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[Desnind] City Map and Locations

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Lisirra's Temple
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Developed by Nymph
The Bythni Kanna is located in the northwest corner of Desnind, outside of Desnind Proper. The northwestern border overlooks both the Ta'langean Erọim and Vyẹnyẹ Bou'ae'et as it consumes the land on the corner cliff. The southeastern border begins to blend in with the grassy plains associated with the treeless portion of Desnind. This is the only tainted land left in Desnind that can be associated with Lisirra. Called simply as the "bad lands", this small clearing has rotting branches, dead grass, and standing water all encircling a large, stand-alone dead and decaying tree. A mist is always present, giving the environment a foreboding feeling. The tree itself stretches approximately 10 feet off the ground and curves strangely into the sky. A knot in the tree opens up to a nest where an old owl nests. No one know how old this creature is or if it is a spy that relays messages to Lisirra. It is the 'watchdog' for the temple below the roots. The roots of the tree are above ground with various hiding places located beneath them.

In the past, Lisirra was honored in the city as a way of remembering the past and the creation of the Sev'ryn. Over time, the citizen of Desnind began to develop ill will towards practitioners of Serga Mavranu. Smaller idols were broken and burned and practitioners were chased out of the city. This religious revolution concocted out of fear and hate for the Immortal. Despite the poor favor to Lisirra by most natives, there are few that still believe she is the true mother of the Sev'ryn and praise her for her skills with poisons and disease. They have built a temple in the heart of the Bythni Kanna, under this dead tree. Similar to the Itọju, the entrance to the temple below appears to be bewitched in some way. Only devoted followers to Lisirra know exactly where the entrance is among the visible roots.

The Nọọsï sọ Abin is the temple dedicated to Lisirra. Known in common as the "Temple of Disease," this particular temple allows sanctuary to practitioners of Serga Mavranu and is home to the Cazav. The temple is a series of dirt caverns and tunnels. Despite the small appearance of the tree, the root system is vast and appears to hold the walls and rooms together. Worms and various burrowing insects creep in and out of the walls and floors, adding to the dark feeling.

The main room of the temple sports a statue of Lisirra, cracked in the process of hiding it during the religious revolt. Followers anticipate that the Plague Bearers are capable of fixing the statue, but have elected to keep it the way it is as a constant reminder to devotees about how the rest of Desnind views Lisirra. Currently no other Immortal is honored in this sanctuary. Cazav members take up residence in the temple, maintaining it to the best of their ability while remaining hidden.
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Ifaworanhan Slosneppe (Meat house)
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Developed by Ti'niva
The Ifaworanhan Slosneppe, roughly translated to common as meat house, is the only professional butcher within the city of Desnind. The building is built around 5 tall trees and has 3 floors. The first floor is the shop in which you may come and trade for meat. The second floor is the storage area, where you can find hanging creatures ready to be butchered and sold. Already prepared meat wrapped in paper and on large cool slabs of stone is stored on the second floor. The third floor is purely residential and home of the senile owner, Ra'noti, and his hunter son, An'ela. An'ela works the shop when his father is unwell or needs help.

Walking around the place you can always smell blood. It gives a strange feeling and some people may find this disturbing due to the feeling of death that hangs over the structure. Although no creatures are killed at this location, it is still filled with them and Ra'noti can often be seen with bloody hands and clothes. He is often the muse of many young children who will come and spy on the scary looking man. They will watch him until he notices them and then will often run away screaming. The building is quite an impressive one and, without the horrid feeling that resides over it, it would make a beautiful home.

The Ifaworanhan Slosneppe is the centre of most peoples meat resources and is an important business for hunters as it is a place where they can trade much of the prey they have caught. You can often see many hunters coming and going from the location entering with a deer and leaving with different and much smaller items. The Ifaworanhan Slosneppe is a thriving business that plays an important part in the economy of the city and supports the jobs of many hunters from the forest city.

NPC

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Name: Ra'noti
Created by: Ti'niva
Race: Sev'ryn
Birthday/Age: Saun 8th, 646
Title: Ifaworanhan kukuru (Meat man or butcher)
Skills: Negotiation- 50, Business management- 45, Blades- 30

Details: Ra'noti, or Ra as he is known to his son and close friends, is a somewhat senile old man who has grown more and more harsh with age. He is often tired and has begun to get quite fragile and frequently unwell. During these waves of sickness his son will often take over with working the butchery until he recovers. He is always welcoming to his friends and loyal customers but wary of outsiders and may sometimes fail to serve them.

