Development Thread and Wishlist

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

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The Sober - Approved
Company Name: The Sober
Company Size: Small
Leader: Hitch
Contract Specialization: Guarding and protection
Current Defensive or Resource Gathering Duty: Gate guard, personnel guard, guards of the Hammer Gate
Outlying Village: Withersfield
Requirements for Joining: Blades, Axes and Bludgeons, Polearm, or Whips: 26, Shield: Any: 26, must be sober, must have some amount of reverence for Ilaren
History of the Company: The Sober was founded by Hitch in 682 by Hitch with a focus on protection fighting. While other companies of mercenaries may have honorable beginnings among brothers in arms who fend off bands of raiders, The Sober's origin story is not as electric.

The Sober was founded by Hitch who, after leaving Rharne, sought to earn coin the only way he knew how; as a bodyguard. Eventually, the respect for Hitch's name grew expansive enough for others so that when Hitch eventually began looking for members for a newly budding mercenary group, numbers readily volunteered. Eventually, enough came in that Hitch began making The Sober fairly exclusive, as well as enforcing stricter rules, regulations, and regimens within the company, almost exclusively based off of his personal preferences, as well as remnants of Rharnian culture. As an example, due to the alcohol-induced death of his brother, Hitch imposed a strict ban on all alcohol and substances within the ranks of The Sober. As well as this, all members of The Sober, while not having to necessarily declare exclusivity within their worship, must hold some amount of reverence for Ilaren, although those marked by Ilaren cannot join the company for fairly self explanatory reasons. As well as this, The Sober are willing to take up contracts that put them at odds with Rharne, however would never willingly inflict considerable damage to the infrastructure due to their respect for Ilaren. Although, since The Sober are a majority shield-based company, there is a fair amount of worship towards Ethelynda.

The Sober are unassuming, quiet, stoic, and contained individuals who, although they don't take an official vow of silence, are by and large very strong but silent type individuals, likely just based on the fact that Hitch shows a preference to that type of person. As a result, many of The Sober dress in heavy armor, all of which branded with the insignia of two horizontal lines with a slanted stripe crossing them. Most of them carry either kite or tower shields as well as bladed one-handed weapons, with the guards positioned at the Hammer Gate sporting large tower shields and warhammers.

The Sober also hold ties with a village located in Fool's Run called Withersfield which, through a particular form of irrigation, produces a solid stream of agriculture, which The Sober take to sell in Yaralon to continue funding their company. In return, The Sober provide protection for Withersfield, as well as periodically training the people of Withersfield to defend themselves in the case of an emergency.

The Sober, although not large enough to have taken part in any large conflicts, have repelled impressive forces from those they have been contracted to defend. Their numbers boast the defeat of EE soldiers, Thunder Knights, Scalvori assassins, even Avriel bands. Though The SOber are small, they're focused, they're secure, they're effective, and, most importantly, they turn a profit.
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Aeva's Temple - Approved
Aeva’s Temple
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Aeva’s temple perhaps one of the more mysterious of the four. While not the largest, from any perspective with this temple, it is perhaps more important what one doesn’t see than what is. As far as an outward appearance goes, the temple appears gilded. What does stand out about though, is the entire place seems to be made from polished bronze that seems to never corrode nor lose its luster. Whether that is due to some divine intervention or the hard work of the acolytes within is not clear.

Within the double doors of the temple, there is a single room with an alter in the middle of it. The statue is an abstract rendition of Aeva, made from many different precious metals all fitted together as though forged. She was made from many different pieces that were masterfully crafted and then fit together like an ornate puzzle. It is said that this is one of the better likenesses of Aeva despite being an abstract creation. Upon hearing of the nearly impossible idea and task before the artisans making it, she willingly modeled for the statue and even gave advice on its creation.

At its feet there can be found coin, but more than that, many other interesting things. From mundane oddities, like strangely formed chunks of wood to metal ingots and even un-smelted ores of odd origins and all manner of raw materials, all of which are gifts to Aeva, and the tinkerers who have lived under her domain.

