OOC Info The Outpost Codex

Herein lies the Linkmap as well as the IC and OOC information for The Outpost.

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Herein lies Xyna's Outpost, and her gift to Mizahar's people. It is a magical place full of potential and possibility where all can gather and exchange ideas and commerce.

Moderator: Gossamer

The Outpost Codex

Postby Gossamer on December 24th, 2019, 5:26 pm

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Index of Postings

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Within every domain there is a core information center where everything one needs to know about a domain is contained within. This Codex is The Outpost's collection of information. Please thoroughly read it before entering The Outpost and starting to play here. If you find that anything is lacking, please PM Gossamer so a discussion can happen and perhaps even more information can be added. In some instances, like the NPC Library, the posts are constant Works in Progress (WIP) due to the nature of the growth of The Outpost. As always suggestions for additions are welcomed wholeheartedly.


The Outpost Linkmap - The Locations of The Outpost & Their Links.
The Outpost IC Information - The In Character Resource.
The Outpost OOC Information - The Out Of Character Resource.
The Keiss - Information On Xyna's Followers.
The Outpost NPC Library - All The Outpost NPCs in one place.
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[OOC] The Outpost Codex

Postby Gossamer on December 24th, 2019, 5:28 pm

The Linkmap

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(Map Forthcoming)

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Main Outpost Locations

The Dovecote - The entrance and exit from The Outpost.
Kalskan Fountain - A gathering place for visitors and news.
The Fountain Square - A bricked open courtyard with benches and trees.
Abriske Courtyard - A solitary reading and meditation courtyard.
The Outpost Administration - Home of important official offices.
The Redynn - The Outpost's medical facility.

Goods And Services

Open Sky Bazaar - An ever-changing marketplace for the entire world.
Tranquility Spa - Bath, hair, nail, and hair removal services are available.
The Reading Room - The Outpost's version of a library.
The Zuskois - The Outpost's adult entertainment and site for liaisons.
The Wayward Minstrel - The Outpost's bard hangout and musical venue.
Crossroads Jewelry - Kelski K'etir's retail shop.
Aftermath - A dance club featuring drummers and drugs.

Eating Establishments

The Fountain Walk - Ever-changing Food Vendors near the Kaliskan fountain.
Light Up The Night - A popular beverage bar.
The Courtyard Cantina - Casual courtyard dining.


Housing Options

The Khamsin Inn - Rooms to rent overnight or short term.
The Shuval Apartments - Long term affordable housing.
The Riads - Elegant townhouses built around central courtyards often with pools.


Gardens

Hydroponic Gardens - Where fish and food are grown.
The Hanging Gardens - A stone walk with hanging ferns and exotic flowers.
Venkra Park - Curated perfume and butterfly gardens.
The Water Garden - Small sunken courtyard Koi Pond.
The Night Garden - The Outpost's social scene at night.

Other Locations

Xyna's Shrine & Temple Complex - HQ of The Keiss.
The Habūb - The dark alleys and underground of The Outpost.


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[OOC] The Outpost Codex

Postby Gossamer on December 24th, 2019, 5:29 pm

The Outpost IC Information

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The Climate

ImageThe Outpost lies elsewhere in Mizahar... meaning it has no known attachment to any region in the world. Instead, its connections are to cities and places of civilization, towns, and strongholds in every location of the world. However, it does enjoy warm weather year-round. There is no recorded rainfall annually and temperatures can soar from the high 80's and 90's F. The overall feel of the place is desert and many desert people feel at home.

Drought is not a problem in The Outpost despite its desert climate. The Keiss claim there is a powerful artesian well beneath the area which provides abundant drinking and bathing water year-round. This well provides the water for The Outpost's abundant water gardens, ponds, pools, and fountains which can be found everywhere.

