• Lore • [Desnind] City Lore

All things pertaining to the city.

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[Desnind] City Lore

Desnind
History
Creation
Geography
Geography
City Apperance
Political System
Laws
Punishments
Taxes
Slavery
Economy
Bartering
Exports
Imports
Businesses
Jobs
Desnind's Culture
Religion
Education
Recreational Activities
Cuisine
Holidays
Desnind's Factions
Oludïbọ Cïkäkkẹn
Cazav
Demographics
Population
Miscellaneous
Racial Views
Magic Views
Housing Information
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Desnind [Lore]

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[anchor=history]
History
[/anchor]
Long ago, before their disastrous separation, Moseke held close relations with her sister, Lisirra. Born of the same Goddess, the two were far different from the other, though connected by their abilities and their fascination for the Humans around them. Lisirra found other uses for the beings, however, Moseke couldn't help but be pulled to the brilliance of their existence and their determination to survive within their harsh world.

Life. They fought to live.

A particular group of individuals housed within the murky, dangerous swamps off the coasts of the southern continent caught her attention quickly. The tribe blended into the land in a way that nearly captured the entirety of the Immortal's being. They lived in harmony with the land, using only what they needed, taking care of everything that they could, and honoring all sacrifices that were made for the sake of surviving.

Moseke was captivated by these people, so much so that her sister, Lisirra, took notice and began picking off subjects for her experiments. The Immortal of life couldn't condone such mistreatment upon the tribe and commanded Lisirra to leave the lands, and the people within them, in peace. Being toxin incarnate, Lisirra's wrath burst forth in a wave of infection upon the land, the animals, and the people. Rejection from her sister coupled with the denial and insults of her work, her glorious experiments, turned Lisirra bitter. She cast upon everything she could touch a plague so powerful, it stained the lands in putrid stench and a haze of green poison that slowly drove nearly every living thing mad.

The plague was too much for Moseke to combat by herself and as the cycles ticked on, she watched the people suffer. She watched everything suffer. Cries, screams of agony, and torturous death were becoming common occurrences within the swamps. Tribesmen lost their minds, clinging to the comforts of their loves ones, their animals, anything to keep their sanity within the world. The power of such a burden on the land, the animals, and the people forced a disconnection, a split of consciousness from their dying bodies as their souls prepared for the journey to the great beyond. This disconnection offered the Immortal insight to the power of companionship. She could see the souls of the tribesmen mingled with the souls of their animal companions. Such a thing gave both creatures strength, a strength that tried to force connection, to force awareness to their bodies. A strength that attempted to breathe life into both beings.

It was then that Moseke pushed the utmost of her power upon the people, forcing life, and connection, back into them. Though the tribesmen awoke, almost none of their animal companions did. Moseke broke down, the pain the people now continued to suffer through echoed into the deepest reaches of her heart and tore her. She wept, hopelessness enveloping her like the darkest, blackest, everlasting shadow. Her tears ran like the clearest water, washing and cleansing a small part of the land while her despair only pressed her abilities further, purifying an even large bit.

After nearly an arc had past, Moseke noticed the people, her people, rebounded from the plague rather quickly. The signs of it still lingered thickly everywhere, however, it seemed they had adapted to its effect. The tribesmen spoke to themselves often, when they thought they were alone, and communicated with something Moseke could neither see nor hear. The Immortal knew better than to assume insanity. Such conversations where too complex to be madness and while time continued on, the Immortal finally glimpsed a soft silhouette of what appeared to be an animal. It shifted from a radiant soft blue to something that appeared alive.

Her heart warmed then, understanding finally that her efforts were not in vain. She had changed the people she looked after, with the unfortunate help of Lisirra's plague. Though she could save all the creatures from their unfortunate fate, she knew they would forever be linked to that of their most cherished companion, bonded and connected to them than any other being could know. Thus, the Sev'ryn were born.

In her honor, the Sev'ryn built for Moseke a temple which later became the center point for the city of Desnind. Now, many arcs later, the people and its Immortal are still battling back Lisirra's plague on parts of the land and its creatures while countering assassination attempts made by outsiders. Moseke put wards in place to ensure another plague would never happen again. Today, these wards exist as thick walls of trees around the city while the souls of deceased ancestors and companions that have yet to journey to the great beyond illuminate the city at night.
word count: 798
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City of Desnind

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[anchor=appearance]
Geography
[/anchor]
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Makubwa Lori: Translated to the "Endless Forest", the Makubwa Lori is the great forest that surrounds and extends well beyond Desnind's walls. This forest was wild and filled with life prior to Lissira's jealousy. The blight destroyed many wondrous glades and greatly depopulated the wildlife. Some animals are believed to be extinct. This forest blends in with additional forests surrounding other cities in the southern region, but the Sev'ryn believe it to be one forest created by Moseke. The only reason that the Makubwa Lori ever ended was because of the ocean to the north and grasslands to the south.

Ta'langean Erọim: The Sev'ryn did not become connected to the world until after the blight, when Moseke's breath made them strong again. When the Sev'ryn realized that their familiars could potentially be beyond the borders of Desnind and the Makubwa Lori, they began to travel to new lands. All they had ever known prior to traveling was the "northern ocean" or the Ta'langean Eroim. Like the Makubwa Lori, there had been nothing beyond that and was thus the northern most part of Idalos. Although their knowledge of the world has expanded, the Sev'ryn still refer to this ocean as the Ta'langean while outside races call it the Sev'ryn Main.

