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The Northern Expanse
The northern expanse beyond Ne'haer is fraught with perils and dangers in between, from rivaling settlements that neighbor the great city to geological wildlife that make can make travel dangerous for the unprepared and the unwary.
Ironridge
Lysoria
The Salt Lake - To be Developed
The Red Caves - To be Developed
Sarkanis den Nogg - An ancient observatory, considered abandoned, located on the fringes of Lysoria's northern region.
Hyran
Rolling Red Hills
word count: 103
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The Eastern Reaches
The Anari River is what separates the North and West expanses of the area surrounding Ne'haer, and even though the settlements here are few their location is based in the richest parts of the land.
Cycres
Yurrova
Morandi Deep Mines - Yurrova's most important asset by far, the mines stretch deep into the earth below the city.
Sol Duc Lake - A beautiful landscape located just within the outskirts of Yurrova.
Millstone
Wispy Woods
word count: 105
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The Southern Expanse
To the South beyond Ne'haer is the Willow Woods and a couple of settlements neighboring the city, though patrols can be spotted close to the city throughout this vast expanse; there are still dangers many should be aware of when travelling the roads in between.
Bayward
Treth
Moseke's Landing - A flutterbus service that departs to and from Desnind regularly.
Old Sow's Ear - Probably the most cozy tavern located within the city of Treth.
Treth General Goods - Treth General Goods is located in a prime location in the center of the village.
Treth's School - This is the school where the children of Treth go starting at the age of five arcs.
Willow Rangers Outpost - A private base of operations for the Willow Rangers, who patrol the wilderness of Ne'haer's region.
Willow Woods
Seraas en Avellach - Seraas en Avellach, often simply called "Seraas", or "Mindrender", is a ruined fortress deep within the heart of the Willow Woods.
Willow Woods Outpost - The guards stand watching the dark forest to the northeast…
word count: 205
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The Western Waters
The bodies of water surrounding Ne'hear are also ripe for exploration, for those daring and skilled enough to venture their depths. There is also a remote island that can be reached from the city by ferryman, if one finds themselves wary of braving the vast waters of the East alone.
Isle of Estryn

To be Developed

Ebondell - A once rich town ruled over by a lord arcs ago, this is now a quiet, poor fishing town.
Lake Rea
Merodi Bay
word count: 112
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Treth
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Moseke's Landing: Treth
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Credit goes to Nymph

It was evening when she stepped into the quiet shadows of the forest outside of Ne’haer. Once again, she had beaten the rumors and whispers across the ocean. Her target was not the bustling city itself. They had plenty of tourist attractions to draw in the vulnerable, heavy pursed travelers. No, she sought a relatively quiet place to build her final landing. Truth held promise. She traveled along the road to the small village with little except her staff, the furs on her body, and a cloak on her back. The journey was quick for her accelerated speed and she was soon upon the quiet, sleeping town of Treth.

Why she had chosen Treth exactly, no one would ever be sure. Maybe it was for the safety of those within the larger cities. After all, her behemoths would probably feel the need to circle as they glided down to the landing. The gusts of their wings could be damaging to the creatures, buildings, and landscape. Treth was small and inland enough that it would most likely go undamaged. Pulling her hood tighter around her face to prevent onlookers from recognizing her, Moseke quietly slipped through the center of town towards the beach.

Ne’haer was a religious city, and it would have been easy for one of her disciples to notice her trade mark figure if she walked about uncovered. The thump of her staff on the cobblestone was the only noise to mark her coming and going. Soon, that thump dulled as stone turned to dirt and then to sand. Once more, the water was attempting to lap at her toes. Moseke never once allowed the liquid to touch her feet. The wet dirt was enough to quench her thirst for the ocean. As the Immortal of stone and earth, she left the free moving realm of water to Chrien. At least, when she wasn’t raising land masses from it.

She jammed her staff into the sand before slowly raising her arms before her, the cloak pushing backwards off her shoulders as she did so. The stone plateau rose, dripping, from the ocean below. Fish flopped on the top before managed to wiggle their way of the edges. Water ran down the stone steps towards the stone pier that stretched out to Treth. It was about a break or so by boat from the mainland. Enough distance to avoid any significant gusts from the beasts wings. Moseke smiled.

Her mission was just about over. Now it was left to her disciples to bring the beasts.

Jerome

Image
Name: Jerome Bell
Race: Human
Birthdate: 8th of Cylus, arc 692
Mark: Sevrath (Favored)
Skills:
[columns=2]Animal Husbandry: 78
Mount (Flutterbus): 84
Navigation: 91
Polearm (Spade): 82
Acrobatics: 53[/columns]

History: Jerome and Yasmin are the youngest handlers a part of the Flutterbus project. They were paired together due to their unique beliefs as well as their youth. Jerome is the only non-Sev'ryn that was permitted to join the group. Moseke found him one afternoon as she walked among the trees. He had been practicing with his spade in a clearing, honing his skills so that he might better protect himself. Moseke simply watched him as he practiced. Day after day, she returned to watch him. Eventually, she approached him to better understand why the human had come all the way to the peaceful forest city to practice with a blade.