For the common layperson this is the end of her temple, a place to come mutter a prayer and leave an offering and to admire the work of art that is the entire building. However, to those who are innovative in their crafts, the ingenious, the master engineers and craftsmen, the creative tinkerers, who’ve proven themselves to be worthy of note are allowed deeper. There is a secret panel in the temple that leads below ground, leading to where the real temple lays. Beneath the ground there are three main locations, the living quarters of Aeva’s devoted. Housing the small number of those deemed worthy by Aeva to live within her temple. Each devotee find that there is room for them and solely them and these rooms are often decorated with the fruits of their labors. As to be worthy is to have pride in ones abilities so one must furnish their room with their own craft.

Beyond that there are the Halls of Possibility. Here beats the heart of the temple, workshops and forges with every tool imaginable and some less so. Here the masters of their trades further hone their craft creating things well beyond the imagining of most artisans. The entire place is lit with an odd golden light, always on and perfectly steady, an invention of Aeva’s that even the masters aren’t sure of it’s making, though they all deny that it’s a creation of magic.

Lastly there is Aeva’s chamber, a room where the Immortal often stays. It is said to be the most ornate chamber in the world, Emea included, each article of furniture, clothing, and such are priceless relics, though not even the present masters have ever been within it. More than that, it is said that Aeva keeps the more deadly or dangerous inventions of her devotees hidden away here until the world needs them. The door to Aeva’s Chambers is made from intricate metals that weave together in such a way as to reveal no opening nor key hole, and that Aeva herself is the only one capable of opening it. Without her, even if the door was blasted open it would reveal only the stone of the underground.

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Only those who have fully mastered a crafting skill and have been take of note of by Aeva are ever informed of the underground within the temple
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First Company History - Approved
While Isandra Haze might be the Household name among those of Yaralon, it is not without the Aid of her generals and soldiers that she could have become the legend that she was and is. So gather round children and let me tell you a tale… the legend of the first company.

Have you ever considered, how it was we became the warriors that we are? Do you think that that each of us is born with a sword in hand and a deathwish? If so you’d be sadly mistaken. If we have any one thing to be thankful for, it is the land. Why would we thank these accursed lands where monsters breed and plants choke? Because Surviving made us strong, and if there’s one thing the first company was, it was a band of the hardiest survivors, each in their own way.

Of the first few I will name Isandra’s five closest friends and generals. The first of which was Maleum Holt, the master of the horse. It is said that horses bread by him and their descendants are the fastest and most sturdy in all the lands and when it came to mounted combat none could stop him or the soldiers under his command. His charges in battle were loud and demoralizing like thunder and his strikes as swift as lightning. None could escape him and none could outpaces him. Stranger still was his choice in armaments. Most mounted Calvary you’ll hear about in the lands use spears and sabers, but Maleum, he was a master of the flail and of the rope. Some say his flail swung so fast that would could hear the wind itself cry out in pain when he swung it. Needless to say enemies struck by him were sent flying, I’ve heard tell that he even killed some Emea spawned demon with a single strike. To this day Adherents to his fighting style are some of the physically strongest of our warriors, and when you hear their horses charge it’s already too late to defend yourself. It is said that those who adhere to his values have a hoof with a lightning bolt running through it emblazoned on their saddles.

Next, we have one of the more Mysterious members, Nobody knows from whence Hedrick the Olde, came from simply that when the Wizened man spoke, it felt like the very world listened. The man looked old enough to keel over any day said anyone who’d ever seen him, and yet he was as strong as any man in his prime if not more so. However what made him so scary, and so powerful, even more so than the powerful magic the man employed, was his wisdom and wit. It is said he could gaze out onto a battlefield and spot every environmental threat. He could tell you what rocks would hide you best from ambush and which way the wind would blow your arrows, he knew what water was clean, and at a single glance he could tell you what weapon a man wielded, and how well he wielded it at that. It is said in battle the elements leapt forth for him as if he’d inherited the very spirit of the world. Each battlefield was sculpted by his hands his alleys found the earth beneath them solid and sturdy while his enemies were hounded by the winds themselves. If there was ever one to still be alive it would be him, it is said that after passed on his wisdom to his protégés who still carry one his traditions he simply disappeared never to be seen again, whether he is dead or simple wreaking mayhem somewhere else it is unknown. What we do know is that there has never been a man as wise, or a Defiar as loved by the elements as him. To this day it is said that those who adhere to his values where a bracelet with a single stone bead on it, to remember the solid earth he blessed his companions with.

