• Information • [Scalvoris] Lore

All of the information on Scalvoris.

Herein is kept all the repositories of information for players. Repositories include: flora, fauna, NPCs and materials, for example, along with Scalvoris' Lore Thread and all the information you need on what makes Scalvoris Unique!

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[Scalvoris] Lore

Politics
Image
The Scalvoris Military is split into four sections (Land, Water, Air, Flame) detailed below. For more detail on Scalvoris' military please see this post and also Scalvoris' NPC repository.
Badge Troop Name Overview
Image Land Troops Guards and city militia, the LTs are the most common sight around Scalvoris. Stationed in both towns and all major regions they are the "face" of the Scalvoris military. They wear brown cloaks, to be easily recognisable.
Image Air Troops Those of the military who protect Scalvoris from the air, using the many strange beasts to allow them to do so. They wear blue cloaks, to be easily recognisable.
Image Flame Troops A group of the military who have additional skills which make them specialists. What those skills are varies by individual. They wear orange cloaks, to be easily recognisable.
Image Water Troops Either mounted water troops or Mer, these are the members of the military who patrol and protect Scalvoris' waters. They wear green cloaks, to be easily recognisable.
Joining The Military
To join the military, players should go to the offices either in Almund or Scalvoris Town. Conversely, you could go to one of the Command Posts for Water Troops, Flame Troops, Land Troops or even the Air Troops!

Players will start as troops. This applies to everyone, no matter your skill set or experience.

You are expected to work 20 trials experiencing each of the four branches. Then, they choose one or two branches which will be theirs.

Promotion is via merit, not a skill list. If you wish to progress in the Scalvoris military, you'll need to prove yourself.

Players may self mod being hired and the initial time in each of the branches ~ in order to keep track of who's where - please pm Peg before this. However, the graduation to full troop status and any promotions thereafter require a moderater approval.

When hired, you are expected to provide your own weapons etc, none are provided.

New troops will not be given mounts specific to them, they will be expected to try out a number of different ones. Once the character has decided on their one (or two) branches, their commanding officer will discuss mounts with them (PM a mod to discuss, please!)
The Military Structure
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The Militant

The Head of Scalvoris Military has the title "The Militant".
Has overall responsibility for all of the military.
Represents the military on Scalvoris Council.
Can come from any of the four branches of the military.
Has four deputies, one from each branch (see below).
Wears the Element Medal (left).
Form of Address: Sir, Ma'am or Militant
Currently: Rand Broson
Location: Almund
Military Branches, Role and Ranks
The Air Troops

Image
Pin Info
Image Air Deputy:
  • Assists the Militant in trial by trial running of the military
  • Has final responsibility for the Air Troops (ATs)
  • Represents the ATs when meeting with the Militant.
  • Has four assistants, known as Air Assistants (AAs)
  • Carries the Sword of the Air (far left)
  • Wears a pin denoting rank (left)
Image Air Assistants
  • There are currently four of these, one for each of the duties of the ATs
  • Wears a pin denoting rank (left)
  • This is a largely administrative role, organising the duties of the ATs
  • Although each of the AAs has a clear area of responsibility, they work as a team
  • Offices in Almund
ImageThose of the military who protect Scalvoris from the air, using the many strange beasts to allow them to do so.
The FlameTroops
Image
Pin Info
ImageFlame Deputy:
  • Assists the Militant in trial by trial running of the military
  • Has final responsibility for the Flame Troops (FTs)
  • Represents the FTs when meeting with the Militant.
  • Has four assistants, known as Flame Assistants (FAs)
  • Carries the Sword of the Flame (far left)
  • Wears a pin denoting rank (left)
Image Flame Assistants
  • There are currently four of these
  • Wears a pin denoting rank (left)
  • This is a largely administrative role, organising the duties of the FTs
  • Although each of the FAs has a clear area of responsibility, they work as a team
  • Offices in Almund
Image A group of the military who have additional skills which make them specialists. What those skills are varies by individual, these are the investigative and 'special operation' branch of the Scalvoris military.
The Land Troops