As a monk, he lived by very specific principals. He had informed Moseke that he had one day decided that he would visit Desnind. On that journey he picked up the spade. During this journey, he vowed to practice daily with the weapon until he had mastered it. This was one of the principals he had been taught a young boy: do it completely. Once he had arrived in Desnind, he continued his practice. Moseke found it admirable to strictly follow these rules. Although he never took her up on her offer to join the Cikkaken, he followed her into the forest with the others. They knew little about the man, why he had come to Desnind, or why he had been picked. The rest of them had served Desnind all their life; yet, here was this outsider among them.

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 named 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.

As it turned out, Jerome would come to be one of the most skilled handlers. He shared with the others the essential rules for tranquility and peace in his life. They enacted these rules while they lived by themselves. It made them closer to their mounts and one another. They appreciated his outlook on life and to this day look to him for guidance when it comes to the complex bond with the Flutterbus.

Jerome is bound to Greenfly, the paired beast to Yasmin's Greenbean. Their beasts have deep green wings with brighter green markings swirled throughout. To this day, Jerome still practices with his spade. He can be found on the landings during his downtime practicing to the sound of the ocean. The slapping of the water against the rock mimics his motions as he glides the flat blade through the air.

Yasmin

Image
Name: Yasmin Herald
Race: Sev’ryn
Familiar: Housecat (Category I)
Birthdate: 120th of Ashan, arc 696
Mark: Sevrath (Adored)
Skills:
[columns=2]Animal Husbandry: 84
Mount (Flutterbus): 89
Navigation: 93
Bus. Management: 43
Meditation: 94[/columns]

History: Yasmin is the youngest of all the handles in the Flutterbus project. Born and raised in Desnind, Yasmin grew up idolizing Moseke as mother of all around them. At a young age, her Osẹ-bori came to her frequently in dreams. Each night, the dream was different. First it was in the forest; then it was in the desert. Sometimes, the floating ball of light would be in the middle of the ocean on a boat. It chased rats through the fields of Treth and through the castle in Rynmere. No matter how hard Yasmin tried, she could not pinpoint the location of her beloved other half.

Barely 10 arcs old, Yasmin was brought by her parents to the Ägbẹkọr. The Tsabar was the branch in the Cïkäkkẹn that made it their mission to reunite the physical being with the wandering spirit Familiar. Yasmin had become ill and suffered from insomnia. Her dreams were too vivid and erratic for her to find peace in sleep. With several skilled Ma'aikatar alongside Riq'al, the current Ägbẹkọr. They managed to pinpoint the wandering spirit to a location far north. Accompanied by a skilled member of the Tsabar, Yasmin went to collect her other half.

Eight arcs passed before Yasmin returned. She explained that her familiar had taken on the form of a curious housecat. Together with her guardian, they chased the spirit up and down Rynmere, to Rharne, and across the ocean to a ravaged place called Etzos. When they finally caught the beast, they continued their journey into Ne'haer where they spent several years learning the city and the culture. Finally, it was time to return.

As it turned out, despite the devious nature of her familiar, Yasmin is one of the few Sev'ryn that can access the powers of the complex bond formed at the union of Sev'ryn and Osẹ-bori. When she sleeps, Yasmin melds with her cat and takes evening walks with her spirit. It was in this form that she came to know Moseke. On quiet evening, the Sev'ryn cat would join the Mother on the steps of the temple. Through gentle caresses, Yasmin came to know the Mother's love. One day, shortly after she had recruited Jerome, Yasmin found herself in Moseke's presence. She did not need to be enticed into joining the Flutterbus project with more than a request to do so.

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 named 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.

Yasmin is bound to Greenbean, the paired beast to Jerome's Greenfly. Their beasts have deep green wings with brighter green markings swirled throughout. Passengers flying with Yasmin and Greenbean might find themselves in the company of a brave cat in the evenings. It will sit at the base of the Greenbean's neck, watching the sleeping Yasmin and the weary travelers. Come dawn, the cat is no where to be found.

Schedule

Image
It is 20gn one way to ride the Treth Flutterbus.
The Treth Flutterbus travels from Ashan to early Zi'da. Since Treth and Rharne are in warmer regions of Idalos, they have an extended travel period.

The Flutterbus is capable of carrying 10-15 people in a single trip. From Treth to Desnind, the trip is approximately 10 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 Rharne 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 85th of Ashan, Jerome will be leaving from Rharne and Yasmin will be leaving from Desnind. This will allow each player to know which NPC will be available for RP at the time they travel. Jerome is the handler for Greenfly and Yasmin flies Greenbean.

