Kalinor Development Center

Do you have an idea for Kalinor? Please post it here!

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A surreal cavern city inhabited by Symenestra where stones glow and streets are reams of silk. Cocoon like structures hang between stalactites and cascade over limestone flows in organic and eerie arabesques. Without a Symenestra willing to escort you, entrance is impossible.

Kalinor Development Center

Postby Poison on April 27th, 2013, 2:51 pm

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Do you have an interesting idea for a NPC or a location? A legend that Symenestra frequently tell each other? A prayer to Viratas?

Is there anything that you think Kalinor should absolutely have?

Tell me about it!

If I approve of your idea, please make a writeup, using one of the formats you can find below and post it in this thread.

Once the finished writeup has been approved, you can post it in the wiki or the forum - or ask me to post it.


 
NPCs
Picture:
Name:
Race:
Date of Birth:
Place of Birth:
Title:
Skills: Skill1 Points, Skill2 Points, etc
Gnosis: Gnosis1 Number of marks, Gnosis2 Number of Marks, etc
Description of NPC:


**PLEASE NOTE**

If your player is related to the NPC you create, you need to understand that your PC CANNOT reap unreasonable benefits from the NPC. Meaning, the NPC teaches your PC something, that very same NPC needs to teach everyone something. You don't get a free place to stay, you don't get an added rank, etc. just from being related to the NPC.


 
Creatures
Picture:
Type of Creature:
Frequency: Rare, Common, Abundant, etc
Major Features:
Abilities:
Most Common In:
Summary/Abstract:
History:
Appearance:


**PLEASE NOTE**

Please, before you even consider doing a write up for a creature, be sure that you have read and understand all the information on Kalinor! Thank you in advance.


 
Locations
Picture:
Description:
NPCs:


**PLEASE NOTE**

You cannot create a location that magically spawns gold and jewels from vapor or holes in the ground. No finding super wizard mega strong magic sticks or the like. Be fair! Flesh this out as much as you can so that those who may decide to play here will have a good idea of what they're working with. Don't leave any room for excuse to get mad at someone who isn't playing your coined location up to your par.


 
Misc
Stories, Myths, Legends, Fables, Customs, Holidays, Plants, Pests, Things, etc should all be completely fleshed out. Again, please sure that you have FULLY READ AND UNDERSTAND THE KALINOR LORE! Check out everything before beginning here. These creations will be tricky, because I will be checking them for any deep flaw. I'll point them out so that you can fix them.


*credit for the tabs goes to former AS Halcyon of Wind Reach.


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Postby Sosicly Magnolia on May 16th, 2013, 11:04 pm

Not sure if this is anything like what you’re looking for or if it’s completely off, I just wanted to get the idea out there! I honestly have no idea if there are hardback salamanders but I figured there could be in Mizahar but they are a troglophile species. As a separate piece I added a superstition from the Veeble. I figured I would just toss the ideas out there and see if I’m in the ballpark, so to speak, and if not I do have a few vague ideas for bats, if I may proceed with those? On a separate note, since Sosicly is sewing gems and such (and I assume there is others) and they are underground, would it be plausible for a small mining area or location where they gather these stones from? Or would those come strictly from the Orchard Market?

Creature :
Picture: Image
Name: Veeble
Type of Creature: Salamander
Frequency: Rare
Lifespan: 2-5 years
Major Features: Stone-like spines
Claws
Quadruped
Abilities: None
Most Common In: Near the Surface of Kalinor
Summary/Abstract: Veebles are, in a few words, both odd and adorable. They are known for crawling backwards and sideways with maximum speeds of 10mph for a short burst of one chime. While mostly using their tail for temperament telling purposes they are known to make high frequency squealing through their nose during death.

Living underground this species has little in the manner of food and being entirely toothless is a bottom feeder for the city of Kalinor. Moss, small undergrowth, and an assortment of small bugs are the diet of the Veeble. While have neatly hooked claws for climbing and sticky underbelly, one fall could mean the death for these small creatures.

