OOC Info Development Submissions

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Development Submissions

Postby Raeyn on August 6th, 2018, 3:13 pm

The Hunters Guild


Following the Zith threat of Summer 518AV, and the subsequent small amount of hunters who volunteered to defend the city, the Hunters Guild was established. It's main purposes are to improve the lines of communication between those who'se livelihood depends on the forest, bring a sense of community, organise hunts and uphold a sense of honour between the hunters. Among the members of the guild, one can find a plethora of expertise and knowledge that cannot be so easily found between the pages of books.

The main building of the hunter's guild - the headquarters; so to speak - is an old, reclaimed two story tavern. On the ground floor, a pair of massive oak doors separates the veranda from the dim, candle lit interior. Inside one can find a bar and plenty of space to sit upon dark wood furniture and engage in alcohol fuelled banter after a long night's hunt. There's a back room just behind the bar where a kitchen supplies patrons with deliciously prepared fruits of the day's hunt. A massive, stone fireplace if the focal point of the room. Made entirely of stone, the fireplace bears many an animal head above it on wooden plaques, decorated with the name of the hunter who supplied it. The bigger beast the better. It's a great honour to provide a trophy head for the guild.

Up the stairs one can find three distinctly different rooms. The first is a hap hazard sleeping quarter, cramped and always in a state of disarray, with bunks stacked so close that no privacy is really allowed. But a tiered man doesn't care about such things. The room directly opposite is the smallest room in the building and acts as something of a conference room, to gather all the members if needed. At the end of the tight hallways is a store and practice room, complete with spare equipment, toolkits and even a target or two for polishing one's aim. The equipment contained at the guild is always bog standard and of poor quality, thus many hunter pride themselves in owning their own weapons and armour.

The most interesting room however, is contained in the basement which is Irmina Bloodwood's domain. The tradeswoman certainly has an eye for stuff that could fetch a handsome price. She's the first point of call for hunters who find something unusual or interesting during the hunt and wish for someone who knows what they're doing to take on the object. Irmina is never really fair with prices, but that's just the nature of the business. The basement is a chaos of crates, barrels and other such things ready for shipment in and out of the city and no one ever truly knows everything the room contains. At night, or in her absence the basement is under lock and key and guarded by two rather scary looking mercenaries.

Everyone can sell the fruits of their hunt at the Jugged Hare. The hunter's guild however oversees large organised hunts, provides a place to quickly part with unusual trophies and keep records of all affiliated hunters, therefore if one goes missing in the field, the guild will send out search parties to retrieve them dead or alive. To become part of the guild, one must sign up. This means proving themselves a competent hunter to one of the founding members. Upon sign up the new member will receive a hunter's card containing their information down to the tiniest detail like blood type. They'll also receive a brass forged bracelet, to keep on their person at all times with the guild insignia to mark them out as one of the members. There are no ranks in the guild. Everyone is equal. The down side to being a member of the guild is that the guild answers to the Shinya thus if the city faces peril, all the members are required to enlist in efforts to defend the city.

The guild does provide tuition but it by far is not a school environment. Students are expected to grow a thick skin, study hard and be useful to their teachers. There is no designated teachers, everyone is equal thus everyone can teach if they take a liking to somebody, they'll usually say yes. Inter-guild relations are key. The more people know you and respect you for what you do, the more opportunities will come your way. Likewise making enemies can quickly end in banishment from the guild and there are no second chances.

A feature of interest in the Hunter's guild is a wooden notice board just outside of the front door. There locals often pin up jobs they need doing like getting rid of pests from their gardens or hunting down predators that have been coming a little too close to their animals. It's rare that the jobs are exceedingly challenging but the pay is good enough. However the reason why everyone checks the board almost daily is because Long Stan and Orim often put up notices when organising larger hunts on this board and those are always plenty fun.

Long Stan
Name:Stannis Sunwalker
Nickname: Long Stan
Race: Human
DoB: 14th of Summer 468AV
PoB: Lhavit
Title: Founding member of the Hunter's guild
Skills: Hunting, Stealth, Intimidation, Throwing Spear (expert), Story telling, Body building
Gnosis: None

Born and bread of Lhavit soil, Long Stan has really quite the lifetime of adventure. Over a good mug of whiskey he'll happily tell many stories of hunts and battles with ferocious beasts, one only crazier and less believable than the next. His friends however will vouch that every single one of them is true.

