|
by Gossamer on June 3rd, 2012, 3:28 pm
|
by Antar on June 6th, 2012, 2:32 am
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 |
=== 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." |
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. |
by Petpapaysa on June 6th, 2012, 12:31 pm
by Rykanis Dakshata on June 9th, 2012, 8:30 pm
Alicia's Potions and Tonics: 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. |
by Gossamer on June 11th, 2012, 10:21 am
|
by 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 ::
Hmm... I could choose the *bonus* 50 perk points, the grab bag, or the gold. You know what? I'm going to let you surprise me with a grab bag on this one. That's right ... >.> I said it. "(grab) Bag me." 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. . |
by Gossamer on June 15th, 2012, 2:44 pm
|
Users browsing this forum: No registered users and 0 guests