Vyẹnyẹ Bou'ae'et: Known to outsiders as Spiritual Bay, the Sev'ryn adopted this name into the Xanthea language as the Vyẹnyẹ Bou'ae'et. Trading vessels, fishing rigs, and small hand-made rafts will float on the pristine waters. Only the large vessels will head out into the Ta'langean and into open waters where the weather is far more treacherous. The only access to the bay is a small beach where the port resides, safely guarded behind the walls of Desnind. Cliffs decorate the border of the bay and are often too high to safely jump off of. At the inland point, residents that have lost their familiar have been known to cast themselves onto the sharp rocks below to rejoin the rebirthing cycle.
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Gwälọs: These sand bars that extend from the northern most beach are made of a rich, dark brown sand. The tendrils extend into the ocean for a decent distance. People can walk and wade along the sand bars. It is a popular place to bask, spear fish, and collect shells for crafting. These sand bars are believed to be the roots of Desnind, which translates to gwalos in Xanthea. Although Moseke has provided a significant amount for Desnind, the nutrients that are brought up from the ocean help Desnind thrive.

Itọju: When the cïkäkkẹns first came to be, the first great feat they completed was the solid tree wall that separates Desnind from the Makubwa Lori. Although the original plan was to completely separate themselves from the horrors that Lisirra had generated in the forest, time led the cïkäkkẹns to create a underground entrance into the city. This entrance is small and hidden between two great trees whose roots hold the earthen roof together over the tunnel. These trees became known as the twins, for they were sung to look so much the same that the entrance could be identified to those that look for it.
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Ojọgbọn: It is believed that when Moseke created the Makubwa Lori, there had to be the first tree ever planted. Although many Sev'ryn have explored the Makubwa Lori, no one has been able to find a larger, grander tree than the Ojọgbọn. The "heaven tree" became a point of spiritual connection to Moseke while outside the city. Its trunk stands alone but the great canopy extends to cover the smaller trees that border the clearing. On new moon nights, spirits that have wandered here after death will rise to the next cycle of rebirth. The tree is incredibly special to the Tunäwä, as the base of the tree is surrounded by the breeding grounds.

Magani: This is the tiny, ancestral home for the Tunäwä. The first buildings were built by Aläïwä and Ymiden themselves. Additional buildings were sung into the trees by the Cïkäkkẹn, whom worked with the later generations of Tunäwä. The trees themselves are alive, but are lit with tiny fireflies that have been caught in jars. Fire is not permitted in the city. Tunäwä that prefer living on the ground have been known to make their houses out of mushrooms. Some even go as far as living in a series of tunnels beneath the city, prefer the dark and moist feel of the earth.

Byth'ni Kanna: This is the only tainted lands left in Desnind that can be associated with Lisirra. Called simply as the "bad lands", this small clearing has rotting branches, dead grass, and standing water all encircling a large, stand-alone decaying tree. Since this is at the heart of the bad lands, it is presumed to also be the entrance to a abandoned temple to Lisirra. The Sev'ryn call the entrance 'Anou ọludïbọ sọ anou kashe njämä' or "the tree of the dark spirit." Some, whom believe that Lisirra may not be all to blame, call the tree 'Efin sọ anou nïƙä' or "Memory of the Sister".

[anchor=geo]
City
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Thank you to Shards for the building brushes.
The map above is one of the earliest maps of Desnind. Many of the buildings today have been updated but seem to stand in relatively the same place. This ancient map is on display in Moseke's temple to show future generations just how crafty, intelligent, and spiritual their ancestors may have been. Written in the corner is an ancient saying: "We build this city to honor the earth mother. Moseke protect us." This saying has often been shortened to 'Moseke protect us/you' as a way to say goodbye to someone.
word count: 1005
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City of Desnind

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[anchor=law]
Laws
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Crime does not occur frequently in Desnind, as the Sev'ryn are people that help one another. If they did not, their race would have perished in the plague. When crime does occur, it seems to affect everyone within the city. It is taken very seriously and manhunts have occurred in the past to track the perpetrator and bring justice to the victims.

