• Information • [Surrounding Waters & Landmarks] Locations & Links

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From Tried's Mouth to the mysterious Tower, the waters around Scalvoris and the island itself hold a vast array of secrets, just ripe for discovery. Here are landmarks and small villages of note.

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[Surrounding Waters & Landmarks] Locations & Links

Sat May 27, 2017 6:10 pm

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The Tower is an extremely well constructed piece of architecture. Several stories high, there is a singular entrance at the bottom. First noted in records as far back as Arc 500, this had been a military base of some kind, it seemed, but since the shadow beast attack of Vhalar 716, the Tower has undergone a change of some kind. Still a well defended and highly secretive place, it has become evident that the Tower has become a place of some scientific interest to a range of people. During Zi'da 716, those who live in Scalvoris reported a lot of strange equipment going in there and a lot of people too. A variety of people, scientists, warriors and just plain odd-looking folk were seen going in there during that season and, to a one, the people of Scalvoris will tell you.

Not one of them was seen coming back out.

The Tower stands sentry on one of the only two true roads connecting Scalvoris Proper and Gunvorton, and it is by this road that supplies are brought in. It is a constant source of discussion amongst the locals and, late at night, strange lights are often seen.

NPC

 ! Message from: Pegasus
As this is a moderated location, NPCs will appear here as players discover them

Player Notes

 ! Message from: Pegasus
Please feel free to use this description in posts, but please note, the Tower is a moderated location and may not be used by pcs.

Changelog

Reposted here Dec 2016: Pegasus
Major edits in repost
Original write up, concept and all kudos to Kraken
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[Surrounding Waters & Landmarks] Locations & Links

Sat May 27, 2017 6:12 pm

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Ishallr itself is actually a very small island which one could walk every square foot of in a break, but this tiny island is unique in that it is covered by a permanent iceberg that has lasted longer than any live Scalvorian can recall.

Because of ocean currents and particularly the ones bringing significantly warmer water from Faldrass, Ishallr is an ever-changing catacomb of ice caves. What is present one trial might be gone the next. It's not unusual for wrecks from the Mouth to wash up onto or into Ishallr. It's also not unheard of for a variety of oceanic creatures to set up camp there, the mix of cold and warm waters as well as the shelter of the caves allowing some very bizarre and rarely seen creatures to flourish.

As of Vhalar 716, a strange group have set up on Ishallr. This small little gang are living on the tiny island and recording the many and varied creatures which they seem positively excited to be discovering. When they row to the main island for supplies, they explain that they have been able to find some 'statis' ice caves and this has afforded them this remarkable opportunity. They're an eccentric bunch.

Locations On Ishallr
Entrance & Main Camp
Eclipse Portals

Expedition Leader

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Name: Zach
Race: Human
Age: Born 688
Title: Expedition Leader
Skills: Dagger: 63, Fieldcraft 60, Appraisal: 60, Animal Husbandry: 55, Hunting: 50, Art, 45
Other Information: Zach is an eccentric fellow who is entirely engrossed in the task of recording every single creature on Idalos. He is delighted to be here, ignoring the cold and doing his best to jolly everyone along. He is a kind mind, but very focused on the job.

Player Notes

 ! Message from: Pegasus
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Anyone is more than welcome to visit Ishallr in a general sense.
Seeking out some of the more unusual creatures may require mod input
If you plan on exploring in any detail, let the mods know!

Changelog

Reposted here Nov 2016: Pegasus
Minor edits in repost
Expedition added in to repost
NPC tabs added in repost
Original write up, concept and all kudos to Kraken
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[Surrounding Waters & Landmarks] Locations & Links

Sat May 27, 2017 6:16 pm

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Watch is located at the entrance to Trieds Mouth, the bay Scalvoris sits within. It takes a good half trial more, after passing Watch, to reach Scalvoris. Which would make it an ideal outpost.. if anyone was interested in conquering the nearly permanently snowy island.

Still, tradition dictates that Watch is always manned and so it is! It is whispered that part of the Pact between the twenty Pirate Lords insisted on it, also. There is generally only one Watchman or Watchwoman at a time, though occasionally a particularly masochistic or desperate family might take the job on. Watch is fairly rundown, drafty, much of it is abandoned and crumbling and has a distressing tendency to list in bad weather. Its also not unknown for Watchmen to slip on the near constant ice and fall to their deaths. Particularly given one of the very few perks of taking on the position.

