Matthew's Plotnotes

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This forum is an OOC forum for PCS and Organizations to work out plans in hardcopy. Each PC or Organization gets a single thread where their players can help work out plans for their PC. Quests, mini-sagas, and Trips can all be organized here as well working out timelines and points of travel and things PCs need to do along the way. Each PC however gets only one Plotnote for their individual PC. Groups get one as well. There is no limit on individuals posting saga or trip plotnote threads. Please denote [PC Plotnotes] or [Group Plotnotes] or [Quest/Trip/Saga Plotnotes] when titling your threads.

Matthew's Plotnotes

Postby Matthew on July 31st, 2013, 6:46 pm




The Psyche's Sanctum


A somewhat plain, two-story stone structure, The Psyche's Sanctum isn't anything exciting at first glance. The cleverness lies in the details, such as how the building always seems to get the slightest of comfortable breezes and how the nearby ocean can just barely be heard in the distance. It is a peaceful building to approach, and even more peaceful inside. The walls are completely covered with thick curtains, a clever tactic used to dampen the sounds of the outside world. The Sanctum isolates itself as a peaceful retreat for the mind, and one can almost feel a sense of immediate relaxation upon walking in.

There are quite a few things about Riverfall that can be mentally tiring for the average outsider. Slaver Caravans are raided and slaves suddenly find themselves free. Women are found to be with child, the strain of Akalak childbirth more difficult than any other. While there are establishments in place to cater to their physical needs, the Sanctum is really the only place that can cater to their mental needs. Sometimes the Sanctum can just offer a listening ear, and sometimes the Sanctum can heal old emotional wounds and fears. Sometimes a romantic relationship can be severely strained and need professional outside assistance. The second floor is specifically dedicated to the Akalak themselves, a race that is often incorrectly identified as a calm and passive people. Capable of great passion and emotion, they sometimes need outside assistance to deal with what can rage inside of them.

An idea has recently been presented to the Council that outlines a program for Akalak who find themselves struggling to balance their light and dark brothers. In this proposal, they have also outlined the idea that regular sessions with the Sanctum should be a requirement for Cerulean Akalak to stay within the city. This has been met with controversy and is still in progress.

 
Services Offered
Personal Counseling Sessions
Group Therapy
Meditation Classes
Couple Counseling
Marriage Counseling

- Discounts can be offered to those with Kuvan status, as he is aware that Non-Akalak can feel estranged in Riverfall. There are classes designed to help a new Kuvan make the mental transition to the Riverfall lifestyle.
- The Sanctum also works together with the nearby Godiva's Refuge, offering a free first two weeks of mental care to any of the newly-freed slaves they take care of.


 
Yolan
Name: Yolan
Race: Pycon
DoB: 485 (29 years)
PoB: Syliras
Title: Owner of the Psyche's Sanctum
Skills: Psychology 72, Medicine 53, Larceny 52, Business 45, Planning 21, Politics 25
Gnosis: Nysel 2

Yolan is a small and unremarkable pycon that was originally a student of Medicine at the University of Zeltiva. His major eventually changed to Psychology, where the intellectual young pycon truly excelled. Devoted to Nysel and Harameus, Yolan is a pycon who explores the idea of transforming a mortal being through the use of psychology and alterations of their Chavi. His theories all suggest that a person is merely a product of their society, completely defined and formed by all the things around them. As a Dreamwalker, his theory is only further improved by the existence of the Chavi and how they effect each other. In concept, a child could be crafted into any sort of adult as long as his environment was manipulated from the ground up. Small edits to the Chavi could supplement this. Psychology and Dreamwalking could combine to manufacture a predetermined personality for any given person.

The Pycon has only come to Riverfall in the recent years, and has very quickly set up a profitable business. This could be in part to his mark of Nysel, something that he has kept almost completely hidden.


 
Palvanik
Name: Palvanik
Race: Akalak
DoB: 484 (28 years)
PoB: Riverfall
Title: Apprentice of the Psyche's Sanctum
Skills: Meditation 82, Psychology 43, Unarmed Combat 35, Business 25, Planning 11, Politics 5
Gnosis: None

Palvanik is practically an Akalak prodigy, but in a very unique sort of way. He has almost completely mastered the balance between his two halves at an extremely young age. He is calm and controlled in just about everything that he does, making him a perfect associate to Yolan and his tasks. Palvanik mostly works on the second floor, specializing in Akalak males that come for therapy. He has been trained by Yolan, and looks to one day inherit the business from him.