Arson
  • Defined as setting a fire with the intent to destroy property or cause harm to a being; or letting a fire spread out of control. Not to be confused with spontaneous combustion, magical incidents, or wildfires. Fire is taken very seriously in Desnind. Since the city is mostly made of wood, fire can spread easily from building to building.
Felling
  • Defined as cutting down a tree in Desnind or the Makubwa Lori for personal gain. Trees are sacred to the Sev'ryn and will only be cut down after serious consideration, deliberation, and with Moseke's blessing. 'Poaching' trees is a serious crime and often winds up in exile.
Murder
  • Defined as knowingly causing another person's death or aiding in it with no justifiable reason (such as in self-defense). By far one of the most heinous crimes committed in Desnind.
Sexual Misconduct
  • Defined as forcing someone to partake in acts of a sexual nature against their will, usually through violent acts or threats. Highly despicable in Desnind. The offender can choose between genital mutilation or exile.
Assault
  • Defined as intentionally causing harm to a person or animal. Assault is abhorrent to Desninders. This is considered a petty crime and the punishment is decided by the victim.
Disorderly Conduct
  • Anything from making rude gestures to excessive noise to swearing loudly in public to stripping naked. The latter is less frowned upon than the first three. This is one of the less severe crimes one can be charged with, but citizens of Desnind tend to frown upon offenders. This is considered a petty crime and the punishment is decided by the victim.
Theft
  • Defined as knowingly taking something belonging to another person. The punishment is decided by the victim and the value/importance of the item.
[anchor=order]
Punishments
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Drowning
  • The only way to put out a fire is with water. Arson is an extreme crime in Desnind. All fires are heavily controlled to prevent extreme damage to the city. If a citizen intentionally sets a fire with intent to do damage and they are found guilty of the crime, they are immediately taken to the Ta'lengean Eroim. Several cliffs that overlook the ocean have few sharp rocks below them. The guilty party is taken to one of these cliffs where he/she is tied to several nets filled with rocks. The party is then shoved off the cliff to meet their watery grave.
Burial
  • The act of murder is punishable by an extreme form of death. Men and women whom take the life of another and force the body to return to the cycle and ground sooner than anticipated are forced to go into the bad lands, dig their own grave, and be buried alive. If murder is completed, often the murderer will attempt to flee to escape this fate. If caught, it has not been unheard of that they will attempt to take their own life. They are heavily guarded and watched for suicide until justice is served.
Genital Mutilation
  • For men, this could be castration and/or complete penectomy after being found guilty for sexual misconduct. Females tend to be harder to punish for sexual misconduct as men do not come forward quite as frequently as women. Women who are punished have gone through an ancient, a infrequently preformed procedure of infibulation.
Exile
  • For continued crimes against the people and the city, a guilty party may be exiled from the city. A distinct tattoo is placed upon their face to mark them as shunned and they are cast out through the Itoju. Sevir that are exiled may make a place for themselves in the Makubwa Lori, go to Augiery for passage to other regions, or roam the bad lands. Often, they die due to exposure as their skills are often not enough to survive on their own. Another option is being sold to a slave ship (See Slavery for details). Niomyr will not allow exiles into their city.
Petty Punishments
  • Depending on the crime committed, the guilty party will have to serve a punishment deemed acceptable by the victim. The victim will go before a council of a few peers to determine whether or not the punishment is too much. Adjustments will be made as necessary.
[anchor=tax]
Taxes
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The following tax laws are specific to Desnind and Magani. Please read information under 'Bartering' for extended notes on these options. An option must be chosen by the player at the beginning of a season and cannot be changed until the next season.
Taxes
  • Option 1: The player may choose to have no living expenses. This is countered with no pay from their job due to the general societal views of the Sev'ryn. Everyone plays a role in society to provide for the city. The job threads will provide the player with additional rewards based on their job (e.g. hunter: meat/pelts/bones, potter: pottery, seamstress: clothing, cloth) to trade with other players and NPC. Please see the bartering system for further details.
  • Option 2: The player may choose to have living expenses (Beggar, Luxury, and Aristocracy options are not available). There are no additional taxes. This is countered with half pay from their job to provide them a means of saving money to buy items or passage to another region. The payment for their job will be based on the list provided for other cities and decreased by half. The player will receive the larger half if it does not divide to a whole number. The bartering system can still be used, but the staff may not gift as many rewards for their job as a player with Option 1.
Poorx 0.03
Commoner x 0.05
  • Option 3: The player may choose to have no living expenses. This is countered by receiving 1 gn for each day they work in a season. They will not receive higher pay, even if their job may suggest they receive more in other cities. Payment will fluctuate with each season with some seasons being significantly more than others. The bartering system can still be used, but the staff may not gift as many rewards for their job as a player with Option 1.
[anchor=slave]
Views on Slavery
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Slaves do not exist in Desnind and Sev'ryn are highly unlikely to own slaves even outside the city. Many believe that slavery is an ancient form of punishment where the slaves are treated less than the dirt the master walks on. Sev'ryn that live in Desnind do not realize that this is not the case in other regions. Since they believe that it is a form of punishment, exiles are given the option to board slave boats to other regions. Some may take this option if death by exposure is the only other option to them. Depending on the city an exiled Sevir ends up in, the time as a slave could be good or bad.
word count: 1231
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City of Desnind

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[anchor=barter]
Bartering
[/anchor]

The bartering system is extremely unique to Desnind because every citizen has a role to play in the survival of the city. Hunters and gatherers bring food to the city while merchants bring in money and exotic goods from far off cities. Buildings are crafted and maintained by the Cikkaken and healers work on the young and old to ease their pain. No one is allowed to live without clothing, food, water, and shelter in Desnind. As such, everyone is more interested in trading items for items rather than money.
OOC on Bartering
Due to the societal view stated above, there have been options outlined for players in the Tax Laws section. Bartering can occur with or without a moderator. Moderator approval is needed for any trade where the player gets more than is given. Moderator approval is not needed for any trade where the player gets an equal value or lesser value item for what is given. Moderator approval is not needed for any trade between players.

When a thread is graded, the player may receive extra rewards in the format outlined below. These may be used in Desnind to barter for other items which have prices laid out in the store locations.
Item Rewarded (Amount it is Worth) x Quantity
Example: Scraps of Fur (1 gn) x 3
Items that are rewarded to a player are based on their skills. A player that has minimal skill points in skinning is not likely to receive a pristine pelt. The worth of the reward will go up as the player's ability goes up. A player may also receive rewards that is deemed extra from the job. They will never receive a whole carcass as a hunter because they are obligated to share with the rest of the city.

The player that received the above items can go to a merchant and attempt to give them these scraps of fur for money (< 3gn) or an item (< 3gn). Any item greater than 3gn will require moderator approval. Moderators will either approve or deny based on the quality of the items given/received, the cost of the items given/received, and the bartering skill that the player has.

