Development Thread and Wishlist

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

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Brother
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Re: Development Thread and Wishlist

Mud Hopper
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Name: Mud hopper also called filth floppers
Fauna Type: Staple food animal, pest. nuisance
Mod Status: Self mod away
Quick Facts: Nutritious, tastes horrible, amphibious fish, breeds irritatingly fast.
Height: up to a foot, with fins.
Width: their bodies can get to be about six inches across, with fins reaching up to a foot in length.
Length: 2 feet long at full growth
Weight: up to about 10lbs
Meta-Location Found: anywhere near water during dry seasons, during wet seasons literally everywhere, in your boots on the streets etc.

History: The eternal nuisance the mud hopper. It was as if Yaralons most unappetizing fish was singularly possessed with the will to plague the city and beg to be eaten. As long as Yaralon has been a city the mudhopper has been an annoying presence crawling forth whenever the rains come and the waters rise. breeding faster than even the most dedicated fisherman or trapper can keep up with and too stupid to learn to go anywhere the mudhopper has against all odds survived the yari with more tenacity than any other beast not content to plague the wolds but in the wet seasons the city itself. thus they've become a staple of the poor man's diet in yaralon.

Appearance: Brown and spotted, these little fish with bulbous eyes and gaping mouths crawl and slither about covered in a thin layer of mucus like brown slime giving them an eternally wet and slimy sheen. if one were to walk out on a dark wet night one might see hundreds of their little shiny eyes glaring back at you from the ground. Their fins are sturdy and thicker than those found on most fish due to the needed stability for pushing the mudd hopped across land. outside of that they have no particularly interesting features.

Habitat: The mud hopped lives in wet locations lakes rivers and even the brackish deltas where river meets sea. during this time they lay dormant for the most part digging and burrowing into the mud at the bottoms of these sources of water waiting for the rains to come.

When the rains come they climb forth from their muddy hovels and crawl across the land searching for mates.

Lifespan and Development: Mudd hoppers are born at the onset of each rainy season by a most devious method. During the wet season the mudfish mate and lay eggs in the earth and all muddy plaes they can find burying them about a foot beneath the ground in mud brick walls and most anything else the rain has softened enough for them to spew eggs into. There the eggs wait and mature through the next dry season. until the next wet season rears its head and they burst forth from the holes in which they were buried. This has caused the very common belief that they spawn from the earth itself as some sort of odd curse placed on yaralon.

Diet: Mudhoppers are omnivorous eating everything they can get their mouth around including each other, rats, bugs, your flower garden etc if need be however their first target is always trash filth and other easily attained waste in the city, it is also said they eat mud, though more accurately they filter it, mud hoppers eat entire swathes of mud, and expel it, keeping anything biological in the mud for themselves, earthworms, bacteria, rot, etc. in some ways they effectively clean the city during the wet season however it would take someone far more educated than the average yari to realize that they have any benefit whatsoever.

Temperament: Aggressively hungry, anything that might become a meal to these creatures beware/ anything larger than they can swallow hole however can easily ignore them as they too will ignore you. they have no interest in things they can't swallow whole.

Abilities: Ridiculously fast breeders, bad tasting, very nutritious.

Only one known recipe exists that makes this creature taste even relatively good and that is mudhopper stew, a decidedly cherished recipe for this reason. Outside of that, they are often dried into foul tasting rations by traveling units due to them being exceptionally packed with vitamins. So shut up and eat your mudhopper, it's good for you!

Credit: Brother
word count: 721
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Mastemyr
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Re: Development Thread and Wishlist

Brenna Sylvari-Kaidonis
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Name: Brenna Sylvari-Kaidonis
Race: Human
Age: 8th of Ymiden, 223 | Deceased: Cylus 21st, 261
Title: Historical NPC, Ancient Smith
Moderation Type: Self
Able/Willing to Mentor?: Yes, to citizens only.
Skills able/willing to Mentor in: Smithing (75), Bludgeons: Warhammer (50), Blades: Great Sword (25), Siege Weaponry: Catapult (25), Detection (25),
Other Information: With a name meaning Sword, House of Strength, Brenna embodied the namesake given to her at birth. Gruff to outsiders and nearly impossible to talk to without at least a Silver Circle, Brenna was slow to anger, with an inner strength nearly impossible to tame. Strong willed, honest, and sometimes cruelly blunt, she never appreciated sneaky characters and was quick to deny business with those she deemed unworthy. Fools, drunkards, and liars also need not apply for her affections or attention. As sharp as the nails used in her forge, Brenna was a quiet, yet highly respected individual of Yaralon, crafting some of the best weapons and armor the city has ever seen. Some of her handiwork can still be found on display in various parts of the city, but are seen as historical pieces and a valuable glimpse into Yaralon's colorful past.