This particular lizard is a gregarious species, often living in large communities and being of mild temperament. However, when provoked, breeding or fearful the creature will curl into a tight ball to protect its stomach and itself, it is a very effective protection considering their scales are sharp, and sturdy as stone. In this position any attempt by predators or person to pick up the creature would end up with a shredded mouth or paw/hand/etc.

The Veelble will breed only during the Spring season, twice in its life and lay approximately ten eggs with usually only 60-70 percent hatching, and reaching adulthood safely. This is because when born the entire body of the lizard is fleshy for 45 days, and after this time frame their body is still not fully hardened until a year of age when they reach sexual maturity. This breed does not hibernate.

History: Originally these salamanders lived deeper in Kalinor, and long before the Symenestra but rather than move farther down after the Valterrian, they moved upwards. This creature has never been a well-populated and the move left them with fewer. It took several years for the Veeble to grow back to even half its population and even now it is speculated a mere 700 exist at a time as opposed to the thousands that once roamed.

Appearance: The Veeble lizard can reach from the lengths of 10-14inches full grown (nose to base of tail), weighing between 4-9lbs, and are relatively slender looking creatures. Separately their tail can range from an extra inch or two never getting large than three inches in rare occasions. Their shape as a whole is a mixture of triangles, a rounded triangular head, triangular scales, and triangular shaped eyes. Even their legs tend to fan out in a triangular fashion from the base, both hind and forelegs being lengthy and even. Extending from these legs are sturdy, thick claws allowing it to hook, and scale with relative ease. Its’ scales cover its entire body save for the soft, sticky underbelly that is always carefully protected. Generally these little beasts only come in deep, shimmering colors limited to shades of black, gray, deep greens, blues, and browns as to blend into their environment.


Superstition: :
“The Death Cry of a Veeble”
Though no one knows precisely who said it first many have a good idea of where it the morbid superstition came from. Many Symenestra will tell that the superstition came from the surrogates, the cry of the Veeble akin to that of the wails that would sometimes leak from the surrogate wing in the Place of Purging. However, others will say it is the cry of those non-Symenestra visitors who slip and fall never to get back up, and rarer still is that is the warning cry of their ancestors as they were forced underground. Either way, the cry of the Veeble has long since been associated with warnings of death, and ill will that are to come in the near future.
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Postby Poison on May 17th, 2013, 4:36 am

Sosicly, I like the Veeble - and especially the superstition about them. I think it would fit in well!

What makes the Veebles adorable though? How do you kill them – and are their scales or any other parts of their bodies useful?

You have my permission to develop the bats.

As for gems, I think the Symenestra have at least a small mine somewhere. They live in a cave, so it would make sense.

Rarer gems and metals probably mostly come from the Orchard Market though.
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Postby Sosicly Magnolia on May 21st, 2013, 8:18 pm

Some of these might be completely off the mark, let me know if they are redeemable, others I think are more realistic but I just wanted to present them all! I’ve come up with a few bat concepts for you to look at but I still have some more I just haven’t finished yet, and I fixed up the Veeble article. I took out the word adorable because that was just me being biased because I find them adorable :D In the Summary I added how to off them as well as how they could be useful (or not), as well as how long it takes for eggs to hatch. If you like the bats (or some of them) would I be able to work on a few spider concepts I had? Since a small mine is acceptable would I be allowed to develop the small mine location?

Veeble :
Picture: Image
Name: Veeble
Type of Creature: Salamander
Frequency: Rare
Lifespan: 2-5 years
Major Features: Stone-like spines
Claws
Quadruped
Abilities: None
Most Common In: Near the Surface of Kalinor
Summary/Abstract: Veebles are, in a word odd. They are known for crawling backwards and sideways with maximum speeds of 10mph for a short burst of one chime. While mostly using their tail for temperament telling purposes they are known to make high frequency squealing through their nose during death.

Living underground this species has little in the manner of food and being entirely toothless is a bottom feeder for the city of Kalinor. Moss, small undergrowth, and an assortment of small bugs are the diet of the Veeble. While have neatly hooked claws for climbing and sticky underbelly, one fall could mean the death for these small creatures.