Rewards that are perishable items (meat, fruit, etc.) will either need to be eaten or traded by the end of the season. If these items are still in the possession of the player at the end of the season, they will be removed from the inventory due to rot. Rewards that are non-perishable will never be removed from the inventory unless used or sold. Players need to make an OOC note at the bottom of the post where the item is used or traded so that moderators can remove and gift items in the grade.
[anchor=out]
Exports
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[columns=3]Salt
Honey
Exotic Fruit
Leather
Bone
Exotic Pelts
Natural Medicine
Fish
Wild Meat
Holpxay (Sev'ryn Wine)
Slaves*[/columns]
*See punishments and/or slavery.
[anchor=in]
Imports
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[columns=3]Ore
Armor
Jewelry
Beef
Chicken
Pork
Mutton
Silk
Nuts
Cheese
Paper
Books[/columns]
[anchor=cash]
Businesses
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[columns=2]Ìbátan Tsis - Ant Farm
Kärshẹ - Inn
Duro Yi - Tailor
The Stone Oven - Baker
Kẹjí Kisa - Winery
Chieaza Itaja - Bower
Ifaworanhan Slosneppe - Butcher
Ifaworanhan Slosneppe - Medicine House[/columns]
[anchor=job]
Jobs
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Jobs vary based on the Sevir's skills and path that their spirit wants to take. A majority of the Sevir take pride in their role as huntsmen/huntswomen, gatherers, and fishermen/fisherwomen. These men and women go out into the Makubwa Lori and bring back game to feed the people of Desnind. The other group of people are merchants and craftsmen with an even smaller group filling occupations such as cooks, healers, and teachers. This smaller group consists of mostly women that find it most appealing to take care of the family. Since the word 'family' is dynamic in Desnind, this small group is highly revered because of their nature to care for everyone. Sevir that do not have a pull to manual labor often find themselves working with the Cikkaken as builders of the city. These people are highly spiritual and take their relationship with Moseke very seriously. Common jobs seen in Desnind and their pay (as outlined by other cities) are below. Please see Tax Laws for options on pay.
Beekeeper Basket Maker
BowerBrewer
ButcherCook
FishermanFletcher
HuntsmanJeweler
ScoutSeamstress
Seaweed HarvesterTanner
TrapperVintner
WeaverWoodcarver
word count: 740
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City of Desnind

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[anchor=god]
Religion
[/anchor]

Religion for a greater majority of the Sev'ryn revolves around the Immortal Moseke. Her gift of life and rebirth, even though it cost many animals their earth bound life, is one that is honored on a daily basis. A temple was built at the figurative center of the city. As the city stretches from the ocean in a tree like fashion, Moseke's temple was built at the point where the paths branch off into the city. It is an ornate temple built directly into a large tree by the Oludïbọ Cïkäkkẹn. Many Sevir will stop by once a day to offer prayers and thanks to Moseke although many others will stop in the middle of the street to pay their respects to the Immortal for her presence is ubiquitous in Desnind.

Moseke may be the Immortal most honored in Desnind, but she is not the only Immortal to play a role in its creation. After the poison leached into the lives of many Sevir and their animals, Lisirra was mostly cast out from prayers. After the rebirth and recreation of their civilization, some spirits were weaker than others and easily corrupted by dark thoughts. These Sevir will pay homage to both Moseke and Lisirra. Depending on the condition of their spirit, they may pay more attention to on Immortal. The darkest spirits tend to join the cult Cazav, whom have established their workings in Lisirra's temple.

Depending on a Sevir's trade, additional immortals may be honored. Karem, U'frek, Chrien, and Ashan are all names that have been spoken within the city of Desnind on the breath of a prayer before. No Sevir would worship these Immortals above Moseke, for she is the mother of their race.


Aiséirism

Credit to Jade
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Aiséirism practices Moseke’s values while calling to and honoring her domains of life, nature, and creation. Unlike Serga Mavranu, this faith and its followers practice peacefully. Violent, deadly sacrifices and chaotic rituals are absolutely forbidden as well as any harm or infliction upon another individual, no matter the reason.

Aiséirism is considered the main religion of Desnind, as Moseke is the Patron Immortal of the city. As peaceful practitioners, they allow citizens to choose whether to practice Aiséirism. Many children was introduced to the religion at a young age and are expected to practice until they are of an age to decide on their own. Many foreigners seeking a spiritual retreat will often practice Aiséirism to some extent. Those that are from the underground sect within Rhakros are welcomed into the fold. All Oludïbọ Cïkäkkẹn members are expected to practice Aiséirism as they are keepers of Moseke's city and everything that she has built.

The Aiséirism faith within Desnind have several tombs that outline the great feats of Moseke. These are protected by the Oludïbọ Cïkäkkẹn, whom are avid practitioners of Aiséirism. Aiséiri Preachers and Life Bringers will be allowed access to these texts.

Religion Ranks:
1st — Aiséiri Life Bringer — (Apply for Religion Rank with city prophet at 250 Devotion)
2nd — Aiséiri Preacher — (Apply for Religion Rank with city prophet at 150 Devotion)
3rd — Aiséiri Follower — (Apply for Religion Rank with city prophet at 50 Devotion)
4th — Devotee — (0 Devotion)
TaskDevotion Points
Stop Experiment+5
Allow Experimentation-5
Save A Sacrificed Slave+5
Allow Someone To Be Sacrificed-5
Worship En Mass At Temple+5
Disrupt Worship-5
Offer Prized Items To Temple+1
Worship Kata-5
Worship Mastes-5
Inflict Pain On A Person-5
Develop Drug+2
Develop Antidote+2
Develop Cure+2
Cure Mutated Human+10
No Seasonal Offerings -10 (On top of seasonal tax)
Free A Slave+5
Acquire Sevrath +10 (Given Seasonally)
Become A Life Bringer For Aiséirism Faith+10
Acquire Yithnai-10 (Taxed Seasonally)
Promote Aiséirism+5
Correct Blasphemy of Moseke+2
Allow Blasphemy of Moseke-2
If you have suggestions for the Aiséirism religion devotion chart, please feel free to message the city prophet!