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Name: An'ela
Created by: Ti'niva
Race: Sev'ryn
Birthday/Age: Saun 15th, 691
Title: Hunter and part time Ifaworanhan kukuru
Skills: Hunting 60, Business management- 30, Blades- 20

Details: An'ela is a young Sev'ryn man who spends much of his life out in the forest hunting. He is stubborn and that makes him bad at negotiating and can often cause disputes over changes from the normal prices when he takes over when his father is sick. He is a good hunter and at least a fifth of the product traded within the Ifaworanhan Slosneppe is his. His father has prepared him as well as possible to take over when he eventually passes, however, An'ela would actually see it be sold or at least employ somebody. His true calling is hunting and the Ifaworanhan Slosneppe would just be in his way.

Price List

Prices revolve around fair trade. See Desnind's bartering system for details.
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Muradi Sngäp
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Developed by Nymph
Early in the development of Desnind, groups of Sevir would go into the Makubwa Lori with intention of creating smaller villages. Although the idea was honorable, the Makubwa Lori was far too stubborn to give up land to the Sevir. Most settlements failed before they were considered villages. One village stood for several arcs before failing. Constructed approximately 20 arcs after Desnind was established, this village was to shelter mixed blood citizens. These people did not appear to 'fit in' with the pureblooded and familiar-bonded citizens of Desnind.

They were originally led by Garrett Gomps, a mixed breed man that claimed his human heritage over his Sev'ryn heritage. His followers called him a 'naficula kukuru' or 'magic man.' He became known as Naficula Gomps to the natives, although some referred to him as Shaman Gomps in the common tongue. They built their village out of stone and mud. The group not only survived, but the seemed to thrive deep in the Makubwa Lori.

One day, everything changed. Older storytellers in Desnind speculate that the sädudä ceh'aj took the lives of all the inhabitants of the village. Others suggest that Naficula Gomps killed his people to capture their souls for magical uses. To this day, no one knows exactly what occured in the village; however, the remnants of their existence remains. The village has since been reclaimed by the forest. Trees crawl through the stone openings as if they were part of the earth. Animals make their homes in the caverns of old homes while the birds titter high in the trees. Since the earth has decided to wage war on the unsuspecting village, the citizens of Desnind have named it Muradi Sngäp in honor of the Makubwa Lori battle against trespassers.
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Olọravu Slosneppe (Medicine House)
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Developed by Nymph
The Olọravu Slosneppe, or 'Medicine House', is a relatively new building in Desnind. Prior to the construction of this building, the shamans and doctors that practice in Desnind worked out of their homes. Many found it difficult and unsanitary to provide the appropriate care for their patients. Upon petitioning the Cïkäkkẹn for a new building in which to establish a medical centre, the Olọravu Slosneppe's plans were drafted. It is a large building that boasts fine craftsmanship. Unlike most buildings in Desnind, the Olọravu Slosneppe has insulation and window panes to prevent the external climate from entering the building.

The building itself is quite spacious. Upon entering the main foyer, one would be greeted by one of the many nurses that is employed here. A short interrogation session occurs prior to being admitted as a patient. Once admitted, each patient is given a private room as Desnind does not find itself often overwhelmed with sickness. Some believe this as a effect of their 'natural' way of life while others believe it to be the hardiness of the Sev'ryn people. Either way, the Olọravu Slosneppe never appears to be completely full. Once inside a room, one of two medicine women will come to treat the patient with various elixirs and herbs. 'Northern Medicine' - modern medicine is considered advanced and from the north - is not commonly practiced by either of the known medicine women. 'Northern Medicine' is only practiced by outsiders and traveling doctors.

Although the Olọravu Slosneppe is open mainly for people with physical illnesses, they have been known to treat emotional illnesses as well. Those suffering from depression, anxiety, etc. can find counseling services and aid on select days out of the season.

