[Riverfall] Weekly Contest Results - June 4th, 2012

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Built into the cliffs overlooking the Suvan Sea, Riverfall resides on the edge of grasslands of Cyphrus where the Bluevein River plunges off the plain and cascades down to the inland sea below. Home of the Akalak, Riverfall is a self-supporting city populated by devoted warriors. [Riverfall Codex]

[Riverfall] Weekly Contest Results - June 4th, 2012

Postby Gossamer on June 3rd, 2012, 3:28 pm

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❖ NPC For The Week Of 6/3/2012 - 6/9/2012!

Feel free to tell us who she is! She can be linked to any existing location, concept, family or activity currently in Riverfall or she can be linked to something completely new. Remember, since she's an NPC you need to include all the NPC Elements listed in the first post of this thread. Feel free to photoshop her or do anything you want to her to WIN!

Post your entries below! And good luck!

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[Riverfall Activity] Weekly Development Design Contest!

Postby Antar on June 6th, 2012, 2:32 am

The Silent Glade:


Image Hidden within the fringe forest, a narrow strip of trees bordering the coast of mizahar north of the plains lies a small glade and forest cave that is the home of one of the most peculiar creatures of mizahar.

A witch of Caihya's domain makes her home here, her duties as vast as the varied lands about her abode.

The most interesting thing about the silent glade is that this is a place Izara remembered from her previous life. For beneath this forest cave's outer facade, lies an ancient decaying refuge where she was born. A smaller refuge of caverns only she remembers as it served to give some of the drykas people shelter after the valterran as it was quickly abandoned to allow the akalaks a place to stay as they began to build their city in the cliffs.

Later on, it lay forgotten and alone just waiting for Izara return to come back home. Inside the cave, the walls are lined with pictures and pictograms of the era, and the time's plight that show the folklores of the region. An archeological treasure trove of secrets long since buried in the forest's girth.

This place is a refuge, that even an akalak dares to tread. For any unwelcome guest is quickly turned away by the very animals of the forest. Only the faintest few with Izara's benevolent regards are allowed here, and that number can be counted less then ten a decade over the last hundred of years.

Those with hopes of entering her natural refuge have only done so with the recommendation of an introduction by Riverfall's council, or a clan leader of the drykas people or in the rare occurence she allows the approach of someone she has met before. About a hundred years ago, the council of Riverfall sent five ceruleans to 'tame' the witch after she had helped free a caihya marked friend from the chains of being a nakavik and sent her away beyond the reach of Riverfall.

The cerulean's heads were returned to the council chambers by a flock of gulls which plagued Riverfall for ten days, keeping every akalak man, and child captive inside their homes or pecked almost to death. No mention of the subject of 'taming' her was ever made again. The only thing that was left to the council on her next appearance was a scathing dialogue about how no race could deny a being's service to the gods. Not even a dying one.

No one knows what she would do today if a similar situation repeated itself. Indeed, the council is wary of such things in the extreme for in her they found a female equal if not stronger then any of their own. One they could not dominate, only respect, as she was as wild as the very biomes of nature themselves.

No one really knows why but for the past sixty years or so, this ethfael has seldom made an appearance. Perhaps she seeks to draw herself closer to Caihya's service, or to continue her own studies of shifting plant species. No one has really saught her out to ask either.

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NPC
Name: Izara
Race: Ethfael/(former life: Drykas)
Gender: Female
Date of "Fall": 117 av
Skills: Herbalism 65, Animal Husbandry 56, Philosophy 51; Observation:48; Dagger 45; Seduction 42, Webbing 30, Storytelling26; Stonecarving 26, Astronomy 10; Glassworking 5;
Gnosis: 3 Phylonura
Biomes: Temperate Forest, Grassland, Riparian, Ocean, Subterranean and Urban
Additional Information: Izara is and always has been a mystery to both the citizens of Riverfall, and the nomadic people of the drykas. At times she is their friend, in other times their enemy. All of it depends upon what they're doing at the time in the biomes she oversees.


