[Ne'haer] Development and Requests Thread

If you would like to see things added to the city (Holidays, NPCs, Locations, etc) post here!

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This Forum is for all work-in-progress Development projects
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Niv
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[Ne'haer] Development and Requests Thread

Zuroni's Animal Care and Training Sanctuary
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Artwork created by Unknown artist.


On the outskirts of the city just before the Willow Woods begins, Lies a large animal sanctuary that bustles with life. It was originally the Home of Zuroni, a veterinarian who often took in injured animals and brought them back to health. The mans good will attracted the attention of local Tunawa who began bringing him even more creatures in need of his care. Space became limited quickly and together with the Tunawa, Zuroni was able to build a space that could house quite a bit of different creatures and Tunawa alike.

It is now a small town where Tunawa and animals live, and a place where residence of Ne'hear can come to adopt or learn to train their animals. The animal fences in the sanctuary are actually made of stacked up Tunawa houses and buildings, and the massive cages are littered with tiny stairways and bridges for the tunawa to easily travel about. large trees filled with various birds and vibrant plant life decorate the landscape to make the animals and tunawa feel more at home.

The tunawa are most proud of the assortment of obstacle courses they constructed to aid in training and rehabilitation. They put a great deal of effort into making elevating by levels of difficulty so that every animal could feel challenged but comfortable.

The money Zuroni makes from selling the animals goes directly into keeping the sanctuary alive and towards building new additions. It is advised that you take care of the pets you adopt because the Tunawa are know to keep tabs on customers from time to time.

Zuroni

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Name: Zuroni
Created by: Niv
Race: Biqaj
Age: 30
Born: 14th of Ashan, Arc 686
Title: Owner
Skills: Medicine (Competent), Surgery (Competent), Animal Training (Competent), Animal Husbandry (Competent)
Other Information:
A kind and generous man of great patience and compassion. He can be a bit stand offish and quiet however, and prefers the company of animals and Tunawa over the people of the city.

Alarin

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Name: Alarin
Created by: Niv
Race: Tunawa
Age: 17
Born:7th of Ymiden, Arc 699
Skills: Animal Husbandry (Expert), Animal Training (Competent), Leadership (Competent)
Other Information:
Alarin has always had a way with Animals, even when he was small all manner of creatures would be calm in his presence. This ability also helped him organize the Tunawa that live with Zuroni, and ensure they they all did their part to help the sanctuary.
He was never a slave but chose to travel along with his sister Lyssae and see the animals the world had to offer. He set up root in Ne'hear not long after after meeting his romantic partner Jenberon who convinced him to stay.

Jenberon

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Name: Jenberon
Created by: Niv
Race: Tunawa
Age: 18
Born: 7th of Ymiden, Arc 697
Skills: Carpentry (Competent), Construction (expert), Sculpting (Competent)
Other Information:
Obsessed with building and making object and buildings, Jenberon was the Tunawa that organizes most of the ongoing construction for the Sanctuary. Unlike his Partner Alarin, he can be a bit abrasive and stubborn especially when he has a lot of work to do. His personality switches when Alarin's calming presence is around and he becomes more friendly.

He was a slave in the past but he doesn't like to talk about it.

Lyssae

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Name: Lyssae
Created by: Niv
Race: Tunawa
Age: 10
Born: 25th of Ymiden, Arc 706
Skills: Animal Husbandry (Competent), Stealth (Competent), Intelligence (Competent), Investigation (Competent)
Other Information:
Lyssae is the best at finding injured animals and strange goings on. She's less trusting than her brother Alarin and is usually the one to follow new pet owners to see if they are taking care of their pets properly. She's weary of most strangers after hearing so many horror stories from local Tunawa.

Pets

Small Dog - 15gn
Medium Dog - 40gn
Large Dog - 75gn
Cat - 5gn
Lamb - 5gn
Kid (Goat) - 5gn
Lizard - 3gn
Turtle - 1gn
Garden Snake - 1sn
Duckling - 5sn
Duck - 1gn
Drake - 5gn
Goosling - 1gn
Goose - 2gn
Gander - 10gn
Pigeon - 10gn
Dove - 15gn
Owl - 20gn

Note: The above prices are for untrained Animals. To obtain the price of a trained Animal or Mount, double the listed cost.

Exotic Pets

Hawk - 30gn
Falcon - 80gn
Eagle - 300gn
Ocelot - 50gn
Feather paw Necromancer - 120gn

Note: For the safety of the citizenry, the above Pets can only be purchased fully trained. The listed prices reflect the cost of training these spirited mounts!