Free booze. The same tradition that states there has to be a Watchman, also states that he or she is entitled to 'as much alcohol as is necessary to make tenure tolerable'. This has been interpreted extremely liberally. Some might argue that a Watchman who is completely off their face all the breaks of the trial is a bit useless, Scalvorians would inform them that they quite frankly do not care. Although, should one speak to one of those who knew the Pirate Lords about Watch, they might have a different answer. The current watchman has been there a mere arc. The one before him, a man known as Brandel, served a twenty arc tenure.

Current Watchman

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Name: Philip Carey
Race: Human
Age: Born 680
Title: Watchman
Marks: None
Skills: 30 Seduction, 20 Writing, 15 Carpentry
Other Information: Once an apprentice carpenter who became a lover of Vaniel the Vain, Philip let himself get entirely invested in her, and was broken when she discarded him as she eventually discards all her lovers. Now he lives alone on Watch, pining, taking full advantage of the alcohol allotted to him, and penning bad poetry when he's sober enough to wield a quill.

Player Notes

 ! Message from: Pegasus
Please note! If you are planning on exploring Watch in any more than a very cursory way, you must speak to a Scalvoris mod first.
Why?
Well, I'm not going to tell you all our secrets, now, am I?

Changelog

Reposted here Nov 2016: Pegasus
Minor edits in repost
Original write up, concept and all kudos to Kraken.
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Sweetwine Woods

Sun Jun 25, 2017 1:18 pm

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One days travel on foot or mount from Scalvoris Town, Sweetwine Wood is aptly named for the abundance of Sweetwine Vines that are scattered throughout. Tall trees thickly cover the area, canopies overlapping to form a rich coverage of foliage once you move past the outskirts. The sum of light that breaks through this canopy allows a generous variety of other plants to prosper. These includes mosses, ferns and lichens, as well as small flowering herbs, grasses and shrubs. Not to mention the uncannily overpopulation of Sweetwine Vine. Due to the variance in different kinds of plants, there is a larger range of animal diversity than found on the grasslands. This ranges from gentle herbivores, to the not so gentle carnivores which feed on them. Copious amounts of rotting wood and decaying leaf litter offer a vibrant ecosystem for bugs and other invertebrates, not to mention fungi.

Settled on the mouth of the eastern river, the woods span both banks and spread out till they become more sparse and finally loose out to the grasslands and lumberjacks. Upon entering the woods, it is deceptively quiet and calm, only broken by the occasional rustle of creatures in the undergrowth or in some cases the scream of some herbivore being taken down by one of the varied carnivores. There are natural tracks through the trees, made by animals on their way to the waters edge and back again to whatever home it is they've made in the woods.

In the warmer seasons, the woods are a vibrant mix of greens, thick and overgrown at times due to the availability of an ongoing water source, and flamboyantly dressed with the beautiful multicolored flowers that peek their heads to find the sun. As the cooler seasons come to play, the trees turn to a beautiful array of reds and oranges, save for the evergreens spattered throughout. Eventually the cold fronts come and the red leaves fall, leaving bare branches reaching out like skeletal fingers reaching to the sky in a final dying cry. All these changes bring both different beauty and danger, given the range of animals that come out of hibernation or into migration.

The Sweetwine Woods are a commonly accessed area, both for hunting and gathering, due to the diverse ecosystem it houses. Some people murmur rumors of a family of Stagrein living in the vast depths of the wood, yet to date there has never been a true confirmed sighting (or even a half sighting story that wasn't accompanied by copious loads of alcohol and heard from a friend of a friend.)

[album]9375[/album] [album]9379[/album]
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NPC Bear

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Name: "Bear"
Race: Human
Age: 4th Vhalar, 680
Title: Woodsman
Skills: Fieldcraft: 50, Hunting: 35
Other Information: No one really remembers Bear's real name, having used the moniker for so long even he calls himself that. A rather befitting name for the bald headed, beaded human. With a hairy barrel chest and arms like tree trunks, the woodsman makes a living chopping down trees in Sweetwine Woods for sale in the townships. He has an exceptional knowledge of the woods, and as such acts a guide when required. He only has one living next of kin, his daughter Talilah.

