[Viden] Development Submissions

Post any Viden development projects for approval here!

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Sybil Malach
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Re: [Viden] Development Submissions

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Ice Filth

Developed by Sybil Malach
Rarity: Rare in clean patients, Uncommon in unclean patients/Precariat
Contagious: Communicable via blood-borne exposure. Can be contracted through exposure to mucous membranes.


Appearance:
  • Incubation: During this period, the patient appears to be relatively healthy. The parasites contracted from beneath the ice are becoming active, and are using the host's blood to fuel the rapid onset of reproductive behavior in the parasites. A trained Physician would be able to notice slight edema of the extremities, as well as a lingering soreness on the ligaments.
  • Acute: When the parasites have spread to the body's musculature, the pain becomes debilitating, and often requires another person to care for the patient due to the inability to care for one's self. Muscle atrophy becomes blatant, as does a reddish hue to the skin. A fever is common, as well as blood-tinged waste excretions. Heart attacks are likely at this stage, if left untreated.
  • Chronic: Those suffering from a light amount of infestation are subject to a more slow decline of health. It will happen gradually, and the associated pains can be confused with the aches associated with process of aging. Osteoporosis and muscle wasting develops steadily. The patient will experience a constant elevated temperature, sweating, nausea, pain, blood tinged saliva and waste, and eventual organ failure.
Symptoms:
  • Incubation: Hypertension, ecchymosis, edema of extremities. (Approx. 30 trials.)
  • Acute: Hypertension, ecchymosis, edema of extremities, rapid muscle atrophy, stabbing pain, bloody excretions, fever, heart attacks, nausea. (Approx. 4 trials.)
  • Chronic: Hypertension, ecchymosis, edema of extremities, rapid muscle atrophy, mild ligament pain, bloody excretions, elevated body temperature, organ failure, osteoporosis, arthritis, anemia, hemophilia. (Approx. 10+ seasons.)
Treatments:
  • Alchemical/chemical/herbal purgatives can alleviate symptoms. (Competent Chemistry/Alchemy)
  • Cooling the patient has been known to turn acute conditions into chronic conditions. (Requires sending body into temperature shock.) (Competent Medicine)
  • Proteins and massages can delay certain complications in musculature. (Expert Caregiving)
  • Disease can be purged via introduction of acidic components to the bloodstream. Notably dangerous, but used as a method to stop a patient from dying. (Competent Medicine/Chemistry)
  • A concoction of trace acids, salts, and native flora can make "Wretch's respite", an academically sound method of curing most non-advanced stages of the disease. (Expert Chemistry/Medicine)
Details:
Ice Filth earned its name for its role in ravaging Videnese camps that were particularly low in living standards. Commonly targeting the unclean, there is a distinct correlation between the disease and the lower class. Parasitic in nature, Ice Filth lies dormant in the Videnese Tundra, usually within the ice itself, in certain areas. Contraction is uncommon, but if one is not careful with hygiene, becomes very much of a risk. Especially in a land in which washing could lead to frostbite. It is most commonly known due to it affecting most species, and the wasting effect it has on the body itself.

The parasite is awakened from its frozen hibernation at the contact of warm flesh, through entering any mucous membrane. Triggered by warmth, Ice Filth will begin to spread exponentially, reproducing in an attempt to spread as far as it can within the host. Nesting in the circulatory system, it will begin to spread into the capillaries, where it will diffuse into the tissue itself. Due to the Videnese cold, however, it will not destroy the subcutaneous and epidermal layer. Instead, it will target the muscles of the extremities, and eventually, the organs themselves, leaving the host with a plethora of health, and appearance deficits.