The Dovecotes

ImageTo reach The Outpost, people must find a dovecote in their given city or settlement. This dovecote, one of Xyna's symbols, is the doorway. They must simply enter the dovecote through its door, close the door behind them, take a breath or two, and reopen the door they just entered through. They will find that the other side is the heart of The Outpost. To return to their city or settlement, they simply need to enter The Outpost's dovecote, close the door, take a breath or two, and reopen the door to exit out. The exit will lead them back to their home where they first entered the dovecot.

No one can be from The Outpost. They can, however, choose to live there exclusively, but they must initially be from somewhere else.

In terms of using the dovecote's travel mechanism, people can only use the dovecotes one at a time unless the group entered The Outpost from the same place. If a group of people entered from the same place, the dovecotes will operate as normal. However if even just one person in the group entered from a different location, the dovecote will not function and move people to and from The Outpost. The dovecotes are not traveling devices to ferry people around Mizahar quickly. They only operate to and from The Outpost and their linked dovecotes.

All dovecotes are large enough to accommodate a packhorse, but no wheeled vehicle passed the size of a wheelbarrow can pass through either way. Once in The Outpost, people from around the world can mingle and exchange goods, services, and ideas. Besides horses, all sorts of small animals and riding animals, even Ashta can pass through the dovecot if the original doors are large enough.

Resident Population

ImageThe Outpost has a very small resident population. Venders in the Great Bazaar come and go. The most stationary population are the followers of Xyna and the shopkeepers who stay to do business in this unique place. People come and go from The Outpost frequently and some choose to say. There is no racial bias and all races and ages are welcome.

In terms of flora and fauna, there are unique plants and animals among the population of The Outpost. One quite famous tree is a giant deep purple Kalin wood. Seeds can be acquired and exported.

One important thing to note is that cats are considered sacred at The Outpost. Having successfully quelled infestations of brats from Sunberth, green-winged fliers from Nyka, and other pests (namely a small rodent with a very toxic bite) that can destroy market goods, cats have pretty much claimed The Outpost as their own and are cared for by The Keiss, fed by everyone, and run feral all over the city.

Cats are welcome in everyone's homes, and most are completely tame. People are welcome to adopt street cats from The Outpost. A high percentage of these individual animals - which come in all shapes and sizes and can grow fairly large - are polydactyl.

Doves hold almost the same status as cats being Xyna's symbol. However, since they are not as important for security and happiness they get less fame and notoriety. They are equally revered and protected, with people often putting seed out for them on a regular basis.

Anyone caught harassing or even harming a feline or dove in this domain will be subject to swift retribution by The Keiss.

Commerce

ImageXyna is the Goddess of Money, Trade, Commerce. Everything is for sale here. She makes no distinction between goods and services. There is no underground black market. Everything is in the open. Slavery is a legal trade, and so is the exotic animal scenario. The one exception to this rule is cat meat. It is forbidden to harm or consume a cat in The Outpost thus making the trade of cat meat forbidden.

One secondary rule though not as strictly enforced as the protection of cats is the fact that if an individual enters The Outpost a free person, they can leave a free person as well. No customers of The Outpost face threats of slavery or subjugation while at The Outpost. Somehow, The Outpost Dovecot knows this and will not function for slavers having acquired new merchandise that's been newly enslaved within The Outposts boundaries. Slaves entering The Outpost, however, can leave free people.

The Outpost Laws

ImageThe Outpost has very few formal laws. Murder is illegal. The harm or harassment of cats is illegal. Enslaving denizens, shoppers, and vendors at The Outpost is illegal. Everything else having to do with Commerce, Money, or Trade is fair game. All other situations are dealt with by The Keiss, who are well trained and effective fighters. They are led by highly intelligent men and women who are authorized to decide the outcomes of situations on a case by case basis.

Since murder is not allowed in The Outpost, nor is capital punishment. The Keiss are not without their means of punishment. The biggest punishment of all to The Outpost denizens is banishment. The Keiss have the ability to mark an individual with a tattoo that cannot be removed which will bar the use of dovecotes forever.