He grew up with Orim and the two have been just about inseparable since early childhood. 'A bond deeper than blood' a they often say. The nickname 'Long Stan' he had indeed earned back in those days for having always been so very tall. Suffice to say Stan is a little intimidating at first. An ageing face covered in valleys and scars, leathery skin weathered by the temperament of the forest, piercing grey eyes. But in spite of his advanced years, he's in a terrific shape. And a light beams from him, an unparalleled energy and yearning for adventure.

Nickname: Redbeard
Race: Inarta
DoB: 1st of Winter 465AV
PoB: Lhavit
Title: Founding member of the Hunter's guild
Skills: Hunting, Wilderness Survival, Land navigation (unforgiving-expert), Tracking, Short bow, History
Gnosis: None

Orim is by far one of the harder members to get along with. Though rarely seen outside of the company of his childhood best friend, Long Stan, he is far less talkative than the others and far less inclined to share details about himself. However should you be lucky enough to find the man taking a liking to you, he's more loyal than a dog and more honour bound than most. He is passionate about seeing the city he grew up in flourish. Establishing the guild initially was his idea.

Orim is very much a typical Inarta. He isn't afraid to speak his mind on matters and when he does he does so boldly. His long, red hair is often tied up, a red beard kept neat. A myriad of freckles adorns aged, sun kissed skin. It is in the wilds that he find himself at his happiest. Brave like a bear the man often wishes to take hunting parties into the unforgiving under his leadership, even if such ocasions are a rare possibility.

Though not exactly a family man, Orim does have two children: Raeyn and Mara. After the death of his wife Astrid, he had never remarried.

Name:Irmina Bloodwood
Race: Human
DoB: 46st of Winter 484AV
PoB: Lhavit
Title: Trophy merchant
Skills: Bartering, Persuasion, Intimidation, Business, Hunting
Gnosis: Minting 1

To put it simply; Irmina is one scary woman. Her presence is commanding. No nonsense and straight to the point, she has one thing that she truly cares for and that is money. She has a symbiotic relationship with the guild; the hunters provide her with valuable trophies and goods and she in return brings a lot of money in. No one can ever really do what she does as well as she does thus she's left alone with a green light to do as she please when she pleases. Suffice to say getting on the bad side of Irmina is a bad bad bad idea.

A beauty of dark skin and chestnut hair, Irmina is surprisingly short for the great renown her name carries. She's been known to make the largest of men cry however and no one really knows how she does it. She's just that good!

Name:Liard cindergrove
Race: Mixed blood (Human, Inarta)
DoB: 21st of Spring 488AV
PoB: Lhavit
Title: Tracker
Skills: Hunting, Tracking(expert), Land Navigation (unforgiving), Weapon: crossbow, Animal husbandry, Wilderness Survival
Gnosis: None

Liard had quite the sad childhood. Raised by an alcoholic single father he had learned early on that he had just himself to count on. He'd often have to clean up messed after the old man, get him out of trouble and make apologies on his behalf. This when the old man finally passed away shortly after the boy's 17th birthday, he wasn't all that sad. Industrious, as he was, he had found a way to support himself and make a living from his exceptional aim and love of the wild.

Liard is a free spirit. A rugged beauty with a crop of auburn hair, never quite cleanly shaven, and and often smelling of the woods. Green eyes sparkle with untamed energy. He lives for himself and only himself, does what he pleases and swears like a sailor doing it. A whippersnapper attitude he had carried into his later life. Liard has a great love of banter which often rubs people the wrong way thus, suffice to say, he's an acquired taste when it comes to friendship. He loved to drink, he loves tabbaco and has a real sweet tooth, apple pie being his greatest and perhaps only weakness.

For such a rough fellow as is LIard, he has formed a true companionship with a female calico cat. It's very rare for the two to be seen separate. Going by the name Misty, she's neither a prolific hunter nor very useful in many situations but she sure is cute. Few understand Liard's deep protective love of the cat but she does keep his blood pressure down in stressful situations and how much more could a man really ask for.

Name:Tess Aleheim
Race: Human
DoB: 21st of Spring 470AV
PoB: Lhavit
Title: Trapper
Skills: Hunting, Trapping (expert), Land Navigation (unforgiving), Weapon: Blow dart, Poison crafting
Gnosis: None

Tess is a little crazy. Anyone who knows that will tell you that. When she works she gets tis little weird spark in her eyes, which is truly worrying since the majority of her work consists of constructing traps and killing animals. But then again, that's Tess. No one has bothered to question her for years.