Pediatric Information
  • Infants: Contraction is unlikely due to breastfeeding boosting immunologic systems. Constant exposure to Ice Filth can end in sickness however, leading to symptoms and organ failure developing x1.75 faster than an adult.
  • Toddlers: Contraction is still in the lower margin due to the relative cleaner culture of Viden. Contractions of Ice Filth at this stage often come as a result of absolute squalor. Symptoms and organ failure develop x1.5 faster than an adult.
  • Adolescents: Contraction is highest between here and adulthood. Due to developing immunologic and vital systems reaching the end of maturity, symptoms and organ failure develop x1.2 faster than a full adult.
Zoonotic Information:
  • Living animals: Bites, scratches, and exposure to bodily fluids while living has a high chance of infection. Fresh blood seems to be the primary transmissive factor, quickly followed by saliva.
  • Dead animals: The parasite will lie dormant if the body is frozen. When the body is thawed, there is a fifteen minute moment of proliferation of disease, causing any living being with mucous membranes exposed to become infected.
  • Processed animals: Using the meat of an infested animal is dangerous. Chances of food poisoning skyrocket, and still-dormant parasites can still infect those that eat it. However, infection rates drop by 3/4 after the proliferation phase, and by 4/5 by meat that is properly cooked and seared. Even the precariat are extremely hesitant to eat anything they think is tainted by the disease.
 ! Message from: “Tempest”
Approved! Thank you so much for the submission. I cannot wait to see what else you have made
Last edited by Sybil Malach on Mon Dec 16, 2019 4:00 am, edited 1 time in total. word count: 854
"No mass graves."

-Vri 720, scolding Sybil for disposing of necromancers.

NPCs: Karlsson, Margaret
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Sybil Malach
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Re: [Viden] Development Submissions

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Wretch's Respite

Developed by Sybil Malach
Details: Wretch's Respite is a drug used to combat the effects of some wasting diseases encountered in the tundra of Viden. It is known to be dangerous in incorrect dosage. Carbonic salts and a blood coagulating agent are the key ingredient, used to purge the body of very specific parasites sensitive to slight rises in blood acidity. Because of this, it requires a knowledgeable chemist, and a trained Physician to create and apply this mixture. (Competent Medicine/Chemistry)
How To Use:
  • Oral: Dilute mixture according to one's body mass. The average person, at an average height and weight, should take one part Respite and two parts water. Mixture should be taken by mouth, and before eating. This method, while academically sound, is dangerous in unskilled hands. Is used to combat parasitic infections of the body, namely the cardiovascular system.
  • Topical: Dilute mixture according to the above specifications. Soak bandages with the mixture, and wrap the patient with the bandage. It must remain upon the skin for an entire trial. This method is often used to rid hair and the body of contamination through pests.
Side Effects: Pain, dizziness, blood acidosis, chills, alopecia.
Status: Legal.

 ! Message from: “Tempest”
Hello again, thank you so much for the submission. Everything looks great. Approved!
Last edited by Sybil Malach on Thu Apr 18, 2019 12:26 am, edited 1 time in total. word count: 219
"No mass graves."

-Vri 720, scolding Sybil for disposing of necromancers.

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Wald Lowca
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Re: [Viden] Development Submissions

Snowheart Bush
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Developed by Wald Lowca
Found: In the White Forrest, in-between dense bushes and tree cover.
Toxicity/Hazard: The roots can be used as a drug to cause vomiting the effect can last two trials, if left untreated.

For every 10 grams of root consumed, there will be an additional 15 Bits of forced illness.

The effect does not change based on someone's size or age, as it effects the stomach acid itself to cause foaming acid.
Appearance: Green leaves throughout the year. With small pink berries along its branches that ripen from green to yellow, before safe to consume. They grow to be around a meter in height, and they spread like vines outwards. The largest area they cover is unknown.
Properties: The pink berries are edible, though they are not sweet. Their roots are used to make drugs that cause vomiting. As the harsh area of Viden does not see much light during winter, these plants dig their roots into other plants. Draining minor amounts of nutrition in order to survive the harsh north.
Other Information: These plants are considered weeds to people trying to cultivate land, and blessings to those who find themselves lost in the forest.
 ! Message from: Tempest
Thank you so much for the work you do to help the city Wald. It is a beautiful little berry approved
Last edited by Wald Lowca on Wed Jan 29, 2020 12:54 pm, edited 2 times in total. word count: 227
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Sybil Malach
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Re: [Viden] Development Submissions

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Tanner Humanitas

Developed by Sybil Malach
Rarity: Rare
Contagious: Intramuscular and subcutaneous bites from Tanner Mantises. Communicable via vomit of host, into the mucus membranes of victim.
Appearance:
Incubation: During this period, the eggs have begun to feed on the glucose in the host's blood. They do not operate the same as they do in the wild, and instead, slowly begin to infect the neurovascular systems, slowly putting into action a series of systemic hijacks that more serve to mold the host into serving the Tanner egg's needs. At this point, the host will simply appear restless and withdrawn, preferring indoors, near the hearth.