NPCs

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Name: Mish'oa
Race: Sev'ryn
Familiar: Two-headed Serpent
Occupation: Medicine Woman
Skills: Medicine: 65, Cooking: 20, Sewing: 30, Surgery: 24, Poisons: 43

Mish'oa is the youngest of the two medicine women, having trained under Tey'droa. She was the primary leader in the push for construction of a medicine centre despite having little knowledge on 'Northern Medicine'. Like her mentor, Mish'oa has a skeptical outlook on 'Northern Medicine'. She believes that toxins and illnesses can be sung from the body in a similar way that the Cïkäkkẹn sing to trees. When outsiders and visitors come to the house to teach 'Northern Medicine', Mish'oa is a stubborn student resistant to change.

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Name: Tey'droa
Race: Sev'ryn
Familiar: Boa Constrictor (Category 1)
Occupation: Medicine Woman
Skills: Medicine: 90, Cooking: 54, Sewing: 65, Surgery: 43, Poisons: 21, Meditation: 68, Graft: 29

Tey'droa is one of the oldest Sevir in Desnind. She has been practicing medicine for the majority of her life. Many within the city have visited Tey'droa for one reason or another. Some have even told stories of when both her eyes were good. Tey'droa, despite suffering from painful blindness in one eye, continues to practice medicine and teach Mish'oa with intent on leaving Desnind's care to the young medicine woman. She constant states that she will leave this world when she is 'good and ready to stop tending to the sick and dying.'

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Name: Ivan Sigmun
Race: Human
Occupation: Psychologist
Skills: Psychology: 76, Medicine: 37, Interrogation: 43, Intelligence: 88, Meditation: 12

Ivan came to Desnind a while after encountering a Sev'ryn with the coloskivi cehazra. Ivan comes from Rynmere and has been educated in the best universities. He takes particular interest in the Sevir and their bond with familiars after discovering the coloskivi cehazra or 'broken bond'. He is making it his life's mission to assess Sevir with coloskivi cehazra. He hopes that one day, modern medicine might be able to spare Sevir that have lost their familiars.

Prices

Medical care is charged based on the severity of the disease and duration of hospital stay. Each night spent within the Olọravu Slosneppe is 2 sn/trial +/- nursing care. The medicine women hold the right to charge additional fees.

The psychology department has set fees as this is generally considered elective counseling. Mr. Sigmun will not generally take patients against their will. Certain circumstances may require intervention, but those will always be group sessions.
ProcedureAmountPrice
Psychological EvaluationInitial MeetingFree
Counseling 1 Meeting 2 gn
3 Meetings 5 gn
5 Meetings 8 gn
Marriage Counseling 1 Meeting 3 gn
3 Meetings 7 gn
5 Meetings 12 gn
Coloskivi Cehazra Assessment Free

Jobs

The Olọravu Slosneppe is interested in hiring someone that has surgical skill and is interested in bringing 'Northern Medicine' to Desnind. Despite the resistance, many citizens believe that the health provided by the current medicine women could be better with more advanced techniques.
  • Surgeons/Doctors
  • Massage Therapists
  • Psychology Students
Pay: *
*Depending on tax option taken by the player.
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Mastes Maze
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Developed by Nymph and Maltruism
There has not been a sight prior to Zi'da 716 of this peculiar door. One day, it simply appeared in the side of the rock cliff, as if some carpenter had leaned it there and forgotten it. An adventurer stumbled upon the peculiar door placement and, out of curiosity, went as far as to open it. To his great surprise, the door did not open to reveal stone, but a dark tunnel. Some may classify his decision to enter the tunnel misguided and insane, but the adventurer had quite the story to tell.

This door leads to Mastes' Maze. Various doors have been noted to lead to the maze, one present in the Sev'ryn Main. The dungeon beneath is filled with exotic hazards that guard exotic rewards. This new entrance to the maze has caused a stir in Desnind, drawing greedy adventurers to it.

Adventurers that enter this location may not always find themselves exiting the way that they came. Since this location has not been entirely explored to date, no one knows where the exit leads. This may mean they no longer find themselves in the forest. Luckily, the treasure obtained is more than sufficient to buy passage home.