Services

Training session 5gn
Animal Check up 10gn
Players are free to self Moderate this location.
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Thank you for your submission! ~ Jade
Last edited by Niv on Wed Oct 05, 2016 5:41 am, edited 8 times in total. word count: 772
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[Ne'haer] Development and Requests Thread

Combatants Training Grounds
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The training grounds were made shortly after the Coliseum, as an extension to the massive building. They were made to house all fighters of the Arena, as well as give them space to practice their combat skills. With arcs of further development, the Training Grounds were opened to the general public, only with a higher cost for all training courses. In the beginning, only Masters of the Coliseum, which are never of the same number, were able to teach at the Training Grounds. The Masters are usually chosen by the Grand Master, but sometimes they are accepted only because another Master recommended them. They are often the most skilled fighters in the arena, ones that play fair and rightly, but still win. At one time, there could be as little as 2 or as many as 30 Masters, including the Grand Master. The Grand Master is elected by the previous Grand Master from among the current Masters. He is the one that is believed to be able to keep the Coliseum running the best, and even though he may not be the best fighter, he is most definitely the best at doing his job.

Some time after opening the Grounds to the public, the Masters agreed to hire several skilled fighters to aid as tutors, and that tradition lives on until this day. The Grand Master must approve of the suggestion for the teacher, and, depending on the current Grand Master, perhaps even test their skills in a battle, to make sure they are good enough. The Training Grounds accepts all races, but talking about religion within the Grounds is strictly forbidden, even more than assaulting anyone. The Grounds is a place meant for honing your battle skills, not gossiping about the Immortals. Anyone seen intentionally offending any other person, or physically attacking them without their consent for a sparring match to start will be forever forbidden from entering the Grounds again, even if they were a combatant/Master or even Grand Master.

Besides the courses and the barracks, the Training Grounds is a safe haven for those that just want to practice by themselves, or with some other person of the same level as them. Using the training weapons provided by the Grounds is a must, and anyone seen using a blade with a sharp edge will be forever forbidden from entering the Grounds again. Death can happen on the Grounds, but it is rare, so every death is investigated carefully by the Council and their representatives, unlike in the Coliseum. If a person is convicted of having intentionally wounded and/or killed another during a practice match, the offender will be handed over to the Coliseum/Grounds officials for their own methods of dealing with the criminal. The person that committed any sort of crime on the grounds of the Coliseum will be forced to fight their way to freedom with only the most basic equipment. One murderer was once caught hiding in the barracks, and even though none of his murders were committed on the ground of the Coliseum, he was forced to fight in an event with only poor quality leather armor and a blade with a dull edge. Besides making criminals fight their way to freedom, if someone had committed a crime while the next event was still far away, they would be locked in one of the cages, often tortured. This behavior of the Coliseum officials is not unknown to the Council of Minaih, nor the people of Ne'haer, but nobody has ever actually stood up against it, seeing how it has been working gloriously for them. After a single cheater or criminal is found, there are no crimes committed in the close vicinity of the Coliseum for at least two cycles most often. Some even say how the Council hands their worst criminals over to the Coliseum, but that is presumably only a folk tale (?)

NPC

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Name: Oros Qe'Jihai
Created by: Aeon
Race: Biqaj
Age: 42
Born: 8th of Saun, arc 664
Title: Master of the Coliseum. Overseer of the Training Grounds.
Blessings/Curses: N/A
Skills: Polearm - Expert, Navigation - Expert, Torture - Competent, Thrown Weapons - Competent, Teaching - Competent
Other Information:Oros was born into a small Biqaj family from which he separated once he reached 20 years of age. He joined a merchant ship as a guard and kept working there until it got to Ne'haer once more. Then, he tried himself out at one of the events of the Coliseum, and after defeating all of his fellow combatants with ease he was hired as a Master of the Coliseum by the same Grand Master that hired Johan. As friendly as Johan tried to be with Oros, the older fellow always kept thinking he deserved more, and the half Biqaj less than what they both respectively got. Once Johan was named the new Grand Master, Oros snapped, but Johan easily forgot him, and the only real punishment was the assignment to oversee the training grounds. Which wouldn't have been a punishment for anyone else than the Warrior of Earth, as his Biqaj clan name suggested. He is currently bitterly walking through the grounds every day, torturing new combatants that come through every day. He still hopes that he would be elected to become the Grand Master once Johan dies, but every other master knows that that would never happen. The only reason Oros still has his own title is because of Johan's fondness of the Biqaj man.