Tess is a crazy grandmother with a family a little too large to keep count of all her grandchildren. And she takes a lot of that grandmotherly attitude with her, being really quite caring over new members and existing members alike. She's the one to talk to if you have your heart set on joining the guild. She's got a way of buttering everyone up with some witting banter, creative affectionate insults and a generally great sense of humour. Everyone seems to love her... apart from Long Stan. She just rubs him the wrong way. The two are somehow distantly related and endlessly tease each other.

Name:Rhemy of the Ruby Clan
Race: Drykas
DoB: 31st of Summer 498AV
PoB: Sea of Grass
Title: Crafter
Skills: Fletching, Hunting, Long bow, Cartography, Land Navigation (unforgiving), Riding , Animal Husbandry
Gnosis: None

A love of mapmaking and discovery brought Rhemy to Lhavit, and a few strong friendships had kept her here since. The industrious young woman is truly a master of making a living in a new setting, even if some facets still prove a bit of a culture shock. She loves that in the star of Kalea she can divide her time between a love of the hunt and more scholarly pursuits.

A pretty face on a tall girl. She keeps her brown hair short and her olive skin makeup free. Rhemy is certainly of a muscular build. A friendly disposition, forever a smile on her face. She does however really really hate Liard. At some point the two had had a disagreement over something or other and now it seems they hadn't been able to find a common ground since.

25 Kina/season: novice
50 Kina/season: competent
75 Kina/season: expert
(no master level tuition)

Food & drink:
-roast of the day
-potato stew

-used bow
-used crossbow
-used leather armour
-animal traps

* To join the guild or find a tutor, please contact Lumi for permission.
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Postby Madeira Craven on August 24th, 2018, 4:39 pm

Infinity Manor


Infinity Manor sits back on the bustling Zintilia peak on a private, fenced in acre of land. Neglect from it's previous owner has given rise to a smattering of wildflowers and invasive beech and willow trees that resist all attempts to uproot them. The path through is paved in smooth cobble and splits to lead to two curving staircases onto a patio that wraps completely around the house, topped with a roof to keep off the rain. The front door, which sits well back from the street, is intricately carved and rarely, if ever, locked, though there is a knocker in the shape of a Okomo ram’s head to announce ones presence. And just below it is a little plaque that reads:

Don’t mind the ghosts
they live here too

And another hurriedly constructed plaque just below that says:

Stop stepping on the flowers
you're upsetting the house

The doors open into the first floor where the vast, open space and lack of internal walls makes the house feel bigger than it actually is. Here visitors are greeted with tall bright wooden walls in a perfect hexagon, topped with intricate crown moulding and lit with glass sconces. Just right of the front doors is an elaborate common room with art on the walls and a handful of sofas and chairs arranged around a large fireplace. Off to the side is a golden birdcage with contains a single, shockingly blue pigeon, and hanging above the mantelpiece is an enormous mounted tiger head that looks below with glittering yellow glass eyes and a fearsome snarl. To the left of the entrance is an open kitchen with wooden floors, and iron stove, griddle, oven and cast-iron pots and pans and a well stocked pantry that holds too many bundles of bones and jars of soulmist for the typical kitchen. Towards the back of the first floor is a door with a plain brass handle that opens into a workshop with a simple workbench, table, and secondhand tools hanging on the walls that smell perpetually of cedar and bone dust.

The all four stories are reached by a spiralling metal staircase in the centre of the first floor. In the second story a small circular hallway connects four comfortable bedrooms that each has a nicely carved bureau, wardrobe and padded bench with a privy shared by adjacent rooms. A large, elaborate bathroom is shared by all members of the house and contains a deep copper tub, small fireplace, vanity, privacy screen and plenty of grooming tools. At the top of the staircase is a landing that opens to the master bedroom, which sports a domed ceiling painted with constellations and a window on all six sides. The room has a walk-in closet filled with a small selection of fine clothing and a comfortable privy, a small private seating area around a fireplace, and a beautiful writing desk.