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.

Ashan
  • 81st of Ashan: The Flutterbus arrives from Desnind to begin the travel period.
  • 85th of Ashan: The Flutterbuses depart from Treth/Desnind. (Jerome/Yasmin)
  • 95th of Ashan: The Flutterbuses arrive from Treth/Desnind.
  • 99th of Ashan: The Flutterbuses depart from Treth/Desnind. (Yasmin/Jerome)
  • 109th of Ashan: The Flutterbuses arrive from Treth/Desnind.
  • 113th of Ashan: The Flutterbuses depart from Treth/Desnind. This is the last trip of the season. (Jerome/Yasmin)
  • 123rd of Ashan: The Flutterbuses arrive in Treth/Desnind.
Ymiden
  • 4th of Ymiden: The Flutterbuses depart from Treth/Desnind. (Yasmin/Jerome)
  • 14th of Ymiden: The Flutterbuses arrive from Treth/Desnind.
  • 18th of Ymiden: The Flutterbuses depart from Treth/Desnind. (Jerome/Yasmin)
  • 28th of Ymiden: The Flutterbuses arrive from Treth/Desnind.
  • 32nd of Ymiden: The Flutterbuses depart from Treth/Desnind. (Yasmin/Jerome)
  • 42nd of Ymiden: The Flutterbuses arrive from Treth/Desnind.
  • 46th of Ymiden: The Flutterbuses depart from Treth/Desnind. (Jerome/Yasmin)
  • 56th of Ymiden: The Flutterbuses arrive from Treth/Desnind.
  • 60th of Ymiden: The Flutterbuses depart from Treth/Desnind. This is the last trip of the season. (Yasmin/Jerome)
  • 70th of Ymiden: The Flutterbuses arrive from Treth/Desnind.
Saun
  • 1st of Saun: The Flutterbuses depart from Treth/Desnind. (Jerome/Yasmin)
  • 11th of Saun: The Flutterbuses arrive from Treth/Desnind.
  • 15th of Saun: The Flutterbuses depart from Treth/Desnind. (Yasmin/Jerome)
  • 25th of Saun: The Flutterbuses arrive from Treth/Desnind.
  • 29th of Saun: The Flutterbuses depart from Treth/Desnind. This is the last trip of the season. (Jerome/Yasmin)
  • 39th of Saun: The Flutterbuses arrive from Treth/Desnind.
Vhalar
  • 1st of Vhalar: The Flutterbuses depart from Treth/Desnind. (Yasmin/Jerome)
  • 11th of Vhalar: The Flutterbuses arrive from Treth/Desnind.
  • 15th of Vhalar: The Flutterbuses depart from Treth/Desnind. (Jerome/Yasmin)
  • 25th of Vhalar: The Flutterbuses arrive from Treth/Desnind.
  • 29th of Vhalar: The Flutterbuses depart from Treth/Desnind. (Yasmin/Jerome)
  • 39th of Vhalar: The Flutterbuses arrive from Treth/Desnind.
  • 43rd of Vhalar: The Flutterbuses depart from Treth/Desnind. (Jerome/Yasmin)
  • 53rd of Vhalar: The Flutterbuses arrive from Treth/Desnind.
  • 58th of Vhalar: The Flutterbuses depart from Treth/Desnind. (Yasmin/Jerome)
  • 68th of Vhalar: The Flutterbuses arrive from Treth/Desnind.
  • 72nd of Vhalar: The Flutterbuses depart from Treth/Desnind. (Jerome/Yasmin)
  • 82nd of Vhalar: The Flutterbuses arrive from Treth/Desnind.
  • 86th of Vhalar: The Flutterbuses depart from Treth/Desnind. (Yasmin/Jerome)
  • 96th of Vhalar: The Flutterbuses arrive from Treth/Desnind.
  • 100th of Vhalar: The Flutterbuses depart from Treth/Desnind. This is the last trip from Desnind. (Jerome/Yasmin)
  • 110th of Vhalar: The Flutterbuses arrive from Treth/Desnind.
Zi'da
  • 1st of Zi'da: The Flutterbus departs from Treth. This is the last trip of the arc. (Yasmin)
  • 11th of Zi'da: The Flutterbus arrives in Desnind.
word count: 2489
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Treth
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Old Sow's Ear
Image
Credit goes to Tei'serin Nji'ryn


The Old Sow's Ear is Treth's local tavern. It is a popular spot for natives of the village, and farmers from the surrounding farms alike to come and relax. The food is simple fare, but good, as are the drinks. And all of it is produced locally.

Travelers who come to Treth on business can rent a room during their stay. There are five rooms available for rent. The rooms are small, and simple, but clean, and reasonably priced. Baths cost extra, as does renting a stall in their stable, or pasture room for a horse.