Price List

Training courses for combatants in the Coliseum are on a half-off discount, while staying at the barracks is free.

Novice combat course - 20gn a season until competency is reached. This course applies to any weapons or combat skill. The player can choose/make an NPC with competent or expert combat skill they want their PC to learn during the course.
Competent combat course - 30 gn a season until expert level is reached. Required competent level in that specific combat skill. The player can now choose/make an NPC with expert or master combat skill they want their PC to learn.
Expert combat course - 40gn a season until master level is reached. Required expert level in that specific combat skill. The player can now choose/make an NPC with master or legendary combat skill they want their PC to learn.
There is no course that teaches a PC up to legendary level available.

Stay at the barracks (free for registered combatants of the Coliseum):

An Immortal-awful room nobody ever wants - 1cn a trial. These rooms are not recommended, and the training grounds officials nor the city Council are not responsible for anything that might happen to anybody staying in these rooms.

An average room affordable by anyone with a wage - 1sn a trial. These rooms suit every need a person has, but not their desires. It is exactly like its ridiculous title states, average.

A nice room that is actually comfortable - 3sn a trial. These are the rooms most citizens of Ne'haer would take when staying in the barracks. This is the highest class room any combatant can get for free, and it usually takes an already won event to earn this one.

A room made for rich people - 1gn a trial. This is the room in which Masters and the Grand Master of the Coliseum reside, unless they are off somewhere else. Combatants need to pay for this room as well, except that if they have already won an event, they could get the price halved.
Players can use these NPCs when writing about the location freely. This location can be self-moderated without any special approval. If taking the "An Immortal-awful room nobody ever wants" you should PM a city prophet to learn what kind of horrors may strike your character.
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[Ne'haer] Development and Requests Thread

Alarog
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Alarog are a feared type of large beast, known for their deadly weapons and the ability to weave webs with their tail-like spinneret that doubly serves as a slingshot for foul-smelling, disease-ridden quills they can pull from their back. They resemble an amalgam of many creatures - a spider, a skunk, a hedgehog, and a tiger. They are ambush predators that wait for a creature to trip on web-covered ground before climbing up a nearby tree and shooting quills at the immobile prey until they decide to finish the job with claws and teeth. Others will fire a quill at prey with surprising accuracy, and then follow until they succumb to infection. Most Alarog are between seven to nine feet in length, with a four-foot long spindly tail.

Habitat: Alarog are found predominantly far to the east of Ne'haer, and tend to stray away from higher elevations. Carnivores, they rely on other animals for food, but they can lay dormant for weeks at a time before finding prey to consume, a sort of hibernation-like state where they remain intensely aware without moving a muscle. This means that their actual territory is typically very small, whatever they can 'see'. The foul, skunk-like musk that their quills exude can be scented for miles around, allowing the intelligent or well-versed hunters to avoid them entirely. Alarog will commonly claim a road or a game trail as territory, sitting up on a high branch like a gargoyle blending in with the shadowy leaves. They are solitary creatures, avoiding one-another until the beginning of the hot cycle, where they start to congregate and fight for mates. Several Alarog together can make the air so horrific that it induces vomiting and nausea.

Lifespan and Development: Alarog live for around a dozen arcs on average, with some living for up to sixteen. To mate. Two males are born to every female, which creates an intense conflict between these beasts in the Hot Cycle, which lasts until the middle of Saun. They will jab one-another with their quills and try to rip one-another apart, just to impress the female which will then consume a fallen suitor. They mate the typical way, but due to their quills many male Alarog will die upon succeeding.

Diet: The Alarog consume meat. They are carnivores. They have no qualms about scavenging old meat if they come across it, but most will acquire their food through ambushing prey themselves. Alarog will even eat others of their kind, using their massive jaws to rip out bone and crunch it apart into a fine, stringy gore before consuming. Those eaten by Alarog will never be found, for they will eat the bones, which their stomachs are capable of dissolving. After having consumed prey recently, an Alarog will spend weeks digesting their prey, sometimes even sunbathing in a clearing or high up in a dead tree to expedite the process.

Temperament: Typically very hostile, Alarog will attack anything that crosses their path, even larger predators. If one of these creatures has recently consumed large prey, they will be sluggish for a period of time, which will make them more passive. Typically, they make snarling growls that sound like an airy screech when attacking, a sound which they use to startle prey. They have not been known to be suitable mounts unless conditioned by magic, and a large portion of their quills will need to be removed. Alarog are illegal to have as pets in Ne'haer, since there is no way to remove every individual scent gland they possess along the roots of their quills.