*credit for base of edited image: Summer Meadows*

To those who respect their environment she is courteous, and somewhat assisting to those in trouble, though on the rare occasion she has allowed the weakest of travelers to become the prey that the are. Their bodies food for the animals, and their decayed bones feed for the plants and soil. Otherwise, if she crosses an injured person she may bring them back to shelter. Or let them leave freely on their way. Her very presence is confusing to the male dominated societies of the drykas, and the Riverfall Council alone has had numerous quarrels with her. Izara still stands as one of the few females to ever successfully tell them to 'jump off a pier and stop wasting her time.'

The worst instances of her wrath have only been known to those who have crossed her. Legend says one such repudiation was brought to bear on a caravan of traders making their way to riverfall two and a half centuries ago. The only sign of their passing had been the marks left by the claws of glassbeaks. None of the caravan lived to tell the tale, and only a drykas summed it up best: "How could any live when the very animals of the plains seemed to rise up by the hundreds to tear them limb from limb?"

Izara remembers much of her life before, and has watched her native people from afar from the northern shores of the plains for the longest time. She rarely interacts with the current drykas clans or the city of Riverfall. On the rare occasions she does, it is to ask them for help, perchance to deal with cleansing an area of wild magic, or hunting down a particularly virulent, and voracious monster. On these rare occasions, even the wary elders of both cities give her the utmost respect. Other times, they shun even the very thought of her presence.

Physical Description: Her visage is the same as it looks as an ethfael, only one is without horns and still bears the flaws mortal skin tends to wear while as an ethfael, there is no blemish upon her at all. Who knows? Perhaps this similarity of her appearance was merely Syna's grace of acknowledging a pure soul that had once lived in life? Izara never speaks of such things.

Past Life: In her life before being taken into Syna and Leth's domain and falling back to mizahar, Izara was one of the first caretakers of the drykas clans within the sheltered caves. Born just after the valterran, under the name of Jessamene, her status as a drykas was transient due to her position of caring for the caves as a one marked witch and a devout marked follower of syna's light. Jessamene never once lost faith that the drykas people would return to the lands above to be in the sun's presence, even if she struggled to maintain the precious balance of the subterranean ecosystem for the care of the clan caves in order to protect the horses.

In all the years of her second life she has played the recluse, taking little time to deal with any but animals. However, she has allowed in the last decade taken in a small pycon named Mason who was similarly marked by Caihya and has taken him as a student of sorts. She allows him to dwell within her personal garden besides her forest cave's home, The Stone Garden. He dedicates his time to learning about the biome of Fringe Forest, freeing up Izara's time to better walk the plains and other biomes surrounding the forest.


Note: I originally wanted the dress tinted green and the ethfael's hand to be holding a plant instead of a tincture but alas, I suck at photoshopping :) As a side note :P


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The Stone Garden:


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The Stone Garden's name is very deceptive to its true purpose. While there are some small sculptures Izara has made to pass the time, it's filled with a series of odd peculiar pedestal with glassen artifices placed upon them. Stone and glass fuse together in a wonderful mix to shield the true purpose of Izara's long pastime.

The cataloguing and preservation of botanical herbs and various plant species that have been present in the plains and the forests from the time she has taken custodianship over the area. On each pedestal one will find ensconced in a globen protective glass framework, not only of seperate species but of variations in singular species as well. Izara's attentiveness to detail is to engender and preserve the study of botanical wildlife, including the odd preserved landspawn of the region in order to better understand how the shifting of magics since the valterran have altered differing species over the long years.

It is said after the djed storm of 512av, the garden may begin to grow at a greater rate then ever before. Mason tends to the garden as he learns more about the forest. Fixing pedestals and studying the rare plant species that are preserved here.

For now though, people are rarely allowed to stumble upon this place, or Izara's dwelling where Mason stays when there is rain. It's almost as if nature itself takes strides to protect the place. The few who do are blessed with some of the most beautiful and stranger natural sights of horticulture they have ever seen.

Preserved flowers in midbloom possessing swirls of every color, with gnashing teeth caught mid chomp upon some ancient bug. Some weirder still preserved as if they were walking upon the land with their roots. All preserved from the change after the valterrian.

