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Sephira
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[Rharne] Development Thread

 ! Message from: Rumour
Approved! I love this write-up. Thanks so much, Seph!
Mistral Woods
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The Mistral Woods are located to the southwest of Rharne. Nestled in a verdant corner of the Stormlands, this sprawling woodland serves as a tamer cousin of the Ywyngyll Forest to the west. The Mistral Woods are filled with gurgling streams and quiet ponds which support a variety of wildlife. The trees are mostly of oak, maple and the occasional willow. During the warmer cycles the Woods are flush with life and greenery. Meadows and small clearings are often covered in a carpet of lovely violet stormflowers. The trees themselves are not terribly dense, allowing for well-worn hunting paths to develop through the undergrowth. More recently, logging roads have been seen crisscrossing through the forest as loggers from a nearby village have begun utilizing the Mistral Woods as a source of lumber.

The Woods are not completely mundane as there are tales of children becoming lost in the forest before being guided home by mysterious footpaths that appear out of thin air. There have even been stories of creatures that escort the lost and helpless to the borders of the Wood before vanishing from sight. While the Wood is kind enough to children and travelers, it has been known to become hostile to those who cut down its trees or hunt its game too frequently. Firsthand accounts of loggers and hunters suggest that the Mistral Woods holds more danger than the other tales would suggest. Just as the Woods seem to guide the lost safely home, it has also led woodsmen and hunters into its depths to wander endlessly for trials before releasing them from its grasp. Well documented footpaths are known to shift and move, seemingly at the whim of the forest. Landmarks will disappear and reappear depending on the individual that sees it. Although the Mistral Woods have frightened a fair amount of greedy men, the woods have rarely claimed a life. Seeking instead to frighten off poachers and loggers rather than do them lasting harm.

Over time the Woods have become a favorite spot for children to play as many mothers of the local villages understand that the forest would never knowingly harm their child. Children are often seen around the edges of the Mistral Woods, picking stormflowers and weaving them into crowns to leave as gifts for the forest and its guardians. However, those that use the forest as a source for game and lumber are always wary of the Wood’s wrath. The wise woodsman will always bring gifts for the forest before taking something in return. Trinkets and locally grown fruit are often seen left lying on roughly carved stone alters anywhere near where trees are felled or a kill was made during a hunt. Less superstitious folk believe that a colony of Tunäwä might be responsible for the mysterious nature of the Wood, but they leave gifts all the same.

Notable Features:
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Creeksong Cavern
In the northern corner of the Mistral Woods is the opening to a large cave system that sits on the western bank of a forest creek. The creek widens near the mouth of the cavern to form a shallow pool filled with delicate eddies and ripples. A small waterfall churns nearby, dumping the stream into the pool before passing by the cavern. The sound of the waterfall paired with the acoustic nature of the cave mouth has caused a curious phenomenon that produces a whispering song that reverberates around the area. The Creeksong is a low humming melody that wavers from time to time as the waterfall experiences shifts in water volume. The entrance to the cavern is filled with various carvings that bear a striking resemblance to the symbols carved on the altars used by locals to appease the forest. The cave system extends far below Mistral Wood, leading to untold dangers and mysteries.
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Fenvani Colony
Deep within Mistral Wood lies a small colony of Tunäwä. The Fenvani Tunäwä are a peaceful group, although they do enjoy exacting a bit of mischief on the locals, they greatly appreciate the gifts of food and trinkets left in the forest by the nearby village. The mysterious nature of the Wood has little to do with these creatures, although they often take credit for saving children and harassing hunters when it will earn them more gifts in return. The Fenvani Colony is situated in a narrow glen that is surrounded by trickling streams. A single twisted oak tree serves as the home for many of the Tunäwä, although some are known to take up residence in other trees if they prefer more privacy.



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Last edited by Sephira on Tue Mar 27, 2018 8:39 pm, edited 2 times in total. word count: 783
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[Rharne] Development Thread

 ! Message from: Rumour
Gorgeous! Approved! :D
Name: Eldwyn

Appearance:

Height: 4ft at shoulder

Length: 8ft from nose to tail

Weight: 350lbs

The Eldwyn is an extremely rare creature that lives almost exclusively within Mistral Wood. There is almost no written record of them, and certainly no image of them has ever made its way into a bestiary. Although beautiful, these creatures possess the ability to camouflage themselves almost perfectly within their environment at will. Their exquisitely vibrant fur and plumage is breathtakingly beautiful when they are seen in all their glory. Coming in nearly every naturally occurring color, the Eldwyn often take on colors and patterns similar to that of local butterflies. Their svelte bodies are covered in a silken fur that can grow to nearly three inches in length, being especially long near the chest and along the back of the legs. Their feet end in large feline-like paws with short claws that they use for safely perching in large trees. The Eldwyn’s tail is exceedingly long and capable of being used as an extra limb for grasping branches and keeping their balance. Short bursts of flight and longer sessions of gliding are accomplished with the use of their beautifully feathered wings. The head contains soft features that give the beast a kindly appearance. Sporting an elongated snout paired with two glittering angular eyes. Their ears are quite long and narrow, sitting just below a large pair of antelope-like horns that grow in size as they age. Lastly, a crest of downy feathers extends along the back of their necks. This crest can be used to indicate the approximate age of the age for the Eldwyn as the crest increases in size as they grow older.

Description: Living deep within the borders of the Mistral Wood, the Eldwyn are rarely seen by mortals. They often dwell near undisturbed bodies of water where their solitude is unlikely to be encroached upon. Their diet mostly consists of grasses, leaves, and occasionally nectar. The large oak trees common to the area are sometime used as a perch or nest for these creatures when they require rest or when they give birth to their young. There is a unique attribute associated with the Eldwyn that is likely responsible for the absence of the species ever being properly documented. Should a mortal catch sight of these beasts, they will lose all visual recollection of the creature the moment they look away. They will possess only a dim recollection of meeting something within the forest before their memory resumes just after the encounter. This is a survival mechanism, much like the camouflaging nature of the Eldwyn’s hide. These creatures are extremely rare, commonly living for hundreds of arcs and only reproducing a few times during their life.

Although elusive, the Eldwyn possess an otherworldly and impressive intelligence that leads them to encountering mortals from time to time out of curiosity. The Eldwyn are vastly responsible for the lore surrounding Mistral Wood as they frequently guide lost children and travelers home before omitting themselves from the memory of those that they have aided. They are also the guardians of the Wood and are capable of using their long sorrowful calls to shift the trees and paths of the forest to their whims. Although mortals often lose the visual recollection of meeting an Eldwyn, they somehow always recall the sound of their call, a low mournful song that can sometimes be heard echoing among the trees.

Frequency: Extremely Rare

Level of Danger: Low

Additional Information: Eldwyn are extremely rare, appearing only to mortals when harm is being done to the forest or when aiding children and lost travelers. Use of these creatures should be considered carefully due to their rarity and their elusive nature. Characters WILL NOT be able to recall meeting them. The only memory that can be retained is the sound of the Eldwyn’s call and perhaps a few details of their activities during the encounter.

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Last edited by Sephira on Wed Mar 28, 2018 2:42 pm, edited 2 times in total. word count: 674
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[Rharne] Development Thread

 ! Message from: Rumour
Approved! Excellent write-up. :D
Mistral Village
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Mistral Village sits on the eastern corner of its namesake, Mistral Wood. The village contains several dozen homes along with a locally famous pub that is known for brewing a popular house beer. As the town contains a sizable logging operation, the majority of the homes and buildings are composed of wood with an accompanying thatched roof. Many homes are nothing more than simple cottages, containing only a kitchen and a large living area that is used for sleeping at night. More affluent individuals tend to build houses with at least two stories and a well made wooden roof.

The people of Mistral are content to engage in a simple way of life compared to the city dwelling folk of Rharne. Families often raise livestock to support themselves, so sheep and cattle are a common sight as they provide both food and clothing to their owners. A handful of villages run small farms that lay arrayed around the town. The most common crops include wheat, oats, hops and potatoes. It is very common for at least one person in each family to work at the local lumber yard. However, craftsmen and especially woodworkers are esteemed members of the community. Artists are well tolerated and can be quite adored if they are capable of producing carvings or fine-looking furniture for the locals to purchase.

A few earthen fortifications surround the village, serving as deterrents against the occasional bandit attack. Additionally, some areas of the village are marked with sizable wooden walls, although these fortifications are typically centered around the homes of the wealthier citizens of Mistral. The nearby Mistral Wood is only a few hundred yards away from the village, offering substantial protection from invaders as bandits never seem to make it out of the forest if they seek to use it as a point of entry into the town.

Mistral Village is at least a half trial’s ride from Rharne, taking at least a full trial to reach on foot. The lumber trade aids in linking the city and the village together as Mistral supplies Rharne with the majority of its wood used in shipbuilding.