Credits to: Kali'rial
Submitted for Development: 24th June, 2017

NPC Talilah

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Name: Talilah
Race: Human
Age: 15th Ymiden, 707
Title: Scout
Skills: Running: 35, Hunting: 30
Other Information: A scrappy little thing in comparison to her father, Talilah is the only living relative of her father Bear. She has wild curly red hair, blue eyes and a face full of freckles. She loves to run and play in the woods, acting as a scout or messenger for her father and the campsites from time to time when he takes people into the wood. The young girl isn't afraid to tussle with the boys or get her hands dirty, and is a huge fan of her Dad. He is just the bee's knees to her. Where her mother is, Talilah couldn't say, and doesn't really care. Her father provides and cares for her and to the girl that is all that matters.

Credits to: Kali'rial
Submitted for Development: 24th June, 2017

Player Notes

 ! Message from: Pegasus
This location is open and free for play.

Changelog

Credits to: Kali'rial
Submitted for Development: 24th June, 2017
Approved: 25th June, 2017 (Pegasus)
Developed by: Kali'rial

Locations:
Ol'Tucks Run
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[Surrounding Waters & Landmarks] Locations & Links

Tue Jul 25, 2017 4:30 am

Moseke's Landing: Scalvoris
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Credit: Nymph


It is said that in late Ymiden 717, a woman dressed in basic tribal garb arrived in Scalvoris Town. No one could tell what ship she arrived on. She simply appeared one afternoon. Her face was covered as she made her way through the town, and few people paid attention to her. She boarded a boat and traveled north, to Faldrass. There, she continued north until she was at the base of the iconic volcano. She headed west, moving to the beach. She moved no further and instead gazed out into Chrien's domain. There was so much power in the surf that often lay neglected because the sea queen did nothing. Behind her, the grumble of Faldrun's fire within the volcano seemed to fight with the world beneath it. Clearly, she would have to throw her lot in this battle.

The woman lowered her hood, revealing sleek black hair. Her emerald eyes were focused on the surf a ways out, but she stared beyond that, to the earth beneath the waves. Slowly, she raised her hands before her. It was a slow elevation, but it had a desired effect. The earth beneath the waves rumbled. The higher her hands rose, the more rumbling occurred. Eventually, a stone plateau rose from the ocean, dripping with salt water. The plateau had natural stone stairs built along its sides leading down to a stone pier that stretched towards Faldrass. This stone plateau would harbor a beast so great that it could transfer people from the cold north to the exotic south. Moseke smiled. Soon, her world would be less isolated and all would get to experience her people's culture.

The wind kicked up the sand. She was gone as quickly as she had come. This was to be the first stop of three, with the fourth location in Desnind. She still had significant work ahead of her before the arrival of the beasts.

Rud'nia

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Name: Rud'nia
Race: Sev’ryn
Familiar: Butterfly (Category I)
Birthdate: 23rd of Ashan, arc 688
Mark: Sevrath
Skills:
[columns=2]Animal Husbandry: 89
Mount (Flutterbus): 94
Navigation: 66
Bus. Management: 27[/columns]

History: Rud’nia has been a long time servant to Moseke. Born in Desnind to traditional parents, it was not surprising that she was raised to love the forest and the people that called it home. She herself had only journeyed far enough to claim her familiar before returning home. Once bonded, she joined the Tì’al of the Oludïbọ Cïkäkkẹn where she learned about the outside world from the safe confines of Moseke’s Temple. Only when the books had piqued her interest of the strange, northern world did she seek a placement elsewhere. Traveling did not interest her and many of the cities seemed far to dangerous. Rud’nia considered the hermit life outside of a major city where she could tend Moseke’s world in peace and educate travelers as they passed. Yet, even that did not seem right.

Moseke came to her in Ymiden 716 to discuss a plan to bring life back to Desnind. Desnind needed tourists to continue to thrive. The people in Desnind survived, but that was not enough. The outside world needed to see her city and have the opportunity to become one with nature. Many were concerned with opening up the city. This would open up their peaceful city to attack and treachery. Many did not want to be a part of that. Moseke overruled them, confident that the outside world was not as evil as it seemed. Besides, there were many Sevraths that wished to make the pilgrimage home. Rud’nia agreed with the Mother and felt like this was the part that she had been waiting for her whole life.