This particular lizard is a gregarious species, often living in large communities and being of mild temperament. However, when provoked, breeding or fearful the creature will curl into a tight ball to protect its stomach and itself, it is a very effective protection considering their scales are sharp, and sturdy as stone. In this position any attempt by predators or person to pick up the creature would end up with a shredded mouth or paw/hand/etc.

The Veeble will breed only during the Spring season, twice in its life and lay approximately ten eggs with usually only 60-70 percent hatching, and reaching adulthood safely. The eggs will hatch after 50 days of incubation, in a moist, warm setting. When born the entire body of the lizard is fleshy for 45 days, and after this time frame their body is still not fully hardened until a year of age when they reach sexual maturity. This breed does not hibernate.

The Veeble is essentially useless save for its spine. If killed the Veeble spines may be harvested for jewelry or weaponry, however as weaponry they are no sturdier than regular stone. It is not recommended that this creature be eaten as it has a distinct soured taste. In order to kill a Veeble one must first catch one, once caught by any predator the only surefire way to kill a Veeble would be to cut the underside anything else would only leave it dazed.

History: Originally these salamanders lived deeper in Kalinor, and long before the Symenestra but rather than move farther down after the Valterrian, they moved upwards. This creature has never been a well-populated and the move left them with fewer. It took several years for the Veeble to grow back to even half its population and even now it is speculated a mere 700 exist at a time as opposed to the thousands that once roamed.

Appearance: The Veeble lizard can reach from the lengths of 10-14inches full grown (nose to base of tail), weighing between 4-9lbs, and are relatively slender looking creatures. Separately their tail can range from an extra inch or two never getting large than three inches in rare occasions. Their shape as a whole is a mixture of triangles, a rounded triangular head, triangular scales, and triangular shaped eyes. Even their legs tend to fan out in a triangular fashion from the base, both hind and forelegs being lengthy and even. Extending from these legs are sturdy, thick claws allowing it to hook, and scale with relative ease. Its’ scales cover its entire body save for the soft, sticky underbelly that is always carefully protected. Generally these little beasts only come in deep, shimmering colors limited to shades of black, gray, deep greens, blues, and browns as to blend into their environment.


Belladona :
Picture: Image
Name: Belladonna Bat
Type of Creature: Bat
Lifespan: 15-25 years
Frequency: Rare
Major Features: Poison sacks
Clawed Feet
Abilities: Poisonous
Most Common In: Low Caves and Crevices/Unpopulated Areas
Summary/Abstract: Aptly named after the poisonous plant, the Belladonna Bats’ are deadly. They are unfriendly creatures, territorial, aggressive, and highly intelligent. They can fly at speeds up to 40mph but usually fly anywhere between 5-10mph. They are omnivores, eating a variety of plants, fruits, and vegetables along with small mammals and reptiles. The Belladonna catches it prey by gripping creature with its’ foot claws, then wrapping its’ wings around the creature causing the poison sacks to burst. This does leave the bats open to attack via teeth, as such they are known to grab prey by the mouth. On the opposite end the sacks work as a defence, and the Belladonna will purposefully popped them in an attempt to escape predators.

The poison sacks on the Belladonna will grow back within 2-3days of being popped; the bats themselves are immune to the poison. The poison is fast acting, killing a small animal within 3 minutes and humanoids within 15 minutes, whether ingested or having only skin contact the poison. The symptoms are as follows and happen in no particular order save for death being the end result without antidote.

• Nausea
• Hallucinations
• Disorientation
• Internal bleeding
• Shortness of breath
• Blurred vision
Belladonnas’ are a lone-wolf species carving out small territories of about 1 mile then guarding them ferociously with their mates. Children of this bat leave at the age of three years old once sexually mature to find their own mates and territory. They can breed once every year during Autumn, and will give birth to a single young with gestation lasting for a season.

They are nocturnal, having poor hearing, about the same as any human but excellent eyesight akin about five times that of a humans, but this is only in dark lightening conditions, the brighter an area is the worse their vision is.

