• Out of Character • Melrath Player Development Submission Thread

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Hal
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Re: Melrath Player Development Submission Thread

Korvo Ymalla dina-Vorkund
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Race: Ellune
Age: 60 (born 22nd of Cylus, 659)
Title: - Keeper of Halfheim
Moderation Type: Self
Able/Willing to Mentor?: Yes
Skills able/willing to Mentor in: Fieldcraft (Expert), Hunting (Expert), Bows (Competent)
Description:
Standing at an impressive 8'5", even in his elder years Korvo cuts an intimidating figure. Covered from head to toe in furs and snow, he looks every inch the survivalist he claims to be. He appears disheveled, his tangled white beard coming out long and seemingly permanently frozen to his face. A gruff, surly, and severe old Ellune, Korvo claims to have no time to deal with the pleasantries one might expect from his race. His primary focus is ensuring the safety of Halfheim's inhabitants and the preservation of the supplies for the soldiers which filter through their home.

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Re: Melrath Player Development Submission Thread

Name of Location: Opheldria’s Fashion Shop (Feathers and Furs) In Vorkund

Description: This clothing shop occupies an entire building in three separate strata. The first floor contains the browsing racks and fitting rooms, where the finished products of Opheldria’s apprentices are on display and for sale. Here, avriel and human of lesser means are made to purchase clothing.

Although the clothing in this floor is often made by the apprentices, Opheldria has designed each garment herself. Opheldria’s lower level apprentices cater to the clientele at this lowest floor of the store doing most of the selling. The stitching here is usually of average quality and requires fitting by the apprentices.

The second floor of the shop contains an area for custom tailored clothing, where Opheldria’s first apprentice deals with the higher paying and influential customers. The first apprentice will have begun to learn about design from Opheldria, and thus is left to cater to the human customers who require custom orders. The finest fabrics and furs are on display on this level.

The third and highest floor of the shop is inaccessible to those who are incapable of personal flight. This is for good reason, as only avriel clothing, or for winged humanoids, is sold on this floor. Clothing designed for the physiology of an avriel. Cloth, leather, and fur wing-valance decoration are available, to keep the wings dry and warm during inclement weather.

In addition to the clothing and special wing valance on offer, Opheldria offers cosmetology services. Avriel can get their head feathers and ‘hair’ dyed with specially treated powders, that can turn their hair any color they like. These treatments are highly effective, rarely losing saturation for at least the length of a cycle. Of course, those who wish to remove the coloring can do so with warm water. The powder dyes are not soluble in cold water, and in fact their effect can be extended by the application of cold water. Few avriel would stomach this, however, as the idea of exposing their feathers to water is abhorrent to them.

Perfumes and deodorizing agents are well in stock, and any alchemists traveling through Vorkund are often pointed to Opheldria’s for work, as many of the cosmetology products she offers are derived from alchemical components.



NPCs at this location:
Opheldria, owner
First apprentice
lower apprentices


Goods / services available here? If so what, how much?
Bespoke clothing, cosmetology supplies, perfumes, jewelry, tailoring, and cosmetology services.

Avriel section is Tier 7 and above.
Second floor is Tier 5-6.
First floor is tier 4.


Credits to: Kalortah
Submitted for Development: Date 12.22.2019
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Re: Melrath Player Development Submission Thread

Opheldria
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Race: Avriel
Age: Ymiden 67th 678
Title: Master Seamstress and Cosmetologist of Opheldria's Feathers and Furs.
Moderation Type: Self
Able/Willing to Mentor?: Yes, but only to those working within her business. Or people paying for lessons.
Skills able/willing to Mentor in:

Needlework: Master
Cosmetology: Master
Design: Master
Negotiation: Expert
Business Management: Expert
Logistics: Competent
Detection: Competent
Meditation: Competent
Seduction: Competent

Description: A black-gray winged avriel beauty, hair dyed red with special powders on offer in her shop. She often wears the finest of clothing, all of which she designed herself. Oddly enough, she's not a native to Melrath nor a part of its Avriel families. Her past has never come into question in Vorkund, as she made herself useful immediately in Melrath society. She brought her wealth and skill, and thus had earned a place as a citizen, albeit foreign-born. Unlike most avriel, she isn't aggressively arrogant but treats 'lesser' races with kindness that borders on condescension. To other avriel, she's very business-like yet friendly.

