Development Thread and Wishlist

Where you submit your ideas for new features in Yaralon's Lore

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Leeson Andaris
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Standing Man - Approved
Standing Man
Name: Standing Man
Quick Facts:
Height: 14'10"
Width: 4'3"
Length: 1'
Weight: ~600 lbs
Meta-Location Found: The Standing Man wanders through Yaralon wilderness and could conceivably be found anywhere except for the city itself and Fool's Run

History: Although the true origin of the Standing Man is disputed, a few stories are passed of his creation. Likely all of them are not much more than rumor, but it is far more likely that each story has a bit of truth to it.

One cites that the Standing Man is the last surviving member of a species long passed, a species with considerable lifespans, hunted or extinguished by Yaralon's unforgiving ecosystem. The theory states that long ago, a reclusive pack of Standing Men existed in a separate region, but were forced out due to the creation of a settlement or overpopulation of a predatory species. They migrated to the Yaralon region where all but one met their eventual deaths.

Another cites that the Standing Man is not a member of a separate species, but instead a man of indeterminate species, twisted and muddled by unidentified magics, to the point of being unrecognizable. This, the theory explains, would give reasonable explanation to his stature, his reclusive activity, his bestial nature, and his peculiar abilities.

Finally, one story cites that the Standing Man was created at the time Idalos was. Born from the mud and the flora into an amalgamation of nature, the Standing Man is a creation with as much explanation for being as the ground it walks on. The story explains that perhaps if the Immortals and their creators had not inhabited Idalos, bringing forth the history as mortals come to understand it now, the dominant species of Idalos would be the Standing Man.

Although the stories of the Standing Man are common, and many believe in his existence, there are a great many more that would dismiss him as legend. No one has yet proven decisively whether or not the Standing Man truly exists beyond the walls of Yaralon.

Appearance: The Standing Man is a nearly impossibly tall bipedal creature, covered head to toe in matted, brown hair with no distinguishable face. Its feet, although perhaps appearing close to that of a human, leave tracks that much closer resemble that of an elephant's, or perhaps a bear's. From eyewitness reports, it has become common knowledge that the Standing Man's knees bend forward like a human's, that its torso cannot be distinguished from its hips, its arms hand down until the fingers reach approximately knee height, and its hands are larger than a typical human skull. Its head is a mound of fur, which obscures the creature's neck, should it possess one. No bodily details, such as muscle mass, genitals, or otherwise distinguishing features have ever been reported.

Habitat: Sightings of the Standing Man apparently have no limit to region. Rough estimate of all sightings suggests that it lives somewhere between 20 and 300 miles away from the city walls, but sightings have been reported in The Spines, Bastard's Grove, Maiden's Refuge, and The Crags. The only place in the Yaralon wilderness that the Standing Man has not been seen is Fool's Run, which it is theorized to avoid in order to evade detection.

Lifespan and Development: Nothing is decisively known about its birth, its development, or its death, seeing as its origins are widely disputed, its adolescence has not been observed, and its death has not yet apparently occurred.

Diet: Multiple people cite having seen the Standing Man consuming large, predatory birds, small to medium mammals, as well as much larger creatures. There are, however, also reports of it consuming marshland plants as well, suggesting that the Standing Man is likely omnivorous. As well as this, charred remains found in regions where the Standing Man is rumored to frequent also suggest that it has the ability to cook its food before consuming it.

Temperament: The Standing Man is excessively reclusive, particularly around sentient species such as humans. Most sightings of the Standing Man occur while the beast is running from the observer, however, there are a number few that report that, once they got close enough to the Standing Man, it charged at them, and they were just barely able to get away. Initially, the stories of a more aggressive Standing Man were thought of as being doctored, but they began to hold weight to them after a few parties had gone looking for the Standing Man and had not returned, however, upon search for said party, human remains were found scattered, suggesting that the Standing Man had consumed them.