Serga Mavranu

Credit to Jade
Image
Serga Mavranu is the 'underground' religion practiced within Desnind. It is a religion dedicated to the creation and manipulation of diseases, poisons, toxins, and experimentation. The practice of this religion honors Lisirra and her domains and while it causes mayhem within other cities, it also spreads the Immortals name and power across the global, bringing new followers before her feet.

Practitioners of this faith tend to hide within the temple dedicated to Lisirra. This temple is located within the dead tree centered in the Byth'ni Kanna. The secret sect known as the Cazav practice this faith fervently, hoping that one day Lisirra will come back to Desnind to smite those that have forsaken her.

Followers of the Serganic faith practice from the Veska tablets— ancient tablets with inscriptions that detail faithful following to Lisirra, what honors her, and what is considered dishonorable in her eyes. The Veska tablets hold information regarding plague events, tribal warfare, and other situations sprinkled throughout the course of the city’s history to better educate the Plague Bearers and their fellowship. Only copies of the Veska tablets are found within the Bythnia Kanna temple. The original Veska tablets are located in Rhakros.


Religion Ranks:
1st — Serga Plague Bearer — (Apply for Religion Rank with city prophet at 250 Devotion)
2nd — Serga Preacher — (Apply for Religion Rank with city prophet at 150 Devotion)
3rd — Serga Follower — (Apply for Religion Rank with city prophet at 50 Devotion)
4th — Devotee — (0 Devotion)
TaskDevotion Points
Volunteer For Experiment+5
Refuse Experimentation-5
Sacrifice Prized Slave+5
Save A Sacrifice-5
Worship En Mass At Temple+5
Disrupt Worship-5
Offer Blood To Fountain+1
Taint Fountain With Spoiled Blood-1
Worship Ethelynda-5
Worship Vri-5
Kill An Experiment-5
Develop Poison+2
Develop Drug+2
Develop Antidote+2
Develop Disease+2
Develop Cure+2
Mutate Human With Toxin+10
No Seasonal Offerings -10 (On top of seasonal tax)
Free A Slave-5
Acquire Sevrath -10 (Taxed Seasonally)
Become A Plague Bearer For Serganic Faith+10
Acquire Yithnai+10 (Given Seasonally)
Kill A Creature-2
Fail At Experiment-5
Correct Blasphemy of Lisirra+2
Allow Blasphemy of Lisirra-2
If you have suggestions for the Serganic religion devotion chart, please feel free to message the city prophet!
[anchor=edu]
Education
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Formal education does not exist in Desnind. Although children start learning language at a young age, it is taught to them through use by all their elders. The only other aspect that is taught universally to all Sev'ryn children is the history of Moseke. Their spiritual relationship beyond the basic history of their people and Moseke sprouts from their own story and calling. Aside from these two basic aspects, no two Sev'ryn have the same 'education'. Once a child reaches an age that is acceptable for them to follow their path of choice, they will branch out to find an elder willing to teach them in that trade.

Sev'ryn generally have one or two skills that they are extremely good at that are aligned with their chosen path. Additional skills are basic at best if associated with another trade, although it is rare to find a Sev'ryn that is talented at a few trades. Sev'ryn that are educated in the same trade will often group together to provide for all of Desnind. The hunting group will go into the Makubwa Lori and bring back animals to the city. At this point, they will trade and/or sell the hides and bones to other tradesmen to use as they are not trained to craft with them. The people thrive off one another, and that is how their society has survived for arcs.
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Recreation
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Sev'ryn find peace and tranquility in everything that they do. If they did not enjoy what they did for a living, their spirit would not have driven them to do it. When it comes to options that do not involve their daily routine, the world is their playground. Many Sev'ryn find pleasure in walking on the beaches and out into the Ta'lengean along the gwalos or into the Makubwa Lori. They will pick up shells, spend quality time with their familiars, and commune with Moseke on these long walks.

Community is another large part associated with recreation within the city. Groups of people will gather at the arena to watch a fight, around a large fire to listen to an elder tell a story about the outside world, or share a meal after a hunting party returns. The people will even find pleasure watching two children race up a tree to see who can get to the top first. There is very little that a Sevir will find enjoyment in.
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Cuisine
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Sev'ryn cuisine consists of natural ingredients that are found in the Ta'lengean and the Makubwa Lori. Domesticated animals are not found in Desnind, although traveling merchants may sell beef, pork, and mutton. Most do not find the taste of these animals appealing and prefer the wild flavors of venison, fish, and insects. Hunters, gatherers, and fishers will go into the wild and bring food back to the city, where it is cleaned, cooked, and served to all citizens.

Protein is the main staple of a Sevir's diet; however, fruits and greens are also commonly found at the dinner table. When a cycle allows, berries are found in massive amounts around the city. To get the sweet taste to last all arc long, they are made into natural jams for storage. Exotic tree fruit may also accompany these berries, although they are better when they are eaten fresh and rarely ever stored. Fungi and edible plants make up salads and are added to stews for flavor.

Spices, unless bought at a high prices near the docks, are not commonly used in Sevir cuisine. Sea salt and honey are the two most commonly used additives in Desnind. Several Sev'ryn have made it their mission to control a population of forest bees to produce honey while another group hides themselves away at remote locations to harvest salt from the ocean. These are two highly requested commodities to the outside world.