Belladonnas’ if successfully caught are harvested for their poison sacks, claws, and even their meat which is the only cure to their poison. Belladonnas’ are best left alone and if capture or death is a must both would have more luck with long range weapons of any kind, and are scared away by bright lights.

History: The Belladonna Bat had always lived in caves or underground, and were abundant in Kalinor before the Symenestra arrival. Confrontational by nature there was a bit of a turf war when the Symenestra relocated, the bats refusing to move, making a nuisance of themselves, and the Symenestra unable to physically move them. Between luring the bats away, illness and death, catching them and relocating them the Belladonnas’ eventually gave up or grew bored and moved onto greener pastures (so to speak), but are known to lurk in the empty portions of the city on rare occasions.

Appearance:
Full-grown this bat will be 3-5 feet from wingtip to wingtip, and have a head to body length of 12-16 inches. They weigh between 2.5 to 4 pounds, and are lean, fox-faced looking creatures with tiny ears. Like all bats they have no ‘arms’ save for their wings, they have large feet are five-toed with large claws. The have large humanoid looking eyes, and are most know for the flesh coloured sacks of poison that dot their body in no particular pattern. Generally their bodies are covered in short, coarse fur coming in only two colours of varying shades, black or brown, while their wings are always black.


Cotton Bat :
Picture: Image
Name: Cotton Bat
Type of Creature: Bat
Lifespan: 5-10 years
Frequency: Abundant
Major Features: Fluffy body
Abilities: None
Most Common In: Throughout Kalinor

Summary/Abstract: The Cotton was given its name both for the appearance of the tiny bat. It is an insectivore that has eyesight half that of a regular humans. They rely on echolocation to catch prey successfully. They can fly at speeds of 5-15mph, usually sticking in the 5 mile range, only reaching top speeds to catch prey with their ½ centimetre fangs.

Friendly creatures that live in colonies of around 10 to 12, they make loyal pets but are they are playful creatures with moderate intelligence, and often make noise just for the sake of being able too. Other than pets their usage can be food or fur but it would take many to get enough fur for anything useful.

They can breed year round, siring 1-3 young, are sexually mature at two years of age, and are serial monogamists. They are unable to breed once they reach the age of seven. Gestation for them last approximately 60-90 days. Those these bats can live for a maximum of 10 years they rarely reach their full age due to predators.

History:
The Cotton Bat tend to migrate, enjoying human civilizations, and moved to Kalinor not long after the Symenestra had settled. They have lived there ever since.

Appearance: They are known for their deep, glossy tones on their ears, wings, nose, eyes, and feet. Without fur they would look like mice with wings, but long, soft, warm grey fur covers them from head to toe. They look like cotton balls with wings, having no distinguishing body portions save for their face. Their eyes are small slits, their nose a small circle, and their ears protrude off their head. Their feet are five-toed with no claws, only nails, and unlike most bats they cannot use them to hang upside down. Generally, they span bout 5-6 inches from wing tip to wing tip, their body being about 2-3 inches, and weighing around less than half a pound.


Sun Bat :
Picture: Image
Name: Sun Bat
Type of Creature: Bat
Lifespan: 10-20 years
Frequency: Occasionally
Major Features: Yellow wings
Leaf-shaped nose
Abilities: Bioluminescent
Most Common In: Above Kailnor
Summary/Abstract: The Sun Bat is named for its’ colour, diurnal tendencies, and the bioluminescent glow its’ wings exudes. They are occasionally sighted when they fly in to roost for the night. Unlike many bats they are three-toed, having shorted nails with longer toes for better gripping, and capture of prey. They are well adjusted predators, their ears and oddly-shaped catching three times that of a humans, and their eyes seeing twice as far.

This particular bat is known for its speed, flying at its’ slowest pace of 15mph and its’ fastest of 40mph. They are omnivores with sharp teeth, and sharper minds, and are known to toy with hunter and prey alike. The Sun Bat catches and kills its prey with its’ stronger than average toes by snapping its’ neck, they will eat anything small enough to fit in their mouths. They keep to themselves and their colonies, but enjoy antagonizing other species, and are well-known thieves.