Credit: Mastemry Kaidonis
word count: 212
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Bumblebee
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Re: Development Thread and Wishlist

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Credits to: Your Name
Submitted for Development: Date
Developed by: YOUR CHARACTER NAME HERE!

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Alora
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Re: Development Thread and Wishlist

Grudger


Myth, Legend, Game or Tradition: High Crime/treasonous tradition.
Group: Yari Low-lives, and people who can't or won't fight their own battles.
Origin: Personal weakness. Backstabbing cowardice.
How to Participate: Don't ask for a grudger. They'll find you.
Summary:

Perhaps the most dishonorable and reviled criminal enterprise in Yari is that of the Grudger, for they degrade the state of Yari society simply by plying their despicable enterprise.

The practice of selling grudges to the highest bidder, arose from the hidden rot in Yari society, which is personal weakness and cowardice.

Yaralon houses a culture where everyone is expected to fight and respond to challenge, or else suffer banishment, exile, and certain doom outside the Walls in the unforgiving wilderness. As such, even in such a perfectly ordered society it was inevitable that weaklings be born or immigrate every now and again, who are either unable or unwilling to fight for their own cause. This gave rise to the grudger, a degenerate of the lowest order, an enabler of weakness who peddles the grudges of the weak to those mercenaries who are willing to fight for another person.

The grudger accepts the payment of a weakling, negotiated orally upon contact. Then he sells a percentage of the payment to a mercenary willing to deal with the grudger, most often an independent mercenary, as honorable companies will have nothing to do with grudgers. The word Grudge-Palmer has come to be a deadly insult to hurl at any mercenary, even if that mercenary has accepted work from a grudger.

As this is a highly illegal practice, some set-up is involved to make certain that the grudge developed has the appearance of propriety. Once the taker of the grudge has received payment, they are expected to develop a rivalry and mutual hatred of the target of the grudge. Sometimes it's as simple as challenging the person to a duel, out of nowhere. More often, care must be taken to build up a casus belli for a duel, to avoid being branded as a Grudge-Palmer.

Because of the risks involved in selling grudges, and accepting payment from grudgers, the price of fulfilling a grudge can prove astronomical. Those few grudgers who are able to operate without getting caught can become quite rich. For this reason, in tandem with the urge to emmigrate lest they be found out, grudgers are very difficult to find for ordinary, unconnected citizens.

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Brother
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Re: Development Thread and Wishlist

The Drowned Temple
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It is said that all opinions and creeds and races can make it In Yaralon, this even stands true for the mer their tragic creator. Deep beneath the waves of the docks there is a temple long sunken, it is said that Men built the temple but Chrein was unwilling to accept their offering since they in their hubris thought to worship her on land. Thus she brought forth a storm so mighty that id drug the entire temples beneath the waves. “Where all Yari are welcome so long as they learn to grow gills.” This statement was perhaps a mistake on here part as the Yari in all their stubbornness have figured out a way or two with the help of alchemy and the mer of getting into the temple, much to Chrein’s chagrin.

Within this sunken temple cut from stone and decorated with Jade and lapis there is but one single main room for worship and a hallway that all but those permitted by chrein to enter. It is said that the water within that hall is cold, and thick enough to drown even a hardy mer, though those with he blessing find themselves unaffected by it. It is said that down that hall are Chrein’s chambers and within a small hoard she has amassed over the years.

Within the main room for worship however things are a da more mundane, the room being large but also mostly empty all that is within is an alter for offerings and a giant egg the size of a man. Most believe it to be made from gem or stone, but those who have touched it maintain it is warm to the touch. Regardless it has been there for ages and yet remains unchanged, anyone other than Chrein knowing it’s nature and purpose likely long dead.