Stealing is not allowed at The Outpost. Contract acquisition for thieves to do jobs elsewhere outside of The Outpost are perfectly legal.

Sex work is legal at The Outpost. However, sex crimes on the free are not, for they are the exchange of goods and services without payment. Sex crimes on slaves are a grey area at The Outpost for unless the owner is the one performing the act or the act is performed with the permission of the owner, then the action is considered a crime.

Architecture

ImageThe Outpost has been influenced by many cultures, surprisingly both above and below the water. As a result of this ‘melding’ of cultural aspects, The Outpost has distinctive architecture that is recognizable almost anywhere and is heavily influenced in artistic design rather than protective design. Due to the relative peace that The Outpost enjoys, most of the buildings both public and private are very artistically designed with relaxation and beauty in mind.

Design elements include soring arches, elaborate geometric patterns, curling calligraphy in a multitude of languages, open courtyards, lavish central gardens. Walls are generally soft beige or neutral, with stucco roofs, prolific arches, and large domed ceilings. Many buildings are designed for maximum cooling and air flow to counteract the desert climate. Streets are entirely paved either with brick or cobble, and pathways are similarly fashioned. Bare dirt is all planted with lush greenery and tall shade trees are prominent.

The Outpost has a noted atmosphere of wealth and luxury. People that come here to participate in commerce and merchanting often do well. Many people own businesses elsewhere but open shops in the outpost walls or have booths in the open sky bazaar itself. And while these people may bring their own architectural style, more often than naught after just a short time in The Outpost, folks tend to start leaning towards Outpost design and aesthetics.

Gardens are very common. Most are planted for their shade, color, and scents.


Fashion

ImageOf final note is the fashion of The Outpost. Because of the diverse cultures that meet at this hub, one can find anyone dressed any which way from the thin spider silk of Kalinor to the heavy luxurious furs of Avanthal. However, time melding this place together has created a rather unique set of styles onto itself.

Due to the climate and relatively clean state of The Outpost and the fact that its streets are paved... many outsiders have adopted its relatively distinct insider fashion.

Men often go shirtless or wear tanks. They have been known to wear short vests or long vests of woven fabric. Long loose flowing pants gathered at the ankle are very common. Skirts are acceptable and almost always worn by The Keiss, who take pride in their appearance.

Women wear brief halter tops or lace tanks. They wear maxi dresses and skirts or the same free-flowing pants gathered at the ankles. They might sport gauzy overwear kimono-style garments called bisan.

Both sexes often wear sandals or go barefooted. Sometimes light kidskin boots or slippers are worn as well. Everyone enjoys jewelry at The Outpost and it is not unheard of for both men and women to be heavily decorated.
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[OOC] The Outpost Codex

Postby Gossamer on December 24th, 2019, 5:43 pm

The Outpost OOC Information

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The Rules

  • The Outpost is unique in that it exists outside of any known location on Mizahar.
  • This location can only be accessed via an Outpost Dovecote. Every domain should have an Outpost Dovecot eventually. If there is no one in your current domain, please nudge Gossamer or your local DS to add one.
  • Players can not start out at The Outpost.
  • Everyone within The Outpost must be from somewhere else.
  • Players and NPCs can actually stay on at The Outpost and make it their primary home. However, they can never exit The Outpost to somewhere other than where they entered it from.
  • There are no limits to trips to The Outpost by day, night, season, or year. People can come and go as they please as long as they have access to a dovecote.
  • Animals, NPC slaves, and goods that are bought and sold within The Outpost as part of Commerce CAN exit elsewhere other than their origins with their new owners.
  • Cats and doves can be adopted and taken to any domain from The Outpost. The Keiss will even give adopters a small adoption kit with food, bowls, leashes and grooming tools in it.
  • Multiple alts can be played at The Outpost at the same time. As per the rules change in Fall of 521 A.V. they can interact, thread, and benefit from each other.
  • Players cannot exit the walls of The Outpost at this time. The Outpost exists within its stone boundaries. All windows facing away from The Outpost depict a desert scene.
  • The night sky above The Outpost has no known recognizable stars. An astronomer PC could endeavor to record and catalog these stars and their rotation throughout an entire year.
  • The Outpost is on the same seasonal calendar as the rest of Mizahar. There is no noticeable climate change season per season, however.
  • Any violation of the rules of The Outpost result in The Keiss showing up, without fail, and dealing with the rules violation situation.
  • Any unforeseen game exploitation utilizing The Outpost will result in Gossamer's swift wrath and new rules put into place. If someone finds a loophole around the above rules, please contact Gossamer for some rules editing.
  • Any global plots discussed within the Outpost for the purpose of information sharing MUST be ran by Gossamer as the primary moderator of The Outpost.
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The Keiss