Moseke gifted Rud’nia, Mip'on, Ske'tana, Ger'ine, Yasmin, and Jerome with an egg to care for. She then whispered them away to a secret place in the Makubwa Lori to raise these eggs until they were ready to hatch. They were given specific instructions on the materials they would need to build while their hatchlings grew. Together, they built great harnesses, saddles, and nets to carry multiple people and their belongings through the air. While they lived in secret, a man they came to call Rook brought them additional supplies from time to time throughout the season, ensuring they wanted for nothing.

The eggs hatched halfway through the season and their growth was exponential from then on. Eventually they were large enough to carry one or two people at a time. Moseke returned to them at that time. She explained that she would build them private landings in three cities where the beasts would live. They would fly out now with intent to arrive in late Ymiden at their location. Rud’nia was the first to leave as her trip was the longest.

She arrived in Scalvoris just before Saun on the back of a massive Flutterbus. It was a colloquial name that some travelers had given her beast as she journeyed northward. Rud’nia and Mip'on had named their beasts Blueberry and Blubottle, respectively. They had brown bodies like their siblings with blue wings with white designs imbedded into them. Mip'on remained in the Desnind location to fly the paired beast north when Rud’nia flew south. The beasts were said to just know when it was time to leave.

While the Flutterbus remains stationed quietly above, Rud’nia lives in a small cavern beneath the flat plateau of Moseke’s Landing in Scalvoris. She accepts travelers to ride with her on scheduled trips. Mip’on will trade her out so that they are not always away from home all year round.

Mip'on

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Name: Mip'on
Race: Sev’ryn (Adored)
Familiar: Dragonfly (Category I)
Birthdate: 4th of Ymiden, arc 691
Mark: Sevrath
Skills:
[columns=2]Animal Husbandry: 95
Mount (Flutterbus): 90
Navigation: 70
Bus. Management: 40[/columns]

History: Mip’on is the rambunctious sister to Rud’nia. She had desired adventure far more frequently then her sister and had been enamored when the two were able to go on their familiar quest together. She had wanted to stay in Etzos when they first arrived, but the trials had been difficult and destroyed the adventurous side of Mip’on. She desired to return home while Rud’nia wish to continue on their adventure. The sisters went back to Desnind, altered from their journey. Mip’on followed her sister and joined the Ti'al with intent to remain in Desnind for the rest of her life.

Rud’nia came to her shortly after Moseke had explained what was needed. Rud’nia had volunteered Mip’on to fly the counterpart to her beast. Mip’on was angry at first. She had no desire to leave Desnind and tended to agree with those that wanted to keep the city closed off. It was only after they all were separated from the city to raise the Flutterbus eggs that she realized her desire to travel was still present. She just needed to see home now and then.

Moseke gifted Rud’nia, Mip'on, Ske'tana, Ger'ine, Yasmin, and Jerome with an egg to care for. She then whispered them away to a secret place in the Makubwa Lori to raise these eggs until they were ready to hatch. They were given specific instructions on the materials they would need to build while their hatchlings grew. Together, they built great harnesses, saddles, and nets to carry multiple people and their belongings through the air. While they lived in secret, Rook came with additional supplies from time to time throughout the season, ensuring they wanted for nothing.

The eggs hatched halfway through the season and their growth was exponential from then on. Eventually they were large enough to carry one or two people at a time. Moseke returned to them at that time. She explained that she would build them private landings in three cities where the beasts would live. They would fly out now with intent to arrive in late Ymiden at their location. Rud’nia was the first to leave as her trip was the longest. Mip’on, Ger'ine, and Yasmin were the last to leave since they were to be stationed initially at the Desnind location.

Mip’on flies Blubottle, the paired Flutterbus to Rud’nia’s beast, Blueberry. The sisters had agreed upon a schedule when they would come and go. They would meet in the air in passing half way through the journey and land the same day in opposite locations. Having been alongside one another for so long, it was strange to only see one another in passing. They hoped that once this years schedule was complete, they would reunite in Desnind for Zi’da and Cylus celebrations. Then again, maybe Scalorvis would become home to one of them.

Schedule

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It is 60gn to travel one way on the Scalvoris Flutterbus.
The Scalvoris Flutterbus travels from Ymiden to Vhalar. This time period would be shorter had Moseke not placed the landing near the volcano north of Scalvoris' mainland. This extra warmth permits the moth to stay north for a longer period of time during the arc.