Next is Mariana Finch the Stalwart. If there was anyone who one could look to among the first company to have your back in a fight it was Mariana. As much a Mother to her soldiers as she was a general She was perhaps one of the least bloodthirsty of the bunch, but perhaps the most willing to fight. A master of Tower shields and Heavy armor it was said that her mastery over weapons was perhaps the most flexible as it mattered not what weapon she wielded and no one could wear her down in combat Some say that her shield had more dents in it than the armor of anyone within thirty paces of her by the time a battle was through. She and her soldier where the first defense of Yaralons armies an impregnable wall of metal sworn to the protection of those they loved. It is said that when off the battlefield she was also Yaralon’s finest chef. Saying that she founded some of the staple recipes from Yaralons meager and distasteful plant life, namely stone bread, and Mud hopper stew, it was said that anything she cooked filled not only the body, but the soul. It is also said that she defeated three assassins after Haze with not but a rolling pin when she was underestimated as just a cook. To this day Soldiers who share her ideals of defense and compassion are said to carry her symbol on their shields, A small Riveted Heart with a raised fist within it.

Then we have the Finnegan twins… Darvon and Shala a bother and sister the two were am inseparable pair it is said that they were so fast that most enemies they fought were unsure of which of the was where at any given moment. Supposedly Isandra had saved the twins from a life of slavery as entertainers and they’d pledged their lives to her service. If you think that one person swinging two knives at you is scary, you’ve obviously never seen two trained people summersaulting over each other fighting as one. It is said that the two were so close that one could through a knife within a hair’s breadth of the other without either fearing for the others life. Using acrobatics speed and their numbers and complete and total trust in each other the twins felled many a stronger opponent seemingly dancing through them in a dervish of blades. Outside of battle it is said that the two spent most of their time harassing other members of the army, though in hindsight it was said that they were the only cheery faces in some of the grimmest times. It is said that those who adhere to their values today generally always fight in pairs and wield a weapon in either hand, some of the most agile warriors from Yaralon follow in their footsteps. Those who adhere to the finnegan’s have tattooed on them a pair of hands clasped around a shared dagger.

Lastly we have Rashi’m Hurvault the Hammer. If Maleums flair made the Wind cry, than it was Hurvault’s hammer that made the earth Quake. Wielding in his hands a maul that was said to weigh as much as the twins combined he swung it with such ease that most thought it must be hollow. It is said that when a gate needed smashing, or a defense needed breaking Hurvault’s hammer was the first raised to the cause. It is said that he stood as tall as any Lotharo and was twice as strong. When he and his soldier walked they let out such fierce shouts that the enemy often blanched and fled before there was even a chance for battle. Outside of battle he and his soldiers were know for their proficiency in crafts when it came to building anything from houses to walls. It is often said that anything built by a Hurvault’s hammer will last generations past Raskalarn. Not only known for brute force, but for control it is said that the man could crush a stone to gravel in his hand, and just as easily cradle a child with the tenderness of a gentle breeze. He was perhaps the most devastated at the loss of Isandra and to this day it is said his descendants are the first to come forth whenever it is mentioned that there is a fracture to be explored. Those who adhere to his ideals are said to where a miniature hammer necklace
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Zasalamir
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The Cut - Approved
The Cut
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Description: The Cut, an intimidating piece of natural landscaping found to the north of Yaralon. It is a path which leads through the Heaven's Fall Fortress into the northern reaches of Yaralon. This pass into to the rest of Idolas is considered to be a safer but a more lengthy route than those who choose the other passes. From its edging peaks to slippery slopes its best to say that staying on the path is one's best hope of safe travel, otherwise the pass will live up to its name and "cut" you from your current existence.