Image




Yolan, Favored of Nysel

Race: Pycon
Skills:
33 Psychology
15 Medicine


Yolan is a small and unremarkable Pycon that was originally a student of Medicine at the University of Zeltiva. His major eventually changed to Psychology, where the intellectual young pycon truly excelled. Devoted to Nysel and Harameus, Yolan is a pycon who explores the idea of transforming a mortal being through the use of psychology. His theories all suggest that a person is merely a product of their society, completely defined and formed by all the things around them. As a Dreamwalker, his theory is only further improved by the existence of the Chavi and how they effect each other. In concept, a child could be crafted into any sort of adult as long as his environment was manipulated from the ground up. Small edits to the Chavi could supplement this. Psychology and Dreamwalking could combine to manufacture a predetermined personality for any given person.

His enthusiasm and eagerness to prove this concept have pushed him into morally questionable territory. Yolan experimented on what newborns he encountered and could acquire a Chavi key for. While it only happened a few times before Yolan moved on to whereabouts unknown, the curious Pycon experimented with making minor edits to their Chavi as they grew and developed, trying out different methods of developing that child in a planned direction. While his intentions were not malicious, they did have the capacity to greatly alter the lives of those he targeted.

Additional Facts :
Yolan had a journal that he documented all of his studies in. This journal is either still with him, or long lost. A variety of information can be found in this journal, all of it being details on Yolan's research of the Chavi. There is also a variety of Keys in this journal, all linked to the test subjects he worked with. It is possible that there are a variety of damaged individuals that exist because of his studies and experimentation.


Relation to Matthew :
Through complete happenstance, Matthew was one of the children targeted by Yolan. He was not an infant when Yolan started experimenting on him, but he was quite young. The Pycon experimented with masking certain defining experiences within Matthew's life, seeing what impact they would have on his personality. He was wanting to study the impact of such changes for quite some time, but left Zeltiva only a few seasons later. It was at one point that a particularly intelligent man (Caelum) noticed that something was very wrong with the young Matthew. He pried further than anyone had before, and Yolan was forced to remove the memory of Matthew from his Chavi. This is perhaps the reason for his sudden departure.

These simple edits have had a large impact on Matthew's development. A sense of morality never fully came to be, nor did most emotions (and how he would handle them). The more he develops in the present, the more that these early edits seem to effect him.

Image





Medical Paper


Overview of the troubles the Akalak race faces. Just after the Valterrian, their entire population was rumored to be only about fifteen hundred strong. In five hundred years, they've only produced about a hundred offspring every hundred years, which is not enough to sustain their society. There must be a change, or the race will eventually face extinction. Introduce idea to find a cure for the Akalak race. Merge into Facts section about the Akalak condition.

Akalak Conception Basics
A female will always give bith to a male Akalak. Difficulty reproducing, conceiving can take years. A pregnancy lasts a full 365 days. Human and Eypharian women have been shown to frequently miscarry, or any other number of complications. Humans in particular have triple the chances of complications. Exceptions as follows.

  • Konti. Mother has an almost guaranteed chance of survival. Possible Akontak offspring.
  • Kelvic. Mother has a higher chance of survival.
  • Ethaefal. Cannot reproduce.


Theoretical Solutions to Conception Issues
  • Halbriar. An herb that can be used to heighten fertility. Can possibly be infused in teas, oils, and candles in order to find the most effective method of "consumption".
  • Salialana. An herb that can be used to heighten fertility. Could be combined with above, however, is only found in underground Zith colonies.


Theoretical Solutions to Pregnancy Complications (Focus)
  • Konti body. In theory, their forms are even more fragile than an average human female, but they survive the breeding process just fine. The reason why must be found, may hold clue.
  • Surgery. A process to remove the healthy, ready-to-be-born child from the womb. This process would ideally be a surgical procedure that allows the child to be removed directly, instead of the mother having to give birth in the natural way, which would be very hard and painful for such large children. (C-section.)
  • Placenta Supplements. Nourish and stablize the placenta. Perhaps some sort of supplement that would power the placenta, allowing it to keep nourishing the child when it would normally just lead to placental insufficiency. Human placenta's are only meant to handle human babies and their trimesters, which are much shorter than an Akalak childbirth. From what I can tell, a failing placenta would be one of the most common causes of complications, aside from the size of the child the mother is being forced to support. Would need to be a Philtering concoction. Another option is a specialized diet.
  • Midwife Miracle (an herb that helps cure pregnancy-related illnesses), combined with Demona (an herb that dobules the effectiveness of a philtered creation). However, Demona is rare, so a steady source of it would have to be found.