OOC Note: Entrance into this particular dungeon requires moderation. This is only one door of many. Characters that enter through this door may end up in a different location.
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Mutums (Docks)
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Developed by Nymph
The mutums, or docks in Common, is a place of commerce. Two large docks extend into the Vyẹnyẹ Bou'ae'et (Xanthean for Spiritual Bay) and are often lined with small sloops and trading ships. Since the mutums are small docks in comparison to larger ports, these small ships will travel out into the bay to meet merchant ships. Cargo is moved back and forth between the main lands via these lämbärs (shuttles). Once docked, men and women workers haul crates to and from the ships to the main hold on land. Officers go through the inventory brought in to ensure that nothing dangerous is brought into Desnind. Large ships are only allowed to come close to port if in need of dire repairs. Lämbär use is free of charge to merchants with intent to trade goods. Sailors that wish to disembark their ships require their own dinghy.

The port itself is basic. There is one large building per dock where the cargo is inspected. This is referred to as the Yiwuba (Xanthean for 'Customs'). All crates are required to go through inspection. It would cost a pretty penny to bribe a Yiwuba officer. Many will not consider bribery as that is considered treason to the city; however, it is not unheard of. Once beyond the Yiwuba, there is a small collection of stalls where trade can occur. Sailors interested in a short jaunt on land will frequent these shops before returning to their ship. The stalls are arranged in a way that they seem to barricade Desnind Proper from curious eyes. Beyond the clearing, the great trees of the city stand. Wagons can be seen coming and going into the city forest with goods. There is always a Cïkäkkẹn standing guard alongside the path that leads from the mutums into the city.

North Dock NPCs

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Name: Zachariah Holden
Race: Human
Occupation: Yiwuba Officer of the North Dock
Skills: Interrogation: 78, Investigation: 61, Unarmed Combat: 57

Other Information: Zachariah was born and raised in Desnind. Despite being human, he had risen to the challenge of becoming a Yiwuba officer by showing his loyalty time and time again. He mans the northern docks and is less likely to take bribes from traders and sailors. He believes in honesty and integrity and is unwilling to compromise his morals for money. His is suspicious of the southern Yiwubas for not protecting Desnind's forest by allowing certain items to pass. Zachariah is married Fra'yu, a happy and tenacious Lämbär captain.

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Name: Fra'yu
Race: Sev'ryn
Familiar: Scaled Otter
Occupation: Captain of The Midget (Lämbär) - North Dock
Skills: Seafaring: 92, Negotiation: 27, Bladed Combat: 76

Other Information: Fra'yu will often tell people that she could swim before she could walk. Despite her race, Fra'yu has the mind of a Biqaj with an interest only in the ocean. She does not fancy living high in the trees of Desnind Proper, preferring the sway of the ocean while fading to sleep. As soon as she was able to work, she picked up a job on a Lämbär beneath a frigid captain. He worked her to the bone, but it paid off after her promotion to first mate. When sickness claimed him, he was taken for medical care to the Olọravu Slosneppe. She manned his ship in his last days with little hope that he would return. Word came via a messenger that he had passed. Without family to claim the ship, Fra'yu simply continued to manage it as its new captain. This particular shuttle works out of the north dock, where her husband works.

South Dock NPCs

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Name: "Salt"
Race: Human
Occupation: Captain of The Tiddle'n'Wink (Lämbär) - South Dock
Skills: Seafaring: 88, Negotiation: 34, Unarmed Combat: 40, Stealth: 67

Other Information: This man has been working at the mutums for many arcs, starting as a basic dockhand. He saved up enough money to buy his own lämbär. Once a Captain of a shuttle, most people began calling him "Salt" around the southern docks since he had never given his name. Children keep clear of him, finding him creeping and dirty. The way he looks at them has some women concerned, but he has never once laid a finger upon a child. Instead, he simply watched and wonders from his ship. When traders want to sneak things in during the dead of night, Salt is their man. Although he does not directly work for, he has been known to work with Voh'ta.