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Walden Marr

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Race: Human

DoB: 83rd of Ashran, Arc 681

Title: Village Watchman

Skills: Field Craft: 30, Longbow: 50 , Shortsword: 35

Walden Marr has served as Mistral’s watchman since the age of eighteen. He is a friendly fellow with short dark brunette locks and dusky green eyes. Customarily garbed in leather armor, he is seen patrolling the village from time to time throughout the trial while spending long breaks sitting atop a hill just outside the village to keep a lookout for bandits. Walden is infamous as a bit of a drunkard as it is common to see him frequenting the local pub after work. Although not without his sins, the man is a steadfast friend and welcoming to travelers.
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[Rharne] Development Thread

 ! Message from: Rumour
Yaaaaas. Approved!!
Name: Thundermaw (“Boomtail”)

Appearance:
Height: 3ft at the shoulder

Length: Body-5ft, Tail–10ft.

Weight: 250lbs

These deadly creatures’ are ravenous pack hunters of the Stormlands. With a mouth full of small but fearsome serrated teeth and a tail that can be wielded as a deadly concussive weapon, the Thundermaw is a beast that is best avoided by mortals. Their bodies are at least five feet in length, with a short bristly coat of black or indigo fur. A tangled mane of thick crimson or orange fur wraps around their necks before reaching a pair of wickedly pointed antlers atop their head. The Thundermaw possesses four small forward facing eyes that allow it to track the movement of prey with heightened accuracy. They do possess a blind spot to either side of the head that can be used to the advantage of those that might wish to bring down one of these creatures. Their mouth and the tip of their tail are covered in a strange bioluminescent fluid that seems to be highly acidic in nature. The acid produced by the Thrundermaw does not seem to harm the creature, but animals and mortals bitten or struck with this substance will experience heavy burns to the skin that require extensive treatment to heal.

The tail of the Thundermaw is very thin and is often longer than the body of the creature in question. With its tail this predator can not only deliver heavy blows at a distance but can whip the tail so quickly that it is capable of creating sonic booms. This booming sound is the reason that the Thundermaw is often called a Boomtail by locals in the Stormlands. At the base of the tail is a slightly club-like protrusion of bone that the animal uses to stun prey before going in for the kill. The legs of a Thundermaw are rather short, but lean and fast, allowing the predator to run at high speeds when hunting. Two to three inch long talons serve as additional weaponry on the claws of each foot.

Description: The Thundermaw is a creature that is found exclusively within the Stormlands of Rharne. These beasts roam in packs of three to more than a dozen members that are often seen congregating for hunts at the edge of storms. Known locally as Boomtails, the Thundermaw is a ravenous beast that possesses a constant unwavering need to hunt. They will kill anything capable of being stunned by their lengthy ten foot tails. They possess a clever predatory mind that in seen at work in their carefully planned hunts. Thundermaws are known to work in groups where they utalize the loud sounds produced by their tails to scatter or group up their prey. They hunt a variety of wild game, but are not above hunting mortals should they present themselves as an easy meal. Farmers of the Stormlands often employ guard dogs and extensive fencing to ward off the creatures. For some unknown reason these beasts tend to congregate in large hunting parties when a thunderstorm is approaching. They hunt just at the edge of the storm wall, racing ahead of the rain and lightning to catch their prey unawares.


Frequency: Uncommon

Level of Danger: Extremely High

Additional Information: Thundermaws are occasionally hunted and killed so that alchemists can harvest the strange bioluminescent acid that is produced in their mouths and on their tails. This substance can be bottled to preserve its potency.

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Ptolemaios
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[Rharne] Development Thread

 ! Message from: Oracle
Approved , thank you for the submission!
Name Franoccio Solos
Race: Human
DoB: 20 Cylus 656
Title: Business Owner, Merchant, Former Lightning Knight Cavalry
Skills: Business Management 89, Polearm 94, Mount 82, Tactics 76

The Solos family follows a long tradition of serving in the Lightning Knight's cavalry, its lineage traced back to the founding of Rharne. Franoccio was no exception. Serving as a squire since age 12, his life has been devoted to the protection of Rharne's territories and in the service of Illaren. After a long and sucessful career, Solos' son followed his footsteps and the man retired. His accomplishments as a soldier followed him in his various business ventures, where he has expanded his family's fortune even more so. He has a large manor in the Sky Quarter and has three wives, and spends the day tending to business and enjoying his retirement.

Despite his soldier's mentality, Franoccio is a very approachable man. He is quick to laugh, does not hide behind his luxuries, and is, overall, an extremely friendly individual. The biggest flaw one could find in Franoccio would be his love for gambling, especially given how bad he is at it. Thankfully, he has enough moderation to only bet a few coins at a time.