Postby Gossamer on December 24th, 2019, 5:47 pm

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The Outpost has no real government to speak of. However, the entire whole of administration and law enforcement is carried out by The Keiss - Xyna's marked followers. The lower-ranking acolytes - those with one mark - start out as simple guardsman and low-level pen pushers that do run most of the administration of The Outpost from collecting trash and taxes to selling the property and enforcing laws.

The Keiss, one and all, love business. They have a mind for it and are all about trades, investments in the future, and don't consider money as the only motivating factor in their lives. They value favors, connections, and weave intricate webs at The Outpost that stretch further out into the rest of Mizahar.

Because The Keiss take turns at guard duty and watching out for the denizens The Outpost, the Keiss almost always know Unarmed Combat and one weapon. They also are well versed in Business, as they need to be up to snuff on the interactions in the market and how people think. Thus, psychology is important as well.

The Keiss almost always have a room at Xyna's Shrine & Temple Complex. New recruits get a simple one-room place as an Acolyte which is free of charge. Acolytes earn a small appropriate wage, while higher level Keiss has the ability to gain wealth at their duties with much more responsibilities. As The Keiss advance in the ranks and at their abilities and duties, they move upwards to better and better rooms until they have suits off a central courtyard that is reminiscent of smaller Riads.

Xyna requires all her followers to live in relative comfort and act with the mannerisms of the nobility.

Those seeking to join the Keiss must be acolytes until they earn a Mark from Xyna which comes with a challenge she gives each one individually. And to become a full ranked lower level Keiss, acolytes must have competent unarmed combat and business skills. As Acolytes, the Keiss in training will be given duties that give them business experience. They work openly throughout The Outpost and heavily with the denizens of the market.

Mod NoteThis is a work in progress. The Keiss will be getting a full writeup in the Lore as soon as possible.


 
NPC
ImageName: Zed
Race: Human
DoB: 487 A.V.
PoB: Kenash
Skills: Leadership, Business Management, Mathmatics, Unarmed Combat, Weapon (Short sword), Logic, Strategy, Tactics, Various Magics
Gnosis: 4 Marks Xyna


Zedanculus, aka Zed, is Champion of Xyna and the leader of The Keiss. It is said that The Outpost was his contribution to Xyna's religion and it was his business and leadership, as well as his ability as a mage, that brought The Outpost into being and earned him Xyna's highest favor. Zed is on a first-name basis with most of the Outpost and Xyna herself and often personally interviews would-be Keiss. He is approachable, though aloof, and almost nothing is known about his past outside his close circle of friends and family.

Rumor has it though that Murine of The Redynn raised him and is his adoptive mother. There is no evidence to this, though he does in fact call Eva his niece.
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The Outpost NPC Library

Postby Gossamer on December 29th, 2019, 1:27 am

The Outpost NPC Library

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This NPC Library is a WIP. The NPCs will be added to the moment they are installed in the Domain itself.


City NPCs

This section is a work in progress.

 
NPC
ImageName:
Race:
DoB:
PoB:
Skills:
Gnosis:


Info.