It is believed by those of the area that the cut was forged during the Shattering, followed by the war between mortals and immortals. Some believe the immortal Raskalarn carved he mountain pass on her grand conquest of the eastern continent. The truth to these concepts have yet to be proven, as those who bore witness are no longer with us. As of now the Mountain pass has remained within Yaralon control, using the natural fortress of Heaven's Fall to defend the northern route to Yaralon.

One must pay attention to the many beasts that call it home, three of which pose the greatest danger if provoked while traversing the Cut. The first is the Mistral, a winged horned beast that roams the highest heights within the mountain range. Docile by nature, it becomes ferocious with the hint of hostility, its natural senses far above most who breath. Next is the Sabercorn, a majestic steed that is both elusive and deadly. The blade-horned beast is a cautious one, and rarely allows mortal to get close to it, impaling them with its bladed horn. They say it has empathic powers, able to gauge one's intent, though this could easily be beastly intuition. The last danger of the Cut is the vicious Massibex Packs. The horse-size hounds hunt in packs of 10-30 and roam the Cut in search of food, or travelers overwhelming them with sheer numbers. Besides the beasts of the Cut, the only other dangers of this place are the natural ones. From steep climbing cliffs, randoms rock falls of jagged stone, or pitfalls, one has nothing to worry about if they traverse carefully.

Developed by: Zasalamir
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Last edited by Zasalamir on Wed Jul 25, 2018 3:39 am, edited 3 times in total. word count: 427
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Hammer Gate - Approved
Hammer Gate
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The Hammer Gate, the Western entrance to Yaralon, is the gate primarily used by travelers predominantly from Volanta, Cahrist, Rharne, or anything farther to the Western side of the map. The Hammer Gate, much like its sisters, the Spear Gate and the Shield Gate, is a massive structure fitted into the impressive walls of Yaralon, and a welcomed sight to the sore eyes of those unlucky few who wander through the Yari wilderness for trials on end.

The Hammer Gate, named for the Temple of Aeva just beyond it within the walls of Yaralon, is an astounding feat of architecture. Not only is it an outstanding example of Yaralon's executive prowess, but also of its security. Unarmed, the gate is nearly impregnable, its heavy, uneven doors reaching upwards of seventy meters and exceeding a meter thick. Armed, the gate is a bastion in the most literal of terms. Six members minimum of the mercenary group, The Sober, are contracted to stand guard tirelessly just within the Hammer Gate, as well as tax any non-citizen upon entry. All of these funds go directly to The Sober.

As well as this, The Sober are tasked with marking non-citizens who arrive at Yaralon for their first time with the silver circle. Upon entry, and after paying tax, if it is deemed that the traveler has completed The Run without any company or Yari assistance, they are taken within the gates, and permanently branded by the Jelly Plant. This silver circle grants the individual access to Yaralon itself, but those with silver circles are still taxed by the company at the gate.

The Hammer Gate, constructed somewhere around 115, has been destroyed countless times by countless forces, whether it be the forces of nature or of opposition. In an effort to fortify this gate beyond the point of potential ruin any longer, the gate was rebuilt every time with a mechanism to prevent the previous method of destruction again. It stretches too high to permit catapult or trebuchets to launch projectiles over it. It was built too sturdy for it to be rammed. It was built too heavy to be oiled and set on fire. In addition to defenses, the gate also sports a number of guard posts, each built specifically to allow Yaralon to utilize any technologies it may have developed at the time of potential attack. If a force were to invade Yaralon, it's unlikely that they would choose to approach Hammer Gate.

The Hammer Gate, open to visitors, tourists, adventure capitalists, returning citizens, immigrants and emigrants, remains open on a consistent basis, and the day that it closes is the day that the citizens of Yaralon are greeted with the promise of war.

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Submitted for Development: Date
Developed by: Astronomy
 ! Message from: Aegis
1) I would like to see a blurb in there about how non-citizens are "taxed" upon entry, and these taxes go fully to the Mercenary company controlling the gate.
2) Additionally I'd like to see a blurb on the marking process, a two step process, partially listed in here. Essentially, anyone that reaches the city on their own gets the Silver Circle. This is a symbol caused by the extremely rare and controlled (by another company) Jelly Plant. The Silver Circle indicates to merchants and ships bound for Yaralon that the individual completed the Run, and is allowed to join them on the journey. Silver Circles are still taxed at gates by the companies.