Handcrafted flour out of nuts is used for very basic breads to accompany stews. Any baking that occurs in Desnind uses wild eggs from nesting forest birds, honey, water, and nut flour or wild potatoes. Bread is not a staple in a Sevir's diet, but it is found at the dinner table at celebrations to make a person feel fatter and thus more satisfied with the meal.
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Holidays
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Tialadani - "The Harvest"
Trial 99 of Vhalar

Desnind is home to a wide variety of fruits, veggies, and insects. Tialadani is the celebration of the harvest. The residents of Desnind get together to celebrate the bounty the forest provides. On the day of the festival, there are great fires on the ground with dancing and singing. Large boar, deer, and bear are roasted openly over these fires. Potato and nut breads were hand ground in the morning and cooked around the celebration fires in the evening. Produce are lined on tables in all forms - raw, steamed, roasted, baked - for sampling. Not a nel is spent on food that day. Other vendors bring their wares to sell, taking the opportunity to monopolize on full purses. All fires, stalls, and parties occur around Moseke's temple, where there is no risk to burning down the city proper.

Mwẹnz Tsäbtä - "The Star Release"
Trial 23 of Cylus

This holiday is designed in honoring an insect that provides a great service to Desnind - light. The iyọ are large glow bugs that live year round in glass lanterns. At the beginning of Cylus, the entire city falls into darkness as these glow bugs form cocoons. On trial 21 of Cylus, the cocoons split to reveal bright, bioluminescent butterflies. These butterflies are released on trial 23 of Cylus, after they have left a few eggs at the bottom of the lantern. By the beginning of Ashan, the eggs have hatched to bring new light to a new year and life. On trial 23 of Cylus, all the residents bring their captive iyọ and release them. There is no place to congregate for the release, as most residents will release them just outside their front door. The sky is filled for the next 24 to 36 breaks with the bright butterflies, making all of Desnind glow. During these hours, the eggs are opaque. They slowly become translucent while the adults are still around, although they will begin to disappear into the Makubwa Lori. The last butterfly leaves Desnind when the first egg glows. Many believe that the day of hatching guarantees new life to Desnind, and this occurs on the last day of Cylus. Rumor has it that the day the butterflies do not hatch, Desnind will remain in darkness forever.

Aìdá adugbo - "The Festival of Love"
Trial 69 of Ymiden

This festival is in honor of the great love the two immortals felt for one another. Ymiden and Moseke have always found great happiness in each others company. This was consummated by Ymiden's gift to Moseke - the Tunäwä. The Sevir use this holiday as a way of celebrating love, while the Tunäwä remember this day as the birth of their people. Many Sevor will give tokens and bond with their dabi uaya. The Tunäwä honors Aläïwä heavily on this day for it is her birthday. Love and birth represent the general theme of the celebration. As always, food and celebration fires are present. Flowers are highly valued at this celebration. Children born during this celebration are believed to have the blessing of both Immortals and have the ability of giving endless love. Sevir believe that they are the happiest of their race.
word count: 2351
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City of Desnind

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Factions
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[anchor=singer]
Oludïbọ Cïkäkkẹn
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Tì’al Näfäkä Tsabar Aik Mulki

History:

In the early arcs, the Oludïbọ Cïkäkkẹn were created in hopes to build a grand city in honor of their mother and savior, Moseke. Initially, this faction was built out of craftsmen. These able bodied carpenters and architects generated plans to build houses in the trees. Eventually, despite having the security from the elements in the form of walls and roofs, they were unable to avoid the treacherous creatures that were drawn from the forest to the collection of mortals. Beasts ravaged their unprotected city. The citizens of the young Desnind looked to the men and women that had come together to build their city. Desperate, this group turned to Moseke for guidance.

As a mother would to her child, Moseke taught these men and women the art of commanding the forest through the use of her blessing. Sevrath became a powerful tool to the early builders. Plans were created to draw the trees up from the ground, making them thick and strong. The trunks would be so close together that no mortal or animal would be able to slip past the walls into the city. The cliffs would protect their northern borders while the trees protected their southern borders. In a great display of power drawn from Moseke, five exalted disciples to Moseke came together and made the dream of their breathren a reality. This event marked the true birth of Desnind and the Oludïbọ Cïkäkkẹn.

The literal translation of Oludïbọ Cïkäkkẹn is "tree singers". There were five Sevrath champions that were taught to have absolute control over nature through Sevrath, spirituality, music, and dance. Dubbed the Original Five (Tìhawnu Bayi in Xanthean), they were to lead the Oludïbọ Cïkäkkẹn in Desnind's early arcs. Aik'lara was a great healer that was interested in protecting the Sev'ryn from disease and injury. Visla'ka had difficulty finding her own familiar and wished to help those searching for their other half. Gilo'rogar wished to travel all over Idalos, spreading Moseke's teachings of life and love. Kir'ela, despite her love for her people and Moseke, wished to live only one life. Ubukoo was the strongest of them all, interested in securing Desnind and building a safe haven for all Sev'ryn.

The Original Five moved forward to establish the faction as the core of Desnind. Since there is no formal government, the Cïkäkkẹn lay down rules for the city. These rules are based on the five main statutes handed down from the Original Five.

That Which is Open
That Which is Stable
That Which is Complete
That Which is Alive
That Which is Dead


The Original Five have long since passed away, but the statutes that they created remain. The five branches of the Oludïbọ Cïkäkkẹn have continued to develop and gain influence in the city. The Original Five have been replaced by The Five, each heads of their respective branch. The Five make up the council that presides over important criminal trials, determines guidelines and laws, and distributes resources to those in need. Almost all Sev'ryn respect The Five and their rules as a loose form of Desnind government.

Additional information about the Oludïbọ Cïkäkkẹn can be found here. Please contact Ent or Nymph about joining the Oludïbọ Cïkäkkẹn if interested.
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Cazav
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The Cazav have been around since before the Sev'ryn were created; however, at that point they did not have a name. A select few outside of the Cazav believe that some of the Sev'ryn predecessors had managed to come into contact with Lisirra. She manipulated them into her live experiments with promises of resurrection. As long as they assisted her in the creation of her plague, they would forever be in her good graces. She promised the plague would help their people prosper. However, this was not her true intention. It just so happened that the Sev'ryn were resurrected by Moseke and when this occurred, they remembered this promise. Once reborn, these Sev'ryn believed Lisirra to be the true creator of their race. They believed she planned this all along, despite the destruction she caused when she released the plague on the forest. These Sev'ryn created the Cazav in her honor. At the time the Cazav practiced openly and without fear.