To tresspassers these preserved plants may prove most unwelcome if they were broken open. Many of these plants still contain wild djed, sparking the chance of immediate growth. Who knows how the seeds of the past could spring forth the horrors of tomorrow?

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NPC
Name: Mason
Race: Pycon
Gender: male
Age: Winter 5, 510
Skills: Morphing 26, Carving 26, Observation 15, Rhetoric 10, Persuasion 5, Reimancy (earth) 5; Herbalism 5; Py-pole 5;
Gnosis: 1 Phylonura
Biomes: Temperate Forest,
Additional Information: Originally coming from a pyve near Sunberth, Mason's travels lead him far and wide seeking a place for himself in the great wide world. He only jumped out of the caravan he was on when its owners discovered him hitching a ride amongst some boxed up pottery and clay vases. After fleeing into the fringe forests Mason found his home, and his one true calling.

Somewhat naive and armed with a happy - go - lucky attitude this pycon sees the world as something interesting which needs to be explored. He takes his care of the wild biome of the forest very seriously out of respect for Caihya and the only person in the world who had not seemed to wish to enslave him so far.

He is shy though and rarely approaches anyone, at least not without first considering things carefully as he watches them from afar.


=== The legend of Gofert's Caravan ===

Description:
The legend of Gofert's Caravan is a cautionary tale surrounding a series of events which occurred on the plains about two hundred and fifty years ago. No one knows the exact locations of the slaughter, but many a scholar have tried to find out with little to no success. Or have never returned. For indeed, that place may be cursed by nature still...

"Gofert's Folly" is always presented in the semblance of verse , ether sung or in cadence, and then follows with telling a single part of the story in an oratory. It can be sung and performed by one who has storytelling and singing skill. Or done in pairs and accompanied by a third player of an instrument. This tale has become well known over the years by bards and may be sung and told in many a city in some form or another..

No one knows how this tale originally came to be heard, but the legend says a traveling bard named Forrester was visited in his camp by a beautiful woman of the wilds. Other's of Caihya's marked seem to have heard this tale before. From there, it spread. Today it has many versions but the original is still held in Zeltiva's libraries. Oft times there was talk of potentially turning it into a play but no one has yet to do so.

"Gofert's Folly."

~ By the bard, Forrester Grey.
275 av. Zeltivan Mages Academy press
First Edition.

Listen my child, for this tale is true.
I bid you warning of what that witch might do.
For in the past, amidst the grass a great slaughter did abound.
For in those past score someone obscure did alight a great mound
which scalded the plains like Ivak's flame

~First verse of "Gofert's Folly."


First Oratory:
At the time, the largest caravan population passing through the sea of grass coming from Zeltiva had slowly been making its way southwards. Seeking to bring over a thousand familes and five hundred single women south to new lands to attempt to forge a new city.

Within the blaze the animals roared to make right,
Baring tooth and claws as birds took flight.
The sound of fury, the sound of fright.
Mixed with the cries of dying babes that night.
~Second verse of "Gofert's Folly."


Second Oratory:
Gofert's passage was rather ill prepared for their journey. They were fleeing a recession of food in Zeltiva and none of them were truly cognizant of the large task of taking so many such a great distance. As they went though, Caihya's witch took pity upon them, at times appearing to coax one or two of the children to foraging sites, where the berry trees were overpressing wild hills with the weight of their bounty. Each time, only allowing what was unbalanced in nature feed the traveling masses with Caihya's regard.

But it had not always been that way.
For before that fortnight and a day,
A witch had visited the children as they say.
Seeking to guide them to what was naturally right.
Yet always keeping them within her sight.

~Third verse of "Gofert's Folly."


Third Oratory:

Before the fires, the witch had taken pity upon the travelers, and in her wishes gathered up several of the old and infirm creatures of nature. Those who would not last another season and asked them if they would allow the travelers to sustain themselves on their journey. The reason for this is it is said, that humans, and the other races were a mixed blessing to the world. Capable of aiding nature in its times of need such as after the valterran, many gifted with talents to help cleanse the wild fanes of magic that spread after the great upheavals. For even in dark times, nature provides. And yet I caution you, to respect the wilds for they are a danger in and of themselves.