Credit: Kalortah

First Apprentice Sovia
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Race: Eidisi
Age: 55th of Zi'da 664
Title: First Apprentice to Opheldria
Moderation Type: Self
Able/Willing to Mentor?: Yes
Skills able/willing to Mentor in:

Negotiation: Master
Business Management: Expert
Design: Expert
Needlework: Expert
Math: Competent
Logistics: Competent
Linguistics: Competent

Description: A relatively young eidisi, one might think it odd for an avriel mistress to chose an eidisi as her apprentice, especially given how the eidisi sense of superiority would grate on an avriel's nerves. Yet Opheldrai has tolerated the young Sovia, as the only one with the skill to move up to first apprentice. Besides that, it tickles her to lord it over Sovia, instructing her in the finer points of design and needlework. The day to day running of the greater part of the business is Sovia's responsibility. She deals with the higher end human clients, and also manages the lesser apprentices, making sure every thread and nel are accounted for.

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Re: Melrath Player Development Submission Thread

Fensalir City Districts

The Map of Melrath is here
The Wiki's current overview of Fensalir is here


Layout Overview


Fensalir is the second biggest city in MeIlrath. It contains several main city districts. The city is sprawling, with a roughly crescent-shaped layout. It is concave to the south and convex to the north. This means that both end tips of the crescent shape point to the south.

Due to a height difference in nature, the city has two levels. A ridge divides the crescent-shaped layout lengthwise in two twin-crescents. The northern part of Fensalir, named Upper City, consists of the two districts. Those are Aspenglade and Juniper Hills. The southern part, named Lower City, consist of the three districts. These are The City Center, Pinegarden and Springwater.

The main street named Crescent Street runs trough Fensalir from end to end. It follows the ridge between the upper and lower city, on the lower side. This is the biggest street in Fensalir. A network of other streets connects to it. It covers the whole city and offers a plethora of optional routes.

Fensalir has grown in an organic manner. They built the city in harmony with Nature. This means that the streets are often meandering. This is to spare the trees and the ground unnecessary impact.

Outside of the city proper, south of Springwater you find Fenmoor. This is the small outlaw district where the few criminals of Fensalir dwell. To the northeast, there are old ruins of unknown origin.


Juniper Hills


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Juniper Hills is one of the two districts in the upper city. It is a rustic outdoors-man district where people with wilderness occupations and the military thrive. It's a fresh and active place.

The single cottages or mall groups of only a few houses in Juniper Hills are often a bit isolated. Trees dominate the cityscape. The exception is Ydalir Village. This is a military camp with many wooden cottages. There's also military training grounds and buildings. Juniper Hills is a favourite district to live in for hunters, foragers and Ydalir.

Importance
Juniper Hill is essential for the defence of Fensalir. In case enemies attack Fensalir people in the other district may flee to Juniper Hills.

Population
The population during times of peace isn't high, but the district can house more people in case of unrest. Many Ydalir members live here, with families or without. The district is popular among hunters. There are also people who keep goats and other hardy livestock. Some forage berries, nuts and edible wild vegetables.

Goods and Services
The Ydalir’s work is a service of major importance to Fensalir and Myrkvior. Businesses in this district are often revolving around the Ydalir's needs. There are for example local general shops and some taverns.

Typical goods are a high-quality weapon made by renowned smiths and bowyers. Other businesses make winter clothing and wilderness equipment for Ydalir and civilians alike.

There are small scale businesses which produce foodstuffs. Fensalir goat cheese comes in many variants. The district provides the city with smoked venison and fish. Condiments and jams made of wild berries are also produced here. Small anonymous home distilleries make “Forest Star”. This is a legendary strong alcoholic liquor from Fensalir.

Noteworthy landmarks
The military camp named Ydalir Village is the main landmark here. It rises as a natural fort in the middle of Juniper Hills, on a big plateau that is the highest area in Fensalir. Natural ridges surround it and give it an irregular shape. Manmade stone walls reinforce the gaps in the ridges.

The Ydalir Watchtower is a high and sturdy wooden tower. It sits on the very highest point of Ydalir Village. You can see the whole city from the top of the tower and you can even see all the way to The Gates of Melrath.


Aspenglades

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Aspenglades is one of the two districts in the upper city. The population is higher than that of Juniper Hills, but Aspenglade is still a fairly calm district built in the mainly deciduous forest. The many leafy trees and small cottage gardens make the district lush in the warmer seasons but in the winters it's one of Fensalir's greyest, palest places.