Abilities: First and foremost, an Alarog can coat the ground with webbing by moving its tail side-to-side along the ground and ejecting a silk-like substance. It's very sticky to the touch, often in thick blobs that can keep someone from raising their boot. Secondly, the feelers on the end of their tail can be used to grasp quills and either jab with them in melee, or wrap thread and stretch to create a slingshot. The base of every quill is fluted like an arrow with keratinous protrusions, which makes for excellent makeshift ammunition for those with a bow.

Each quill is filled with several drops of highly potent, foul-smelling musk that can make an individual gag when scented up close. The liquid is injected when the sharp quill sticks into the flesh of prey, and it transfers any number of diseases which can send a victim into toxic shock within hours. The quills can be cut open, the toxins drained out for a popular poison that gives the appearance of natural death by disease, but the smell must be neutralized or applying it will make an entire building stink as if a skunk is in the area.

The Alarog also possess a large, tiger-like body that is heavy and powerful, each weighing four hundred to seven hundred pounds. Their sheer weight alone can allow swiped with their clawed paws to break bone or knock people unconscious. Their jaws are also quite strong and wide, with a thick skull that makes shooting it with an arrow tricky unless one places a shot into one of their four eyes, which can move independently from one-another, tracking the movements of up to four individual creatures.

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[Ne'haer] Development and Requests Thread

Hal's Chop Shop
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The building was bought by Hal Sono not long after his arrival in Ne'haer, in arc 706, during which time he opened the shop for all that needed its services. The building itself has a ground floor and one floor above it, as on the ground floor and in the basement everything work-related is held, and Hal and his wife live on the second floor. If anyone, even accidentally, ventures onto the second floor they will be angrily chased down by a fat man with a kitchen knife in his hand, and that was what started the rumors. They say that on the second floor, besides torturing his own wife, Hal brings poor men that he kills, chops up into pieces, and then sells in his store. Whether the stories are true or not cannot be confirmed unless a brave soul went to see for themselves, but the Council of Minaih do not believe in them.

During the ten years of work, Hal has established contacts throughout the farms near Ne'haer, from which he receives daily fresh meat. He is also well-known for the fish he has in his shop, which comes straight from several Biqaj fishing ships he is in daily contact with. When someone enters his store, it is expected of them to nicely greet the owner, and to address him with "sir" or other fancy titles. If someone, however, does not, their service will most likely be horrible and they will get the worst piece of meat available, and that would be the best case scenario. Most often, the men and women that treat Hal worse than he believes he deserves will be chased away from his store, "until they learn their manners". His wife is expected to be treated like a servant, with little to no respect, much like he himself treats her. The Biqaj woman is fine with this way, and she addresses all customers with proper, sometimes even exaggerated titles, because if she doesn't, she knows what would happen.

Hal Sono

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Name: Hal Sono
Created by: Aeon
Race: Human
Age: 54
Born: 20th of Vhalar, arc 662
Title: The Butcher dum dum dummm..

Blessings/Curses: Palenon - Favored
Skills: Blades (kitchen knife) - Competent, Cooking - Expert, , Torture - Novice, Strength - Competent
Other Information:Hal was born and raised in Rharne, with the Rharnish spirit, and their love for alcohol and loud music. He was an apprentice butcher for most of his life, and was blessed by Illaren during that time. After his master died Hal moved to Ne'haer so he could afford to open his own shop, and married a sweet Biqaj woman there.

Hal is of a bad temperament, at least since he moved from Rharne, and he can often snap at customers that do not respect the fact that he owns the shop. He often beats his wife, and with time, it has turned the woman into more of a slave than a wife. Hal has a lot of anger issues, but most people don't want to look at them, seeing how amazing his meat always is. He is believed to be a murderer in Ne'haer, though not by many. He looks scary to youngsters, and so many older kids will tell frightening tales about how Hal kills people and then sells their meat in his shop. The government in Ne'haer doesn't believe these tales, even though several people claim to have seen him walking around with his large kitchen knife covered in human blood, so it is only left to the brave to explore this possibility.