Abilities: The Standing Man's physical stature allows its muscle groups to be developed past the point a typical being's muscle groups could, allowing the Standing Man to be generally better equipped to run faster and longer distances, climb higher and sustain itself by its arms for longer, physically challenge larger animals, and jump higher and longer distances. However, there is one ability that the Standing Man is rumored to possess, which explains its ability to catch large birds, as well as support the more magic-oriented theories of its origins. One of the few consistencies that every story shares is that the Standing Man reportedly possesses the ability to move objects up to one metric ton with its mind. This telekinesis, reportedly, is its main method of defense, as well as the main reason why it has evaded defeat or capture.

Credit: Leeson Andaris
word count: 958
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Leeson Andaris
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Shape Weed - Approved
Shape Weed
Name: Shape Weed
Quick Facts:
Height: 4 to 20 ft
Width: 1 to 10 ft
Length: 10 cm to 10 ft
Fruit: N/A
Poison: Mild Poison
Meta-Location Found: Maiden's Refuge (South)

Appearance: Shape Weed's consistency is dried and hollow, brittle and dark, as if the stems of stronger vines were burnt by an intense sun. At touch, they crumble easily, leaving brown marks on the hand of whomever crumbled it. Shape Weed is almost always brown, even while growing. As for its full appearance, however, varies greatly. The reason Shape Weed is named as it is is because its size, width, and height widely vary from specimen to specimen. Consistently, however, the Shape Weed takes the form of a vaguely recognizable creature, its vines twisting tightly into its shape, taking the form of any creature in Idalos, including individuals. The Shape Weed is, much like many other vine weeds, a parasite of trees, gaining sustenance by leeching it from other plant based life. Always, the Shape Weed appears as if it is gripping the tree it is leeching off of.

Habitat: Although it dies during the colder parts of the Wet Season, the Shape Weed grows most commonly during the Dry Season in Maiden's Refuge (south).

Lifespan and Development: Shape Weeds germinate during the Dry Season little by little, they do so in abundance during its end. Its pollen buries itself beneath the dirt until the Wet Season subsides. During the time of arc when the ground becomes unfrozen, the Shape Weed grows incredibly fast, becoming fully formed within ten trials.

Uses: Realistically, the Shape Weed cannot be used for much. It's more of a nuisance than anything else. Its sticks can be grounded into a rudimentary paint or formed into charcoal, but even these would be remarkably low quality.

Temperament: Stories say that, under the right circumstances, the Shape Weeds may, in some way, shape, or fashion, communicate with an individual. Although, the "right circumstances" have never been fully explained. Perhaps some combination of drugs, perhaps connection with a particular, unknown deity. Likely, however, this is just myth.

Abilities: Its sticks are mildly poisonous to ingest, although physical ramifications will never worsen more than stomach sickness. This sickness affects any lifeform who ingests it.

Credit: Leeson Andaris
Last edited by Leeson Andaris on Sat Jul 07, 2018 1:08 am, edited 1 time in total. word count: 413
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Lung Root - Approved
Lung root
Name: Lung root
Quick Facts: If consumed at the proper ripeness it allows air breathers to breathe water at a cost.
Height: Above ground 2-3 feet of foliage. Grows anywhere from 4 to 5 feet deep in swamp soil
Width: the Tubers are generally about 2 to 3 inches around
Length: Anywhere from 4 to 5 inches in length full grown
Fruit: Tuber's in the roots, a red similar in color to beats though they are decidedly "fleshy" when eaten. Insides are similar to grapefruit.
Poison: overdoses of the fruit or concentrated extract will cause oxygen poisoning
Meta-Location Found: it is found in Maiden's Refuge generally in the north and often in the more difficult to reach locations thereign

Appearance: To the untrained eye it looks almost like a tree trunk left rotting in the swamp. However this is in fact the main stem of the plant often growing wider than it is tall. What sets it apart from a rotting trunk are the red "hairs" that grow out of it in tufts from the top. In place of standard photosynthesis these hairs are in fact the respiratory system of the Lungroot pulling oxygen out of the air around them to feed the plant. They are rubbery to the touch and are in fact translucent only appearing red due to the sap contained within them.

The fruits grown deep beneath the trunk connected loosely to it by long but durable root systems that transport oxygen to the roots while in turn bringing absorbed nutrients back to the top of the plant to further grow it. The plant has no natural lifespan growing until it is either harvested or otherwise destroyed.