Importance
In Aspenglades you find a plethora of Houses of Knowledge. They provide Fensalir with traditional education. In Fensalir the importance of this is considered very important.

Contrary to the university in Raelia, Fensalir's scholar education is focused on what the scientist of Raelia call hedgewitch and alternative knowledge. Active practitioners teach traditional knowledge in many fields. Relia tends to not respect Fensalir knowledge institutions in certain areas (like for example political writing) but then Fensalir is known for high knowledge about the wilderness/herbal and botany areas.

Population
This is the main district for healers and other businesses related to knowledge. Lovely district, but also the place where for example dubious alchemists and other “esoteric” people like to live and work.

Goods
Typical goods produced in Aspenglade medicines and herbal preparations, alchemic potions and elixirs, spiritual artefacts and amulets. Books about Fensalir history and folklore are also popular goods. Small booklets about select pieces of traditional knowledge can often be bought used as well as new.

The Houses of Knowledge provides a wide range of education and knowledge services. A plethora of healing services revolving around body and soul can also be found in this district. They range from physical treatments to spiritual and esoteric practices, all of it founded in old Melrathi folk knowledge and traditions.

Noteworthy landmarks
There are many and diverse houses of knowledge in Aspenglades. Many of them are small. From a major landmark point of view, three places stand out.

The House of Tales is the centre for Fensalir’s education about history and traditions. It’s a big, high and beautiful wooden building in the very centre of the district, near the local Ydalir Cottage.

The Houses of Healing are of medium size and each of them offers knowledge in different kinds of healing. The cluster of healing houses is mainly located in the eastern part of the district not far from Juniper Hills. They are practical and robust buildings and serve as infirmaries as well as training centres.

The House of Spirits to the west is not one house but a temple area with several buildings. This is the place where people can learn about the spirits and the Fensalir esoterica. As a landmark, it stands out due to the many colours of the painted facades and the biggest number of spirit carvings anywhere in Fensalir.




The City Center ("Aurelien Town")

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The Central District, or “Aurelien Town” in popular speech, is one of the three districts in the lower city. The Center is located in the middle of the lower part of Fensalir, flanked by Pinegarden to the west and Springwater to the East.

Aurelien Town is Fensalir's trade and government district. The atmosphere is active and people are looking busy. The houses are often more than one floor and sometimes as high as three or four floors. There is little or no space between the houses that line the bigger streets, except for narrow small streets and alleys between blocks of houses.

It’s also a very tidy district. All bigger streets are paved with stone and so are the main side streets. But, as this is Fensalir, there’s still a lot of trees too. Those are often growing in green back-gardens or on rocky impediments where it would be hard to build a house.

Importance
This is the political and commercial nexus of Fensalir.

Population
The population is mixed, but many are merchants or people who are involved in the government of the City.

Goods
The district is all about services and sales, not so much about the production of goods. They sell all kinds of wares here and there are almost always people in the taverns. A plethora of services is available.

Noteworthy landmarks
The AurelienArch has mysterious origins but stories suggest that it was there before the city itself was ever founded. The Arch is made from a soft coloured golden marble that is carved with almost inhuman levels of precision.

The City Square is an open square framed by the famed Aurelien Arch. This is also a market place where residents come to relax, shop and peddle their wares. Leatherworking and woodworking are prominent wares for sale here as there is a high demand for leather armour for the local Ydaliri along with beautifully made bows.

Around this central area is also a large outdoor amphitheatre made from stone with a shallow but wide stone pool at the centre on a plinth. Here the leaders of the town come to speak to the people during civil gatherings.


Pinegarden

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This one of the districts in the lower city. Pinegarden is located near the river, with a harbour area for the boats which transport goods and passengers between Fensalir and Raelia in the seasons when the river is open. The district is known for its lumber mills and other businesses related to construction and woodworking. The architecture is often simple and so are the local taverns and many small workshops and shops.

Importance
Pinegarden is essential for the production, export and import of goods. It has a major impact on the economy of Fensalir.

Population
The population is mixed and fairly high. The lions part of the people who live in Pinegarden work with jobs related to lumbering, wood-working, construction, engineering, crafts, trade and transportation.

Goods and Services
Typical goods produced in Pinegarden are timber, sawed wood and other wood-working products. Typical services are construction, engineering and services related to trade and transportations.