Theoretical Solutions to Conception Issues (Controversial)
  • Abortion. A poison that can be taken by the mother to effectively abort the baby, but save the mother's life. Would need process to remove the aborted child.


--

Small blurb explaining that while theoretical solutions are to be found, a team and a facility would be needed for medical experimentation.

--


Required Skills for Research Team
    Multiple users with high Medical skill. Preferably a user with a Healing mark.
    A person with a high Philtering skill. Preferably a user with a high Herbalism skill.
    A person with a high Cooking skill, to consult on the idea of a diet.
    All users should have skill in writing and reading, to record every step of the process.
    Would need multiple Doctor's Assistants, preferably.


Required Workspace
  • Bath, Simple. (200gm.) Perhaps multiples. Used to relax patients, perhaps infuse with oils, theoretical spa treatment using earlier-referenced herbs.
  • Bedroom, Simple. (350gm.) Perhaps multiples. A place for patients to sleep overnight, if needed.
  • Herbalism Lab. (700gm.) Optional. If herbs are proven to be effective, will need to grow our own for convenience.
  • Philtering Lab. (700gm.) Optional. If potions/tonics are proven to be effective, will need dedicated lab. May need dedicated lab for creating test tonics to begin with.
  • Infirmary, Elaborate. (1400gm.) Required. Will need medical workspace.
  • Office, Simple. (200gm.) Required. Will be used to store patient records.
  • Library, Simple. (500gm.) Required. Will be used to store all research, theories, solutions, etc.
  • Kitchen, Simple. (800gm.) Optional. Would be used to supply patients with a specialized diet.

Work-space should have all the resources needed to carry out medical research, but also have comforts available for patients. Comforts are required in order to keep the patients relaxed and trustful. If possible, bedrooms and baths should be as nice as possible. If possible, spa services, exercise programs, and cosmetics would be available. Perhaps small animals would be available for companionship. The cheapest option is to build so that patients can come in for a set time every so often for medical study. The most expensive option, but most effective would be to build a facility that can house several patients for their entire pregnancy. Will need legal forms for this option.


Funding for Project
Project would be entirely non-profit, and is highly suggested for the benefit of the Akalak race. Total building costs and living expenses for research team would need to be donated. This could be funded by city government, or funded by private investors and business owners. Certain services (spa treatments, specialized diets) could be provided by volunteer members of the community.

Would need a bi-season report to be submitted to the government and financial backers, as well as bi-season walk-through of the facility to show that progress is being made. Progress will have to be made or research will likely be shut down.


Additional Theory (Difficult Research Required)
Reproductive rates were far higher before the fury of the Valterrian. Potential magical influence or divine influence. What happened during the Valterrian? Can it be fixed?

  • Eyris: Would the Goddess of Knowledge know what caused this?
  • Akajia/Wysar: Would the theoretical parents of the race know what is happening with their children?
  • Rak'keli: Would the Goddess of Healing and Health have a medical solution?
  • Tavasi: Would the God of Fertility have a divine solution to the fertility problems of the race?
  • Kihala: Would the Goddess of Life have anything to say about this? For every Life there is a Death. There is always balance. Even with the Akalak race being slowly pushed to extinction, is there still a balance?








Player Goals


Development Interests :
  • The Inverted. Approved and in development for Peer Review phase.
  • Dance skill write-up. Approved and in development for Peer Review phase.
  • Sexual diseases in Mizahar. To be approached when the Inverted have been given proper attention.
  • Players Guide to Wiki Markup. Interest expressed, need to draft.