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Credits to: Your Name
Submitted for Development: Date
Developed by: Brother... maybe
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Brother
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Re: Development Thread and Wishlist

gore maggot


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Name: Gore Maggot
Fauna Type: Fracture beast
Mod Status: Self mod
Quick Facts: Voracious eaters that explode with gore upon dying
Height: 1 foot
Width: 1 foot
Length: 3 feet
Weight: 60lbs
Meta-Location Found:Yaralon's fractures

History: It is said that these creatures are born from the very aura of bloodlust and carnage within the mercenary city, vicious maggots that feast upon corpses with savage maws and a most dangerous explosion upon death.

Appearance: Fleshy oversized magots with bright red veins filled with crimson blood
Habitat: They seem to spawn from emea themselves

Lifespan and Development: At this time it is unknown how they are created, it is assumed that the fracture itself makes them

Diet: They feed on corpses whenever they are available uncaring as to what the corpse belongs to, they are attracted to the smell of any living creature within a fracture

Temperament: Volatile and extremely territorial, these creatures crawl towards anything that enters their domain with surprising speed in groups usually ranging from 5-20

Abilities: they explode upon dying, their bites while not poisonous are quite filthy and can lead to nasty infections if wounds are poorly tended

Credit: Bro
word count: 207
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Cervantez
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Re: Development Thread and Wishlist

Vanaplade Centipede


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Name: Vanaplade Centipede
Fauna Type: Tempered Fauna?
Mod Status: (Mod will fill this in)
Quick Facts:
Fast, Vicious, Adaptive

Height: 7-10ft
Width: 4-6ft
Length: 15ft
Weight: 100lbs
Meta-Location Found: The Spines, Bastards Grove, Maiden's Refuge, The Crags

History: To understand the Yari wilds, look no further than the Vanaplade Centipedes. They, to many, embody the harsh and vicious hospitality of Yaralon landscape. These creatures were known to devastate small settlements along the Savannah as well as show warriors just how inept they were. To face one is to face the brutality of the wilds itself.....good luck.

Habitat:Vanaplades dont really have a specific place that they consider home........ha no they consider all of the Yari Wilds their home, becoming very aggressive creatures and attacking any and everything in sight. Too heavy to climb very high into the trees, these vicious creatures hunt along the ground floor for food, often taking on the larger prey out their and using their constricting prowess, barbed tail, slicing/crushing mandibles, as well as its fierce and fast-acting venom. Unlike most creatures, this species hunts in pairs, particularly and male & female pair. Mother Vanaplades can be found nested in rotten logs or caves, chewing channels into the pulpy wood or rock, where they lay their eggs. Both males & females become violently territorial during this time, attacking any intruders that threatened their developing offspring.

Lifespan and Development: Vanaplade females can lay from 20-40 eggs in a season{They mate during Saun & Cylus}, but only 40% truly survive to birth. These creatures are so territorial that one could consider them to be constantly at war with each other, pairs going after other pairs and destroying their dens and killing offspring. Life and death for these creatures is truly an every trial thing.

Diet: They eat any living mammal/mortal being, and normally eat 4 times a trial, and what they dont eat is saved for later

Temperament: Volatile and extremely territorial, indiscriminate predators, if its on the ground, its fair game.

Abilities:
- Venom: The venom of these creatures is both a Hemotxin & Neurotoxin mixed in one. When bitten one's nervous system is immediately under assault, causing all functions and motor skills to rapidly degrade, followed by a severe heart attack. Those bitten are typically dead within moments of the bite. An anti-venom or vaccine to become resistant to this venom can be made, but one would have to trap and extract one of the Vanaplades in order to do so, but remember, were there is one, the other is close at hand.

- Barbed Tail: Simple enough the creature has a barbed tail that can be used to impale or smash prey.

-Constriction: The Vanaplade is able to bind and imprison or otherwise stop targets moving normally and possibly completely immobilizing them where they were. It can squeeze and/or constrict a target, either simply holding/immobilizing them, restricting their air or blood flow, or forcing the heart to stop, causing either unconsciousness or death

Credit: Cervantez
Last edited by Cervantez on Sat Sep 15, 2018 6:14 pm, edited 2 times in total. word count: 519
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William Dovecraft
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Re: Development Thread and Wishlist


The Arbor's Vigil

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Arbor's Vigil, Village of The Compass - More information on The Compass Here

Where the Spines first meet the Bastard’s Grove traveling Northwest, the Arbor’s Vigil may be found tucked along a wrecked stretch of gross woods, the beautiful, rocky Spines in clear view. It is a cold, inhospitable place fraught with danger from the local Fauna and Fractures. Currently, there exists nothing save for ruins, but William Dovecraft seeks to rebuild the village to its former glory and beyond.