Noteworthy landmarks
Pinegarden Landing with its docks and warehouses along the river is an unglamorous zone. It’s very important for the boat traffic on the river and the city’s import and export of goods. The boats transport all kinds of goods and also passengers as long as somebody is willing to pay for the shipping.

A bit north of the port the biggest sawmill in Fensalir, Aurelien Timber and Mills, dominates the cityscape. Being an industrial building it is functional but not particularly beautiful. The same goes for other bigger workshops in the area around the landing.

Moving farther into the district and a bit uphill, you enter the neighbourhoods where many of the people who work in Pinegarden live. The houses are mostly one or two floors and if of the ordinary Fensalir style that is prevalent in the whole city. It’s a rustic but not shabby environment. Most houses are homes but there’s also a plethora of small local shops and taverns.



Springwater

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Springwater is a very cosy district in the lower city. It's characterized by its many small artisan workshops, taverns and entertainment. The district is a bastion of tradition. The festival meadow of Fensalir is an important area for celebrations and ceremonies. In the early spring, the meadow tends to be flooded and that's the reason for the district's name. All kinds of new businesses start up here, succeed or fail.

Importance
Springwater is the bastion of Melrathi national romance with the special good old Fensalir touch.

Population
The people in this district tend to be particularly fond of the good old lifestyle of Fensalir. Springwater is especially loved by artisans, artists, musicians, festival-goers and other fun-seeking people. It’s not a highly populated district, but it has many visitors and so, it’s often lively.

Goods
Typical goods produced in spring water is traditional handicraft and other artisan products. The beautifully decorated traditional chests, boxes, kitchenware and furniture are well known not only in Fensalir but in the whole of McIlrath. Other products of importance are traditional home-woven cloth and ribbons, traditional clothing for all occasions, traditionally knitted sweaters with colourful and intricate traditional patterns, all kind of traditional leatherwork items.

Typical services are, for example, painting of ornamental decorations on demand, recitation of stories and other cultural services. The taverns offer specialities with secret recipes in a typical good old traditional locations with a lot of Fensalir atmosphere.

Noteworthy landmarks

The people who live in Springwater have a preference for beautiful small houses and picturesque atmosphere. There are no big buildings that stand out as landmarks. Springwater is instead something of an intricate one-floor labyrinth. A mix of cosy cottages in particularly beautiful gardens, small artisan businesses, small shops and taverns line meandering streets which follows the terrain. It’s easy to lose your way in Springwater.

The Festival Meadow is as the name says, a forest meadow where the citizenry of Fensalir can have fun at festivals or go on picnics with family and friends. In early spring it’s often flooded.



Fenmoor

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Criminality is low in Fensalir, but it exists. Fenmoor is Fensalir’s small den of crime and sin, located outside the nice crescent shape, south of Springwater. It is a small, shabby and sparsely populated settlement in the shadows of dense and dark old forest. Fenmoor is often not recognized as a real part of Fensalir.

Importance
It would be a lie to say that the lawful people in Fensalir find Fenmoor important. The impact on Fensalir consists of crime.

Population
Some are born and raised there and members of families who have been living outside of the law for generations. These often feel that they own Fenmoor and are entitled to rule over it with their own codex. Other inhabitants ended up there for some reason or another. The native criminals despise the newcomers for being losers and often take advantage of them. Potential honest people in the district are seen as naïve oddballs but are cherished for being useful living proof that Fenmoor people can be good guys with hearts of gold, deep down.

Goods
The people in Fenmoor aren’t known to produce any goods except for the infamous low-quality liquor named “Fenmoor’s Blight” in popular speech. In Fenmoor it’s only called “The Drink”.

The drink trade is under control of a small group of outlaws who call themselves “Fenmoor Boys”. Those dominate their part of the Fenmoor and oppress their neighbours.

It’s not like the inhabitants of Fenmoor are service-minded, but they do provide certain services. These services range from storage of goods and creative writing of papers to protection of all kinds and elimination of problems. There are few a few taverns and some obscure shops with illegal wares

Noteworthy landmarks
Nothing is noteworthy in Fenmoor. The opposite. People in Fenmoor aren’t looking to make their homes stand out, at least not on the outside. The houses look anonymous. Everything looks the same wherever you go. No signs reveal what’s going on inside any buildings, except for when its taverns.