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[Rharne] Development Thread

 ! Message from: Oracle
Approved! What a lovely location, full of local flavor. Thank you!
The Barrel Pot
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Located in the Earth Quarter, the Barrel Pot is a public installation aimed towards enthusiast of card, dice, board, or luck-based games. The location itself is situated in a small plaza by the city walls and it is free to use for residents and visitors alike. The Barrel's Pot gains his name by the unique furniture of which its tables, stools, chairs and booths are constructed from. Given Rharne's high production of alcohol, sometimes barrels can be damaged and chosen to be replaced. Those barrels can be sold to the government for a small sum, to which the government organizes a lottery to appoint a carpenter responsible for re-purposing the barrels into usable furniture.

There is no fee to enter the plaza and take a seat, as it is open to all. This way, those actively seeking to engage in games do not have to wander through taverns or brothels, and can always enjoy a wide variety of games and opponents. There is also a second motive to this; to avoid Rharnians into clandestine gambling dens.

Betting is allowed and not restricted. However, the rules of the land apply, which severely moderates the amounts which are gambled. Degenerate gamblers would find sums too small to bother, and even if someone takes up their bet, there is no actual way of cashing it due to the unsupervised nature of the plaza. There is no guarantee you'll be paid a debt, and you can't take law into your hands. Therefore, it is customary for all bets to be added to a small pot on the table and for the winner to take them once the game ends.

Citizens from all quarters go to the Barrel Pot, regardless of social status. The low sums often accepted as bets have made it a prime location for those more financially blessed to play for almost no losses, and a way for the lower classes to cash in good amounts of coin if they are lucky or skilled enough.

The Lightning Knigths do not interfere if there is a dispute over bets. They patrol the area regurarly, but mostly to suffocate possible violence or kick out any vagrants that wish to damage, steal or illegaly occupy the public furniture. It is also a famous location for the city guard to take a break and, if the day has been hard enough, to play a game or two.

Given that it is a public and open location, the Barrel Pot hosts many traveling salesman that kindly provide snacks, tobacco and, of course, alcohol at a slightly higher price.

Pricing

See price list for alcohols & fruit.

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Lucky

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Race: Human.
DoB: 7 Saun 794
Title: Traveling Saleswoman, Lucky Charm.
Skills: Seduction 31, Endurance 27, Socialization 40




Lucky is a charming young girl that offers some dried fruits and a small variety of drinks for those finding their mouth going dry. She has a talent to strike conversation with the players, always there to flirt, tease and laugh with her customers. Her simple heritage can be heard in her loud and somewhat uncultured words, but that does not stop her from being a lovely face - and a welcome one - whenever one visits the Barrel Pot.

For a golden nel, she can be hired for a quick fling in a nearby alley.
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Vega Dweeb
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[Rharne] Development Thread

 ! Message from: Oracle
Approved, thank you for the lovely location!
Miss Austere's School of Movement & Music
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Miss Austere's School of Movement & Music provides dance and musical education for the high class and rich citizens of Rharne. Situated in the Glass Quarter, the purpose of the school is boldly states as one enters the grounds. "Providing the finest musical and dance education to the citizens of Rharne since 654" is the mission statement and the school is proud of it's excellent reputation.

Upon entering the beautiful building with tall ceilings and huge windows, a large stone bust of Miss Austere greets the newest arrival in these history-filled halls. Apparently, if the expression worn by the statue depicting her, Miss Austere had no discernible sense of humour, although apparently she was a musical genius. Still, she gazes sternly on all whose feet walk here, somehow giving off an air of disapproval from way beyond death. The wealthiest families of Rharne send their children here. To be given an "Austere education" in dance or music is to be given the very finest, and so any of the teachers - or former pupils will tell you. Each teacher is specialized in a particular school of dance or musical instrument and the latest fashions are always available.

Providing quality education to the young and old of Rharne, this is a respectable institution - those who have matriculated from the school speak of the firm discipline, strict schedules and, well, austere nature of the staff. But they speak also of the passion and commitment the teachers bring, the determination to see the best in each and every student and to make sure that everyone leaves here a better dancer, musician or singer.

It is, after all, the Austere way.

Pricing

Classes (for adults) 50gn for 5 sessions.
  • Dance (ballet and ballroom, both at basic and advanced)
  • Dance: Modern (basic only)
  • Dance: Biqaj (basic and advanced)
  • Musical instruments (flute, harp, piano, violin and cello - all basic and advanced)
  • Singing (basic and Advanced)

Location NPC List

Moderator's Note: Players are welcome to use these NPCs if they're writing about this location.