Image
Last edited by Matthew on April 29th, 2015, 4:23 pm, edited 14 times in total.
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Matthew
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Matthew's Plotnotes

Postby Matthew on March 5th, 2015, 4:50 pm



SkillEXPTotal
Acrobatics2 +1 +1 +1 +2 +1 +3 +1 +214
Acting1 +1 +3 +1 +2 +1 +3 +113
Alchemy11
Auristics14SP+ 2 +1 +1 +2 +1 +2 +3 +4 +1 +2 +1 +2 +3 +1 +2 +1 +1 +2 +1 +1 +3 +1 +1 +1 +155
Bodybuilding1 +3 +1 +2 +18
Brawling3 +1 +15
Butchery33
Cartography11
Childcare11
Climbing1 +23
Cooking3 +36
Dancing2 +2 +1 +3 +1 +312
Deception1 +22
Deduction2 +3 +1 +17
Endurance3 +1 +1 +16
Flirting1 +1 +24
Fishing22
Food Preservation22
Herbalism33
Hunting11
Hypnotism15SP + 1 + 1 +3 +3 +5 +3 +1 +2 +2 +5 +1 +2 +2 +1 +1 +2 +3 +2 +156
Instrument: Harp11
Intelligence1 +1 +5 +5 +2 +4 +5 +3 +5 +5 +1 +4 +1 +1 +144
Interrogation4 +1 +1 +4 +2 +3 +2 +4 +3 +3 +2 +2 +2 +2 +1 +3 +241
Intimidation3 +1 +15
Investigation3 +1 +2 +1 +29
Leadership1 +1 +1 +1 +2 +1 +2 +3 +315
Logic1 +1 +3 +3 +5 +1 +2 +2 +119
Marketing11
Massage2 +1 +2 +2 +18
Mathematics33
Medicine10SP 3 +2 +1 +1 +2 +2 +2 +2 +3 +129
Meditation1 +5 +1 +2 +1 +1 +1 +3 +1 +117
Navigation11
Negotiation1 +2 +1 +1 +1 +17
Observation2 +2 +3 +3 +2 +3 +1 +3 +2 +2 +3 +4 +3 +3 +5 +5 +2 +1 +4 +1 +3 +5 +4 +1 +2 +2 +1 +3 +3 +3 +1 +2 +2 +1 +1 +4 +3 +2 +2 +4 +4 +5 +3100
Organization2 +2 +3 +18
Persuasion3 +2 +3 +2 +2 +1 +1 +2 +1 +118
Philosophy2 +1 +2 +1 +1 +1 +2 +1 +2 +1 +3 +1 +1 +1 +3 +124
Planning1 +1 +1 +1 +2 +1 +1 +2 +1 +1 +2 +2 +2 +1 +322
Politics55
Reading33
Rhetoric1 +2 +1 +2 +3 +5 +4 +2 +2 +2 +2 +4 +4 +2 +4 +1 +2 +1 +2 +3 +3 +1 +2 +2 +1 +2 +4 +3 +3 +373
Riding33
Running1 +1 +3 +16
Seduction26SP + 1 +2 +1 +1 +2 +1 +2 +5 +3 +1 +1 +1 +3 +5 +1 +2 +3 +3 +1 +2 +2 +4 +1 +1 +5 +2 +4 +490
Shielding2 +1 +14
Singing1 +12
Socialization5 +2 +3 +2 +2 +3 +4 +3 +2 +2 +3 +2 +3 +3 +5 +3 +4 +1 +5 +3 +4 +3 +2 +3 +2 +1 +2 +3 +4 +1 +1 +3 +4 +5 +2 +3 +3100
Spiritism11
Storytelling2 +1 +1 +1 +2 +1 +4 +212
Stealth1 +1 +2 +15
Subterfuge1 +2 +25
Swimming2 +5 +2 +2 +3 +519
Tactics2 +1 +2 +2 +1 +1 +2 +212
Teaching1 +2 +1 +1 +3 +5 +2 +3 +2 +3 +5 +3 +4 +1 +339
Torture11
Tracking1 +12
Unarmed Combat5 +1 +4 +111
Weapon: Dagger4 +3 +310
Weapon: ShortSword11
Wilderness Survival3 +14
Wrestling11
Writing1 +3 +3 +18


~
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Bambard Ball

Postby Matthew on March 7th, 2015, 4:04 am

Behrtio's Bambard Ball
Image
If your head can survive a rock, your head can probably survive a Bambard.


A highly-customized Saique can be often found docked in Mathew's Bay, a hand-written sign promoting an affordable and exciting game of Bambard Ball. A small crew helps run the ship, but the faces of the company are an icy Isurian named Behrtio, and a large Human called Giant Martin. While no one had ever heard of the game before Spring of 515 AV, it wasn't long at all before the rules were well-known around the city.