Breeding for the Sun Bat is done during the first 45 days of Spring, they are a promiscuous breed and will mate often during the 45 days of heat which occurs for both male and female bats of this kind. If the breeding is successful a Sun Bat will have a gestation period of 50 days having only one young but twins are not unheard of. Young bats do not glow for the first several years of life, only after they have reached sexual maturity do they begin to emit any glow, some unlucky ones never create all the chemicals to glow at all.

This species of bat lives in colonies of 60-100, with rotating ‘leaders’ who will lead the colony to breeding grounds, and safe roosts during hibernation. The Sun Bat hibernation begins at the end of Fall and lasts through Winter until Spring, with them migrating all of Fall until they find a warm inhabitable area. During the migration a Sun Bat will eat more than three times its’ body weight in preparation. They are most active during the Summer.

Often sought for their glowing wings, their chemicals for their luminous light are stored with fatty pockets along the fingers and is where much of their weight comes from. This bat will only emit light for another 20 minutes after death if the storage pockets are exposed. It is not recommended this bat be used as a food source as the chemicals from its’ meat it tainted from the chemicals which do no lasting harm but can cause a horrible food poisoning.

History: When the Symenestra first fled to underground there was always Sun Bats, though the creatures themselves never strayed far from their entry roosts. Before the Symenestra moved farther down, and still at times in the present, they were used as a way to tell time or as a guide to the surface once they set out for the day.

Appearance: Sun Bats all come with two colours, white velvet fur and yellow/golden skin. Their eyes are faded jewel tones, too large cone shaped ears, and their nose is a leaf looking shape attached to a short snout. They have three-toes, each a centimetre long and having a disturbingly strong grip.Reaching lengths of a little over or under 1 foot from wing-tip to wing-tip, their bodies being no more than four inches long, and weighing no more than a pound.


Spidling :
Picture: Image
Name: Spidling
Type of Creature: Bat/Spider
Lifespan: 3 years
Frequency: Common
Major Features: Spider body
Four wings
Abilities: Can be venomous
Most Common In: Kalinor/Tree Husks
Summary/Abstract: Spidlings are strange creatures with the mannerisms of a spider paired with the wings of a bat. They can fly at top speeds of 15mph, crawl at a speedy 5mph but usually stick to a leisurely pace of less than 1mph unless hunting. The Spidling is an insectivore who will hunt one of three ways, by flight, stalking or web and it is dependent on the species of spider. Spiders that have the ability to spin webs will do so and if they cannot they will fly and catch with their mouth like a bat or stalk, hide and pounce as some spiders do. Spidlings who have the ability to create webs have a half a centimetre thick silk that is only slightly less sticky than its’ full spider brethren.

These are the most common found Spidlings, though more appear frequently:
• Tarantula
• Huntsman
• Brown Spider
• Jumping Spider
• Wolf Spider
• Cobweb Spider
• Grass Spider

Most Spidlings are even tempered and will leave you alone if you leave them alone, but they do startle easily, and will bite when threated. Some of these spiders are venomous but most venoms are harmless save for mild irritation or allergic reaction. Mirroring their bat-like counter parts the Spidling live in colonies, ranging from 5-30 at any given time, no Spidling will hibernate but they tend to move to warmer areas if it cools down.

The Spidling is most active during breeding season which ranges for the two seasons of Summer and Fall, like their spidery halves the Spidling lay 50-200 eggs in a sack that they will either carry with them or hide for the 14 day gestation period. Spidlings are sexually mature and full grown after 182 days.

This cross breed is not sought out for any particular use but there has been talk of attempting to make use of their silk webbing, if they could get rid of some of the more sticky qualities. More often they are only considered a nuisance and can be killed in the manner of a regular spider, if you can find something big enough to squish them.

History: Known only as Spidlings, this species of bat did not appear until after the Djed Storm of 512AV. They were a small population that have been speedily growing since then, increasing in both number and sub-species. Coming from above ground, and upper caves they have progressed deeper into Kalinor over the year of 512AV. They are now commonly found throughout Kalinor, and above Kalinor, roosting in trees and crevices underground, most ignore them while others find them a nuisance.