When the animals were brought to the caravan, each one laying themselves down to rest their head a final time the caravan goers were filled with jubilation for the bounty they had received. Undercover the witch approached the leader of the masses. In the simple guise of a traveler she confronted Gofert himself warning him and his travelers not to set fires for warmth that night. The grass was dry she explained, it would be better to sund dry the meats they were blessed with instead of risking damage to the world about them. But instead of heeding the wise witch's words the caravan goers drove her off with beaten sticks. For they were hungry and did not wish to bear one more hardship on their journey.

This, secured their downfall. For their actions sparked one of the greatest blazes to scorch the plains. It is said that this fire was so great that it's heat could be felt miles away. So, in fear for her lands, Caihya's witch marched into the center of the inferno. She ran amidst the burning stalks of grass and entreated the Lady of nature herself to enlist the aid of Makutsi and her raindancers to help put the scorching blaze out before it consumed everything in its path. It was the greatest fire the plains had ever seen since the valterran and had the capacity to spread and destroy, not just the foolish travelers, but the clans of the drykas as well. The blaze was said to be seen that night all the way to Riverfall. Petrified with fear, surrounded by the flames the caravan goers mistook her actions for the cause of the great catastrophe and set themselves upon her. Trying to take her life and thus they sealed their fates.

Fools that are shall always be fools that be.
For that is the purpose and prudence of this story.
To teach and tell the tale of men long gone.
Torn apart to the tune of the animals song.
Fourth verse of "Gofert's Folly."


Fourth Oratory:
Listen people, for it is said the witch's words reached not only Caihya, who entreated Mitsuki with great haste but sent word to the animals of the land to preserve her faithful servant's life at any cost and bring her wrath upon the unworthy. Her children, also responded to help one who had the foresight to ask for help before the damage could spread. Oriana sent the bears of the fringe forest. Eywaat sent the glassbeaks came from the the plains and gulls from the oceans. Siku sent the snakes, their scaled slitherings through the fire to choke those fallen they came across.

Afterwards, the dead lay upon the ground.
Made feast for the animals who's cries did sound.
Only fitting vengeance for those that took their home,
The foolish when warned who failed to leave caihya's bounties to grow.
All that's left was left but for Dira's providence in death.
Perhaps their next lives will be less hasty
It was the Drykas who found the bones.
And even they say to leave it well enough alone.
~Final verse of "Gofert's Folly."


Final oratory:
In gratitude for her service the witch's life was saved and Caihya made her a priestess of nature's godess herself. In the end, there is only two things left to say: First, harm to a witch is bound to never end well and Last: Beware of nature's fury. For what it giveth it can taketh away.


Possibly Lore article material ?_? what do you think?



=== Superstition ===

"Young akalak, if you ever fall to anger, whatever you do don't go out and burn the plains. For you'll have more then the drykas mad at you. The witch will make the animals themselves rise up to tear you limb from limb."



=== Gofert and the Witch Game ===


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Gofert and the witch is a game that many a young akalak play with each other, needing at least five people minimum. It is a simple yet rough game, like king of the mountain only with two teams competing against each other.

The first team is the caravan goers.
The second team is the witch and the glassbeaks.

It starts with the witch alone in the middle circle upon a raised mound and the witch has to defend themselves against the caravaners, trying to knock them off the mountain. The objective of the witch is to stay as the witch for as many rounds as they can.A witch who is subdued and knocked out of the circle becomes a glassbeak the next round.

The caravaners go in the second circle, and their objective is to knock off the witch to become the new witch for the next round. But there is a problem. The glassbeaks. They have to protect themselves from the glassbeaks whilst going after the witch.

The glassbeaks are there to stop the caravaners from moving. They are not allowed in the witch's circle, but may subdue any caravaner they get their hands on before they knock the witch out of her circle. If they are successful they become a caravaner next round and the person they caught becomes a glassbeak. Thus giving them a chance to knock the witch off the next round.

A round end's with either the witch forced out of the center circle, or the caravan goers are forced out of the second circle or subdued by the glassbeaks.