Acute: Acute stages of invasion are not considered part of 'Tanner Humanitas'. This is when the body immediately erupts as a Tanner Mantis.

Chronic: The defining stage of Tanner Humanitas. After a season of lying in wait, the parasites will have hijacked most of the host's higher thinking. At this stage, it is not a curable disease, and often requires intensive magical intervention to even have hopes of curing. The host will appear sullen and warped. Their bodies will often terminate in sharp edges at the fingers, toes, and joints, becoming weapons in on themselves. Their weakened immune systems, and shot neurovascular systems make them immensely sensitive to light and other disease, but this will only kill the host, not the Tanner Mantis within.
Symptoms:
Incubation: Insomnia, mania, fever, frigophobia, thermophilia, antisocial tendencies. (Approx. 3 Seasons)

Acute: Death. (Approx. 1 Season)

Chronic: Extreme mania, autophagia, photophobia, cannibalism, psychosis, body transfiguration, potential death, fever, murderous tendencies. (Until death of host)

Treatments:
  • Alchemical/Medicinal interventions can cure the incubation phase, and stave the symptoms of the chronic phase. (Expert Medicine/Alchemy/Chemistry)
  • Symptoms can be treated at all stages by strengthening the victim's resolve. (Master Psychology)
  • By careful management of environment, the incubating parasites can be staved off for precious time. (Expert Caregiving)
  • Amputations of bitten limbs can rid host of illness, if done within two breaks of exposure. (Competent Surgery)
  • The only treatment for late chronic stages, and acute stage, is euthanization.
Details:
This affliction is excessively rare, as the immune systems of sentient beings of Idalos tend to be able to fend off minor exposure, or die due to injuries from the process of infection. However, it has been recorded as not only possible, but serves as a consistent threat Videnese public health. The Intelligence Authority and the Rangers often find themselves silently quelling outbreaks of this disease, through 'accidental' deaths in the case of the Intelligence Authority, and a more clear, honest approach by the Rangers. Very few question these executions, due to the nature of this vile disease, and the nightmares it brings Viden.

The Chronic phase is what defines this illness. It is known for warping an individual so thoroughly, that they become monsters that appear as though they have been targeted by a Graft mage. Seeking out warmth to host the parasite, and being twisted into what could be loosely called a disfigured human, the mind itself is eroded, but is never completely destroyed. They will eat their own flesh, and the flesh of other humans, craving raw flesh. They are crafty, luring the witless to dark areas of Viden, and beginning their feast. They are compelled to spread the disease by vomiting in open wounds, releasing an altered egg variant that are far more likely to have humanoids survive infection.

The flesh of these infected persons also prove useful, for Graft related alchemical processes. (Competent Alchemy)
They are known to gibber useful, but cryptic information upon their death. (Competent Intellgience)
 ! Message from: “Tempest”
Another beautiful write up. I do hope you will continue to submit more things to help make our wonderfully frozen city more alive. Approved
word count: 630
"No mass graves."

-Vri 720, scolding Sybil for disposing of necromancers.

NPCs: Karlsson, Margaret
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Sybil Malach
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Re: [Viden] Development Submissions

The Frozen Ones
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Developed by Sybil Malach
Details:
These creatures are believed to be spawns of Tanner Mantises, warped by users of Graft, taken by the spark. Indeed, some of the most insane Graft users swear by the flesh of these creatures, claiming it to be a source of strange, hard to control alchemical power. It is further rumored and speculated, that the flesh of these fabled creatures can be used in highly advanced alchemical techniques regarding regeneration. (Master Alchemy)

They are immensely rare, and are the target of the Malachite Prism's folklore. It is nearly impossible to study these creatures, outside of the mad ravings of the psychologically afflicted. However, if one is to look carefully, they will be able to find information within these ramblings; a risky endeavor. (Expert Intelligence/Psychology)

Hunting these monsters is a feat that many are unable to do. These are highly efficient, lethal creatures that live a solitary life. However, if one is to begin hunting the stuff of legends, they must be at the peak of their career, and prepared to lose everything. They must be prepared to gather information, for brute force will only end in death.