Image
Pin Info
ImageLand Deputy:
  • Assists the militant in trial by trial running of the military
  • Has final responsibility for the Land Troops (LTs)
  • Represents the LTs when meeting with the Militant.
  • Has four assistants, known as Land Assisstants (LAs)
  • Carries the Sword of the Land (far left)
  • Wears a pin denoting rank (left)
Image Land Assistants
  • There are currently four of these
  • Wears a pin denoting rank (left)
  • This is a largely administrative role, organising the duties of the LTs
  • Although each of the LAs has a clear area of responsibility, they work as a team
Image Land Troops Guards and city militia, the LTs are the most common sight around Scalvoris. Stationed in both towns and all major regions they are the "face" of the Scalvoris military.
The Water Troops

Image
[
Pin Info
ImageWater Deputy:
  • Assists the Militant in trial by trial running of the military
  • Has final responsibility for the Water Troops (WTs)
  • Represents the WTs when meeting with the Militant.
  • Has four assistants, known as Water Assistants (WAs)
  • Carries the Sword of the Water (far left)
  • Wears a pin denoting rank (left)
Image Water Assistants
  • There are currently four of these
  • Wears a pin denoting rank (left)
  • This is a largely administrative role, organising the duties of the WTs
  • Although each of the WAs has a clear area of responsibility, they work as a team.
ImageEither mounted water troops or Mer, these are the members of the military who patrol and protect Scalvoris' waters.
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[Scalvoris] Lore

Politics
Laws
The law in Scalvoris is fairly straightforward and is broken down into four sections as follows:

People

  • It is illegal to do harm to another against their will. This includes, but it not limited to: physical assault, sexual assault, kidnapping and murder.
  • It is illegal to kill another, even in an agreed duel.
  • It is illegal to use magic on another without their consent (this does not include healing magic on the unconscious)
  • It is illegal to bribe, blackmail or otherwise extort another.
All of the above applies to Scalvoris citizens and visitors. Slavery is illegal on Scalvoris

Property

  • It is illegal to steal another persons property
  • It is illegal to damage another persons property
  • Slavery in all forms is illegal in Scalvoris.
  • It is illegal to enter the home of another without their consent

Military

  • The military of Scalvoris have final say in all disputes between citizens.
  • The military of Scalvoris are able to restrain, search or incarcerate any citizen.
  • All citizen are entitled to a trial within 30 trials of initial incarceration.
  • The military of Scalvoris are able to enter any citizen's house with correct documentation. This can only be undertaken for searching purposes and no unnecessary damage must be done.

Council

  • Council members are afforded the same rights as military members.
  • Laws passed by the Council are subject to change and it is the responsibility of the individual to be up to date
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[Scalvoris] Lore

Politics
Crime & Punishment
Crimes on Scalvoris are dealt with on a case-by-case basis at this point. Most of the time everything except the most minor of crimes ends up in front of a judge. This is a new legal system and everyone is still finding their feet with it, so there are still a number of issues to iron out. However, once before a judge, the choice for what punishment the individual should receive if found guilty varies from one judge to another.

Upon being called to appear in front of a judge, the individual will have no more than 10 trials to prepare their defence. They may bring one person with them to speak either with them or for them. For the purposes of the Scalvorian legal system, the accused are assumed to be accused ~ the judge starts out neutral and it is up to the defence and attack (as they are called here) to sway the judge's opinions.
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[Scalvoris] Lore

Factions
The Church of Eternal Mercies
Image
Gods rise and fall, clinging to the ephemeral in an everlasting hope to remain relevant over the eons. A god dreams of being dreamt of, hungers for affection, and does not always receive it. Instead, there are those in the world who wish to idolize those that are material, flesh and blood and bone capable of fulfilling their needs in a more immediate way, rather than granting them benefits after death. And rarely, that idol is chosen for deeds nefarious, catapulted to adoration by the downtrodden and outcast.