Leyha (Lay-uh) Sono

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Name: Leyha Sono
Created by: Aeon
Race: Biqaj
Age: 30
Born: 1st of Zi'da, arc 786
Title: N/A
Blessings/Curses: N/A
Skills: Discipline - Competent, Etiquette - Master, Medicine - Competent, Negotiation - Competent
Other Information: Leyha was born to a nice clan of Biqaj that sailed to and away from Ne'haer constantly, but after her rite of passage, she made a mistake of falling for a butcher from Rharne, which appeared to be an honorable, faithful person. She only learned how mistaken she was after their marriage, and after she was promised to him, with no possibility of an exit. Every bit of anger Hal has in his body will be taken out on this woman, sooner or later, and any time she does anything that doesn't please her well-liked husband she will receive punishment. Some say Hal has fun torturing his wife, some say he does it because he knows no different, and some don't even believe the fact, considering her scars are well-placed and undetectable by anyone except for her husband. In reality, Hal has stopped feeling love for the woman, but feels as though she is his property, and with all of the years of that behavior by him, Leyha has also begun feeling like a slave to her husband. She does what he wants, when he wants it, and without questions, because she knows better, and has even stopped believing that someone would come to rescue her one day. She has forgotten what it feels like to make your own decisions, to be your own person, and developed a deep connection to her husband, no matter all the things he does to her.

Price List

Listed below are all the meats you will find in Idalos. There are no prices listed below because the price of whatever meat you buy depends on the kind of cut and how big it is. Therefore, you must get with your local butcher or merchant to determine the price of the meat. Please note, poets, minstrels, or narrators must assist you with this.
Poor 1 lb 1gn Standard 1 lb 2gn Prime 1 lb 4gn
Item Name Item Name
Cattle Goat
Donkey Deer
Rabbit Lamb
Pig Moose
Elk Duck
Goose Turkey
Squirrel Mutton
Chicken Bison
Players are free to use these NPCs when writing about the location. The location can be self-moderated without any special permission. Please consult a local prophet about the prices of meat you are buying.
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Mahalo for your submission! - Incubus
Last edited by Aeon on Thu Oct 06, 2016 6:24 pm, edited 2 times in total. word count: 1028
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[Ne'haer] Development and Requests Thread

Pellucid
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A much-desired but uncommon pet among the Ne’haer middle-to-upper class, Pellucids are believed to have been created by Chamadarst, but nobody can say for certain or as to why. This legend has contributed to their popularity as pets - those that raise them insist they bring good fortune to their owners. They are much like any regular house cat, usually quite slender, but their fur possesses a unique trait - it’s made of glass-like hair which scatters the light upon it, carrying an image to the other side of the animal. This gives them a ghostly, translucent appearance, and their large, bright-purple eyes can be startling, especially when they reflect light in the dark.

Price: 500 GN

Habitat: Commonly kept as pets in urban environments within homes and sanctuaries, Pellucids are chiefly owned by business owners, or citizens seeking wealth or companionship. There are few strays, and they cannot survive for long without an owner due to their lack of will to hunt and care for themselves. They are lazy, often lounging about and only moving to beg their owners for food.

Lifespan and Development: On average, Pellucids live for about a dozen years. They are very finicky and choosy with mates, and will only do so when the female of the pair is in estrus. Many Pellucid owners will become friends over a successful pairing, due to the superstition that the relationship means a good business partnership will develop.

Diet: Pellucids demand fresh, raw meat. They are very picky, and will not consume a cut of meat if it is cooked or more than a couple of days old. This creates a nightmare for their owners, who must seek out live food every few days to feed their precious little ghost cat. Sometimes they will grow depressed and not eat, causing their food to spoil to the point that they wouldn’t eat it anyway. They are very stubborn, and will force themselves to vomit if force-fed, and starve if not given suitable food.

Pellucid owners are expected to pay 1 GN/Day in Pellucid Living Expenses. Anything less and the cat will starve. An NPC 'Sitting' a Pellucid typically costs an additional 1 GN/Day.

Temperament: It’s nearly impossible to know what’s going on in the capricious mind of a Pellucid. They are prone to intense mood swings. One moment they may be cheery and playful like a kitten, the next they may start to treat their owner as some fearsome predator, yowling and growling. They are slow to bond with others, avoiding the contact of other pets. They will typically lounge on the most comfortable surface of the house, but their unique camouflage can create situations where the owner accidentally sits on one. This can provoke a violent reaction, with an unhappy owner now bearing dozens of tiny scratches across their back. Many who adopt a Pellucid soon realize that their pet is just as much a pest as a good luck charm.

Some owners of these cats have all but succumbed into being the unwitting slave of their pet. Others have committed suicide to escape their little darlings, while many are quick to sell their cat when they find out how hard it is to take care of them without someone well-versed in their care on the payroll.