Lifespan and Development:
Very little is known about the Frozen Ones. Academics in Viden argue over the genus of creatures existing, but veteran Rangers swear by it.

The most likely story, is that a long forgotten Graft user created these creatures out of Tanner Mantises, in some futile attempt to imitate the Immortals, and their power over life. They do not reproduce, and their growing never stops: Limited only by the amount of flesh that can be consumed. Which, thankfully, is limited by the Videnese Tundra. They are often, however, massive, to even the most grand of statures.

Diet:
Carnivorous, only targets warm flesh. Feasts on all sentient creatures, and non-sentient ones. Rejects plant matter. Rumored to eat Mer and fish.

Temperament:
Hostile, territorial, and strange intelligence. The Frozen ones do not parley with sentient beings, nor non-sentient ones: They are food. The Frozen Ones do not enjoy their territory being entered, murdering and devouring without hesitation in the slightest. The Frozen Ones mimic other creatures, primitively, and use their own limbs for tools: suggesting some level of intelligence.

Abilities:
Environmental Camouflage: As an ambush predator, Frozen Ones are often the fear of most hunters, and the source of many superstitions among uneducated Rangers in Viden. Its outer shell almost indistinguishable from rocky and mountainous terrain. (Expert Detection: Requires prior knowledge from a survivor to replace Detection with Hunting)

Precise Walker: The Frozen Ones have a tendency to walk in strange, disgusting ways. Their limbs contort, and their weight distribution would be painful and ungodly to any other animal. They are able to leave behind minimal tracks, and even mimic other animal's tracks, to lure in prey, hinting at a level of intelligence. (Master Fieldcraft/Detection: Requires prior knowledge from a survivor to replace Fieldcraft/Detection with Hunting)

Carnivorous Regeneration: All sources of warm meat add to the size of the Frozen Ones. They assimilate dying carcasses into their mounds with ease, and sculpt flesh to suit their purpose. They keep a number of bodies within their stomach to slowly digest, and in a pinch, can force digestion, resulting in rapid regeneration.

Advanced limbs: The Frozen Ones are feared for their prowess in dismemberment. Their limbs behave autonomously, and can shift into bludgeoning and cutting implements, adapting to its prey. There are many horror stories of the creature holding down a few Rangers, while stabbing the rest through with immense power, before assimilating bodies upon its flesh.

Weaknesses:
Autophagia: The regenerative abilities of the creature have a distinct drawback. Once the stores of carcasses within its stomach have been ran dry, if the Frozen One in question must be in prolonged combat, it will resort to eating its own flesh, increasing immediate energy, to keep vital systems operational. This takes time, however, and is very rarely viable. This requires prior knowledge to use, or an extended battle to find this out.

Blind: The Frozen Ones are without eyes. They sense vibrations through the ground, and relies on tactile sensations to feel its prey. Its sense of hearing is apex, however, and requires a deathly skilled hunter to avoid its senses. This requires prior knowledge to use, or an extended battle to find this out. (Expert Stealth)

Kinemortophobia: The Frozen ones do not have interest in dead meat. If one uses the scent glands of a Tanner Mantis (Competent Butchering/Hunting/Fieldcraft), or an animal that relies on scents of death to throw off predators, this ambush predator will ignore the wearer unless attacked. This requires prior knowledge to use, namely a survivor's recounting.
 ! Message from: Tempest
Beautiful while still ugly to look at. I can't wait to see how it interacts with Viden in the future. Approved
word count: 819
"No mass graves."

-Vri 720, scolding Sybil for disposing of necromancers.