History

Founded on the 701st Arc by Huron the Pale to watch over the area, Arbor’s Vigil was a small village. There were a smattering of huts, a long house, and a well that drew water into a large fountain at the center. All of these fell into disrepair following the disbanding of The Compass, slowly evaporating to the elements until nothing but the well and the foundations of these structures remained.

Once upon a time The Compass was in possession of a small village now in ruins from lack of sponsors, many Trials to the West of where Withersfield now stands. It was called Arbor's Vigil, and it stood upon the edge of the Bastard's Grove, felling the trees of the forest for a long house that has since vanished to time. In 706 the remaining members of The Compass all mysteriously vanished, leaving the village deserted with no signs of combat. Now, all that remains of Arbor's Vigil is a scattered, rotting foundation and the well, filled with refuse.

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Credits to: William Dovecraft
Submitted for Development: September 12th, 2018
Developed by: William Dovecraft


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William Dovecraft
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Re: Development Thread and Wishlist



Ulbrek Tarn

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Name: Ulbrek Tarn
Race: Human
Age: 14th of Cylus, 470
Title: Smith - Independent Business Owner
Moderation Type: Self
Able/Willing to Mentor?: Yes
Skills able/willing to Mentor in: Expert Smithing
Other Information: Born a Yari, always a Yari, Ulbrek grew up on streets flowing with blood shed by swords, littered with bones broken by hammers. The forge flows through his veins, and although he briefly traveled the world as part of a mercenary company, he retired and realized that what he really wanted to do was what his father did all along. Every seventh Trial, he journeys to the temple of Aeva to pray and learn, and takes contracts from the local Guilds on the way back. Fiercely independent, he refuses to be a part of any guild but still bares a mark similar to one upon the sign to his shop. He will turn down most apprentices, but those who show at least a hint of his own stubbornness are given a shot.

Credit: William Dovecraft
word count: 178
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Kasoria
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Re: Development Thread and Wishlist

Not sure where this would go exactly, but I wrote these up a while back for another RPG site. I thought about them recently, quickly followed by "wow, those would work great in Yaralon!"

I could imagine there being an oral tradition, handed down among the companies and from sellsword father to son or new recruit. A kind of cultural osmosis, where people all know them, but the wording is never quite the same.


#1 - No Contract Is Worth Dying For
You can't spend your fee when you're dead

#2 - The Only Unfair Fight Is The Fight You Lose
There are no rules when it comes to living or dying

#3 - You Sell Your Sword, You Don't Give It Away
Charity is for Knights and priests; you're in this game for the coin

#4 - Always Be Prepared To Move On
Children, family, lovers, wives... if they can't come with, they get left behind

#5 - You Have Partners, Not Comrades
Let that simple fact dictate your feelings for the man next to you

#6 - Your Loyalty Is To The Gold, Not The Man
The day the gold is gone, so are you

#7 - Never Fight For The Cause; Fight For The Gold
Dying for a noble cause is for Knights and fanatics; a sellsword is neither

#8 - Better To Run And Try Again Than Die
You're not getting paid to die, just fight

#9 - You're A Sellsword: No-One Is Expecting Nobility From You
Fleeing a fight or fighting dirty may be lowdown... but it works

#10 - When In Doubt, Always Refer To Rule #1
Staying alive is your top priority; everything else comes second
word count: 281

Appearance

  • Habitually dressed in boots, breeches, tunic, and cloak.
  • Long hair down to the shoulders, usually swept back or in a rough ponytail
  • Prefers a trimmed beard and mustache

Mutations

  • Star-shaped scar on each palm.
  • Air around him seems to thicken and become more turbulent the closer a person gets to him.
  • Pitch black eyes, from tear ducts to the pupils.
  • Arms from shoulder to palms appear as if heavy chains are wrapped around them.
  • Wisps of black smoke constantly drifts around his body, forming the rough outline of a cloak. The more agitated he becomes, the thicker the layers get.
    Note: the torch-motif medallion Kasoria wears negates the visible effects of this mutation.
  • Roughly circular pattern across breastbone, constantly transforming, and resettling
  • Sunken, closed eyes in the back of hands; they open when stared at
  • Skin takes on the tone and quality of whatever material he's just Transmuted
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