It’s hard to find your way in the settlement. For people with an errand in Fenmoor, the best tactic is often to pay one of the locals to guide you. Strolling around without the protection of your guide is not recommended.



The Old Ruins.

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This is not a modern city district in today’s Fensalir, but a place in the wilderness outside the city, to the northeast. It’s abandoned. Like the Aurelien Arc, it’s a mysterious inheritance from Fensalir’s unknown past. The old ruins remain to be explored. According to tales from the old times when Fensalir was colonized weird things happened there. The people of Fensalir decided to stay away from the ruins. The exact size of the zone is still unknown. Again, according to tales from the old times, there are ruin locations under the ground as well as above.

Importance
The Old Ruins is a mystery. The tradition is to let the ruins rest in peace and not disturb what spirits may have their home there.

Population
Most people never go near the ruins. But, hunters have seen wild animals run away and disappear into the ruins like they are at home there. Some believe that the animals moved in when the unknown previous inhabitants were gone and so, the ruins became a safe haven for the wildlife. Many find that plausible. Other stories, about crazy hermits and bizarre beings and undead living in the ruins, are considered to be nothing else than entertaining hogwash.

Goods and services
So far, very little is known about what you can find in the old ruins.

Noteworthy landmarks

The Entrance Portal is the most known landmark. When you approach the ruins, you can see a high archway of stone and the stairs leading up to it. That is all, for now.


Credits to: Ashling
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Layout Overview and a list of the locations added here with Separate Pages for all districts listed!
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Re: Melrath Player Development Submission Thread

 ! Message from: Strange
Up to date!

Next update will be sometime in January.
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Re: Melrath Player Development Submission Thread

Image
Name: Gorm Fryden (aka Master Fryden)
Race: Human
Date of Birth: 657
Title: Master Builder, of the Melrathi Circle
Moderation Type: Mod Input
Able/Willing to Mentor: No, he’s a very disagreeable and traditionalist Melrathi who is resistant to change and finds little reason to mentor anyone lacking in his experience and skill
Skills: Construction (master), Engineering (master), Mathematics (expert), Design-Architecture (competent), Leadership (novice), Intimidation (expert), Intelligence (competent), Logistics (competent), Politics (competent)

Appearance: Master Fryden stands just short of average height and always has a scowl on his face. He is an elderly man with a receding hairline of grey-white hair and a scruffy beard. He has the slightly rounded figure of a well-fed man, but is by no means plump. His hands and face are wrinkled and he has a small tremor in his writing hand.

Personality: Gorm Fryden is very skilled in his trade but far from personable. He is gruff and curt with other people, finding small talk of little use. He has a high opinion of himself and thinks little of those who lack his skill. Within the close-knit political sphere of the Melrathi Circle, he has learned to be subtle but ruthless against those wishing to challenge or oust him. He is strongly traditional and has a passionate distrust for Outlanders. He believes it is his duty to maintain the traditional architecture and culture of Melrath and is resistant to change or new innovations.

Master Builder Role in the Circle: As a Master Builder, Gorm reviews and approves any building permits in Raelia for new buildings or major renovations. He organizes and designs all major public works projects in Raelia, including repairs or new buildings. While he does not control the coffers (although he wishes he did), it is difficult to refute him if he challenges the structural integrity of a proposed building design. As a member of the Circle, he also has a say in many public policies that impact the infrastructure of Raelia and Melrath as a whole.

Credit: Brent Forrester
OOC Notes
Please review the Master Builder role. I don't want to assume anything here, but it seems like a logical role for a master in construction seated in the Circle. It also adds flavor and challenges to PCs. I based some of the concept on Strange's reply to a plot request involving the construction of a Coliseum. Also, even though Raelia is more 'Modernist' per the Melrathi lore, I think it is reasonable for an old master builder to have conservative/traditional views. He probably deals with contention every day in the Circle.
 ! Message from: Strange
Approved, will put on wiki later but feel to play this NPC.
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Re: Melrath Player Development Submission Thread

Adèle Air'ryn
Image
Race: Biqaj
Age: 15th Cylus 693
Title: Baglady
Moderation Type: Selfmoderated but with magic only for flavour.
Able/Willing to Mentor?: No

Skills: Cooking (Master), Cosmetology (Master), Defiance (Competent), Mirage (Competent) Intimidation (Expert), Lock Picking (Novice), Pick Pocketing (Novice) Seduction (Expert), Stealth (Competent).