Cecily

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Race: Mixed Race
DoB: 20th Ashan 695
Title: Music Mistress
Skills: Musical Instrument: Piano (76), Musical Instrument: Violin (76), Musical Instrument: Harp (60), Musical Instrument: Cello (60), Musical Instrument: Guitar (55), Teaching (50)

Cecily loves music and she is never happier than when she is playing. With a passion for both piano and violin, she is an excellent teacher if she likes the student and a very poor one if she does not. All it takes for Cecily to like you, however, is that you have a modicum of talent and a passion for learning.

When she is actually playing, Cecily transforms into a serene individual; truthfully, it is the only time that she is truly happy.

Killi

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Race: Human
DoB: 3rd Ymiden 691
Title: Dance Mistress
Skills: Dance (80), Acrobatics (60), Strength (40), Endurance (50)

Killi is as close to fun as Austere's school will allow. She is a friendly and outgoing sort and she has a good sense of humour. As a talented dancer, she is focused mainly on ballet, but also knows the many ballroom dances which Rharnian society performs. As a teacher, she will always push her students, but is the most friendly of all the Austere school

It is very firmly Killi's belief that dancing is about heart and soul and so, in her classroom, the students are allowed more leeway than in any other. However, that said, this is an Austere class and, as such, she still has very high standards which must be adhered to.

Betsy

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Race: Human
DoB: 20th Saun 690
Title: Singing Teacher
Skills: Singing (70), Logistics (50), Teaching (50)

Betsy is a graduate of Austere's School and it shows. She is a serious and quiet young woman who is positively charming and unfailingly polite. She is a very strict teacher and she has a reputation among the students for being sadistic and cruel. She is very traditional in her outlook and impacts those values to the students, expecting them to obey her without question.

It is Betsy's belief that all of the students should be applying their knowledge all of the time. Therefore, she has something of a tendency to wander, uninvited, into other classes and will criticise, correct and otherwise interfere. None of the other staff stop her, she is by far and away the most powerful individual in the school.
Credit: Vega
Last edited by Vega Dweeb on Wed Jun 06, 2018 9:22 am, edited 1 time in total. word count: 755
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Vega's skin has a reflective metallic sheen with a red glow. Her eyes still swirl biqaj colours, but one colour is always bright red which glows like fire. She has a bright red glow in her chest, situated directly under the mark of a heart (Daia mark) in the middle of a glowing silver dragon on her chest (Xiur). She's unnaturally warm to the touch
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Pepper
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Syranx

Quick Facts
Name : Syranx

Specie type : Fauna, Feliform. Superficially similar to ocelot and clouded leopards.

Weight : The adults weigh anywhere between 15 to 22 Kgs and the males are typically on the heavier side of the range.

Length : The head to body length is typically between 25 to 40 inches, with the tail nearly the fool body length at 22 to 34 inches.

Height :The shoulder height varies between 18 to 20 inches.

Typical Lifespan : 30 to 40 arcs

Special characteristics : Extremely intelligent and sociable. Special to Moseke and Qylios who have gifted the whole species with certain characteristics in the past.

Frequency : Rare in the Ywyngyll. Non existent elsewhere. Expert at hiding, difficult to capture alive.

Level of Danger : For a Syranx on its own, the danger is moderately high, but increases to extremely dangerous if the syranx is in its home territory and has clan members close by. Even if alone, it is difficult to capture alive, and even if captured, will be able to escape most traps since they are treated as dumb animals by almost everyone.
Summary
The Syranx, superficially similar to many medium sized wild cats, are not your usual felines. Quite intelligent, they have a complex social structure, even a nascent culture, unknown to the wider world.

Biologically they would be able to adapt to live in most places, barring the very cold and the very hot. However they best prefer forested areas, and call the Ywyngyll forest their home. Perfectly suited for their forest existence, they are equally comfortable on the ground, the forest canopy, and paddling in water.
Appearance
The Syranx, being a feliform species, is superficially similar to some of the medium sized wild cats (ocelot and clouded leopards being the most common confusion) common to Idalos. However there are many subtle differences as well.

The biggest one probably is that their front paws can essentially work as hands, having two opposable thumbs bracketing three fingers, much like the arrangement of digits in Ospreys. This allows the Syranx to be a particular good fisher. They will wait motionless in shallow water for fish to approach, and catch it with a sudden grasp downwards. The thumbs, along with the fully retractable claws, also help provide a more secure grip when travelling in the forest canopy. All paws are lightly webbed, allowing them to enjoy the shallows and the smaller water bodies. However they are still quadrupeds and as such the paw-hands can not truly compete with the true hands of the bipedal races or the mer.