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Name: Voh'ta
Race: Se'vryn
Familiar: Fox with Shark Tail
Occupation: Yiwuba Officer of the South Dock
Skills: Negotiation: 87, Unarmed Combat: 60, Steath: 40, Deception: 72

Other Information: If there were to be a known 'black market' within Desnind, Voh'ta would be considered its direct supplier. The Cïkäkkẹn have suspicions about him but have so far been unable to prove that he has put Desnind at risk. Voh'ta is far too clever to be caught. Unbeknownst to the Cïkäkkẹn, Voh'ta has loyalties to the Serga Mavranu. Many of the trades he makes beneath the table are stored by the Cazav in Lisirra's Temple, waiting to be sold to the highest bidder when the time arrives. He is aware that he is under scrutiny, so he relies on Salt and Annok to help him with his underhanded trades.

Dockhand NPCs

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Name: Annok
Race: Human
Occupation: Mutums Worker (Dockhand)
Skills: Strength: 90, Unarmed Combat: 57, Blades Combat: 39, Investigation: 24

Other Information: Annok is a quiet man with little known history. He came to Desnind upon a merchant ship. For several trials, he wandered around Desnind Proper in search of work. After a hushed meeting with some cloaked figures, Annok began working on the docks. He is one of the few hard-working men that works between both docks. His activity and pay are dependent on the amount of cargo coming into Desnind each day. Voh'ta took particular interest in him when he accepted a bribe after witnessing a 'black market deal'. Despite his apparent loyalty to Voh'ta, Annok is not all that he seems to be.

Jobs

There is always work to be had at the mutums. Sailors are desired for the Lämbärs while workmen are always wanted to shuttle goods back and form. Yiwuba officer positions are available, but there is a lengthy process to ensure that only the most loyal and qualified members of Desnind become an officer.
Pay: *
*Depending on tax option taken by the player.
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Chieaza Itaja (Bow maker)
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Developed by Ent
The Chieaza Itaja is the only Bowery and Fletcher in Desnind. It is also one of the few buildings that is not grown from a tree. The building is instead a canvas tent that hangs from the trees. It made this way so that the wood can be taken too and from the shop easily. This building style saves on cleaning time, as it is basically outside where there is no need to clean up the saw dust and waste wood from the process. The openness of the shop provides ventilation and prevents the workers from inhaling too much of the dust and damaging their lungs.

The shop is almost always alive with the two people making bows and arrows for the hunters around Desnind. Arrows are always in high demand, but not only within Desnind. Outsiders will commission bows and arrows because of the great skill the crafters have. Bows made by Ma'led are to be treasured as they are some of the finest bows a person could acquire. The Chieaza Itaja is also one of few places where you can have the rare and precious àwọsánmà ìlä worked into a bow. This is one of the reasons for their fame; it was the first place to ever craft such a bow and it is believed that the bow was given as a gift to Moseke. Although this is not certain and may be wrong, many believe this to be the current location of this original bow.

NPC

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Name: Ma'led
Created by: Ent
Race: Sev'ryn
Birthday: 1st Cylus, Arc 667
Title: Chieaza itaja
Skills:
[columns=3]Fletching: 85
Carpentry: 50
Bus. Management: 40
Weapon (Bows): 40[/columns]

Details: This master fletcher, for a long time, was the only fletcher within the city. He provided the people of Desnind with bows and arrows for many arcs. He did so right up until recently, when he took on an apprentice who had come from outside Desnind. He is now training the younger woman to take over for him when he gets too old or dies. Right now he is one of the most talented and experienced fletchers within Idalos and he also has the skill to work with àwọsánmà ìlä.

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Name: Damia
Created by: Ent
Race: Sev'ryn/Human
Birthday: 3rd Ashan, Arc 692
Title: Chieaza itaja
Skills:
[columns=3]Fletching: 60
Carpentry: 30
Bus. Management: 20
Weapon (Bow): 40[/columns]

Details: Young and still learning, Damia is a woman dedicated to making ranged weaponry. She is always trying to further develop her skill and live up to her mentor's expectations. She aspires to be as talented and skilled as Ma'led. She wishes to be prepared when he finishes training her and leaves the shop to her. He has no family so she is to inherit the Chieaza Itaja, to her great delight. She one day hopes to have an apprentice all her own, so that she might share his great knowledge.