However, once the Silver Circled person finds employment, either through the Mercenary Companies, Crafting Guilds, Merchant Empresses and Emperors, or establishing their own business/employment in the city, and have acquired a home in the city they can approach the Temple of Chamadarst. Once there, one of the priests will put them through the Tempering Ritual. This process (which I'll spell out later) will cause the Silver Circle to become the Golden Circle. The Golden Circle signifies full citizenship.

3) I would like to see some history on the gate's construction. Refer to the History and Timeline and such. Include things like big upgrades, times destroyed, memorable events, memorable companies in charge of it, etc, as fit the story.
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Nathan Wulff
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Profession: Mercenary
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Blackmoor
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On the edge of Yaralon proper, separating Maiden's refuge and Yaralon proper lays the Blackmoor village. It serves as the first line of defense against anything that would come out of the swamp, men and creatures alike. It was founded on Arc 716 by the coalition of mercenaries and merchants. At the edge of the swampland there was a sword sticking on the ground, acting as the real border between the safety of the village and the horrors of the swamp. It serves as a reminder of the alliance between the merchants and the mercenary company that founded the village. A haven compared to the swampland. Foreigners from the east are mostly seen in this village, some for temporary residence while others for permanent ones. Though for non citizens, a one time "special fee" are collected from them.

By the end of Arc 716 they have completed the wooden wall surrounding the village along with several watchtowers. They are in the continuous process of further developing the village. For housing they mostly use tents, even for the infrastructures.

During the rainy season, where flooding is quite common, they have portable platforms to kind of lift the whole village up (since all is tents, aside form the merchant's wagons etc.) The walls are also built twice it's size to still support protection when the village is raised. Over the arc they have experimented on coating the woods with tar and also a mysterious substance as to prevent from water damage & leak. The woods & other building materials are mostly from the southern swampland area. It serves also as both a resource gathering site and training site.

The inhabitants of the village are Yari and foreigners. The village's militia trains alongside the company members. But they still depends on the company for protection as the villagers are not warriors themselves and with the lack of resources and equipment. All the villagers are assigned duties. The duties are divided into three sectors: militia, resource gathering, support. The resource gathering sectors consists of hunters, farmer, woodcutter, etc. The support sectors consists of the workers, merchants, the occasional medic, etc.

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Credits to: Nathan Wulff
Submitted for Development: July 11, 2018
Developed by: Nathan Wulff

Last edited by Nathan Wulff on Sat Jul 14, 2018 11:22 am, edited 1 time in total. word count: 390
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Sli'ietluk-lef't - Approved
Sli'ietluk-lef't
Name: Sli'ietluk-lef't
Race: Mer
Age: Ymiden 32nd, 685
Title: Speaker for the Nonwantad Tribe
Moderation Type: Mod Input
Able/Willing to Mentor?: No
Skills able/willing to Mentor in: N/A
Other Information: Sli'ietluk-lef't is a Category Four Mer, meaning he possesses legs and can walk on land. Unfortunately for him, being hatched within the Yaralon region also meant that he was hatched within the territory of the Meerabelard tribe, which did not welcome Sli'ietluk-lef't into their society. A Mer without people is commonly considered a walking corpse, but Sli'ietluk-lef't, for whatever reason, refused this as his fate. It may have been his intense desire to survive, it may have been his acute sense of justice, or perhaps his strong sense of spite, but Sli'ietluk-lef't would sooner see himself become Leviathan than accept death by societal construct.

And so, he set on his own. Quickly, he found an abundance of other Category 4 Mer abandoned by the intense regime of the Meerabelard. There were little options to be pursued. Seeing at he was hatched on the shores of Yaralon, passage to a friendlier tribe meant traversing leagues upon leagues of unfriendly waters. Sli'ietluk-lef't was not up for that task. Instead, he lead the others of his kind to an area close to the Yaralon Harbor, which he knew to be an area ripe for industry.