Appearance: Spidlings all share the same four bat wings, which work together much like dragonfly wings. They are commonly anywhere from ½ a foot to 1.5 feet long, weighing around ½ pound to 1 pound. The body shape is entirely dependent on what species of spider they are, new sub-species are constantly appearing based off of the different spider breeds, but all will share a spiders eight legs, and fangs.

Note: I know Daydream is not active as an ST anymore but I must give them credit where it is due because Daydream was the one I had originally spoke with about the idea when I first started. Although I am unsure as to what her PC name was or is :C

Also my doctoring of the picture is not that well-done, if you know anyone, feel free to have them make another version.
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Sosicly Magnolia
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Kalinor Development Center

Postby Shausha on June 13th, 2013, 1:54 am

6/12/13
____________________________________________________________________________

Just a quick idea, could we have the bats that Sosicly has introduced feed on the silk moths? They'd become a pest or nuissance of sorts. The Rose Cavern is separated with a fine mesh meant to keep the Ranekissra in, but it could also serve to keep the bats out. Without regular maintenance, the bats could gnaw holes in the mesh and wreak havoc on the Cavern's carefully balanced environment. It could also create a job of having some web custodians tend to the holes or catch any that have entered The Rose Cavern.
.
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Postby Poison on June 14th, 2013, 8:49 am

The bats haven't been approved yet. Since Sosicly's animal writeups are rather detailed, I have asked her to get approval from the Founders and go through World Development. In the future having them feed on the moths might be a possibility though.
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Postby Sosicly Magnolia on June 21st, 2013, 11:48 pm

The Salticidae Mines

Image

The Salticidae mines are located just outside of the abandoned parts of the city. A slab of stone covered in cracks, slick with moisture and four different entrances. Each entrance is a hole in the wall with no ledge, accessed by two white cords, one for entry and one for exit, and some skillful climbing. Unless one is a Symenestra gaining entry and exit is no small feat. Regardless it is mostly populated by Symenestra as their natural abilities allow them to easily maneuver the caverns, and gain access to rarer stones. While considered a natural structure, aside from the entrance much of the Salticiadae mines were created. New tunnels are a slow make and so far the mines features only four tunnels

The mine itself is only around ten miles long in any direction, giving it a grand total of maybe forty miles, however, this does include the unexplored portions. These tunnels are also available for exploration at the customers’ own peril.

The four entrances are somewhat straight to lead directly to its center. Each tunnel entrance is roughly fifteen feet long, and around a mile apart. Upon entering any of the entrances, one will be approached by one of the three other workers or one Ochya who infrequently patrol. This person will then escort the customer to Davara’s where they may begin conducting their business.

The largest, and brightest portion of the mines is the crystal deposit. It is covered with a least twenty torches along with the natural glow of opalgloams refracting off the fogged crystal slabs. Near the center of this deposit is a moderate sized kiosk that Dasvara’s mans. The kiosk offers a variety of pre-mined gems, rental and purchase tools, maps with a gem price list, and idle chatter. It is also where any miner will bring their gems for weighing and purchase. On average the mine produces for sales around fifty carats of each stone a season, totaling out to 100 carats per year. The rest of mining production is done by special case-by-case order or through the Aconite Web.


The tunnel themselves are dim, having purposely mined squares to show what is found in the area for most of the tunnels are not mined and showcase only stone. They have minimal natural light and offer torches even five feet to allow for better vision but they are only lit during business hours.
The four tunnels are known by what they offer:

  • Agate : Blood, Banded, Blue Lace, Common, and Black
  • Arcanite: Green, Purple, and Solid White
  • Quartz: Amethyst, Aqua, Pink, and Yellow
  • Gypsum: Orange

While each cave does have the listed gems and their listed colors, customers will find that a higher price means the gem is harder to find, and cheaper gems are easier to find.