Often, these collectives of vagrants and those living on the fringes of society worship the deeds of one trying to shore the gap between them and those who live opulent lives. That is the god they worship. The Prince who Releases, The Razor of Clemency... The Prince of Eternal Mercies.
History
The Church of Eternal Mercies is not long lived, but will be. Originating in whispers first in Westguard, only the embers of the Church began. In the wake of a particular visitor's arrival on the shores of Scalvoris in Zi'da of 717, the Church sprung forth in secrecy fully formed. It is considered no more than infantile in its age, but already has been attributed to a string of murders and disappearances on the island nation of Scalvoris, which has become its most concentrated location by the estimation of observers.
Headquarters
The headquarters of each location is, at this time, unknown by the general populace. Once you've received the enlightenment of His mercy, you may be so inclined to find yourself with the knowledge of where one location is - not quite the headquarters, but close enough by some standards. The central hub of activity is sworn to far greater secrecy and requires a higher ranked status for disclosure of such information.
Ideology
Beliefs


Those of the Church believe in salvation of the Prince of Eternal Mercies. That they may find peace in him and his works - which seem to include the murdering, or offering, of women of the night. Other than following the doctrine of the Prince - which at this time is not clear - they appear to not have many practices or a more formalized belief system.

Enemies


As far as it is known, the enemies of Church are all those who opposed them. Those who do not see the light of understanding and completion in His way are merely lost souls who may be converted and find salvation. They, the lost, may be forgiven. Those who seek to ridicule and expel the Eternal Prince from his rightful place over all will find themselves offerings to His mercies.

Player Notes

 ! Message from: Ghoul
This faction is open to new members.
This faction is secret and requires you to find it via a number of threads.
There are secrets to discover about this faction and its members.
There are specific benefits to joining this faction.
There are specific risks to joining this faction.
Please PM a Scalvoris Mod if you wish to attempt to join / find this faction. There is much to discover about The Church of Eternal Mercies at this time. Players may request to delve further into the mysteries of the Church, and with the information they find, this page will be updated.

Changelog

Faction created by Ghoul: June 2018
word count: 558
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[Scalvoris] Lore

Factions
The Crafters
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Fast Faction Facts

Overview

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Motto"Made with free hands"
LeaderSadie Frussal
Main Location Egilrun
NumbersApproximately 150
Status Secret
Symbol Hands
Link tbc

NPCs

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Name: Silas Guthersun
Created by: Darius Baer.
Race: Human
Birthday/Age: Arc 658, 72nd of Ymiden.
Title: Senior member of The Crafters.
Skills: Negotiation (Expert), Politics (Expert), Leadership (Competent), Woodworking (Competent)
Details: Proudly Scalvoris Town born and raised, Silas Guthersun has supported The Crafters for more than twenty arcs. He opposes magic and dislikes trade with other parts of Idalos, thinking of it as Scalvoris Island depending on those from further afield.

He has regularly engaged with those in his social circle in a bid to persuade them to his views, with varying results. Although he holds strong views, he is not stubborn; he doesn't let his personal politics get in the way of his personal relationships, ensuring that he remains friends with those who disagree with what The Crafters are trying to achieve. As such, he is more approachable than some might expect, and is usually willing to hear the views of others.

He is also a hobbyist woodworker, and when he is not meeting with other members of The Crafters, he can often be found at one of the workshops in Scalvoris Town, working on a pet project.

Description

The crafters are a group who believe that there is far too much in the way of change going on. They are Scalvorians and they are used to being independent and self sufficient. They don't want the Academy, they don't want any magic and they would much rather close up the island to all visitors. Scalvoris for Scalvorians might well be their motto, had they not come up with 'Made with free hands' first. They are vehemently against magic in all its forms, fundamentally not trusting anyone to have the sense to use it wisely. They make what they need with their hands, grow it in the Scalvoris soil and manage with that.

Player Notes

 ! Message from: Pegasus
This faction is open to new members.
This faction is secret and requires you to find it via a number of threads.
There are secrets to discover about this faction and its members.
There are specific benefits to joining this faction.
There are specific risks to joining this faction.
Please PM a Scalvoris Mod if you wish to attempt to join / find this faction.

Changelog

Faction created: January 2017
word count: 406
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[Scalvoris] Lore

Factions
The Guild
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Fast Faction Facts

Overview

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Motto"Progress, Prosperity and Power"
LeaderLulant Blinter
Main Location Almund
NumbersApproximately 500
Status Open
Symbol Starburst
Link tbc

NPCs

NPC in here

Description

The guild a group of merchants and businessmen who all believe that Scalvoris needs to move forward more quickly. They are very keenly pushing the agenda of more exporting, more trade and increasing links with Viden. They are pro-magic and would like to get as many Domain magicians (especially rupturers) into Scalvoris as possible. There is a real sense of hopefulness in this group and it was The Guild who opened up the Spa Resort on Faldrass, seeing it as a very lucrative opportunity. A driving force in the merchants' guild, this small group of business minded men and women might just shape the future of Scalvoris.