During dry seasons it withers and goes dormant until the soil it grows in is again saturated with water reviving the plant. When it is in the state is is nearly impossible to tell it apart from a dead tree trunk as the hairs fall off and the roots are far below ground.


Habitat: Swamps and other environments where the soil is heavily saturated with water

Lifespan and Development: From germination it takes this plant about two years to reach full size after which it stops growing and begins seeding. It seeds in the dry season by allowing its red fibrous hairs dry out and break off. They will then drift on wind and only leave domanrcy once fully submerged in water for a week.

Uses: Allows those that consume it's roots to temporarily breath underwater by allowing enhanced absorption of oxygen, even through liquids

Temperament: if it could talk it would likely be moody

Abilities: Waterbreathing, a single serving gives about an hour of water breathing though alchemists might be able to find a way to increase the length, can kill you via oxygen poisoning which causes a plethora of symptoms Such as {oxidative damage to cell membranes, collapse of the alveoli in the lungs, retinal detachment, and seizures.} In short, Air is good for you, but when you eat Lungroot, you suddenly get so good at breathing that if you aren't careful or do it for too long, especially under water. you'll kill yourself, by breathing. So... don't!

Also if dried and mixed with Smokable herbs it increases the intake of whatever it is mixed with, though this effect is not strong enough to cause water breathing.

Credit: Brother
 ! Message from: Aegis
1) In Meta-Location Found, would you mind specifying that it is found in Maiden's Refuge, probably (North and South), seems doubtful it would be in (East)
2) Perhaps in Abilities, include a brief description of what Hypercapnia is/does to a person.
Last edited by Brother on Tue Jul 10, 2018 8:22 pm, edited 2 times in total. word count: 644
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The Kindred (Draft)

The Kindred - Approved
The Kindred
Name:The Kindred
Fauna Type: Anomaly, assumed to be spirits
Mod Status: Mod Input if PC is a child. No use for adult PCs.
Quick Facts: Imaginary friends with a protective streak
Height: Varies
Width: Varies
Length: Vaires
Weight: Varies Depending on host toy/object
Meta-Location Found: Within the homes of children in Yaralon do the Kindred live.

History: There are many fables surrounding them, from lost toys always coming home to their owners to those who are cruel to children disappearing only to be found days later stuffed with cotton and with button eyes

Appearance: A Kindred lives within the dearest possession of the child with whom they protect. In that form, so long as the child takes moderate care of the toy or object, it will prove nye impossible to break or sully. As for how they appear otherwise, to the child they ward over, they appear in all sorts of shapes generally something borrowed from the child's imagination. This includes everything from talking dogs to simple balls of light. To those who have endangered their ward, however, their forms change to all manner of bestial entities and other horrifying imagery that is rarely spoken of due to the lack of people who have survived such a sight.

Habitat: With their child, outside of that it is unknown where they reside but it is hypothesized that they live in Emea

Lifespan and Development: Generally speaking they attach to children soon after their first years, once they've survived infancy and proven they likely have a long life ahead of them. From that point forward, they attach to the child and act as both guardian and playmate until adulthood.

Diet: To the knowledgeable, they do not eat, though some cynics maintain they take a sliver of their host's soul.

Temperament: Protective, they make a mother bear seem mild. To their ward, they are a protector and friend; to anyone who would harm their ward, they are fear incarnate. It is said that if one were to kill a child with a Kindred, the Kindred would spend the rest of their days hunting their wards killer.

Abilities: Invisible to all but their ward and those to whom they make their presence known. A second ability of theirs is that they have a psychic like ability they use on their host that makes them generally unwilling to mention their kindred to anyone outside of simply referring to them as their friend, and upon the Kindred leaving their ward once they are sufficiently grown the ward is left wondering if it was simply all their imagination. It is, however, thanks to this that, within Yaralon, at least the idea of a child having imaginary friends is not frowned upon.