 
NPC2
ImageName:
Race:
DoB:
PoB:
Skills:
Gnosis:

Info

 
NPC3
ImageName:
Race:
DoB:
PoO:
Skills:
Gnosis:

Info


Submitted NPCs

This section is for those NPCs submitted by people in the The Outpost Request Thread.

 
Atmish Asar Beldra
ImageName: Atmish Asar Beldra
Race: Benshira
DoB: 491 AV
PoB: Eyktol
Skills: Blacksmithing - 55, Bodybuilding - 28, Brawling - 30, Etching - 40, Locksmithing - 68, Negotiation - 60, Play Musical Instrument (Flute) - 25, Weaponsmithing - 45, Wilderness Survival (Desert) - 22
Languages: Common (Fluent), Shiber (Fluent)

Born and raised among the Beldra tribe of the Benshira, Atmish learned to hold a blacksmith's tools at a young age. Growing up in the desert, he honed his skills, specializing in various tools and locks that he enjoyed etching with designs, even if he found it difficult to do such a delicate task. While he loved his family dearly and enjoyed his work, however, Atmish could never quite find himself adjusting to the nomadic lifestyle of his people.

His family began urging him to find a suitable marriage partner as well, which only put more stress on him. When he stumbled upon the Outpost, Atmish instantly knew he had found his new home; still desert-like in appearance and climate, but stable and in one place, the Outpost was a dream come true for him. His family wasn't particularly happy about his decision, but Atmish convinced them it was a wise business venture to have at least one of their tribe stay at the Outpost, and so eventually his family agreed, and even sent his sister along with him.

Atmish visits his family whenever he can, though nomadic as they are that is not always easy, but otherwise greatly enjoys his life in the Outpost. He regularly sets up a stall in the bazaar to sell the various tools, locks, and occasional weapons that he crafts, and will proudly tell anyone who listens that they are products of the Beldra tribe.

He is a friendly and warm person, perhaps more welcoming of strangers than most Benshira, and is always open to talking with new people over a shared pot of tea or a few drinks. He can be a bit rambunctious at times, and enjoys a good party, though he can also be rather hotheaded which has lead to more than a few brawls throughout his life.

*Credit to Asterope for NPC Creation.

 
Sonya Ommos Beldra
ImageName: Sonya Ommos Beldra
Race: Benshira
DoB: 489 AV
PoB: Eyktol
Skills: Blacksmithing - 55, Dancing - 20, Dual Wielding - 36, Riding (Sun Cattle) - 10, Unarmed Combat - 38, Weapon (Dagger) - 42, Weapon (Fias) - 65, Weaponsmithing - 70, Wilderness Survival (Desert) - 25
Languages: Common (Fluent), Shiber (Fluent)

Sonya is Atmish's older sister by only a few years; she is technically his half-sister, and a bastard. They share a mother, but Sonya is the result of a brief whirlwind affair that occurred not long before their mother married Atmish's father. Still, the two are so close that this technicality does not bother them.

However, being a bastard, Sonya has had to work twice as hard as her peers to gain the same amount of respect from her fellow tribe members. As such, she can often come across as aggressive or aloof, and doesn't take kindly to anything she perceives as attempting to undermine her or put her down.

She doesn't take kindly to nosiness or strangers and doesn't easily allow others to get close to her; her very small circle of friends consists of her brother and those she still sees from their tribe when she is able, for the most part.

Still, despite her hard work and gradually overcoming her name, Sonya never quite felt as welcome in her tribe as she wanted to. When Atmish discovered the Outpost and convinced his family that he should move there, it wasn't much to also convince them that she should go with him.

Harsher than her brother, Sonya dislikes working the stall they sometimes run in the bazaar, and prefers to focus on using her skills to create things for them to sell. While a capable blacksmith in her own right, Sonya's focus has always been on weapons, both in fighting with them and crafting them. The few weapons that Atmish's stall usually sells are often made by her.

*Credit to Asterope for NPC Creation.



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