The game's purpose, though still a silent reminder to be careful in the plains, is to help develop an young akalak's sense of perception, detection, and skill. Indeed, tactics even comes into play as the dichotomy of the caravan goers goals requires a shred of teamwork, though there are many who simply enjoy it better as a free for all. Sometimes even the adults will play, many a father has played this with their sons against other families at festivals. Sometimes games with only adults playing will be held. Usually these become rougher then most others, especially if done in one of the schools for unarmed combat.


Quest Ideas with these locations/npcs

1. Title: " The Roots of Conflict "
Summary of Idea: Relations become strained when a married drykas woman births an akalak, a clear sign of her inattentions to her husband. The akalak male involved becomes angry and challenges the woman's husband to a battle to the death in the for the woman's hand. Before the woman could be saved, she is executed, and the husband killed in revenge. Relations become further strained when the new drykas elder strands the child out in the plains, letting nature make its own decision to intervene...

2. Title: " "Plainswalking" Abomination "
Summary of Idea: A monster in the plains ransacks riverfall in the night, killing several young akalaks. In response, the council asks a witch of Caihya to lead a group of adventurers to slay the foul beast as it retreats upon the plains.

3. Title: " In Caihya's Service "
Summary of Idea: Caihya's marvels are not usually weapons of war, or trinkets that possess the ability to make their bearer stronger, nor do they tend to gift their bearers with any divine ability. Save this one is one of the few exceptions, The Ebon Branch. The ebon branch was gifted to one of Caihya's champions and was long lost to the world. It possessed the ability to help rid a small area of wild djed, about ten square miles a week, leeching the tainted energies through the branch and returning such taint to the natural order of the world. Stories say, there was once lesser versions of the ebon branches granted after the valterrian to caihya's wild children who watched over those hidden beneath the earth. But none were as powerful as this. The original lies somewhere in a tomb below the plains... hidden deep within an ancient abode for refugees. Many survived to come back to the land of living above ground. However, for our sad adventurers. Some did not and remain there still.

4. Title: " Unwanted Abrasion "
Summary of Idea: Izara visits the man in charge of the slides, furious for diverting streams of water from their natural course to a place purely made for recreation. Various negotiations ensue leading up to a few summoned ceruleans becoming violent in the city streets.

5. Title: " Leaf it Alone "
Summary of idea: Mason is chased from the forest by a set of invading baby glassbeaks from the plains and seeks aid to try to rid the forest of them.

6. Title: " March of Thyme "
Summary of idea: With Izara's blessing, Mason takes an herbologist from Riverfall or Endrykas on a special tour of the stone garden. Letting the participant[s] gain new understanding on the way some plant species they use have changed over the long years.

7. Title: " Seeds of Doom and Bloom "
Summary of Idea: An ebonstryfe member seeking to cause chaos within the city of riverfall has stolen into the stone garden and succesfully extracted the seed of a monster long wiped from the history of Mizahar. As the seeds grows they begin to terrorize the plains. Feasting upon various travelers as it slowly makes its way towards Riverfall.


Note : I admit I kinda let the muse run wild here >.> but here's a bunch of my thoughts. Take it as you please and modify it as you like :). Or just throw it away. ^-^. I apologize for any spelling or grammar mistakes, but unfortunately I'm lacking access to a spell checker right now (I need to reinstall word X_x ) But, hey, if you like these you can just consider 2 location, 2 npcs, a legend,(which I'm tempted to make a lore article as well >.> since it was so fun to do) a game based on that legend; a superstition, and a series of quest ideas a package deal :) If you do like the pics I chose, all pics were placed into the galleries. This was actually very fun for my muse to do.
Last edited by Antar on June 9th, 2012, 1:47 am, edited 9 times in total.
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[Riverfall Activity] Weekly Development Design Contest!