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Hitch - Approved
Name: Hitch
Race: Human
Age: 5th of Saun, 652
Title: Leader of The Sober
Moderation Type: Mod Input or Moderated
Able/Willing to Mentor?: Yes
Skills able/willing to Mentor in: Blades (Falchion): Master, Shields (Kite Shield): Master, Leadership: Expert, Tactics: Expert
Other Information: The leader of The Sober, one may expect, would bas tall, silent, and bulky as the rest of their heavy-armor clad mercenary group. Hitch, however, is not that image.

Growing up in Rharne, Hitch has had the culture of noise, joviality, free spirits, and drink imparted onto him from a young age, and there was a time where he may have partaken in these cultural rituals. Growing up, he had wanted to become a Thunder Knight. When he came of age, however, he was turned away due to an enormous record of petty crimes. Hitch, growing up in the Dust Quarter of Rharne, would often need to do what others would not in order to provide for him and his young brother. This took a toll, however. His thievery and his unsanctioned brawling had been noticed one time too many by the knights.

With his dreams shattered, Hitch moved on. He attempted to work honestly, making his coin through bodyguard duty and mercenary work. For a while, it seemed as if he and his then-adult brother could make up enough coin to move from the Dust Quarter up to the Earth Quarter, and a better quality of life. This, however, was apparently too much to hope for. Hitch's younger brother, on an otherwise uneventful night, stayed out too late, bought one too many drinks, and eventually died of alcohol poisoning.

Absolutely torn apart, Hitch left Rharne, his ambitions shattered and his family nonexistent.

Eventually, he found his way to Yaralon, approaching through the Hammer Gate. He had, for the most part, traveled from Rharne to Yaralon alone, and although the predisposition towards foreigners is bitter within Yaralon, Hitch's skill was immediately respected. Almost immediately, he began to carve a name for himself in Yaralon. It took him a number of arcs, due to the competitive nature of Yaralon's economy, but his work was solid and consistent, and eventually, his faction, The Sober, rose to prominence, eventually guarding the very same gate that Hitch had initially walked through when he first entered Yaralon.

Although Hitch has cast aside most of Rharnian traditions, namely drinking, he still holds Ilaren in high regard.

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Jonathan Burr
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The Crags - Approved
The Crags
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The Crags are a long stretch of shale sea cliffs beginning near Maiden's Refuge and rising up toward Yaralon in the east. The westmost end of the Crags level out into an intimidating wall in Volantan territory. Hundreds of rock columns interrupt the grey sand, eroded by wind and water to stand by themselves. Some of these extend out into the water, creating a jagged set of teeth treacherous for any large ship to pass through. This is no safe harbor, and hundreds of ships have met nasty ends by not being able to see the dark-grey rock in the dark. This does give a would-be adventurer a certain advantage from the land. The beaches are punctuated by the pervasive scent of rotting wood and corroding metal, the sand mixed in with rotten splinters of wood from the older ships. The larger remains of ships are impaled upon the rocks or rocking unsteadily just off of the shore. A few of these wooden corpses are ready for the plundering, if one is willing to risk life and limb to get to the odd places they wash up in. If one is able to traverse the terrain, Mer infest these waters. It's recommended to bring an experienced beachcomber to scavenge; the Mer use pieces of the ships to construct their homes at the edges of the continental shelf and it can be difficult to distinguish between them.

Shale crumbles easily, so climbing the Crags isn't recommended. That said, when on the beach it's wise to keep an eye upwards. Sea birds use the easily-broken rocks to make their nests, and they're not above chipping away at the surface of the cliffs themselves to get a good foothold. The rush of the sea is often accompanied by the little plips and rumbles of rock thudding into the sand. Unwary explorers have been struck by rocks and killed or injured far too gravely to make it back to civilization. The bones of the unfortunate litter small gulls and cracks at the feet of the cliffs.