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Wald Lowca
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Re: [Viden] Development Submissions

Videnese Rabbit
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Developed by Wald Lowca
Price: TBD
Habitat: White Forrest
Lifespan and Development: Just like many rabbits, they live for only 2 arcs. Though they can start breeding a season after birth. One pare Videnese rabbit can have up to 15 litters in their lifetime. These creatures are much larger then their southern cousins, growing to be almost 50 lbs if they are allowed to grow to full size, as they do not stop growing until death. The record holder was 80 lbs held by, Sir Anna B. Thumper, A pet rabbit owned by a Viden professor in 698, living to the age of 4 arcs. Their pelts are also extra thick, and water resistant, making them great for fur coats as even during a rain storm they stay dry.

Finding them in the wild is quite easy, as they are a common sight in the wilderness. Even so, you can often find them in small burrow colonies of as little as 5 to as massive as 200.
Diet: Herbivore
Temperament: Skittish
Abilities:
 ! Message from: Tempest
they are too cute. Approved
Last edited by Wald Lowca on Mon Dec 16, 2019 5:03 am, edited 1 time in total. word count: 182
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Wald Lowca
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Re: [Viden] Development Submissions

Videnese Snow Squirrel
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Developed by Wald Lowca
Price: TBD
Habitat: The White Forrest
Lifespan and Development: These Squirrels are tough little fellas. They live for up to 10 years. Mating just before the cold cycle, they chatter about looking for mates around that time. The young emerge in the rebirth fully grown, and ready to take on the harsh world of the north. Their pure white coats are something strange for most foreigners who come across them, as the white pallet is something unique to the northern squirrel. The live in small dens up in the tree tops, either inside the trunks or old bird's nests. These creatures are some of the most important in the ecosystem, as they plant thousands of trees an arc. Though no bigger then a house cat, some have been known to grow quite large in captivity, the abundance of food being the major cause of such growths.

Diet: nuts
Temperament: Curious but careful
Abilities:
 ! Message from: Tempest
Oh my goodness, its too cute I want one as a pet. Approved
Last edited by Wald Lowca on Mon Dec 16, 2019 5:08 am, edited 1 time in total. word count: 177
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Wald Lowca
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Re: [Viden] Development Submissions

Mirror Wolf
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Developed by Wald Lowca
Price: TBD
Habitat: All over the Tundra as they are expert survivors.
Lifespan and Development:
The wolves are born in litters of 3-6
They take 1 Season for them to start eating solid foods
At 1 Arc of age they will have been on the hunting team of the pack
At 2 Arcs of age any males are cast out of the pack to go off on their own. Females may also start leaving if they smell a male nearby.
Solo males try and attract mates with their scent, or fight older alpha males for their spot in packs. They will continue their lives within packs for most of their able life. At the age of 8 most packs will cast them out, as their age hinders the survival of the pack.

Packs consist of 1 male and around 3-9 females, depending on the size of the male. Only during upbringings of new males will there be more then one within the pack.

The size of the wolf measures 2 meters long and a little over a meter high. They weigh 70-80kg. This puts them as some of the largest wild wolves known, making them quite the threat for travelers.

Their coat has a strange ability to almost disappear within an object. Only faint outlines of the wolf can be seen by experts when they are trying to hide. Causing many people to get ambushed before knowing they were even being stalked in the first place.

Living in small burrows, they spend most of their time either hunting or practicing for a hunt. The youngest of pups are not seen by the outside world until a season of life, though it is known that the development is similar to other pups such as domestic dogs. The burrow can be found at the center of the territory they claim, which can be up to 50km in size. Though likely overlapping with other packs, fighting is a common sight between these wolves.