The tavern boasts of entertainment at each meal. They have a skilled bard who lives at the tavern, and local musicians will often come and perform in exchange for a free meal. It is a good way for them to get a chance to perform in front of a crowd, and begin to build a reputation for themselves.

Note: Self Moderation is allowed with this location & NPC's

Hiram

Image
Name: Hiram
Created by: Tei'serin Nji'ryn
Race: Mixed (Biqaj/human)
Birthday/Age: 27 Ashan, 682/35 arcs
Title: Owner
Skills: Business Management; 30, Brewing; 50, Medicine; 5, Mixology; 15
Details: Hiram is a friendly man with a watchful eye, and a ready smile. Very little escapes his notice in his tavern. He is a good listener, and usually knows the right things to say. And he always has a good story to tell. Hiram is the kind of guy that is almost impossible not to like, and he has the talent of making people feel comfortable around him. Like all good bar tenders, he will never betray any secrets his customers tell him.

When he was younger, he worked on his family ship, but an accident during a severe storm off the coast of Ne'haer left him with a leg injury that never fully healed. He walks with a slight limp, and his right leg pains him greatly during a storm. Since he was no longer able to work on a ship, his family left him in Ne'haer with enough nels to start up a business of his own. He did well for himself there, but he missed the closeness of a tightly knit family group. Since then, he met his wife, and moved back to Treth with her. Although Treth isn't as lively as the city, he has found the closeness of family that he craved.

Hiram brews his own ales, beer, cider, and mead. He has just enough knowledge about herbs to be able to create "special" drinks that contain one or more herbs for flavor, or "healing" properties.

Arla

Image
Name: Arla
Created by: Tei'serin Nji'ryn
Race: Human
Birthday/Age: 17 Saun, 684/33 arcs
Title: Cook
Skills: Baking; 45, Business Management; 5, Cooking; 50
Details: Arla was the daughter of one of the farmers who lives near Treth. But much to her father's disappointment, she had little interest in taking over the farm when he could no longer manage it. Cooking was her passion. Every spare moment she could find was spent mastering existing recipes, and experimenting in creating her own.

She met Hiram in Ne'haer when she was working at a restaurant there to perfect her skills. It was love at first sight, and they were married less than an arc later. But Arla was never truly comfortable with the hustle, and crowds of the city. So once she was satisfied with her cooking skills, she and Hiram moved back to Treth where they established the Old Sow's Ear. If one were to ask Hiram, he would say that his wife was the co-owner of the tavern. But Arla is quite content to leave running the business in his capable hands. That allows her to focus on what she does best; provide simple, but hearty, and delicious fare to serve her customers.

Tar'isa

Image
Name: Tar'isa
Created by: Tei'serin Nji'ryn
Race: Sev'ryn
Birthday/Age: 1 Vhalar, 694/23 arcs
Title: Bard
Skills: Field Craft; 30, Medicine; 30, Musical Instrument: Fiddle; 20, Singing; 20
Details: Tar'isa left Desnind several arcs ago in order to find her familiar. She was successful in doing so, but she fell in love with the small village she was staying in when she found him. So although she intends to return home someday, she is currently living at the tavern where she works. Hiram and Arla gave her work while she was searching for her familiar, and she became close friends with them during her quest. As a result, she continues to work for them.

Tar'isa earned Severath when she was a young child. She is very loyal to Moseke, and although she is still young, she has risen to Exalted through the hard work of protecting the Willow Woods, and those who travel through it. When not working at the Old Sow's Ear, Tar'isa will guide people into the forest to gather herbs, mushrooms, and fallen branches for carving, or firewood. She will not permit anyone to chop down a tree in her presence, however.

Her familiar is a male falcon named Ter. He represents her need for freedom, and independence.

Jared

Image
Name: Jared
Created by: Tei'serin Nji'ryn
Race: Mixed (Sev'ryn/human)
Birthday/Age: 15 Ymiden, 682/35 arcs
Title: Bouncer
Skills: Blades: Dagger; 30, Intelligence; 26, Intimidation; 14, Unarmed Combat: Brawling; 30
Details: Jared is Arla's cousin, and they have been close friends ever since they were young children. He has always taken a protective "big brother" role towards her, and this has not changed now that they work together. Jared serves as protection for the tavern that Arla and her husband love so much.

He may not look all that menacing, but when trouble stirs, he is all business. A dangerous look appears in his eyes that may stop some would be trouble makers in their tracks. But for those who insist on causing trouble in "his" tavern, his skills with brawling, and his trusty blade, are more than enough to stop rowdy drunks intent on causing a fight.

Jared is a stern, no nonsense kind of man with a strict policy; don't cause trouble in his bar, and you won't get trouble from him. He has a soft spot for children, and is prone to giving them treats, especially on festivals. But he has a darker past, and at times, that past still haunts him.