Appearance: The beautiful Adéle Air'ryn has seen better days. Her once elegant attire is now shabby chic, due to a change of circumstances. She prefers silk and velvet, but like a mercenary, she adds random stuff to her clothing. She likes Hadelwiz perfume. Her hair is dark and wavy and her hairdo is a pile of locks or a tousled mess. Due to her addiction to flaying shadows, her eyes are often looking lightless. But, if she decides to seduce (and mug) somebody those biqaj eyes take on a golden hue. A black gleam means that she thinks of cheating you. The mage mark tattoo is placed on her right shoulder. Mutation: The temperature is a bit higher when Adéle is present.

Personality: Being a mage (mild powers) she is arrogant, jealous and something of a termagant. Her husband, a cardshark who "never lost", used to provide for her. Adèle, disliking hard work, was content to cook good food, make herself beautiful and have fun. Alas her husband was abducted in Vhalar 719 ("The Cure"). While Adèle waits for her lost spouse she must provide for herself but keep a low profile. She gets by as creative multitasking baglady. Adèle is open for business and "helps out" where there's something to gain. Nobody (except the authorities, as Adéle will be properly registered) knows where she lives (a room at a tavern). If other people ask her about it they will not get anywhere. "In the streets" and "I have my methods" are her typical answers.

Credit: Ashling


OOC info
Written up as City NPC as per request in this review
 ! Message from: Strange
Approved, will be wiki'd later
Last edited by Ashling on Tue Feb 18, 2020 11:29 pm, edited 3 times in total. word count: 332
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Re: Melrath Player Development Submission Thread

The Redoubt Company


Following the recent attacks on Melrathi settlements by Lotharro raiders, there was a need by the Ragnari for advanced threat detection and deterrence. The Redoubt Company was formed to answer this problem. Comprised of a Valkyrion Officer and three well-known Slayers, as well as the Knights they train, this group emphasizes teamwork and camaraderie. They venture out into the wilderness upon their Sleipnir, patrolling the borders of Melrath and following up on intelligence gathered by the Ydalir Rangers.

Anyone passionate about the defense and safety of Melrath is allowed to join, but the Ragnari see these men as those with a death wish. Some even fear their presence will antagonize the nearby Lotharro tribes into further conflict, one that can only end in a bloody mess. New recruits are trained at the Thrudheim Tower before they are allowed to venture to the front lines. Only those with at least the rank of Knight within this Company see combat without a good reason.

During training, Horald makes sure that his recruits understand important fighting tactics and leadership skills, so that each member or sub-unit can function autonomously in the event they are isolated or split from the main group. He was chosen to lead the company for his work in assisting Valkyrion in dealing with their Thirst and other psychological problems that arise from war, but he was also chosen for his brutality and strength.

The Redoubt Company are skirmishers. They seek to punish and soften an enemy fighting force before it arrives, delaying its arrival, not to outright decimate. They do not act without intelligence by the Ydalir, or a clear threat that they agree can be quashed with minimal loss of life on their part.


Harold Rathynjar
Image
Race: Human
Age: Vhalar 4th, 688
Title: Officer of the Valkyrion
Moderation Type: Self
Able/Willing to Mentor?: Yes, for Tactics/Leadership. He expects those joining Redoubt Company to be able to hold their own in battle.
Skills able/willing to Mentor in:
Master Spear Combat (Spear)
Master Tactics
Master Leadership
Expert Shield Combat (Round)
Expert Strength
Expert Meditation
Expert Psychology
Expert Riding (Sleipnir)

6’3” and 280 pounds of lean muscle, Harold is a big stick of a man that the Valkyrion throw around to do their dirty work. He often strokes his big scruffy beard in thought with those big, brutish hands, and he can often be found wearing his well-weathered Valkyrion raiment consisting of half-plate and leathers. When he speaks, his voice is deep, his words direct and simple, refined and easy to understand. When he yells, his voice thunders and can easily carry for a mile or more.

As a man, he is kind and affable, but duty-bound. He prides himself in rehabilitating those Valkyrion who struggle with the Thirst, helping them to feel the same pride as if they were men and not animals driven to instinct. His men respect him utterly, and many would give their lives to stand with him on the field of battle.