Diet: Carnivorous
Temperament: Aggressive especially to wolves not in their pack. Making lone wolves particularly aggressive.
Abilities: Their fur can blend with any environment as it acts like a mirror against the background.
 ! Message from: Tempest
Beautiful creatures, it is amazing to just look at them. Approved
Last edited by Wald Lowca on Mon Dec 16, 2019 5:19 am, edited 2 times in total. word count: 386
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Sybil Malach
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Videnese Hysteria

Developed by Sybil Malach
Rarity: Uncommon
Contagious: Not communicable.
Appearance:
Those who undergo acute Videnese Hysteria often display a disheveled appearance, ripped hair, bitten off nails, chapped skin, feverish complexion or temperature, and a distinct brand of violent psychosis. Typically, the afflicted will only harm others when provoked, but the delusional hysteric state often leads to a deepened psychosis due to a lack of self care, which can further lead to violent or suicidal tendencies.
Symptoms:
Hyperactive or flat affect, hypomania, manic depression, mania, volatile mood swings, rise in temperature, flushed skin, nervous tics, extreme depression, suicidal/homocidal ideation, delusional mania, catatonia.
Treatment:
Sufferers of Videnese Hysteria are suffering from a unique blend of cabin fever and various deficiencies due to a lack of sunlight. The base illness can be addressed via pharmacological means, a tonic of beef liver and fish will provide enough of the lacking bodily resources to eventually alleviate the initial cause of the illness itself, but behavioral problems that subsist due to what was done during a potential psychotic break, will require a specialist. (Competent chemistry/medicine)

Acute symptoms of psychosis can be relieved by psychological intervention. Many agree that the earlier that this is done, the least the patient will be affected. As well, lingering behavioral problems from sustained mental trauma during a psychotic break can be treated by a keen mind, and a sharp understanding of the mind itself. This will not treat the cause of the illness, but serves as the means to get the patient calm, and to treat any lasting trauma from the experience. (Expert Psychology)

Proper care can better assist the patient into getting reoriented with reality, and society. Making sure that all basic needs are met allows for the sufferer to reap the benefits of treatment far better than without a caring figure taking the charge of the patient's needs. While not a cure, it is essential for rapid recovery. (Competent Caregiving)
Details:
Videnese Hysteria is a disease brought on by a very specialized type of deficiency due to the lack of sunlight, and many other nutrients in the Videnese Tundra. It can be further ebbed on by instances of cabin fever. The disease has more to do with the standing wellness of the patient, rather than due to a contamination of the body, and is often one of the first mental illnesses suspected, when one breaks down into psychosis within the State of Viden.

Sufferers are known to be more self-flagellant than aggressive, but there have been instances of murders, due to the patient being too aggravated due to circumstance, basic needs not being met, and underlying temperament. Suicide is a genuine risk for sufferers of this illness, and patient safety is often a prime concern.
 ! Message from: Tempest
Now that is a nasty disease, i hope I never get it. Approved
word count: 478
"No mass graves."

-Vri 720, scolding Sybil for disposing of necromancers.

NPCs: Karlsson, Margaret
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Wald Lowca
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Re: [Viden] Development Submissions

Murky Bandit Camp and Arena
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Developed by Wald Lowca
In the murky pass lies many bandits, outlaws, and slavers. Each of them follow one set of rules when crossing the mountain, the Murky Bandits code. These bandits keep the pass clear of any law enforcement that may try and ruin their fun. Merchants steer clear of the pass due to the lawlessness of the area. Wild animals still thrive in the area, keeping most would be travelers away. Though some may feel the need to go into the pass, and each one will be met by a band of the bandits. Either pay the toll or pay the blood. Every traveler must do this during their journey, and some more then one time if they are spotted by more. Once one makes it though passing the guards, one can find a Large Camp. This Camp houses an Arena where slaves and people who broke the rules of the pass fight. Some noble people can be seen moving to this area, betting on matches, and seeing if their guards can truly take a life. If one pays enough they might be able to buy one of the combatants before their death in the arena, those are the lucky ones. If there are not enough slaves, the bandits tend to force in dangerous animals from all over Idalos.

NPC

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Name: Greld Swinesmen
Created by: Wald Lowca
Race: Human
Birthday/Age: 52 arcs, 27th of Ymiden, 667
Title: Leader of the Murky Mountain Bandits
Skills: Leadership and Intimidation
Details:This large man leads the Murky bandits, and runs the Large Camp in the mountains in which they operate. He has two rules when it comes to his Camp; One do not fight outside the Arena, Two no law enforcement from outside the Camp's territory. Though he is getting on in years, he is very respected by his followers.







Character needs approval, and would be set as a City NPC.
word count: 327
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