Player Notes

 ! Message from: Pegasus
This faction is open to new members.
This faction is open and can be contacted via the Merchants' Guild
There are secrets to discover about this faction and its members.
There are specific benefits to joining this faction.
There are general risks to joining this faction.

Changelog

Faction created: January 2017
word count: 193
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[Scalvoris] Lore

Factions
The Intelligentsia
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Fast Faction Facts

Overview

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Motto"Humble seekers after knowledge"
LeaderWilhelma Bryce
Main Location Scalvoris Town
NumbersApproximately 1,500
Status Open
Symbol Open Book
Link tbc

NPCs

NPC in here

Description

The Intelligentsia are a group of scholars who have joined together with the aim of pooling their knowledge and resources in order to learn new stuff. Really, that is what they are about, learning things and pushing the boundaries of science and knowledge. They have an apparently insatiable thirst to learn and will often get together in small groups to experiment, discuss or debate.

Player Notes

 ! Message from: Pegasus
This faction is open to new members.
This faction is open and can be contacted via the Library or Scholars' Nook
There are secrets to discover about this faction and its members.
There are specific benefits to joining this faction.

Changelog

Faction created: January 2017
word count: 146
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[Scalvoris] Lore

Factions
The Mer
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Akktava

The Akktava follow the Leviathan Sotong. This tribe dwell in the deepest parts of the ocean, taking shelter in shipwrecks that were brought down by ocean storms. Most Mer of this tribe tend to be the category one Mer, their tentacles and defensive inks making it easy to hide in the darkest depths of the ocean. Sotong has a small region where he swims, having built a nest out of shipwrecks as it were his trophy room. He makes it his personal mission to seek out ships that have piqued his interest. These could be the first of its kind, have important cargo or personnel on board, or be the lead of a warring fleet. He has enlisted the Akktava to get the information from him, and they do that willingly if not with gusto.

Their territory is around Scalvoris, where ships are ripe for the sinking. It is not uncommon for the Akktava to use their suction tips to crawl up the side of a ship in the dark of night to get the information that they need. Akktava are skilled water spies and information gatherers. Despite having a form that puts normal land-dwelling citizens off, they are highly valued as their tentacles allow information seekers to get what they need. Sotong uses this to his benefit, as the Akktava put their Leviathan above their clients. Since peddling information is considered black market work, they often used to find themselves employed by the Pirate Lords, who were always seeking knowledge on the other Pirate Lords. Since the disappearance of the Pirate Lords, the Akktava serve a different group at Sotong's request, but who that might be, is not known. The Akktava also run the Deori, an incubation facility for Mer that wish to know their lineage and families.

Sotong

Leviathans can be thought of as the progenitors of some of the oceans creatures. The first, largest, most impressive and intelligent of them. It is unknown where they came from, though of course the Original Beings are suspected to have been involved. Although they are sentient in their own way, it is strange and alien enough that they are extremely hard to communicate with or understand. The Mer, with their ability to communicate telepathically through intentions, are the most successful, though even they struggle. To date no member of any other race has managed a similar feat.

Often a tribe will try and find a Leviathan that is similar to them in some way.

It's unknown why these creatures tend to look upon the Mer favorably, and accept them, but they do. Perhaps it is a similar loneliness. The Leviathans are singular creatures, with only one of each type existing, and the Mer have been abandoned by their creator. Were either of the two more given to introspection, perhaps it might be thought that the Mer are the children the Leviathan cannot have.

Its not unheard of for a Leviathan to come to the defense of their Mer tribe, particularly if other mortal races are attacking, but there has so far never been a case of Leviathans fighting each other, even when tribes of Mer war to the point that one is wiped out.A Leviathan without a tribe will simply wander until a new group takes to revering it as their deity. A Leviathan is not left by itself for long, as young tribes sprout up when word spreads of a lonely Leviathan.