It was there, a mere three miles off the Harbor, that Sli'ietluk-lef't and his newly established countrymen would found Nonwantad, an independent village which stood in stark opposition to the Meerabelard. This tribe, consisting of exclusively Category 4 Mer, grew nearly exponentially in numbers in the coming arcs. These Mer banded closely, quickly learning to rely not on their ability to fend for themselves to survive, but on their combative prowess, both above surface and below.

On Sli'ietluk-lef't's orders, the Mer of Nonwantad would raid any vessel that wandered too close to their territory, as long as said vessel had a crew smaller than the numbers of the Nonwantad. They would raid the ships, taking anything and everything they could feasibly trade on the Yaralon shores, and retreated, effectively becoming a sincere threat to Yaralon trade.

Eventually, a deal was struck between Sli'ietluk-lef't and many of the emperors and empresses of Yaralon; to stop raiding incoming and outgoing ships in return for salary as mercenary guards for the harbor itself.

And so, Sli'ietluk-lef't soon became the speaker for the tribe of the Nonwantad, who, against odds stacked against them, not only survived but found a way to thrive apart from the Meerabelard. Although, the tribe is still subject of frequent attacks from the Meerabelard, as well as many other unfriendly bodies, but under the leadership and tact of Sli'ietluk-lef't, the Nonwantad have been able to withstand even that.

Sli'ietluk-lef't remains largely underwater and within the Sli'ietluk-lef't proper, but can periodically be seen on the Harbor's grounds.

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Nonwantad - Approved
Nonwantad
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Nonwantad, by Mer standards, is a disgrace.

The village, founded by a Category 4 bio-luminescent Mer named Sli'ietluk-lef't in 690, has become a safe haven for all Mer that the larger Meerabelard tribe found distasteful.

Nonwantad, physically a large cavern in a submerged hill, is a multifaceted town. On its initial founding by Sli'ietluk-lef't, Nonwantad was a town of vagabonds and pirates, who made their wealth by plundering trading vessels on their way to the Yaralon Harbor, just three miles away, and trading the stolen goods with merchants at the harbor. In doing so, these Mer sharpened their skills as guerilla-style warriors, and banded together in a nigh on unstoppable collection of relentless Mer aggressors, and the town began to double as a band of pirates.

This lifestyle, however impressive, yielded few benefits. Firstly, the merchants of Yaralon quickly became wary of the Nonwantad Mer, and refused trade. However, when the Nonwantad, in response to this social embargo, would not stop raiding ships, many of the emperors and empresses approached Sli'ietluk-lef't, who became the speaker for the Nonwantad, with a deal. Sli'ietluk-lef't, recognizing the clear benefits to such a deal, agreed, and since 698, the Mer of the Nonwantad tribe have ceased all attacks on Yaralon trading vessels, accepted a contract to protect the Yaralon Harbor, and officially became a mercenary company.

Nonwantad, in the arcs that followed, saw their population begin to grow with more Category 4 Mer, displaced from the Meerabelard. This population growth was a welcome sight. Although a deal with Yaralon was struck, the Nonwantad felt no shortage of conflict; everything from aggressive aquatic life to Meerabelard forces did their best to exterminate the disgrace that was the Nonwantad. The tribesman, however, overcame these forces despite their numbers and biologically impaired movement due to their legs, and has time and time again prevailed as a result of their acute guerilla-style tactics and knowledge of terrain.

Nonwantad, however friendly it may be to Yaralon, is a highly exclusive settlement. They have denied any and all requests for ambassadors or embassies from any surrounding bodies, and do not allow entrance to the town to anyone but Category 4 Mer.

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The Nonwantad Raiders - Approved
The Nonwantad Raiders
Company Name: The Nonwantad Raiders
Company Size: Medium
Leader: Sli'ietluk-lef't
Contract Specialization: Protection, Naval Envoy, Piracy
Current Defensive or Resource Gathering Duty: Protection of the Yaralon Harbor
Outlying Village: Nonwantad
Requirements for Joining: Must be Category 4 Mer
History of the Company: The Nonwantad, outcasts and scoundrels in the eyes of the Meerabelard tribe, had little options in method of survival. Soon after the town of Nonwantad was founded, the tribesman found themselves facing almost constant dangers and attacks, only able to defend themselves by utilizing guerrilla warfare and self-sacrificial battle tactics.