Abilities: What makes a Pellucid visually appealing is the fact that it has no fur color - they are translucent, only the edges of their form casting a thin outline of refracted light, while inconsistencies in their fur appear as little slivers. Their fur is also prickly and abrasive while capable of cutting the skin, not at all soft, so petting them is not typically advised. A happy Pellucid will rub itself on furniture, rupturing fabric or scratching up wooden furniture and glass. Affection toward their owners is similarly damaging, for fabric can be torn by a passing cat. Upon being skinned, scarred, or wounded, their optical illusion shatters and they become a dazzling smattering of refractive garish colors. Some Pellucid owners will shave them for the above reasons, but doing so is said to bring financial misfortune upon the owner.

It is unknown if a Pellucid has any actual bearing on the fortune of their owner, but Chamadarst himself would be able to shed more light upon the subject.

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[Ne'haer] Development and Requests Thread

Crazed Corner
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The Crazed Corner, as it is most commonly known to the citizens of Ne'haer, is an alley near the Golden Flask, which is always dark, no matter if it is day or night. It has been like this since the city was built, because of the structure of the houses around the alley. Other names used to refer to the Crazed Corner are: Dealers Heaven; The Drug Alley; The Chaos Street. Names mostly talk about the constant drug flow that is located in this alley, and all kinds of drug dealers that can be found around it. Some names, however, talk about the crazy people which can be found in the alley after the breaks of drug sale are over. Many deaths have occurred in this alley, and yet most of them were because of a simple overdose, or an accident while under the influence of drugs.

The dealings are completely anonymous, so no man or woman in the alley has the right to disclose his, her or someone else's name to anyone. This is so that it is impossible for all dealers to be captured, and for the buyers to have their private life remain private. Many renowned people have bought their daily dose right in this street, but it is impossible to be sure about that, considering nobody has ever heard their true and full names. If a dealer breaks this unwritten rule, and reveals any personal information about their buyer, they are forbidden from selling in the Corner again. If the buyer does this, they will not be accepted as a customer anymore.

All kinds of drugs flow through the Crazed Corner, and it mostly depends on the dealer, but every single seller should have at least some basic narcotics by him at all times, to make sure they can earn at least some nel when everything else is going badly. There are no set prices in the Corner, and it is all based on the dealer and the buyer to discuss, and even in a case of a scam, there will be no actions taken against the scammer, seeing how most of the people that come to this place believe it is none of their business

Players are free to self-moderate this location without any special permissions. Players are free to make NPC dealers/buyers for this location.
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[Ne'haer] Development and Requests Thread

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Name: Roll Katarok
Created by: Aeon
Race: Mixed (Human/Qi'ora)
Age: 156
Born: 7th of Saun, arc 560
Title: Valiant of the Steel Company for the Blades of Zafra
Blessings/Curses: N/A
Skills: Leadership 90
Ranged: Crossbow 90
Siege Weaponry 90
Tactics 80
Intelligence 70
Mount 60
Linguistics 50
Negotiation 50
Strength 40
Other Information: Katarok was born in Nashaki, and has always felt the need to help people, no matter in which way. The only thing strong enough to beat that need, was his need to build things, and as he traveled throughout Idalos, he found his place among the Blades of Zafra, where he could do both of those things. Moving up the ranks slowly, the half Qi'ora knew he had the time, so he didn't rush it. Katarok always has patience within his eyes, much unlike the rest of the world around him, and he tries to see everything in the best way possible. He will not succumb to corruption or pressure from his peers, and believes that with all of the hard work he put into his career, he deserves to make his own decisions, and to fully control his entire company. With his legionnaires Katarok tries to be like a big happy family, knowing that everything that happens to the men and women serving under him will be his fault. He never lets mistakes just slip unnoticed, and will often come along with the legionnaires during their work days just to observe and talk with his men. Although in some aspects strict, Katarok is a sweet little kitty compared to the rest of the Blades, and he, and his soldiers, know that, but those who take advantage of it will experience the wrath of the half Qi'ora. He had never married or had children, but he views his entire company as his children, and will mourn for every lost man as he would for his own son. There are rumors spreading around that the only love of his life was killed by Syroa, but those rumors can not be confirmed, as Katarok often just puts a smile on his face and tells the soldiers that asked him to go back to their work.
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image found, and added to the NPC directory! Thank you!
word count: 383
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"A hero is someone who steps up when everyone else backs down"
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Aeon
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Joined: Sat Aug 13, 2016 4:16 pm
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[Ne'haer] Development and Requests Thread