The Sev'ryn outside of the Cazav thought them to be crazy but no real hostilities were present between them for quite some time. This did not remain the case. By the 600th arc this group had grown larger than the Oludïbọ Cïkäkkẹn were comfortable with. The growing number of Cazav members lead to an eventual purge in Cylus of arc 620. The Iyäkän, or 'sentencing', is an event that is remembered by a select few and is information not shared lightly. The Iyäkän killed many of the Cazav members, with the few that survived retreating and taking refuge in the temple they made in Lisirra's honor. This purge was one of the most shameful acts that ever took place within Desnind and the Sev'ryn who know of it feel constant guilt about the act.

The Cazav remained hidden from the rest of their race. To protect themselves, they leave their sanctum rarely and initiate few.Few now know that the faction still exists within Desnind and those that do strive to keep it a secret. Occasionally people will go missing in the forest as some of these have been taken by the Cazav for their cruel experiments. The group have remained inside their underground home in the Temple of Lisirra since the Iyäkän. A select few will leave to gather food or travel to find their familiars but most will remain within the temple for the majority of their lives.

Additional information about the Cazav can be found here. Please contact Ent or Nymph about joining the Cazav if interested.
word count: 1043
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City of Desnind

[anchor=pop]
Population
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Desnind City: 149,277
Magani City: 1,996

Desnind City Population Breakdown
Sev'ryn: 119,421
Mixed Race: 17,913
Tunäwä: 1,029
Other: 10,914
Given that Desnind is the homeland for the Sevir, it is no surprise that a majority of the population (>90%) are Sev'ryn or Sev'ryn mixed bloods. Another portion of the population is made of their cousins, the Tunäwä. Most of the Tunäwä are located in their miniature city of Magani, located closer to the Ojọgbọn. There are several other races found within the city. The call of Moseke and the wild Makubwa Lori have brought tourists, wild game hunters, and traders from all around Idalos to the small city. Many don't stay long as the comforts that are normally provided in developed cities are not found in the tree city. Only a select few will be interested in basic living and providing for all citizens rather than just themselves.
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Views on Other Races
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Aukari: Desnind citizens despise the Aukari in general with a passion almost as fiery as their creator. They are almost never allowed to enter the city, let alone step foot in any of its tree buildings. The only exceptions to this rule have come after several extensive meetings outside the city with buckets of water in close range. -10 Fame
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Avriel: Rarely seen in the forest, the average Desninder has no basis for an opinion on Avriel.


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Biqaj: Members of the sailor race are commonly spotted entering and leaving the city with cargo from the other regions of Idalos. Desnind citizens respect the Biqaj, but will give them a wide berth unless close with a specific person. +10 Fame
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Eídisi: Rarely seen in the forest, the average Desninder has no basis for an opinion on Eídisi. No Fame Given

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Ellune: Rarely seen in the forest, the average Desninder has no basis for an opinion on Ellune. No Fame Given

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Humans: The second most common race in Desnind, humans are given almost no thought by the Sev'ryn population. Though Sev'ryn may feel some pity for their human neighbors, they are treated as equals. +10 Fame
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Hyludin: N/A


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Ithecal: A handful of Ithecal exist in Desnind and are, for the most part, objects of curiosity for the rest of the city. Their craftsmanship is respected, though the transportation problems they cause are despised. No Fame Given
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Lotharro: The Lotharro are viewed as a race similar to their own. The Sev'ryn see the Lotharro as cousins. Their connection with animals is far different, as they carry animalistic traits versus being bonded with a spirit animal, but it is this connection that seemingly makes them cousins. +10 Fame
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Mer: The Mer are treated with caution, but not absolute disdain. Although Niomyr is far more accepting of their kind, Desnind perceives their relationship to be neutral until given reason otherwise. No Fame Given
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Mixed Race: Most human and Sev'ryn hybrids are looked on well enough. For the most part (depending on what blood they come from), Desninders treat those of mixed heritage as equals. Fame will be based on what they are mixed with.
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Naerikk: Generally distrusted in Desnind because of Augiery's constant boat thievery. The only Naerikk looked on with anything resembling respect are those exiled from Augiery. -10 Fame

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Qi'ora: A curiosity in Desnind, the Qi'ora are highly respected as true relatives of nature. Qi'ora walking through the city can expect awed stares from all residents-adults and children alike. Most are considered distant cousins based on their connection with Moseke. +10 Fame
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Sev'ryn: The dominant race in Desnind. Sev'ryn are treated as normal in the city. +10 Fame


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Tunäwä: They are considered close cousins based on their relationship to Ymiden and Moseke. They were made of the sacred Ojọgbọn and are generally protected if possible. Many Sev'ryn make it easy for them to trade and live in the city by accommodating their small stature. +10 Fame
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Wisps: N/A


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Yludih: Most Yludih are hidden within the city, if they are present. They are treated based on their outward appearance. If anyone were to find out a person was actually a Yludih, their secret would be brought forward to the Cikkaken to be dealt with according to their historical actions. No Fame Given
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Views on Domain Magic
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Desninders are cautious when it comes to magic unless it harms Desnind, the Makubwa Lori, or interferes with their values as followers of Moseke. The citizens believe that Idalos and her people are gifts, despite the flaws that each component may have. Domain magic is only frowned upon when it seeks to damage a person, place, or thing in the living walls of Desnind. Inconveniently, this has implications on most domains and makes most Desninders fearful of mages and what power they may hold.
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Alchemy : As with the general viewpoint of those that live within Desnind, Alchemy has a purpose. As long as a crafter instills items with abilities designed for good, they welcome the craft. They may not understand it, but have found application in it. Those that instill properties for evil are frowned upon and the item is often destroyed.
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Ensorcelling : Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Aenean commodo ligula eget dolor. Aenean massa. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Donec quam felis, ultricies nec, pellentesque eu, pretium quis, sem. Nulla consequat massa quis enim.