For the most part, Leviathan keep other predators away from their Tribe with their sheer size. They are in effect, a safe home base for the otherwise largely nomadic Mer to return to. A symbol for them to rally about as a tribe. On rare occasions, a Leviathan may issue a Tribe wide directive. This is most often when an area has been depleted and it is time to move on, although they have been seen to move their Tribes to safety before natural disasters strike, or to move them out of the way of wandering Immortals.

Sotong
Sotong is a giant, luminescent, squid-like creature that makes his nest in the waters south of Scalvoris. His nest is made from the wreckages and trophies of ships he has brought down over the course of his lifetime. He has multiple areas that glow throughout his scales, including his eyes. They offer a soft orange light to the darkest depths of the ocean. He is driven by thoughts of wealth and trophies and compels the Akktava to bring him information on ships carrying great gifts. It is rumored that beneath the ship graveyard that makes up his nest is a vast hidden treasure of gold and onyx nels, various statues, and chests full of secrets.

It has not been unheard of for the Akktava to get information about the pirates of Blackbrine. Only if there is a treasure worth stealing will he swim south to wreck havoc on the Blackbrine pirates. The Pirate Lords of Scalvoris had an unsettling agreement with Sotong that their ships were left alone unless a Pirate Lord has killed an Akktava Mer without reason or committed a grievous crime against Sotong himself, like attempting to steal his treasure. This particular Leviathan is the only creature that the Pirate Lords were knowingly afraid of. Legend suggests that the Pirate King and Sotong had a friendly relationship, further securing his place as the Pirate King. However, since the disappearance of the Pirate King there are whispers about Sotong having a new link in Scalvoris, someone who is growing in influence and who works with the Leviathan. Who it could be, no one knows.

Relationships

Relationship with the Mer at this time are at a state of quiet. The Scalvoris Council has opened some very tentative talks, but if anyone knows the identity of the individual who is keeping Sotong and the Akktava from attacking then he, or she, is keeping very quiet indeed.

Player Information

 ! Message from: Pegasus
This is not a faction in the traditional sense, and can not be 'joined'
There are, however, many secrets to discover!
There are specific risks associated with this group!
Please PM a Scalvoris mod if you wish to interact with the Akktava.

Changelog

Faction posted here: January 2017
Majority of information comes from Knowledge Base (credit to Nymph)
Minor edits to reflect updated status.
word count: 1060
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[Scalvoris] Lore

Factions
The Merchants' Guild
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The merchants guild are a faction which exist for the betterment and interests of all businesses on Scalvoris. If you own a business on the island then you must belong to the Merchants Guild.
There are a number of advantages to being part of the guild, including a discount on the cost of materials, reduced priced in local shops and the protection of being in a large group.
The Merchants Guild is also represented on the Scalvoris Council so members of the guild are able to have their voices hear in all matters pertaining to Scalvoris.
More information on the Scalvoris Merchant Guild can be found here. The list of Merchant Guild members will be released in the Scalvoris NPC Repository as players discover the 'secret' members (all shop owners are members) and the Merchant Guild location is here
Membership of the Merchants Guild will provide you with a number of advantages IC and additional opportunities IRP. We hope to see many pc-run businesses in Scalvoris.
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[Scalvoris] Lore

Factions
The Order of the Adunih
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The largest faction of healers on Idalos, the Order of the Adunih are renowned throughout the world. The outpost in Scalvoris is based in Scalvoris Town, although they try to get to as many areas of the island as possible.
The Order of the Adunih offer their services across Idalos. Their services are not charged for, though they ask for a donation of money or time.
If you join this faction, you are provided with free medical equipment and a place to stay.
Please note the restrictions on the accommodation, however, as there is a thread requirement for you to access the free place to stay.
Scalvoris has its own version of the graduation ceremony, as does every city. The Order member who is moving ranks is dressed in a white robe and brought into the room by more senior members, if possible. Four members then sit with the graduate as the fifth. Each of the four guests share a story about, or for, the graduate each one themed as either earth, air, fire or water. The graduate then is divested of their old cloak and their new one is placed on them.
Usually, this is followed by a trip to a Tavern.
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