Arcs ago, Jared was obsessed with earning nels to help save his parents' farm. In the attempt to earn as much money as he could, he fell into a dangerous crowd. He took a job as a body guard with a man named Thorin arcs back that lasted for several arcs. When he realized that he had become little more than a thug for Thorin, he quit working for him, and returned to Treth, where he got a job working at the Old Sow's Ear.

But once an employee of Thorin's, that past can never be left behind fully. From time to time, Thorin will contact him, asking for "one more favor." And Jared has little choice but to agree. If he doesn't, Thorin will let slip all of the work that Jared did while in his employ. At best, that would completely ruin his reputation, and likely force him to flee Treth. At worst, he would find himself arrested, and facing trial for a number of unexplained disappearances and deaths over the arcs, both in Treth and the surrounding farms, and in Ne'haer.

Mostly Thorin's "favors" are requests for information. Who is spending more than usual in the tavern? Who looks like they have a lot of nels to spend? What are the latest rumors, and gossip? Things of that nature. But at times, he is asked to gather information on a specific person, or to intimidate someone while "passing on a message."

Price List

Rooms
Per night: 5 GN
Per season: 2 GN, 5 SN per night
Baths: 1 GN each
Renting a stall: 3 GN per trial
Renting a stall with care for one's mount (grooming, exercise, feeding): 5 GN per trial
Renting Pasture lodging: 2 GN per trial

Menu
Stew; thick, hearty stew filled with a variety of vegetables, and whatever kind of meat is on hand, served in an edible bowl made out of bread: 5 SN
Bread and Cheese Plate; contains a selection of local cheeses (soft and hard), breads, and herbal butters: 3 SN
Vegetable Platter; contains a selection of local vegetables (both raw and cooked) with a variety of dipping sauces on the side: 3 SN
Sandwiches; a selection of sandwiches made out of leftover meats, cheeses, and vegetables from the previous trial: 3 SN
Salad; a large, hearty salad filled with local fruits and vegetables, and a dressing of your choice (oil and vinegar, vinaigrette, tangy tomato dressing, ginger dressing, or poppy seed dressing) meat can be added at an additional expense: 3 SN (5 SN with added chicken)
Meat Pies; can be filled with chicken, beef, or rabbit in a savory sauce: 5 SN
House Special (changes each trial); a meat or poultry dish served with a variety of side dishes, and a dessert; 1 GN
Fruit Pies; filled with any kind of fruit that is in season: 5 SN
Juices (orange, apple, pear, peach, grape): 2 SN

Alcohol
Tanker of Ale: 3 SN
Tanker of Beer: 3 SN
Tanker of Mead: 5 SN
Tanker of Cider (hot or cold): 2 SN

*with herbs added, add 1 SN per herb; only common ones are available
word count: 1658
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Treth General Goods
Image
Credit goes to Tei'serin Nji'ryn


Treth General Goods is located in a prime location in the center of the village. Everyone who lives in or near the farming community comes here to buy their supplies. You won't find anything fancy here, but the small store always has an ample supply of basic goods needed for life in a small farming community.

Note: Self Moderation is allowed with this location & NPC's

NPC

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Name: Jacor Olsen
Created by: Tei'serin Nji'ryn
Race: human
Birthday/Age: 15 Vhalar, 672/45 arcs
Title: Owner
Skills: Business Management; 50, Logistics; 25, Negotiation; 25
Details: Jacor is a stern, no nonsense man, but he is a fair man. He would never attempt to cheat his customers, and would take great offense to anyone who tried to cheat him. Jacor has a soft spot for kids, and he has been known to give well behaved kids a small treat if he has one on hand when they come to his store.