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Name: Farr Kyrene
Created by: Aeon
Race: Human
Age: 40
Born: 11th of Ashan, arc 676
Title: Legionnaire of the Siege Platoon for the Blades of Zafra
Blessings/Curses: Aeva's blessing - Adored
Skills: Leadership 80
Ranged: Compound bow 80
Siege Weaponry 99
Tactics 70
Intelligence 60
Mount 50
Linguistics 40
Negotiation 40
Strength 30
Other Information: Farr was born and raised in Ne'haer with one purpose in his life. To build. Ever since his childhood, he built small contraptions that did random things. From small catapults, to buildings the size of himself, Farr could not leave his tools and materials, and so he joined the Blades. It didn't take long for the man's talent to be recognized, mostly by the Valiant of his company, and later by the others, and he grew in ranking, as well as skill, quite fast. He is currently considered to be the best Siege weapons creator that lives, being near able to outdo everyone before him throughout Idalosian history. It is only his attitude that is stopping Farr from progressing even higher, since he can be quite temperamental. The man can lose his wits once somebody insults his hard work, or once somebody acts more ignorant than usual. There are a lot of things which tick this man off, and as much as he would like to be like his Valiant and remain relaxed, he just can't. Every little thing can piss him off to the extremes, and it is better not to do so, considering he can be one of the harshest commanders currently in active service.

Farr views Katarok as a father figure and a mentor, and would never do anything to willingly harm him, not even if it would result in him picking up the half Qi'ora's place. The human has a good moral compass, it is only his nerves that keep him from being such a good person. He goes around the barracks most often, torturing the younger Blades because they aren't working hard enough. In his eyes, nobody is working hard enough, and hard work is the only way to perfection. One could say he is a bit too ambitious regarding his own apprentices.
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Name: Jos Yv'Akor
Created by: Aeon
Race: Biqaj
Age: 49
Born: 80th of Vhalar, arc 667
Title: Legionnaire of the Silver Tongue Platoon for the Blades of Zafra
Blessings/Curses: N/A
Skills: Leadership 80
Ranged: Longbow 80
Siege Weaponry 80
Tactics 70
Intelligence 60
Mount 50
Linguistics 40
Negotiation 40
Strength 30
Other Information: Jos was never quite engaged in the seafaring and speeches of freedom his people gave, but instead he wanted to know more about the land, about the crafts in which other mortals were, and about the life in the city, the life as a soldier. He was always more brain than muscles, and that helped him through several tough situation which could not be handled by just muscles. Jos was often messed with during his service because of his thin build, and yet he could take it all with a broad smile on his face. The biqaj doesn't talk much, and often leaves the social jobs to the men beneath his rank, while only entering serious and prolonged conversations with the other legionnaires and the valiant, when necessary. Unlike the other two legionnaires, the half Qi'ora valiant was not the one to whom Jos owes his success. This biqaj struggled all by himself, without anybody's help, nor advice, only so he could reach this high of a position within the Steel Company.

Jos often makes low sound jokes about death and retirement, and how he was ready for both of those. He has seen action in his days, and it molded him into a quiet, thoughtful and observing individual. He constantly runs out of words on both his native tongue and the Common language, and prefers to be the one listening to someone talking, instead of doing the talking himself.
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Name: Kios Qujiha (came from the Rakahi, Qau'Jihai, Heart of Earth)
Created by: Aeon
Race: Mixed (Human/Biqaj)
Age: 66
Born: 2nd of Cylus, arc 650
Title: Legionnaire of the Hurled Arrow Platoon for the Blades of Zafra
Blessings/Curses: N/A
Skills: Leadership 80
Ranged: Longbow 80
Siege Weaponry 80
Tactics 70
Intelligence 60
Mount 50
Linguistics 40
Negotiation 40
Strength 30
Other Information: Kios was born on a boat, and spent his entire childhood on a boat. He only knew his crazed biqaj mother which would not land for over a week for the love of all Immortals. And so, one day, the young half-blood got tired of being pulled on a boat, and ran away into the night. It wasn't long before someone noticed a young 17-year-old beggar in the streets, and offered him food and a place to call home, if he joined the Blades of Zafra. The man who did this was Katarok. Kios, even though he wasn't as talented as the rest of his squad, was extremely hard-working and unyielding, never stopping what he was doing until it brought him positive results. He looks at the world much like his older mentor does, with peace and serenity, and does not care much about the conflict of others, as much as he does about the conflict of his own soldiers. He was once one of those Blades, and so he knows what it feels like. Kios often visits the new recruits to help them out as much as possible, giving them whatever they may need to progress in their skills.