If one has a taste for this stretch of dangerously unstable coast, they can explore the sea caves carved out by the tides. They m
ake the perfect storage location for the adventurous pirate, and the consistent tunnel collapses mean that these treasures often guard themselves. For the interested miner, beryl outcrops streak the cliff faces and run deep into the caves. Careful mining will yield emeralds, aquamarine and tourmaline. Shale is soft and easy to mine even for a novice, but incredibly brittle and incapable of holding a tunnel for any long period of time.[/style3][/style2][/style]
Last edited by Jonathan Burr on Sun Jul 15, 2018 3:27 am, edited 2 times in total. word count: 460
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Head-Wrapped-in-Scarf Man - Approved
Name: Head Wrapped in Scarf Man
Race: Human
Age: 32nd of Ymiden, 689
Title: Mayor of Withersfield
Moderation Type: Mod Input
Able/Willing to Mentor?: No
Skills able/willing to Mentor in: N/A
Other Information: The history of Head Wrapped in Scarf Man is unclear. He showed up in Withersfield just a few arcs after its initial settlement. He only introduced himself as Head Wrapped in Scarf Man. He, initially, was met with disdain, but his highly charismatic attitude and his incredible work ethic earned him the admiration of the people of Withersfield.

Soon after he had assisted nearly every farmer in the village by teaching them a form of irrigation which allowed them to grow their produce in the harsh Yari soil, his popularity, despite his somewhat odd persona, skyrocketed. When there came time for a mayoral election, Head Wrapped in Scarf Man was elected unanimously.

He currently rules over Withersfield peacefully, trading crops exclusively with The Sober in order to gain protection, which was a deal that, initially, Hitch, the leader of The Sober stuck. The way that Head Wrapped in Scarf Man sees it, Hitch understood the value of a village so close to Yaralon, as well as the financial benefit of dealing in agriculture in an environment where very few agricultural societies thrive. All in all, Head Wrapped in Scarf Man is a really nice guy. Just very polite.
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Withersfield - Approved
Withersfield
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The environment of Fools Run can be described as unwelcoming at the best of times, and suicidal at the worst. The wildlife is unforgiving and violent, and the land moreso. However, tucked 23 miles north of Yaralon, at the other end of the cusp of Fools Run, exists the closest thing to an oasis that can be found.

Withersfield, to an outsider, would seem like a typical town. The landscape Withersfield exemplifies is typical of villages across the more forgiving climates of Idalos, with fairly sturdy homes, an organized population, and an agriculture-dominant society. However, when the setting of Fools Run is taken into account, Withersfield not only becomes a marvel of human ingenuity, but a coveted resource.

When Withersfield was founded in 690, they struggled endlessly, unable to find food or, on most occasions, scrape enough product together to trade for it. This all changed, however, when a man, origins unknown, approached Withersfield in 700, who introduced himself exclusively as Head-Wrapped-in-Scarf Man. Withersfield, not unfriendly to visitors but unaccustomed to them, as well as under-equipped to receive them, treated Head-Wrapped-in-Scarf Man with a certain level of disdain. However, he had ultimately proven his worth, after introducing the farmers of Withersfield to elevated irrigation.

By using artificial steppes made from wood, gained from desperate trading, Withersfield was able to engineer a way to save water from the precious few instances of rainfall, and conserve it throughout the cycles. As a result, Withersfield's agricultural economy flourished, turning the town into a beacon of stark contrast to the rest of Fools Run. While the rest of the savanna seems yellow and brown, Withersfield nearly illuminates a healthy green. Shortly thereafter, Head-Wrapped-in-Scarf Man was unanimously elected mayor of Withersfield, despite his somewhat questionable persona. Under his rule, Withersfield quickly became wealthy off of the trading of gourds.

Quickly, the mercenary company The Sober recognized an opportunity, and the leader, Hitch, approached Head-Wrapped-in-Scarf Man and offered a trade; exclusivity in trade in return for protection and training.

Although newly placed in a mayoral position, Head-Wrapped-in-Scarf Man was not unwise, and recognized the severity of this particular trade. However, he also recognized the utility of The Sober, and how, through their protection, the prosperity of their town could grow. Although recently successful, the town's citizens were untrained in combat, and attacks against the village were devastating to their infrastructure. Though rebuilding could be accomplished, the resources and manpower took focus away from production, and often, after an attack, their population would suffer.

Realizing this, Head-Wrapped-in-Scarf Man accepted Hitch's deal.