Price List

Spices
ItemPrice
Salt1 sn/oz lump
Vanilla Beans 15 gn/bean
Rosemary 7 sn/ branch
Parsley3 sn/oz
Oregano4 sn/oz dried
Mint1 gn/ sprig * 4 gn/plant
Chives 5 sn/oz dried
Bay Leaves1 sn/leaf
Basil5 cn/leaf
Nutmeg8 sn/whole seed
Cumin3 sn/oz whole
Cloves4 cn/oz whole
Cinnamon5 cn/1" stick
Allspice2 cn/oz whole
Vegetables
Each vegetable is sold by itself. If you wish to buy multiple vegetables, you must multiply the number of items by it's price. 5 tomatoes x 2 sn = 10 sn, 2 potatoes x 5 sn= 10 sn. So the total price would be 20 sn or 2 gn.
ItemPrice
Acorn Squash4 cn
Artichoke3 cn
Asparagus 2 cn
Bean Sprouts 3 cn
Beet2 cn
Bell Pepper6 cn
Broccoli7 cn
Brussels Sprouts4 cn
Butternut Squash6 cn
Cabbage6 cn
Carrot5 cn
Cauliflower2 cn
Cayenne Peppers4 cn
Cucumber4 cn
Celery8 cn
Celery Root2 cn
Corn5 cn
Garlic (Clove)8 cn
Ginger10 cn
Green Beans (Small Bag)4 cn
Leeks2 cn
Lemongrass8 cn
Lettuce2 cn
Lima Beans6 cn
Onion7 cn
Parsnip2 cn
Peas3 cn
Potato5 cn
Pumpkin12 cn
Radish4 cn
Soybean Bean5 cn
Spinach6 cn
Sweet Potato4 cn
Tomato2 cn
Turnip3 cn
Yams5 cn
Zucchini2 cn
Fruits
Fruit may be sold individually or in bulk. If you would like to buy fruit in bulk, simply multiply the base price time the amount that you're getting: 12 Apples x 3 cn = 36cn or 3sn 6cn. Buying bulk fruit means that you want 12 or more items for a single fruit. To get the price for bulk purchases, multiply the the base price by the amount that you're getting: 12 Apples x 3 sn = 36 cn. Then multiple 36 x .80 = 28.8 cn or 2sn 9 cn. Round up or down if greater or less than 5.
ItemPrice
Apple3 cn
Apricot4 cn
Banana2 cn
Blackberry3 cn
Blueberry5 cn
Cantaloupe6 cn
Cherry4 cn
Cranberry3 cn
Elderberry2 cn
Fig10 cn
Gooseberry1 cn
Grapes2 cn
Grapefruit6 cn
Honeydew Melon6 cn
Huckleberry4 cn
Lemon7 cn
Lime6 cn
Mulberry8 cn
Nectarine5 cn
Oranges6 cn
Peach8 cn
Pear2 cn
Plantain2 cn
Plum7 cn
Prunes5 cn
Pomegranate2 cn
Raisin4 cn
Raspberry3 cn
Strawberry2 cn
Watermelon2 cn
Grains and Flour
There are two separate prices for the grains listed below. The first one is the price meant for grain per pound. The second one is the price for the flour made from that grain. So if you wanted Wheat Flour, you would look at the second price. Flour is charged per large sack.
ItemPrice
Amaranth6 sn/lb -- 2 gn/s
Barley3 sn/lb -- 1 gn/s
Buckwheat4 sn/lb -- 1 gn/s
Corn2 sn/lb -- 1 gn/s
Millet6 sn/lb -- 2 gn/s
Oats8 sn/lb -- 3 gn/s
Rye7 sn/lb -- 2 gn/s
Spelt5 sn/lb -- 2 gn/s
Teff4 sn/lb -- 1 gn/s
Wheat10 sn/lb -- 5 gn/s
Nuts
ItemPrice
Almond5 sn/lb
Cashew8 sn/lb
Chestnuts4 sn/lb
Hazelnut13 sn/lb
Macadamia15 sn/lb
Pecan18 sn/lb
Pistachio12 sn/lb
Walnut9 sn/lb
Oils
ItemPrice
Almond6 gn/pt
Corn4 gn/pt
Hazelnut6 gn/pt
Olive6 gn/pt
Peanut5 gn/pt
Sesame5 gn/pt
Sunflower9 gn/pt
Walnut5 gn/pt
Other Food Items
ItemPrice
Butter3 sn/lb
Buttermilk10 sn/pt
Cream5 sn/pt
Cheese8 gn/lb
Eggs5 sn/dozen
Honey8 sn/pt
Lard5 sn/lb
Milk8 sn/g
Sugar4 sn/lb
Yeast5 sn/lb
Clothing and Shoes: See pricelist. Brocade, organza, satin, silk, and velvet are not available.

Other
ItemPrice
Blank Journal5gn
Candle5sn
Candle Holder5gn
Ink Pen1gn
Ink Well2gn
Lantern10gn
Ruler5sn
word count: 1014
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Treth's Community Schoolhouse
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Credit goes to Tei'serin Nji'ryn


This is the school where the children of Treth go starting at the age of five arcs, and continuing until they graduate at the age of seventeen arcs. Although attending school is mandatory for all children, it is understood that Treth is a farming community. As a result, the older children are often absent for trials at a time to help their parents with planting and harvesting their crops if their parents are farmers. But that does not mean that they are not responsible for making up any time that they are absent. Each child who is absent for any significant amount of time is responsible for learning anything that is taught in their absence. Whether they choose to learn the material on their own, or attend special make up classes is up to them. But they will be tested on the material taught during their absence before they are allowed to graduate.

The school is located at the edge of the community. Its primary purpose is the education of the future generations of Treth. But the school is also used as a community center. If the school bell is rung outside of normal school breaks, it means that an emergency has occurred, and all who hear it will gather at the school to learn what happened, and offer aid.