Buying goods:
Gem Un-mined Loose Rarity
Blood Agate 2CM per carat 4CM per carat Common
Banded Agate 2CM per carat 4CM per carat Common
Blue Lace Agate 3CM per carat 6CM per carat Rare
Common 1CM per carat 2CM per carat Common
Black 2CM per carat 4CM per carat Moderate
Amethyst Quartz 1CM per carat 2CM per carat Common
Aqua Quartz 3CM per carat 6CM per carat Moderate
Pink Quartz 3CM per carat 6CM per carat Common
Yellow Quartz 1CM per carat 2CM per carat Rare
Green Arcanite 5CM per carat 10CM per carat Moderate
White Arcanite 5CM per carat 10CM per carat Moderate
Purple Arcanite 5CM per carat 10CM per carat Moderate
Orange Gypsum 2CM per carat 4CM per carat Rare
Crystal 2CM per carat 4CM per carat Common

Item Rent Buy
Miner’s Pick 5SM 3GM
Sifting Pan 2GM 20GM
Slide Grease (1 jar) 10GM 25GM
Stonecutting Axe 5GM 90GM
Climbing Harness 2GM 50GM


Selling goods: Dasvara does not take gems other than those found in his mine but he will buy used mining equipment for half the price. He will also accept mined gems for their un-mined price or cut the price of self-mined gems in half if half of the mined gems are donated to him.

NPC :
ImageDasvara Acacia is the youngest of the Acacia Web, taking over his father’s business after his sudden passing in the Djed Storm of 512AV. In spite of his age he is a mentally formidable young man who drives a hard bargain, and is known for his prideful behavior. He does business with any who can pay in some form be it labor in the mines or something of monetary value, so long as they are willing to mine their own gems.

Negotiation: 75
Geology: 51
Mining: 33
Jewelcrafting: 33


NPC 2 :
ImageDemenos Acacia is Dasvara’s grandfather. An ex-tracker getting on in age he mostly helps with ensuring customers do not get lost and can find what they are looking for. He is a shrewd old man who dislikes idle chatter, and cannot take no for an answer. Unlike his grandson he is known for refusing business to anyone who refuses his services.

Navigation: 88
Observation: 76
Negotiation: 51
Geology: 51


NPC 3 and 4 :
ImageNesiel and Nesila Scaevola are known as twins though they are a year apart. With their similar looks, personality, and the fact that they are rarely seen without the other. Neither work for Dasvara but rather volunteer, and are known for encouraging Symenestra to buy from the Salticidae mine owner. They are a chatty, curious pair who enjoy startling the customers. They are terrible bargainers and leave the dealing to Dasvara, while they themselves help with the actual mining.

Nesiel:
Spelunking: 49
Geology: 30
Rhetoric: 69
Persuasion: 21

Nesila:
Spelunking: 44
Geology: 30
Rhetoric: 65
Persuasion: 26
Last edited by Sosicly Magnolia on September 22nd, 2013, 9:38 pm, edited 3 times in total.
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Sosicly Magnolia
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Postby Irriari on June 21st, 2013, 11:52 pm

I love your development, Sosicly!

Edit: Am I allowed to post here? Oh no. It's just Po and development... oops. >_<
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Postby Poison on June 26th, 2013, 5:20 pm

Sosicly, I like your writeup. There are some issues with grammar and the way you word certain things, but those can be fixed later on.

For now I have a few questions:

How many gems does the mine produce per year/season?

How big is the mine?

Where are the gems being sold?

I saw that you took the prices of the gems from the price list. It would be great if you could also add how rare/common they are.

Do any people besides Dasvara work at the mine? I don’t think he can handle the mine alone.

Irriari, you are of course allowed to post here. I appreciate to get some input from the PCs in Kalinor.
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Postby Irriari on June 27th, 2013, 7:28 am

Something I just thought of after reading over this, depending on how much detail you want to get into:

-You could outline if its more difficult for humans to mine these areas than the Symenestra. I know a lot of locations in Kalinor say how accessible they are. Are there any other benefits to harvesting the gems here as a Symenstra?
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