Price List

Based on the Desnind barter system. (See city lore for details)
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Ńẹ Sọ Anou Kanna (Wealth of the land)
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Developed by Avrae Kyric
The Ńẹ Sọ Anou Kanna - which is Xanthean for "Wealth of the Land" - is a food market, of sorts. To locals, it's usually called Ńẹ Kanna for short. This is a trader's haven, in truth. Farmers trade here primarily, but so do herbalists and anyone who has edible wares. Sometimes people even come to trade furs and other spoils from their hunts - things that can be used just as much as the meat. Others cooked the food they got from the self sustaining lifestyles of the Sev'ryn, and brought it here to sell for extra nel, or even just to give out from the kindness of their hearts.

The prices here are all negotiable - based on barter and trade. It starts with its base price, and then goes down if you're good at arguing why it's overpriced, or up if you tick the traders off. This is a fairly simple way of life. In a way, this place is also kind of like a swap meet, because people can come with their items and sell it off to the highest bidder. Whether you're trading items for other items or trading items for coin, this is the place to do it. Though, as mentioned, it's mostly for food and edible things.

The shop is run by a lovely lesbian couple and their two adopted sons. With one of the women being a Sev'ryn, she fits in naturally here. Her partner, however, is a half-Ellune/half-Biqaj. Their son Augustus is human, while their son Kyle is a Lothar. This shop is known well by locals, and is a very friendly, welcoming environment to all types of people. However, don't be fooled by thinking just because it's friendly, it isn't defensive. These are people who hunt, after all. The walls have bows and spears hanging from them as decoration - but the shop keepers know how to use them, and they don't like thieves.

NPC

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Name: Ma'aikata Kikọsilẹ-Vriman
Created by: Avrae Kyric
Race: Sev'ryn
Birthday: Saun 12th, Arc 677
Title: Shopkeeper
Skills:
[columns=3]Business Management: 55
Negotiation: 35
Ranged Combat: 10[/columns]

Details: "Dream Ever." That's what Ma'aikata's full name means, and it very much fits her personality. An impressionable woman, she was born and raised in Desnind. She noticed the fact that many of the people made something or acquired something that they sold regularly to make money. With a desire to have a place where people could meet to do this, Maia - as she's often called - saved up her money until she could open this shop. She ended up marrying a woman named Halla, and the two run the shop together with their two adopted sons.

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Name: Halla Vriman
Created by: Avrae Kyric
Race: Mixed Breed (Ellune & Biqaj)
Birthday: Ymiden 8th, Arc 679
Title: Shopkeeper
Languages: Common (Fluent), Leni (Fluent), Rakahi (Basic), Xanthea (Broken)
Skills:
[columns=3]Linguistics: 30
Intimidation: 20
Range Weapon (Javelin): 15
Polearm (Spears): 15
Negotiation: 20[/columns]

Details: Halla Vriman is not a native of Desnind, but she has come to love the place because she loves a woman who grew up there. Halla is a quiet woman; not timid, just private. She grew up in the snowy mountains of Viden, and attended the university there to learn some linguistics. She came to Desnind hoping to learn Xanthea - and instead found love. Marrying Ma'aikata Kikọsilẹ-Vriman, the two opened a trader's hub together and adopted two sons. Halla has found peace in her life, and faith in Moseke, making regular trips to temple for worship. The seven foot, seven inch tall woman can be intimidating, but if you respect her, she'll respect you.

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Name: Augustus Vriman
Created by: Avrae Kyric
Race: Human
Birthday: Ashan 100th, Arc 695
Title: Shopkeeper
Skills:
[columns=3]Hunting: 20
Ranged Combat: 20
Fletching: 20
Seduction: 20
Persuasion: 10
Negotiation: 10[/columns]

Details: Augustus Vriman is the oldest adopted son of Mai'akata and Halla Vriman. He was adopted as a child and he loves his mothers dearly. He was born in Rynmere, originally from Warrick. His parents died in a bandit attack when he was seven. He was adopted at the age of ten, after his younger adopted brother, Kyle, was. So while he may be older, he's been with them for a shorter time. Still, Augustus loves Desnind and his new family. He helps out in the shop often, being a charming young man with good people skills. However, his real love is hunting in the forest. He's pretty skillful with a bow, and is always improving. Don't be surprised to see him jog into the shop with a slayed Icraphern thrown over a shoulder.