They have slender, graceful bodies, with a long tail that helps them with balance. The coat is short to medium, plush and silky, with bold black markings. The background colour is most commonly a shade of yellowish brown or a shade of grey, with the bellies absent of the black markings. The black on black variant is less common and no other variations exist. The eyes are either shades of mossy green, or golden in colour.

The adults weigh anywhere between 15 to 22 Kgs and the males are typically on the heavier side of the range. The head to body length is typically between 25 to 40 inches, with the tail nearly the fool body length at 22 to 34 inches. The shoulder height varies between 18 to 20 inches.
Origins
Few people are aware of The Immortal Moseke’s role in the founding of Rharne, but no one knows that she stayed in the Ywyngyll Forest for a few trials afterwards. As the immortal of life, Moseke felt a particular affinity towards the Great Unabor Forest and decided to spend some time there getting to know all the life it sheltered. During this time, she noticed a species of wild cat that, unusually enough for felines, hunted cooperatively and showed a much more sociable nature. Watching as the family group hunted together, fed and cared for their young, and most unusually even their old, she felt a faint touch of the same fascination she’d felt when she’d first met her human tribe all those arcs ago. Watching the cubs play in a shallow stream, she felt a momentary sense of peace, and as a reward, she decided to make a gift to this species. This wasn’t like creating a new race, she merely breathed the tiniest bit of her power into the Syranx with the intent and hope that the power, in time, help them rise up above their merely animal existence. Within a few generations, the Syranx were changed into their current forms, with their paw-hands, a much higher intelligence, and the beginnings of telempathic abilities. Moseke’s power continued to make slow but subtle changes with each generation, helping them along on the path to a nascent civilization and full sapience.
Bonding
Some two hundred arcs after Moseke’s gift to the Syranx, the Syranx came to the notice of the immortal Qylios. The Syranx were no longer simple animals by then, and were starting to think in conceptual terms. The story goes that Qylios arrived to mark a young human boy who had come to her notice only to find that the strong bonds of family and the courage he had displayed in their defence was something new. The boy had been lost in the forest when barely 6 arcs old, and after watching the boy struggle for a trial or so, a Syranx family group had adopted the orphan. He was nearly 12 now and he had risked pain and worse to rescue one of the cubs from a band of poachers who had somehow managed to trap the cub and carry it to a nearby village. Qylios was impressed not just by the boy, but also by his tale of how the Syranx had protected him, cared for him, and even loved him like another, somewhat strange cub. So along with marking the boy, she gifted the Syranx with bonding, a limited manifestation of her power that she hoped would help allow the species to achieve a closer understanding and rapport with the other races of Idalos.

The human boy and the syranx cub he rescued were the first bonded companions.

A bond is an intense, but limited, connection that very very rarely forms between a typically young syranx cub and a human child or adolescent. The bond allows communication via sense (visual/auditory/scent) images and emotional context but does not allow true thought/telepathy barring exceedingly rare emergency sendings. The syranx are much more adept typically at this than the average human since they are used to communicating among themselves telempathically, much like the Diri.

Details

The bonding happens rapidly, in a matter of ten to twenty bits, and with little warning to either party. The human and the syranx fall into a strange trance during this period, with the first stage being a short state of bliss. The telempathic feel for that is utterly unmistakeable and a syranx in this stage can’t help but roadcast it to any syranx who happen to be in the vicinity, which means that the pair are rapidly surrounded by syranx who will watch over the pair during this extremely vulnerable period. The second stage is private to just the bond and involves a rapid but thorough intermingling of personalities, before they flow apart again. This allows each partner to know the other (nature, personalities, the mind flavour so to say) at a subconscious level. Only fragments and impressions remain from this once the bonding is successful, and if it isn’t no trace is left. This is followed by a narrow window of time in which either may choose to reject the bond, though this is almost unheard of. The last stage is the establishment of the communicative channel. From this point on, the human is considered to be an adoptive member of the syranx society, and this change carries over even to the scent of the bonded human.