Bambard Ball is a sport that is played by two even teams of five or less. At the beginning, both teams must agree on what Bambard is to be used, the number of Bambards to be put in play, and what Arena will be played in. Each arena has a center line that splits the playing area into two sections, with one team in each section. The players are not allowed to cross the center line. At the beginning of the game, the number of Bambards that were chosen are evenly distributed between teams. With each team starting at the far end of their section, a whistle is blown and the game officially starts. The goal of the game is to hit the body of one of your opponents with a thrown Bambard. If they do not catch it, they are out. If they successfully catch it, the thrower is out. What makes the game extra unique is the Bambards themselves, the unique Arenas, and the fact that the ship is actually sailing while the entire game is being played.

Available Bambards
Wet BambardA Wet Bambard is just a large sponge ball soaked with water, popular among children and namby-pambies alike. The crew is often available to resoak the sponge balls, and while some may mock this style of Bambard, they actually pack quite the sting.
Soft BambardA Soft Bambard is a fist-sized wooden core with a large amount of padding surrounding it and leather covering it, formed in the shape of a ball. It can't be thrown as hard or far, nor does it really have a solid impact.
Classic BambardA Classic Bambard is a larger wooden core with a smaller amount of padding, wrapped in leather and shaped like a ball. It is the same size as a Soft Bambard but can go farther and hit harder. Bruises are extremely likely.
Bloody BambardA Bloody Bambard is a large sphere of wood with a layer of leather wrapping as the only padding. This Bambard is a bit heavy to use, but hits extremely hard. Concussions possible. A release form must be signed to play with a Bloody Bambard.

Available Arenas
Tight-Quarters Cabin (2-4 Players)This arena is a small cabin that is in the shape of a perfect square. It is accurately-named, being an arena specialized for small groups and close combat. There are often different sorts of barriers to hide behind, strategically-placed so that each team has a number of options. All of the barriers are things you would find in a normal cabin; beds, tables, and so on.
Tactical Topside (4-10 Players)This arena can obviously be found on the topside of the ship. This is an arena for larger teams, with multiple sizes of empty wooden cargo boxes placed around the arena to be used as both cover and vantage points.
Strategic Stowage(4-10 Players)This arena is found in the large storage area of the ship and is very similar to Tactical Topside, but within a slightly smaller area. There are multiple types of strapped-down cargo that provide cover and vantage points. Small windows can be found evenly dispersed near the top of each wall, providing a mixture of darkness and light to play in.
Bloody Bilge (4-10 Players)This arena is a replica of Tactical Topside, but with the cargo unstrapped. This makes for a potentially-deadly game, as cargo can often slip, slide, and topple over while the ship is sailing. A release form must be signed to play in the Bloody Bilge.


A section of netting is attached from specific masts to a section of the side railings of the ship so that most thrown Bambards will be snared and tumble back into play. Since the ship is sailing, the footing is constantly rocking and pitching, turning what seems like a simple game into a test of balance and endurance. Small groups of the Wave Guard have actually started playing on a regular basis, seeing it as excellent training for both training their bodies and their sea legs. The more dangerous variations of the game are popular among sailors that want to settle disputes.

 
Prices
10 GM for half a bell.
20 GM for a single bell.

Birthday packages are available at request.

 
Behrtio Terras
ImageTitle: Creator of Bambard Ball
Skills: Weapon: Bambard Ball - 78, Acrobatics - 65, Bodybuilding - 49, Sailing - 40, Woodworking - 15, Leathercrafting - 15, Blacksmithing - 13

Cold, quiet and withdrawn, Behrtio is rarely seen outside of his beloved ship. He has been spotted around town whenever he has to go out to purchase supplies, but mostly seems to keep to himself and the business he has created. Many people have tried to start casual conversation with him, only to be turned away by a cold and silent stare. When he speaks, it is almost always about his beloved creation. Behrtio is the original creator of Bambard Ball and the best there is.

 
Giant Martin
ImageTitle: Official Referee of Bambard Ball
Skills: Wrestling - 69, Weapon: Bambard Ball - 49, Acrobatics - 25, Bodybuilding - 19, Sailing - 35

Equally as quiet as his boss, Behrtio, Giant Martin is never seen off of the ship and rarely speaks a word. It is obvious that he is loyal to Behrtio and enjoys his job, perhaps by the way he seems to light up when watching a game of Bambard Ball being played. Normally stoic and reserved, Giant Martin becomes loud and outgoing when refereeing a game. He takes his role seriously, not hesitating to toss rule-breakers over the edge of the ship.

Image
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Matthew
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