A master tactician, Horald works closely with the Ydalir Rangers before ever allowing his Company to see conflict unless there is an emergency that expedites a quick and decisive assault on short notice. If conflict has smaller pieces to be aware of, he often considers them. This helps him to keep on his feet, and to prevent the Company from mistaking threats or escalating situations.

Credit: Alu Eros

Bjob
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Race: Human
Age: Zi'da 21st, 690
Title: Slayer of the Valkyrion
Moderation Type: Self
Able/Willing to Mentor?: Yes, but gives the wrong advice with hidden gems.
Skills able/willing to Mentor in:
Master Strength
Expert Blade Combat (Heavy Axe)
Expert Endurance
Expert Intimidation
Competent Riding (Sleipnir)
Competent Tactics
Competent Discipline
Novice Leadership
Novice Meditation

Tall as a Lotharro and as ornery as one, Bjob’s presence dominates just by standing near. With Bjob around, negotiations tend to be easier, and people are more respectful in the face and threat of this raw power. Bjob rarely speaks, as when he does he stammers and cannot tolerate the sound of his own voice, or when others belittle him for saying the wrong thing due to him mixing up his words.

If Harold is a big stick, Bjob is the battering ram who could bust open the door of a fort by hitting it with his axe repeatedly. He is a mountain of a man, and though he was once a genius in his own right, several conflicts and concussions have left him incredibly dull, mentally slow, and unpredictable. Harold works with Bjob in private, as others perceive him as a simpleton, but Harold knew Bjob before the injuries leading up to how he is now. Bjob and Horald have a strong relationship, as Horald understands what Bjob is trying to say when something very wrong leaves his mouth.

Credit: Alu Eros

Brynhilda Eriksbane
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Race: Human
Age: Ashan 92nd, 699
Title: Slayer of the Valkyrion
Moderation Type: Self
Able/Willing to Mentor?: Maybe, on a day off.
Skills able/willing to Mentor in:
Expert Sword Combat (Great Sword)
Expert Discipline
Expert Riding (Sleipnir)
Expert Tactics
Competent Leadership

As one of the most beautiful Shieldmaidens in the forces of the Valkyrion, Brynhilda has suffered terribly from misogyny. Her golden hair could be reduced to a ragged mop, and men would still harass her. In her anguish at not wishing to be acknowledged, this solitary soul took post along the borders to carry out her duties in peace. Horald had to search for her when he arrived, as she used hunting as an excuse for why she was not at her post when an Officer was visiting the fort.

Harold treated her like a man should another man, and never made a single remark or comparison. To make a pass at Brynhilda affords a man a public chastisement for speaking ill of a great warrior. She is untouchable, and the whole unit supports her. In a way, she’s something of a mascot for the Company. When Brynhilda is upset beyond her usual cold and disciplined disposition, everyone else feels the pain like a spell of silence over the group.

Credit: Alu Eros

Dannor Bryce
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Race: Human
Age: Cylus 4th, 697
Title: Slayer of the Valkyrion
Moderation Type: Self
Able/Willing to Mentor?: Yes, if he respects you
Skills able/willing to Mentor in:
Expert Blade Combat (Spatha)
Expert Shield Combat (Round)
Expert Tactics
Expert Deception
Expert Meditation
Expert Riding (Sleipnir
Competent Leadership
Competent Acrobatics

Dannor the Foreigner. A reformed bandit, Dannor fled Ne’haer where he remains wanted to this day and found safe haven in Melrath. He always sought an honest trade, but his brothers earlier in life were all on a spiral towards a quick death, and he joined them to try and pull them off the course. Instead, he was sucked into a miserable series of hard choices ending in the loss of his brothers and his own faith.

Another quiet type that spends his days thinking, Harold utilizes his past when dealing with the bandits. Dannor knows when a negotiation is going south, or if a group of bandits cannot be reasoned with. He is also skilled at deceiving the enemy, something Harold has learned to employ.

As a foreigner, Dannor struggled earning every promotion he ever fought for. He talked strange, and conflicts with those who did not like foreigners were common. Harold saw he was truly loyal to Melrath, but also recognized that Dannor was really struggling with another sort of problem entirely... the Thirst.

While Dannor is a kind man, he cannot look another in the eye. This is because the Thirst is so bad for him that he’s constantly feeling the urge to take a life. His hood is drawn up, and he looks away even with his body facing them. Not at the ground, but at the trees, the forest—anything to help his mind find solace.