Postby Petpapaysa on June 6th, 2012, 12:31 pm

Name: Amber Monsoon
Race: Svefra
Found at: Zhongjie Warren
Gender: Female
Date of Birth (age) : Spring 20, 412 AV (30)
Place of Birth: "Tidebreaker", Palivar, Suvan Sea
Skills: Negotiation 60, Cutlass 47, Brawling 40, Rhetoric 30, Swimming 29, Observation 22
Gnosis: Laviku 1
About Amber:
The Monsoon pod is rather notorious for being pirates, and Amber herself has gut more than a few sailor who didn't understand the notion of surrender. When a captain of a vessel being boarded put a mounted harpoon through her leg, her days on boarding parties were cut short, and she found herself being the merchant that sold stolen goods. While not present every day, she's become a regular presence in the Zhongjie bazaar, selling and bartering goods from all over Mizahar. While the prices for all her items are fair, one needs to be careful around her as she often convinces people to buy goods they don't actually need. Never in Riverfall to only sell, she can and has haggled plenty of people down to at-cost or lower prices for items her pod needs - utmost care is urged for anybody trying to sell to or barter with her.

EDIT: Grammar+formatting issues.
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[Riverfall Activity] Weekly Development Design Contest!

Postby Rykanis Dakshata on June 9th, 2012, 8:30 pm

Alicia's Potions and Tonics:


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In one of the rooms of the Windswept Condos, lives an odd woman full of concoctions and brews. She runs a business right out of her condo, selling her own drinks and creations to the people of Riverfall.

For the most part only her potion creation is done on site, while the majority of her business is done by delivery, and runner. Often young akalak boys hired on as workers can be seen coming in and out with packages and cases. She is known for her odd additives and beverages, which each have there own unique effect.

 
Alicia Vurn
Name: Alicia Vurn
Race: Human
DoB: 474 AV (38 YO)
PoB: Zeltiva
Title: Owner
Skills: Philtering 60, Medicine 51, Herbalism 45, Gardening 39, Poison 28, Glassworking 32
Gnosis: None

Biography

Alicia was born to human parents, one a healer, the other a shopowner, in Zeltiva. Initially she learned of plants and such from her mother, and was adept from a young age at learning all of there nuances and uses.

However as she became an adult, she headed to Mura, to enhance her skills with medicine, from the konti, who knew so much. It was here that she learned of the art of philtering, and took to it so well. She already knew how to mix plants and there many effects. Philtering allowed her to take this to a new level, and to make many new effects.

Once she had learned all that she could, she ended up going around, trying to find a new place to use her skills, one which would benefit from her experience. She tried out Syliras for awhile, but after an unfortunate accident, ending in an explosion that injured 8 people, she had to leave the city forever.

Finally, she ended up in Riverfall, about 10 years ago. Here she scraped together her small savings, and started a business in her home, which turned into a near overnight success.

Personality

Alicia is a bit odd, with little understanding of personal space, and quirky. She often mutters to herself the names of various plants and herbs, and tends to prod people when she talks to them, apparently "checking for soft spots."

Some say she has inhaled to many fumes over the years, and it has made her a bit odd... Or maybe she has always been that, it is hard to verify, since no one knows her from her youth in Zeltiva.

She enjoys her work, a bit to much, and often thinks it is hilarious when someone has a "reaction" to one of her "experiments". Though her normal tried and tested concoctions also tend to not be to safe.


 
Products
Alicia does not so much have an exact inventory for sale. Instead, she makes her products to order. She will usually have at least some common tonics, balms, and concoctions, such as lotions, medicinal salves to help with the healing process and stop infection, waterproofing solutions, and much more expensive gnosis infused drinks to heal broken bones.

However she also has many much more odd creations, ones which were invented by her, and are her own odd things. These vary from energy tonics to keep you awake, potions to increase strength, intelligence, and night sight, and additives to drinks that increase a woman's arousal, and a mans "performance" romantically. For obvious reasons, the last ones are a bestseller in Riverfall.

However what makes her creations even more odd, is that all of her original ones have some kind of negative side effect, which gets worse the longer you take it. While the energy tonic keeps you from needing sleep, it also makes you increasingly paranoid. The one that boosts your intelligence, tends to make you think you know everything, and unwilling to listening to other peoples advice.

The one that increases a females arousal tends to make them more angry and dominant, and at times prone to fits of violence. And the one that increases a mans performance, tends to have the reverse effect, making them more likely to be submissive, to take others lead, and not be violent. For obvious reasons, these are often bought by people for those of the opposite sex they want to affect.