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Aberration : Given that Moseke is the Immortal of life and Aberration involves taking life, this is not a skill that is welcome within the city. The Cikkaken make it their mission to seek out these serial killer and send them on their way, if not worse. They are normally located and whisked off in secret to prevent the citizens from being aware of their powers.
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Abrogation : Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Aenean commodo ligula eget dolor. Aenean massa. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Donec quam felis, ultricies nec, pellentesque eu, pretium quis, sem. Nulla consequat massa quis enim.
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Amplification : Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Aenean commodo ligula eget dolor. Aenean massa. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Donec quam felis, ultricies nec, pellentesque eu, pretium quis, sem. Nulla consequat massa quis enim.
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Becoming : Becoming is one of the few Domain magics that are highly revered within the city. Sev'ryn citizens feel that Becomers have attained a new way of fusing themselves with the other half of their spirit. By becoming the animal that they have bonded themselves to, Sev'ryn Becomers feel that they have attained a completion to themselves they did not have. Becomers are welcome within the city of Desnind and will often have a following of citizens that desire their knowledge.
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Defiance : Defiance magic is welcome only if the Defier practices in the elements of earth, water, or wind. Defiers that practice with the element of fire are believed to intend harm for Desnind and the Makubwa Lori. They are exiled upon being found and may be escorted onto the nearest ship leaving Desnind. Defiers that practice with earth, water, and/or wind elements may be welcomed into the Cikkaken as some say Defiance is similar to Sevrath, Moseke's Blessing.
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Dustforge : Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Aenean commodo ligula eget dolor. Aenean massa. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Donec quam felis, ultricies nec, pellentesque eu, pretium quis, sem. Nulla consequat massa quis enim.
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Empathy : Empaths are not welcome within the city given the complicated threads of the Sev'ryn. They believe that Empaths will take advantage of weak-minded Sev'ryn to dissect out the familiar bond. What a mage cannot understand is the complexity of a Sev'ryn and the bond they share with their invisible half.
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Graft : Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Aenean commodo ligula eget dolor. Aenean massa. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Donec quam felis, ultricies nec, pellentesque eu, pretium quis, sem. Nulla consequat massa quis enim.
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Hone : Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Aenean commodo ligula eget dolor. Aenean massa. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Donec quam felis, ultricies nec, pellentesque eu, pretium quis, sem. Nulla consequat massa quis enim.
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Mirage : Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Aenean commodo ligula eget dolor. Aenean massa. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Donec quam felis, ultricies nec, pellentesque eu, pretium quis, sem. Nulla consequat massa quis enim.
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Necromancy : Life has a time limit. When a Sev'ryn passes and returns to the cycle to be reborn, that life is over. Although other races do not have the luxury of rebirth in their opinion, Sev'ryn still find Necromancers to be enemies to Moseke. Bringing back the dead prevents them from entering the next life or moving on to the afterlife. Necromancers are persecuted harshly. If there was a definitive way to ensure they were not reborn, this would be their punishment.
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Pact : Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Aenean commodo ligula eget dolor. Aenean massa. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Donec quam felis, ultricies nec, pellentesque eu, pretium quis, sem. Nulla consequat massa quis enim.
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Rupturing : Rupturing has implications that could be beneficial to the city. Being located on the Southern Region, Desninders are often cut off from the outside world. Although they cannot wrap their mind around how a Rupturer opens portals or bends time and space, they are amazed by the idea that they can step out of the forest and directly into the city.
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Schism : Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Aenean commodo ligula eget dolor. Aenean massa. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Donec quam felis, ultricies nec, pellentesque eu, pretium quis, sem. Nulla consequat massa quis enim.
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Sovereign : Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Aenean commodo ligula eget dolor. Aenean massa. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Donec quam felis, ultricies nec, pellentesque eu, pretium quis, sem. Nulla consequat massa quis enim.
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Transmutation : Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Aenean commodo ligula eget dolor. Aenean massa. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Donec quam felis, ultricies nec, pellentesque eu, pretium quis, sem. Nulla consequat massa quis enim.
[anchor=home]
Housing Information
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Living in Desnind brings a relatively different style of housing. Most houses are located within the trees. To get to these houses, ladders, bridges, and spiral staircases lead up to the higher branches where many people make their homes. Since it is against the law to have fire in many locations, Iyọ light up the buildings in the dark with bright blue, green, or yellow light. Heavy furs are provided to all to fight against the coldest evenings.
Housing Information
This is Desnind specific. Players will be allowed to have a 400 square foot tree-house. Each tree-house includes one bed, two chairs, one table, two knives, a set of six plates (assorted), one chest, two heavy fur blankets, and an Iyọ lamp. The Iyọ lamp will contain one female and one male caterpillar of the same color (blue, yellow, or green), which is chosen by the player. Further description is up to the player including, but not limited to, access (ladder, stair, bridge), appearance, window style/amount, etc.
word count: 1966
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I'm bad, and that's good. I will never be good, and that's not bad. There's no one I'd rather be then me.
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Re: [Desnind] City Lore

All done - all wikified.
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