It is uncomfortable for the bonded companions to be far from each other. The bond lasts the lifetime of the pair, only dissolving just before death is imminent. The Syranx of the bonded pair will leave home to travel and stay with the human, since a human is usually unable to stay for long in the forests. To the outsider, the syranx would just seem like a well trained, intelligent wild cat, and even the paw hands can be explained as a weird mutation from rogue magic so long as no one actually sees the syranx manipulating things with them. The pair will however return to the forests every few arcs if they can to allow the syranx to maintain a presence in the clan life, and contribute their memory songs to the clan lore.
Society
[columns=3]Communication & Language

The Syranx can glean a lot of knowledge about each other and the physical world via scent. Their visual, auditory and olfactory senses are almost on par with their wilder cousins. In addition to their original repertoire of intraspecies communication via typical feline body language and vocalisations, they now communicate amongst themselves telempathically, much like diris do. The working range for this is usually up to a kilometre, though distress calls have been known to reach out much further. Being able to physically see or sense another makes the communication better.

Older Syranxes pass on their experiences, stories etc to the younger ones via memory songs, and indeed some individuals having unusually exceptional memories act as the clan’s repository for such received wisdom.

Reproduction & Life

The syranx are a slow maturing species, with cubs taking up to six years to reach adult status. The mature syranx mate for life, and typically only mated pairs are fertile. Cubs tend to be born in Ashan and typically born in litter sizes of two to three. The family group as a whole takes care of the cubs though the young remain exclusively with their mothers for the first four weeks. The cubs are completely weaned when roughly half an arc of age, and they are fairly independent by the time they are an arc old, preferring to explore beyond their home ranges. Relations between clans are typically amicable and the juveniles frequently visit and travel through many clan ranges in their exploratory phase before mating and joining a family group.

The typical lifespan is 30-40 arcs.

Social Structure

The family group, headed by a mated pair in the prime of life, is the basic unit of Syranx society. A clan is a group of usually related family groups, that frequently intermingle. Though all adults and juveniles are expected to be able to hunt for their own food, at the clan level an individual takes up other roles like that of hunter, soldier, nurturer, healer, singer (equivalent to the oral historian) etc.

The clans are hunter gatherer in nature, residing in an area for five to seven arcs at a time before moving to a new range. The presence of paw-hands has allowed the syranx to also master certain specific skills like using vines as ropes, basic knots, and some very rudimentary tool use. However they are still primarily feral in their mindset.[/columns]
Other Details
[columns=2]Diet

The Syranx are technically omnivores, though they both prefer and need the bulk of their diet to be animal in origin. Being intelligent, as well as cooperative hunters, they are often able to bring down much bigger game than their appearance would suggest. This along with fish, forms the bulk of their diet, but they also supplement this with eggs, some varieties of birds and reptiles. The vegetable portion of their diet consists of berries, fruits and a few other plants.

Homes

Though the syranx spend a lot of their active time in the trees, they prefer to nest in sheltered hollows or small caves. The ideal syranx home is a defensible cave network that can house a good part of the clan and the cubs. The area is always deep in their range and is guarded extremely well. The home is lined with soft vegetation and syranx are known to build a winter larder of sorts come Vhalar.[/columns]
Temperament & Personality
It might be simplest for someone who had to interact with the Syranx to forget all their assumptions about what an animal is capable of. They are very intelligent, comparable to human ten year olds at the very least. However their intelligence is of a very alien sort when seen from a humanoid perspective.

The Syranx population is small but stable. They aren’t unaware of humans, in fact a rare few curious individuals even go so far as to prowl through human settlements once in a while. The Tunawa in the Mistral Forest are known as well. But they tend to lump most other races into human since it’s very unlikely that they’ve come across one of the more exotic races.

There are some rumours about how sometimes Ywyngyll cats have been known to lead human children out of the forest. On the whole, however, they are cautious and suspicious of humans, preferring to hide away and go into guard mode if human hunters or travellers ever enter their territories. A bonded syranx will almost always prefer to pretend to be a simple, if slightly exotic, wild cat.

As their awareness of humans grows, there has been a growing collective sense that it’d be better to seek out more places they can build homes in. The occasional bonded syranx-human pairs have also helped them begin to understand the dangers and benefits of human contact better. Credit : Pepper
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Farrow Plantation & Winery

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Farrow Plantation & Winery
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The Farrow Plantation & Winery is a well respected name among the inns and wine traders of Rharne. The winery produces some good traditional wines but is best known for producing some excellent results with fruits other than grapes as well. The family run property is situated about two breaks distance from Mistral Village and about half a trial's ride from Rharne. The 150 acre walled Farrow estate borders the Mistral Woods on its southern perimeter and counts a small part of it as within its boundaries. There is roughly a 30 acre vineyard and the majority of the remaning land is taken up by fruit and berry orchards.

The main house is a spacious brick and stone structure and houses the family living quarters and the business offices. An extensive kitchen garden lies nearby and the family also runs a small farm to supply their own food needs. Most of the acreage is however distributed between vineyards and fruit orchards like that of apple, plum, lychee, elderberry, blackberry, blueberry and even some blackcurrant. The focus of the estate is on wine production and the like, but some small amount of honey, jam and preserves are also sold to local businesses in Rharne.