Soon after establishing a method of protection and self-preservation was established, the citizens of Nonwantad realized that self-sufficiency could not be totally relied upon in this environment. They could hunt, and they could hunt well, but commerce had to be utilized in order to survive reliably. Lucky for them, three miles away was Yaralon Harbor.

The Nonwantad Mer, however, hold land dwelling creatures with contempt, not being able to fully break apart from Mer societal norms. So, as an ideological compromise between survival and distaste for Terran creatures, the Nonwantad turned to piracy, utilizing those same guerrilla style tactics to raid trading vessels approaching and leaving Yaralon Harbor.

The Nonwantad Raiders, as they soon came to be known, were ruthless and nearly completely successful in their endeavors, raising fear among the Yari wealthy. Soon after, their trade of stolen goods on the Yaralon Harbor was shunned by nearly all industries in an attempt to dissuade them from further attacks. However, the Nonwantad Raiders recognized this, and retaliated, hitting more ships faster, until many of the emperors and empresses of Yaralon agreed to strike a deal with the Nonwantad.

They approached Sli'ietluk-lef't, and offered a contract to his tribe. If the Nonwantad Raiders cease all attacks on Yari trade vessels, they will be allowed the position of protectors of Yaralon Harbor. Sli'ietluk-lef't, recognizing the potential value of this deal, accepted, officially converting the Nonwantad Raiders from a band of pirates into a company of mercenaries.

Since then, their numbers exploded, allowing them enough manpower to not only protect the Yaralon Harbor from above and below the surface, but accept contracts from other bodies. The Nonwantad Raiders are not a trusted company, however, and their contracts are struck out of fear and necessity rather than out of trust, and this has given way to a massive overhaul of success for the Nonwantad. Officials from nearly every city have approached the Nonwantad Raiders at some point or another for protection entering and leaving the Yaralon Harbor. Cities as far as Desnind to as close as Andaris have bartered with the Raiders, offering them food or economic staples in return for protection, rather than nels.

The Nonwantad Raiders, as they stand in 718, are still a relatively moderately sized company, but as their notoriety and numbers keep growing, there's no way to predict what Sli'ietluk-lef't and the Nonwantad Raiders may become.
word count: 520
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Brother
Prophet of Old
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Ethelynda's Temple - Approved
Ethelynda's temple
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There are many reasons people fight, but perhaps none more noble that fighting to protect those that you love. Those who would raise their shields in the defense of their home. To them this temple is devoted. The two giant tower shield shaped doors at the entrance are said to be made from the re-forged shields of those who died in the original defense of the city. As such it is thought that the temple is protected to this day by their spirits and is one of the safest places in the city.

As far as day to day activities go in Ethelynda’s temple go they primarily serve as a place of worship with two exceptions. There is a workshop within, and a courtyard behind. The courtyards purpose is fairly simple it is a place to train one’s shield arm, lessons can be cheaply paid for, and new shields can also be bought here. This is also where the occasional sermon or motivational is given to those who are faithful to the noble serpent.

In the workshop a different sort of worship takes place. The workshop specializes in the etching and painting of shields. For the living they offer to etch a few choice words and Ethelynda’s symbol onto their shield for luck for the dead, the offer to etch into their shields their story. Accounts of that the shield and the one who wielded it went through a history of their prowess eternally carved into their shield so that further generations might know what it was that their forefathers had accomplished.

As far as the design of the temple goes it is stately and plain, not out of lack of artistry, more out of stoicism than anything else. Gray slate is the aesthetic most in place here. Within the temple there are pews set before a large statue of Ethelynda looking down upon those who would seat themselves within. It is said that her expression appears different to everyone who views it. To those who are true to her ideals and are protectors of others her look is a gentle smile but to those who are craven or exploitative it is said to look like a judging stare. Either ways the doors are open to all and the priests within are said to be some of the first and most valiant defenders of the shield gate as needed.

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For 1 gold nel one may have their shield etched with Ethelynda's Symbol and some choice words. No more than a sentence. Those who are worthy have their story etched into their shield for free

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