Some think that these side effects are not by chance, but are actually purposely engineered into them by there creator, though it is unknown why this would be. There are also rumors that she sells versions of the potions without the negative side effects, at highly increased prices, and that some of her clients include members of the Riverfall council.

 
Jobs
There are a few jobs available for the public, these include:

-Runners- to deliver products, this job is usually taken by younger akalaks.
-Assistants- Help in production and stirring, strong arms needed.
-Gatherers- Helps to gather ingredients for concoctions. This job requires experience in medicine, herbalism, or gardening.
-You can't truly appreciate the light, until you spend some time experiencing darkness...

-The more you know, the more you learn how little you truly know, and how much there is left to learn.

-Only when you truly understand the darkness, will you not fear it.
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[Riverfall] Weekly Contest Results - June 4th, 2012

Postby Gossamer on June 11th, 2012, 10:21 am

Okay... so the obvious winner for this competition is Antar. That earns him 50 Perk Points.

I'm going to take part of his development, not all of it, and pick and choose. Since he didn't really use the NPC as I'd hoped (as a Philterer - duh!) I'm going to change his NPC image and make his NPC more witch-like with face tattoos and paint etc.

His breakdown of what I would have taken was
2 Locations - 20
1 Game - 25
2 NPCs - 10
1 Legend -15

So while he got 50 for winning the contest, he also got +20 for going above and beyond. So his total is actually 70 Perk Points.

Petpapaysa will receive one point for an attempt!

And I really liked Rykanis' idea, so I'm letting him keep the image, tone down the NPC a bit, and giving him an NPC credit. However, if he describes Alicia's room thoroughly and intensely (or gives her a small shop), I'll let him have a location point award as well.

So Rykanis - 5 pts (with a potential for ten more if he elaborates).

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[Riverfall] Weekly Contest Results - June 4th, 2012

Postby Antar on June 11th, 2012, 5:59 pm

Wow O.O 70 development points straight off the bat.

I'm honored.

"(as a Philterer - duh!)"

Anyways >.> I didn't include philtering on purpose into a botanist or a witch's setup >.>. it didn't make sense to me at the time when I wanted to limit it to 10 skills on the npc >.>,

I'd like to say thanks for the choice of picking my entry and now since it's decision time on the actual contest win's prize ::

goss wrote:There are three prizes that a player can pick from when winning a contest. A player can claim 50 Perks Points to be used in the The Perk Points Center, opt for an item from the Perks Grab Bag, and finally a player can just simply claim 100 gold for that character they posted the winning entry from. All Perks Points or Grab Bag items are subject to The Player Perk Center rules.


Hmm... I could choose the *bonus* 50 perk points, the grab bag, or the gold.

You know what? :P

I'm going to let you surprise me with a grab bag on this one. That's right ... >.> I said it. "(grab) Bag me." :P

120 points for one entry , via the current setup of your explanations, just seems a little bit cheap ;) and I'd still be able to go for laviku's mask with the 70 leftover you've already justified development side. I did ask about that in chat before I posted if you wanted the entry split up over both threads for how things would be counted for that, remember? :3.

Thanks for the opportunity to flex our creative muscles Jen. :).
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[Riverfall] Weekly Contest Results - June 4th, 2012

Postby Gossamer on June 15th, 2012, 2:44 pm

Okay, you've selected a Grab Bag item. Here's your item... and in addition you get 20 points for above and beyond.

A Camp Squealer:

This series of eight rods the size of tent stakes have rather significant bells perched on top of them. When carried together they are absolutely silent, but when broken apart and thrust into the ground spread evenly around a camp, they go on alert. When anything (animal, person, even djedspawn) passes their parameter, the bells of the two rods the movement breached begin ringing loudly alerting the camp to possible intruders. To cease them ringing, on simply needs to touch them with another of the rods to 'reset' the Camp Squealer.


Remember, you must write yourself acquiring the grab bag item in any thread anywhere. Just reference this thread to any ST to let them know its fine that you have it. I've updated your SS with this information as well.
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