Presently, Withersfield has plateaued into a successful village, protected by The Sober around the clock. Their citizens have been periodically trained by The Sober, and their economic success has become the economic success of The Sober in turn. Although still not fully equipped to handle visitors, Withersfield remains a friendly, welcoming town with a bustling, albeit small, economy and a deep love for both their mayor and their gourds.

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[Link to Head Wrapped in Scarf Man][Link to Hitch]

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Changelog

Credits to: Astronomy
Submitted for Development: 7/8/2018 American
Developed by: Astronomy

word count: 564
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Nightshade Eld
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Yaralon Harbor - Approved
Yaralon Harbor
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Yaralon Harbor is a spawning ground for sketchy deals and shady work. There is always a certain kind of tension within the harbor, largely due to the various Merchant Empresses and Emperors constantly striving to one-up each other in addition to the large population of Mer. One of the largest populations that one can find while exploring the docks is the Mer who can either err on being helpful or extremely harmful to the merchants. There is always some kind of work to be done, no matter who you are or what your skill-set is, from more honest work to things that are a bit on the shady side. Since law is nonexistent in Yaralon, authority falls on the side of the Empresses and Emperors who hold the most power, and power comes with money. The more wealth a merchant has the more docks they are able to own, and the more docks owned the more influence they have over the docks as a whole.

The harbor itself sits directly outside the city making it almost impossible to approach by any means but the sea or directly through the city itself. Goods are carried up the hill and through the Gold Gate. It isn't unheard of for merchants to sabotage the goods of other merchants in this short trip between arrival and final destination. The harbor is in a constant state of motion because of this almost constant shifting and exchanging of goods.

The most interesting thing of note is the complex relationship between the merchants and the Mer. Many merchants and Mer enter into special alliance contracts. Various protections and help in exchange for wealthy and shiny items. In some cases, Mer are used to sabotage the boats of other merchants. On some occasions, Mer will simply attack and destroy boats of their own volition. One thing, however, is certain. The Mer are respected or at the very least tolerated due to the potential dangers they pose to any seafaring vessels. The Mer fully understand their importance in this cycle of sorts, which led to them to offer their protections in exchange for various benefits from the merchants and the sailors. It's hard for a merchant to attain any kind of status and power without first making some kind of alliance with the large populations of Mer. There are the rare few who refuse to work with the Mer, fighting them bitterly. They're the ones who stir the largest amount of conflict.

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Will add as developed

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Developed by: Nightshade

Last edited by Nightshade Eld on Mon Jul 09, 2018 9:33 pm, edited 1 time in total. word count: 442
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Fools Run - Approved
Fools Run
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Fools Run is an incredibly dangerous route, given it's name for the dangers that lie there and how few survive the perilous Savannah. Every creature that lives in the area is an incredibly dangerous and vicious being, mixing between dangerous speeds and incredible strength. At both day and night creatures will be found roaming, stalking for their next meal, and any traveler that is foolish to pass through will find themselves victim to one or more of these beasts. While some have braved the area and lived to tell the tale, very few have claim to such accolade, and most of the ones that claim it will be proven false somehow or disbelieved even in truth.

All of the grasses in the area are perfect for these predators to thrive, tall enough in places that they can go unseen while the faster creatures can't be stopped in time. Packs of dangerous raptors and other various animals will rush their opponents, taking out entire groups of armored men with ease. While all of Yaralon and it's surrounding areas are fairly dangerous, Fools Run is known for the risks that are taken by stepping foot in to the wide Savannah. However, any that survive the run with proof may find themselves with a level of respect that no other in Yaralon possesses. All merchants, however, will avoid the route - aside from a select few that have learned how to traverse it safely.

One of the more defining features of the Fools Run is the unique mix of grass in the area, some with very notable features that will separate Fools Run from the rest of the Yaralon environment.

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N/A

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Credits to: Munchkin
Submitted for Development: 09/07/2018
Developed by: Munchkin

Last edited by Munchkin on Mon Jul 09, 2018 10:15 pm, edited 1 time in total. word count: 319
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