Going down from the first floor leads to another small landing with a rather unwelcoming door studded with thick iron nails that a Spiritist would recognize as ghostnails. A heavy iron lock also keeps out more corporeal trespassers. This opens to the basement where the numerous tools for magical research are kept; including a small library of mystical writing, a desk and lab table, rough furnishings, a fireplace, blackboards covering the walls, four basins with barrels of water and a large barrel set up on a hinged platform for emergencies requiring quick dowsing of water.

Price Breakdown :
Lumi, I added a couple more things but I double and triple checked the math so I should still be good. Also, sorry for dumping this on you before season change, but I know if it was allowed to linger in my documents any longer I''d misplace it somehow. :p

ground floor
simple workshop- 600gm
elaborate kitchen- 1800gm
elaborate common area- 1500gm
elaborate wooden patio- 300gm
second floor
elaborate bath- 1000gm
elaborate bedrooms- 2000gm
elaborate bedrooms- 2000gm
third floor
elaborate master bedroom- 2500gm
elaborate magical laboratory- 3500gm
acer of land (city)- 1000gm
wooden second level (1200sqft)- 1200gm
wooden third level (400sqft)- 400gm
stone basement (400sqft)- 1600gm

x.25 (discount)

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Postby Savis Maren on September 26th, 2018, 11:37 pm

  • Name: Yvonne Cylise
  • Race: Human
  • Date of Birth: 31st Winter, 489
  • Place of Birth: Lhavit
  • Title/Occupation: Widow, Aristocrat
  • Skills: Cosmetology 54, Etiquette 42, Auristics 31, Hostessing 28, Dancing 26
  • Gnosis: Telepathy 1
  • Personality/History: Yvonne Cylise is the widow of the late Donnathon Cylise, a famed and wealthy trader hailing from the Syliras. Young, poised and amicable, Yvonne was wedded in an arranged marriage, and cared very little for her husband in life. The recent passing of Donnathon left her the benefactor of his fortune. Some believe the death of Donnathon suspect, but Yvonne long proved a lack of involvement with a more than convincing alibi. Now, she dwells within Lhavit, her eyes open to flights of fancy. She shows very careful control of her reactions to others, her head raised high and her tone filled with a haughtiness brought about by years of an extravagant lifestyle. Yvonne is introspective, but kind, full lips easily forming into a wide smile as she invites the strange or fascinating into her life.
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Postby Gilcrest on October 3rd, 2018, 6:52 pm

  • Name: Oren
  • Race: Human
  • Date of Birth: 35th Day of Fall, 478 AV
  • Place of Birth: Lhavit
  • Title/Occupation: Shinya
  • Skills: Flux - 36, Meditation - 42, Projection - 58, Unarmed Combat - 37, Teaching - 35
  • Personality/History:
    Through the years Oren has developed a certain enjoyment in being able to teach his past experiences to the younger generations of Shinya. As his appearance could be described as utilitarian, so are his training tactics. Practical and effective he focuses on sponsoring initiates through the journey to becoming Shinya.
    He is six foot two with broad shoulders and always sports an intimidating glare. As intimidating as the glare is, the individuals that have had the pleasure of learning from him eventually come to know it's just that his facial features form a natural scowl. He is most often found at the Pavilion barking impossible orders at trainees, all the while, a thick scrimshawed pipe hanging from either pursed lips or clenched teeth.
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Postby Teeryian Khohen on October 17th, 2018, 2:56 am

Name: Astrid Khohen
Race: Konti
Date of Birth: 400AV Spring 35th
Place of Birth: Konti Isle
Title/Occupation: Mother
Skills: Herbalism 15, Medicine 15, Philtering 10, Philtering 10.
Gnosis: 1 Rak'Keli.

Astrid grew up in the Homeland of the Konti. She learned what it was like to truly be a Konti and experience the culture and social life of the Konti Isle. Often many adventures told stories of the world apart from the Konti Isle. As Astrid grew older she dreamed of traveling herself, she worked up the money and set foot on adventure. She's traveled to the Kalea region, and heard about Lhavit and how wonderful the mountainous city was. She never imagined meeting someone special there either, and end up having children of her own. She happily married Leo, and together they were. Forever until death do they part. Which will happen to Leo sooner than later, and Astrid is willing to spend every last breath she can with her husband. They produced three beautiful daughters; Teeryian, Skylar, and Fuscia. All of them were strong and healthy when born. And Astrid plans not for having any more children, as three seemed to be enough as it was. She always wondered how her mother always handled Astrid and her sisters.