The half Biqaj is a free spirit, and yet he has learned that rules should be followed. He allows his apprentices small gaps in behavior and bends the rules often when it is necessary to help out a younger Blade, to the big disappointment of his mentor and superior. Kios honestly wants for everyone's life to be good, and for everyone's home to be an acceptable place to live in. He believes that one day, he could achieve real peace and harmony, even if it costed him his life. That was the motto of the Blades, and his motto too.

Jade I'm counting on you for the images love :D
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images found, and added to the NPC directory. Thanks!
Last edited by Aeon on Thu Nov 17, 2016 10:34 am, edited 1 time in total. word count: 1064
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"A hero is someone who steps up when everyone else backs down"
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Aeon
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[Ne'haer] Development and Requests Thread

New goal in life: Make an entire page in this thread be filled with my posts only >>
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Name: Aurr
Created by: Aeon
Race: Mixed (Human/Aukari)
Age: 49
Born: 30th Cylus, arc 666
Title: Valiant of the Embersteel company for the Blades of Zafra
Blessings/Curses: Taithir - Favored
Skills: Leadership 90
Blades: Arming Sword 90
Polearm: Naginata 80
Tactics 70
Strength 70
Unarmed Combat 60
Mount 60
Medicine 50
Negotiation 50
Other Information: Aurr was born and raised in Sirothelle, and became a member of the Occult when he was only 6 years old. His talent with a weapon and words was shown since the beginning of his life, and he could easily outmatch in skill anyone even double his age, up until the point when he was 19, and one of the best of the best in the Occult. During that year, both of his parents, and the rest of his wider family were all brutally murdered, all of them except for his little brother. There was no sign of what had happened to them, since the inside of the house was completely and entirely disintegrated by a fire so strong. Aurr had learned to control his inner flame by this point, and so he didn't need the Occult's teachings anymore. He left, leaving his little brother behind, in an orphanage, to find the people behind the murder of his family.

By the age of 24, Aurr was a knight of the Blades, and a very skilled fighter. He was prone to advancements and promotions, even without any special mentor that showed him the way through the darkness. By the age of 37, he became an Elite, and during his 47th year of life he was named the Valiant of the Embersteel Company. Aurr is often brooding and bitter, not talking much. He is also one of the greatest warriors Ne'haer has known, and has been compared to Zafra himself several times. He doesn't tolerate bad behavior, a lack of enthusiasm, or just plain boredom within his soldiers. His control is with an iron hand, one that does not let go easily, and he has several times said that he would always rather take death over retirement. Aurr is the one that remains fighting on the battlefield when every other person is either too wounded or too frightened to keep going. He is the one that would stand in front of a balista only to keep his men safe. And yet he would never let anyone that serves him learn of that.
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word count: 427
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"A hero is someone who steps up when everyone else backs down"
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Finn
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Profession: Priest and doctor assistant
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[Ne'haer] Development and Requests Thread

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Name: Lucien Feather
Frequency: Predominantly found in dark places such as under the ground, tunnels, caverns, etc.
Toxicity/Hazard: Lucien Feather slowly excretes fine dust which if inhaled over long period of time (with no fresh air for the subject) can lead to respiratory issues. Once the subject leaves the area were Lucien Feather grows and breaths clean air, the dust will not settle in their lungs to cause any health issues.
Appearance: Growing on a thin stalk, it is mainly the flower’s bloom that emits the light. It is a soft white and light green glow. It is yet to be discovered how Lucien Feather can produce light on its own, but it has been discovered that if the flower is taken outside of its dark environment it wilts and dies extremely. It also does not produce light anymore. If anything, it seems to grow dimmer and duller.
Other Information: Lucien Feather is not considered dangerous despite its potentially adverse effects. The Passage of the Just in Western Temple was at one point closed precisely for concerns about health hazards, but it has been proven through extensive research and observation of various subjects that the effects of the flowers do not take root in patrons who come to pray to the Immortals, even if they come regularly. It is ascribed to the fact that the traffic of citizens inside the cavern whirls the fine dust wildly around and away from the trodden path, as well as it was attributed to the fact that Lucien Feather is unable to produce enough dust in one day to affect any one or many people in any considerable way.
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