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Name: Kyle Vriman
Created by: Avrae Kyric
Race: Lothar
Birthday: Ashan 12th, Arc 703
Title: Shopkeeper
Skills:
[columns=3]Axes & Bludgeons: 30
Negotiation: 20
Gambling: 20
Appraisal: 30[/columns]

Details: Kyle is a born again Lothar. His past life - Kyvalkar - had died in Desnind fighting a Aidọgba Eairo, trying to make it into a mount. Mai'akata and Halla Vriman, newly married, found his newborn form in the remains of his slain former self and carried him to safety. It didn't take much for them to want to adopt him, and he's been with them ever since. Shortly after, Kyle was given a brother in the form of Augustus. They're a pretty happy family. Kyle is the go to guy on appraisal in the shop. He has a better eye for value than either of his adopted mothers, so when a debate over an item's value gets too heated, Kyle is usually the tie breaker. He also is fond of gambling, though he isn't terribly good, but he loves to play games of dice with people who come into the shop. When he isn't in the shop, he's usually chopping wood out back, or practicing his axe work in general. Despite his past self having died this way, Kyle's goal in life is to tame an Aidọgba Eairo and make it his mount.

Price List

The prices are what they make it. For reference on base prices, see the price list.
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[Desnind] City Map and Locations

done!
Moseke's Landing: Desnind
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Moseke returned to Desnind on Ymiden 80th to make the final landing for her creations. She stopped to see the remaining handlers, advising that they leave shortly to take up housing in the new landing to be created that day. She entered the city and glided through it. Her people bowed and smiled to her as she walked, her birch staff leaving little indentations as she walked through the forest city. She went to the Gwälọs, a series of ever changing sandbars that allowed her to walk out onto the ocean for a great distance. Standing on the moving earth, Moseke placed her staff in the sand and then summoned her strength. From the ocean bottom a great stone plateau rose, 3x the size of the other landings to accommodate three beasts at any given time. Water dripped from the stone and ran down the various stone stairwells that would leave down to three individuals stone piers. Similar to its sister, this plateau harbored six individual rooms for the handlers as well as a large stone waiting room for the travelers to hide from the elements before boarding the Flutterbus.

Moseke stood, taking in her creation. A shadow passed over her in that instant as a great moth began its descent to the stone plateau. Two other beasts followed suit. For the first time in the last several trials, Moseke got to see her creations in its entirety. As the creatures landed, the winds picked up. Her plan had been appropriate. These beasts could generate wind strong enough to fell the ancient trees of Desnind and topple the stone buildings of the Northern cities. These plateaus made it safe for these cities to be connected to Desnind.

Travel would be made easier.

Moseke only hoped that Desnind would hopefully thrive with these new creatures bringing in new faces.

Rook

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Name: "Rook"
Race: Sev’ryn
Familiar: Crow (Category I)
Birthdate: Unknown, arc 657
Mark: Sevrath (Exalted)
Skills:
[columns=2]Meditation: 92
Bus. Management: 80
Animal Husbandry: 43
Medicine: 57
Surgery: 54[/columns]

History: The man came to Desnind at Moseke's request. No one knows exactly where he came from or how he met the Mother. He simply arrived to provide support for the six Flutterbus handlers. The handlers dubbed him Rook for he had the demeanor of a watchful, old crow. He brought food and equipment, helping the handlers work their beasts. At times the moths were injured, he worked his mysterious northern medicine to heal them.

Rook always wears a shroud. When asked about it, he simply shrugs and walks off. Speculation includes that he is a handsome man that wishes to focus on his work. Others say he is hideous or ruined by fire. Whether it be burns or beauty, he prefers to keep his face hidden away from the world.

Rook tends to the Desnind landing when it is empty, bringing supplies from the mainland. He also ferries travelers to and from the landing to ensure safe passage across the ocean to the main docks.

Schedule

Moseke's Landing: Desnind is the central hub and southern landing for the Flutterbus project. Given that each individual location has the written schedule for travel to Rharne, Treth, and Scalvoris from Desnind, the travel agents in Desnind recommend that you consult the individual schedules of her destination city.

It should be known that Aukari and Naerrik will not be able to board the Flutterbus. These races are untrustworthy and are considered dangerous. Aukari and Naerrik are expected to get to the Southern Region via the traditional method of boarding a boat.
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Re: [Desnind] City Map and Locations

All uploaded. Archiving.
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