The Flutterbus is capable of carrying 10-15 people in a single trip. From Rharne to Desnind, the trip is approximately 27 trials with a few breaks of travel on either end to get to and leave the landing. There are specific departure and arrival dates to ensure that the paired Flutterbuses for Scalvoris leave and arrive at the same times.

Below is a list of departure and arrival dates. In parenthesis are the handlers leaving from that location. For example, On the 5th of Ymiden, Rud'nia will be leaving from Scalvoris and Mip'on will be leaving from Desnind. This will allow each player to know which NPC will be available for RP at the time they travel. Rud'nia is the handler for Blueberry and Mip'on flies Blubottle.

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.

Ymiden
  • 1st of Ymiden: The first Flutterbus arrives for the season. Patrons arrive from Desnind.
  • 5th of Ymiden: The Flutterbuses depart from Scalvoris/Desnind. (Rud'nia/Mip'on)
  • 32nd of Ymiden: The Flutterbuses arrive in Scalvoris/Desnind.
  • 56th of Ymiden: The Flutterbuses depart from Scalvoris/Desnind. (Mip'on/Rud'nia)
  • 83rd of Ymiden: The Flutterbuses arrive in Scalvoris/Desnind.
Saun
  • 4th of Saun: The Flutterbuses depart in Scalvoris/Desnind. First and last trip of the season. (Rud'nia/Mip'on)
  • 31st of Saun: The Flutterbuses arrive in Scalvoris/Desnind.
Vhalar
  • 1st of Vhalar: The Flutterbuses depart from Scalvoris/Desnind. (Mip'on/Rud'nia)
  • 28th of Vhalar: The Flutterbuses arrive in Scalvoris/Desnind.
  • 32nd of Vhalar: The Flutterbuses depart from Scalvoris/Desnind. (Rud'nia/Mip'on)
  • 59th of Vhalar: The Flutterbuses arrive in Scalvoris/Desnind.
  • 63rd of Vhalar: The Flutterbuses depart from Scalvoris/Desnind. This is the last trip to Scalvoris for the travel period. (Mip'on/Rud'nia)
  • 90th of Vhalar: The Flutterbuses arrive in Scalvoris/Desnind.
  • 94th of Vhalar: The Flutterbus departs from Scalvoris. This is the last trip to Scalvoris for the arc. (Rud'nia)
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Beacon

Thu Apr 05, 2018 11:16 pm

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Beacon is a small village just outside Scalvoris Town which has grown from a few houses to a small hamlet in its own right. Made up of small houses, Beacon is the home for those who are working as "Trainees" in the Cally's group of businesses, be that Cally's Restaurant, Luna's Dream Orphanage of the Scalvoris Town Soup Kitchen. Those who live here do so for a period of time where they are provided with medical care, food and clothing while they are learning a trade. In turn, they are expected to work hard, study and to share their skills both in their job and in the Beacon community. The houses are small starter homes, but they are clean and well kept. There is a central well in the middle of Beacon and the people who live there keep the small farms and gardens stocked with vegetables and fruit. A number of the residents keep chickens and the place is inevitably full and busy.

As part of the Isonomia faction, which grew out of Cally's restaurant and the charity work it does, there are guards and those available to help out. Residents of Beacon are able to go to the central office where one of the faction members is available. Repairs and maintenance are undertaken regularly and there is a central food kitchen. Residents and trainees with the skills to do so provide food, others grow the food which is prepared, yet more make and repair clothing and household linens. Carpenters, woodworkers and construction workers carry out repair and upkeep and, all in all, the community functions.

There is a house, also, where there are classes held. Basic literacy, maths, those kinds of things, but other skills for those who live here and might find them useful. It is expected that, if a trainee has a skill, they are willing to share it with the others in the place and so what is on offer depends on the skillset of those there at the time. Faction members of Isonomia often offer classes too and Faith provides medical care, with a team of others and always a few apprentices. One thing that all residents are expected to take part in are self defense classes.

Beacon started as a group of five houses, because a woman wanted to give people a chance to change their lives and, from there, it has grown into what it is to-trial.
Off Topic
The current population / size of Beacon is recorded in this thread.
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NPCs

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Jobs

There are jobs available here, players are welcome to enquire. Please PM Faith for details!

Changelog

Credits to: Faith
Submitted for Development: 4th April 2018
Developed by:Faith
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