Note: Self Moderation is allowed with this location
word count: 267
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Seraas en Avellach
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Credit goes to Incubus


Seraas en Avellach, often simply called "Seraas", or "Mindrender", is a ruined fortress deep within the heart of the Willow Woods. Little of it is known to outsiders, though what is clear to those who frequently wander these dangerous woods is that Ne'haer... actually fights over this area, wedging fortifications around it in the form of a military base. They battle with alien-like creatures, with the dwellers of the Willow Woods (such as the Sylvithia and Lurkers) and even among themselves; the ruin seems to be the epicenter of a flurry of insanity and strange events. Those who have managed to enter the ruin despite the danger and government restrictions have discovered that the place is crowded with paranormal events and horrific dangers, even by Willow Woods standards.

It is much as a nightmare as a reality. Entities of all shapes, sizes and intentions lurk the halls and prey on the minds of others. The powerful become powerless, the wise become fools. What is known by Ne'haer is that Seraas is perhaps one of the greatest and most intriguing ruins in all of Idalos, and that what lies within could very well change the future of Ne'haer . . . and beyond that.

Self-moderation is allowed; however uncovering the greatest secrets of this location requires either moderation or approval!!

Renown

Enter the Ruin 5 (First time only)
Slay a Nightmare Apparition 3
Negotiate Peace with Nightmare Apparition4
Uncover an Artifact of Avellach 8 (Requires moderator approval)
Discover the secret of Seraas 25 (For those involved in the Witches Vainglory plot)
Fight for control of the ruin ?
Obtain Adriel en Avellach ? (Secret for now)
word count: 310
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Willow Woods Outpost
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Credit goes to ?


Beyond Ne'haer's northeastern gates stands the ominous Willow Woods. These woods are home to an enormous population of deer, something that keeps the hunters coming back. However, at night, these woods turn deadly while mysterious screams and young laughter can be heard from the depths of its darkness. Any who venture into the woods may find unique and rare herbs, wildlife, and some answers to the mysteries that plague the willow woods.

There have been rumors of people going missing in the woods, however, nothing has been documented and/or confirmed by government officials.
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Notes Regarding Outpost
The outpost is located a few miles down the northeastern road. The willow woods are about 2 miles away from the outpost.

There is a bed in the captain's office. Its his room/office basically. The armory is where the guards keep most of their gear. You can imagine it however you like to but just remember that this is an outpost so it won't have everything and might possibly be lacking is a lot of things. There is a small garden behind the structure as well as a small stable area to the right of the structure.

Captain Ziri Cospa

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Race:
Human
Skills:
Armed Combat (Bastard Sword) - Master
Observation - Expert
Navigation - Expert
Tracking - Expert
Torture - Competent
Mark:
Gwelliph: Exalted
Details: Ziri is the current commander at the Willow Woods outpost. He is one who enjoys laughing at good stories if you have one to tell. Otherwise, some may find him a bit intimidating to be around. When he's not at the outpost training the new batch of guards sent in from the city, he's out in the forest with them, patrolling the area. One may find him in his office, though rarely is he ever there unless he's answering messages sent to him from the council. He enjoys a good spar if offered and will not hesitate to put someone on their ass, if they are or aren't expecting it.

Narrid Vareson

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Race:
Biqaj
Skills:
Armed Combats (Sword Breaker) - Competent
Armed Combats (Long Sword) - Competent
Tracking - Expert
Navigation - Expert
Fishing - Expert
Seduction - Competent
Mark:
None
Details: Narrid is a biqaj turned fighter after a tribe of Mer viciously attacked his family's boat and killed his mother and sister. All that remains of his family is his father who tries to make a living transporting supplies to and from Ivorian. Narrid is a kind man who enjoys teaching others his trade when he's not honing his own combat skills. He will more than readily have a conversation with someone and can be quite the charmer.

Mikkos Sadik

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Race: Mixed Race
Skills: Seafaring - Expert
Storytelling - Competent
Melee Combat (Uses a cutlass) - Competent
Shield Use - Combat
Tactics - Expert
Mark: None Known
Personality: Laid back, easygoing, and always ready to tell his companions a funny story, Mikkos Sadik was born on a Biqaj ship and learned seafing from the time he was old enough to walk, yet this child of the sea dreamed of solid land and cool forests. He fell in love with Ne'haer and set down his anchor in his new home. Quickly joining the military, Mikkos was assigned to the Willow Woods Outpost, where he proved an avid student of tactics and strategy and now serves as an adviser to his Captain when clever schemes and plans are needed more than raw skill and power.

Lain Stohl

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Race: Human
Skills: Armed Combat (Uses a Spear) - Competent
Ranged Combat (Uses a shortbow) - Competent
Tracking - Competent
Agriculture - Expert
Mount - Novice
Mark: None
Personality: A native of Ne'haer, Lain Stohl's ancestors are known as horse breeders of no small repute, but Lain himself has no skill with horses, either to ride or to breed. This left him unable to take part in the ancestral family trade and forced him to try other means of employment. While Lain turned out to have a decent level of talent with agriculture, Lain didn't have the business sense to run a farm with any level of profit, so he instead joined the military. Now assigned to the Willow Woods Outpost, Lain Stohl serves as a sort of second choice for any particular task the outpost has to perform, with the exception that he now manages the outpost garden.

