct the Konti to keep a journal and show it to her within two week's time.

5) Any type of sentencing handed out is to be the first priority above work or training. If an individual skips their scheduled time of duty, they will stand before the Memory. If the person is a housekeeper and is rude, they will stand before the memory. If there is no improvement with the demeanor of the Konti after visiting the counseling office twice, she risks having to stand before the Memory on a trial.

 
MiLara
ImageName: Mi'Lara
Race: Konti
DoB: 412 AV (100)
PoB: Mura
Title: Overseer
Skills:
•Mathematics (45)
•Sewing (65)
•Leadership (34)
•Medicine (34)
•Observation (65)
[Note] Mi'Lara's gift is being able to tell if a person is serious in their profession or not. This means if the individual can see themselves doing their profession for the rest of their life.

Mi'Lara is a very androgynous Konti. Her white hair is in dreadlocks and often standing straight out from the back of her head, almost like icicles. Black spectacles sit high on Mi'Lara's nose and her earlobes seemed to have been stretched, with large earrings inside. If one was looking at Mi'Lara from behind, she could easily be mistaken for a male. Her body is lacks curves and does not appear very feminine. The way Mi'Lara dresses does not help the situation. Normally, Mi'Lara can be found in a black dress shirt and dark purple pants with a white overthrow. Light grey scales litter her body, more visible on her forehead and hands. An alcoholic beverage can be found in Mi'Lara's hand or nearby at anytime.

A quirky individual, Mi'Lara says the most random things at inappropriate times. Some believe this is because she is lightweight and constantly drinking, but others think the woman is mentally disfigured. Mi'Lara enjoys telling stories to the girls of her dorm and, when especially drunk, will try to measure and fit girls for clothes. Unfortunately, these outfits lack chest areas for females and do not fit the normal hips.

If one of her counts is up for trial, Mi'Lara will not drink. She will try to defend the person to the best of her ability. Here, many find out she is actually quite observant.
"This is Common"
"This is Vani"

I am interested in learning new languages. If you are interested in teaching your language, please contact me. Thank you.
User avatar
Lixue
The Amputator
 
Posts: 256
Words: 329233
Joined roleplay: January 9th, 2012, 3:30 pm
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