Name: Leo Khohen
Race: Human, Male.
Date of Birth: 468AV, Winter 22nd.
Place of Birth: Lhavit
Title/Occupation: Hunter
Skills: Wilderness Survival: Forest 45, Longbow: 36, Shortsword: 35, Tracking: 20, Hunting: 20, Foragery: 15, Herbalism: 15.
Gnosis: N/A

Leo was born and raised in Lhavit fifty years ago. His own father taught him how to hunt and track at a young age in the woods of Lhavit. His mother taught him a few things about the wild life and the plants. It helped him to be more observant when out in the wilds. He was a wonderful kid that grew up into a great loving Husband. He found himself a perfect match with his beloved wife, Astrid. Together they explored what they could a out the plant life and wild life, they made good fortune out of it as well. However, Leo knew the price he had to pay for his true love; which was to die a lot sooner than the rest of his family. He couldn't bare losing his wonderful children. The three daughters he and his wife reproduced we're one of the best things that ever happened to him. He spends the rest of his life spending time with his family and going on hunting expeditions every now and then.

For the most part, he's calm and collective. Always a good listener, and like to be the center of attention.

Name: Skylar Khohen
Race: Konti
Date of Birth: 506AV, 30th Winter
Place of Birth: Lhavit
Title/Occupation: Teeryian's Sister.
Skills: Herbalism 15, Cooking 10, Philtering, 10, Unarmed Combat 10.
Gnosis: 1 Rak'Keli after birth.

Skylar was the second birthed child after Teeryian. She was a late-bloomer and ended up being born a season later than expected. However, that never stopped Skylar and her curiosity. She was always there to help her mother, and father. She likes to learn about plant-life and everything holy. She's very elated most of the time, and she can barely sit still. She's great at making friend, with both adults and kids.

Name: Fuscia Khohen
Race: Konti
Date of Birth: 504AV Spring 12th.
Place of Birth: Lhavit
Title/Occupation: Teeryian's Sister
Skills: Herbalism 10, Cooking 10, Philtering, 10, Unarmed Combat 5.
Gnosis: 1 Rak'Keli after birth.

Fuscia was the third child born, and possibly going to be the last one to be born in this family. She was born a little early, but then again it's not meant to hurt anyone. Skylar's growing up to be strong and healthy, but because she was born early she has a slight memory deficiency. Though, she can remember a lot of important things, languages and small events are something that she can forget some of the time.

Thank you so much Gossamer!

Teeryian works at the Catholicon for 8 Kina/day. *APPROVED BY LUMINESCENCE*

Teeryians CS || Plotnotes || Healing || Konti || The Okomo Estates || Lhavit
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Postby Clara Preston on December 14th, 2018, 3:43 am


  • Name: Chorum Montz
  • Race: Human
  • Date of Birth: 24th of Summer 474 AV
  • Place of Birth: Lhavit
  • Title/Occupation: Artist
  • Skills: Drawing 42, Observation 27, Mathematics 13, Teaching 31, Painting 14
  • Gnosis: None
  • Personality/History:

    An artist by heart, Chorum would not spend his free time doing anything else but drawing whatever he wanted. He drew so much that soon enough his abilities allowed him to sell his drawings on the market. He did not work by commissions and just simply sold the drawings he created to a general shop, gaining both money and fame, even if little, but he always felt he was destined for more, and so, when Tain opened up his own art studio, he joined and began working there, drawing whatever was requested of him but also drawing his own work in his free time. His work there allowed him to live a life of slight luxury, using his money to spend in pricey food and woman. On the 12th of Spring 506 however, he met the woman of his dreams. He wanted to declare himself to her, and for that, he felt he needed to impress her. After selling most of what he owned, he bought a very expensive ring and managed to convince her to a meet 7 days after, however, when that day came, Chorum found her with another man and fell in to depression.

    He left his job and began drawing scenes of darkness, anger and betrayal, spending the money he earned through them in just enough food to get by and the rest in alcohol. For two years he did this... until he met a young girl, Clara, who helped him get through the darkness in his heart. They became the best friends. Clara helped him remember what happiness felt like and Chorum taught Clara how to draw. Now, Chorum keeps drawing his own art and selling it to whoever wants it, but this time, his drawings are filled with happiness feelings.
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