Nabarra Lapôtre

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Race: Human
Skills: Ranged Combat (Wields a Long Bow) - Master
Endurance - Competent
Tracking - Expert
Hunting - Expert
Cooking - Competent
Mark: Lethroda - Adored
Unknown Information: Member of the Webspinners - Tarantula
Personality: Born and raised in Ne'haer, Nabarra spent most of her childhood in the forests, playing the brave hunter of fearsome beasts and savage monsters. Of course, the forests Nabarra explored as a youth were relatively safe and tame, meaning that she was in no danger of running into the beasts her imagination called up. But as she grew older, her dreams of being a great hunter was eclipsed by a desire to serve Ne'haer's military. She eventually got her goal and was assigned to the Willow Woods Outpost. Now serving as the outposts primary ranged combatant, Nabarra is usually the one to lead searches for people who go missing in the woods or the bandit tribes some believe are responsible for the rumored disappearances.

Idomas Ivorian

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Race: Ithecal
Skills: Melee Combat (Wields a Halberd) - Expert
Endurance - Expert
Shield Use - Expert
Tracking - Competent
Weaving - Competent
Mark: Favored Taithir, Basic
Personality: A member of the Yithiral militia from Ivorian, Idomas travelled to Ne'haer in both a reaffirmation of Yithiral and Ne'haer's alliance, and to act as military support. Though young and considered a Yalical by the standards of his own people, Idomas is considered a stable, reliable member of the Willow Woods Outpost, always ready to head into the woods after whatever poor soul is gotten lost in the woods this time.

Kenneth Baskaran

Developed By Ilied
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Name: Kenneth Baskaran
Race: Human
Age: 35 (born 83 Vhalar 681)
Title: Head Gamekeeper of Ne'haer, "The Bear Whisperer", and other aliases (i.e. "Ken", "Thennek", "Neth", "Baskar", "Skar", etc.)
Languages: Common (fluent)
Skills: Field Craft: Master, Tactics: Expert, Detection: Expert, Deception: Competent, Trap Making: Master, Hunting: Expert, Animal Training: Competent, Mount: Willow Redbear: Novice, Ranged: Short Bow: Expert, Axes: Hand Axe: Competant

Other Information: A man of many talents, Kenneth Baskaran serves diligently as Ne'haer's head gamekeeper. Born in Treth, Kenneth fell in love with working with animals at a young age, and would go on to live a life involved with them, having a natural gift for "reading animals" – as he puts it. Kenneth's success took him from the Rolling Red Hills to the Willow Wood and beyond; though when approached by Ne'haer's council for a more permanent position he accepted. Kenneth's position today puts him in charge of helping preserve the lands around Ne'haer in order to maintain balance and safety. Though bound to the council's will, rumor has it he still interacts freely among the local territories on his ranges, especially him home village.

Kenneth is a happy and spirited person, truly someone blessed to have found his life's joy. The natural world seems to suit him best of all places, and it shows in his character. Playful as ever, Kenneth is good-humored with most he comes across, even when on a hunt or scout. People who threaten the well-being of the land, such as poachers, pirates, and bandits, are the ones most likely to summon Kenneth's ire. The gamekeeper is diligent in his efforts, practicing his disciplines with traps and tracking as if it were performance art. Beyond his normal duties, Kenneth also serves as a guide through the wilds around Ne'haer. He carries with him much wisdom and experience when it comes to surviving terrors in the woods, especially Cliffwalkers.

Kenneth's occupation makes him a rarity to be found in Ne'haer itself. The gamekeeper normally only stops in the city for a week to report, resupply, and resume his watch. During this time he is often found on post at one of the gates or around the city exterior interacting with the locals, guards, and wildlife. On his outings, which can last weeks at a time, Kenneth may be scouting areas, training others, or head hunting. Kenneth reports directly to Captain Ziri Cospa at the Willow Wood Outpost - which is like the best place to get a hold of the gamekeeper.

Regardless of what Kenneth is up to, he is never without his companion, Jori. Jori is a Willow Redbear with a "smile" to match Kenneth's. The Ne'haer bear was rescued on one of his outings, the young bear's mother killed in a poaching incident. Having never encountered a problem with Jori before, the city guard seem trusting enough to let the bear roam the city so long as Kenneth is with him (though Kenneth is never far away, as it is). The extent of Jori's talents and abilities are unknown, though Kenneth assures anyone who asks that the bear is the best ranging partner one could have. Even then, Jori is young, still growing, and still learning.
word count: 1572
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