A separate winery complex is dedicated for structures like wine presses, barns, cellars, etc as well as a laboratory of sorts where the quality of wine and the results of experimental improvements are tested. A small dormitory of sorts houses the workers and guards who'd rather board here than at the Mistral Village. The estate is thus an important facet of the village's economy.

The Farrow estate isn't typically open to tourists, but the family is known to entertain friends and guests fairly often. However it does host a limited social calendar of sorts, with a mix of offerings that appeals to tourists, locals as well as the elite of Rharne.

Services and Prices

Orchard Walk and Wine Tasting

Guided Orchard Walk & Wine Tastings
In good weather, the estate holds a half trial meet and greet for any interested tourists every 10 to 15 trials. This includes a guided group tour through the orchards, and if folks are interested, they will also be briefly shown through a few of the winery structures. The paths are lit by lanterns in the evenings and marked by streamers for day time. At designated points on the tour, the guests have the opportunity to rest, take some refreshments and taste some of the wine offerings from the estate.

These events happen fairly often, so they are not included in the winery's official schedule.

Fee : 15 gn

Public Fetes

Open Fetes
The Farrow estate holds a trial long fete that is supported by the local businesses and wealthy families of Mistral Village. Colorful tents are setup in an open space depending on the season and the weather. There are stalls for food and for games, there are also contests for all age groups and additionally there is abundant beer and wine. The evening also sees some performances by local talents and the occasional travelling performer. The fete typically winds down after folks have danced their and drank themselves into a stupor for the last few breaks of the evening. The stalls charge a small fees but the rest is all covered under the fete fee.

Children under 10 - Free
Locals - 5 gn
Tourists - 15 gn

Mistral Ball

Mistral Ball
These are more exclusive (and expensive) two trial affairs, are are only open to those who are willing to pay the per member fees of 50gn. Four or five of these are held each arc, and the Farrows typically extend invitations to the more prosperous families of the Stormlands, as well as the important members of the merchant guild and the city elite. Some invitations however are always kept aside for new folks.

The afternoon of the first trial has an optional meet and greet event where refreshments and drinks are provided buffet style, and guests are free to mingle and greet each other. The ball begins around the 8th bell of the evening and can be attended by guests over the age of fifteen arcs. The village orchestra is hired for the music, and over the arcs, these have proved competent enough for providing the music for the dancing. Food is also provided buffet style.

The charity auction takes place mid morning of the next trial, and the guests are encouraged to donate an item for the auction. All proceeds from the auction are utilised for charitable purposes. At least half of it goes to the Lightning Cathedral to help fund their charitable work, and a part of it is donated to the city chapter of the Order of Adunih, and the last part of it is reserved for funds to help fund the education or apprenticeship of talented local youth.

Apart from the main even, picnics and other such outings can be scheduled with the plantation if enough people are interested.

The event disperses by the second trial's end.

Fee - 50 gn

Special Events

Events roster 718
Special Events will be coordinated by the city mod.

Schedule

Events
Mistral Balls: These will happen roughly every fifty trials, starting at the beginning of every season. Please contact your local mod to set a date.

Open Fetes: These festivals happen every 10 Trials, starting on the first of every season.
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Moderator's Note: Players are welcome to use these NPCs if they're writing about this location.

Max Farrow

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Race: Mixed
DoB: 8 of Saun, 696
Title: Business and Public Relations, Farrow Estate
Skills: Business 35, Unarmed Combat 28, Socialization 30, Leadership 26, Logistics 30, Dancing 30, Negotiation 40, Persuasion 28

Max Farrow is the eldest son of the Farrow family and is being groomed to be the public face of the estate. He's a tall, personable young man of 22. He isn't exceptionally handsome, though pleasant enough to look at, and his usually serious persona serves him well in matters of business. Max has inherited some part of a Biqaj's changeable eyes, though his are restricted to shades ranging from the lightest amber to an intense grassy green. He's well read and is well able to hold conversations on a variety of subjects, but hasn't traveled much beyond the Stormlands.


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[Rharne] Development Thread

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Approved! I love this! Thank you so much!
New Rharnian Slang:

"Pour me a Thunderstorm!" - Usually a reference in requesting a drink from one of the local bartenders, to request a "Thunderstorm" is to (literally) ask for an absolutely heavy drink; one that is bound to result the imbiber wasted with a nasty hangover the morning after.


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