Credit: Alu Eros
 ! Message from: Strange
This is not approved because it reads like a personal subfaction within an already established city faction. Also, The Valkyrion's Thirst is going to be reevaluated.
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Re: Melrath Player Development Submission Thread

Name of Location: Phoenix Hall

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Description: On Andegatan, in Vindholm, Raelia, just within sight of the Southern Gate, sits the Phoenix Hall, formerly known as Arne's Playhouse. This location allows nearly all newcomers from the rest of the country to see the glory of the theater upon arrival. The theater is large, exquisite, and was recently renovated after being purchased by local business owners, Soren Kvistson and Navyri Nightingale.

It stands tall, four stories in all, carved from a light grey stone, to make it truly stand out and be eyecatching in the sea of blue stone that Raelia is known for. The original architect built in many curves and lines in order to entice the eye constantly. One can stare at the facade for hours on end, finding something new to love and appreciate. The public entrance is set on the corner of Andegatan and the main road from the South Gate. Large steps lead into the theater, well lit by lamps maintained by the set assistants. There are several doors along the front of the building for the public to use, all tucked underneath a curved roof to protect the patrons from the elements.

Once inside the front doors, patrons are welcomed with thick, deeply colored rugs along the outer hallway. Crystal chandeliers hang overhead and sconces line the walls, brightening the place up. Artwork and statues are placed throughout the hall, and are rotated in and out for every new season. Several doors lead from the hallway into the auditorium, to the general seating areas. At both ends of the outer hallway, are a set of stairs leading to the balconies on the second floor.

On the second floor, there are private doorways, locked, leading to the private balconies. These balconies can be purchased exclusively by wealthy clientele, granting them the keys, giving them the title of Keyholders. Owning one of these keys grants access to any and all events, public or private, held within Phoenix Hall. The balcony's have the finer seating, cushions, artwork. Opposite the balcony doorways, is a recessed bar, offering drinks and refreshments. These cost extra to those in the general seating areas, but are free to Keyholders. Keyholders also have the option to hire their own stewards, however, these stewards must pass an interview with both Soren and Navyri. At either end of the second floor are both the stairs leading downward, as well as stairs leading to the third floor.

The third floor is mostly a well decorated hallway, well lit by the large, beautiful windows. It serves as a buffer zone, further increasing the height of the auditorium. There are a few access doors for the stagehands and set assistants to use for the performances when needed.

The top floor is split into two halves, each accessible by its own set of stairs. The first half serves as both office and private quarters to the Director, Old Man Arne. This area is off limits unless explicitly invited in by Arne, his niece Alva, Soren, Navyri, Katya, or Ben. The second half serves as private residence for the children that work as managers and set assistants to Phoenix Hall, and is equally off limits.

The auditorium is massive, allowing seating for a few hundred. The seats here are still comfortable but are closer together than those in the balconies. The seats and balcony wrap around the stage at a full 180 degrees. The stage is large enough for the biggest of performances, and is fully equipped with trap doors, ropeworks, and scaffolding. There is a large storage area in the basement of the theater for all of the performance equipment, and an extensive backstage area for the actors to prepare.

Old Man Arne is contracted to release one new performance every season. Performances come in clusters of five trials at a time, followed by trials off so as to allow the space to be used for other purposes as needed. During a performance, stewards patrol the aisles of the general seating, as well as the halls, keeping quiet and order, as well as assisting patrons as necessary.

NPCs at this location: All NPCs approved here
-Old Man Arne, Director and Playwright
-Alva, niece and assistant to the Director
-Katya, manager in training/orphan
-Ben, manager in training/orphan
-Longun, set assistant/orphan
-Neffe, set assistant/orphan
-Kova, set assistant/orphan
-Linne, set assistant/orphan

Goods / services available here: Tier 10 plays, musical performances, and venue for other cultural works. Speak with Soren Kvistson or Navyri Nightingale to rent the space for private use or private viewings of works.
Note: Purchased here. 50% ownership to Soren Kvistson, 50% ownership to Navyri Nightingale.

Jobs: Those wishing to be hired as stewards, performers, or set designers or for any other positions, must first speak to Soren or Navyri.

Performance Calendar: here

Credits to: Soren Kvistson

Submitted for Development: Feb 18, 2020
 ! Message from: Strange
Approved. Will be wiki'd later.
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Strange
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Re: Melrath Player Development Submission Thread

All submissions responded to. Locking this thread for archives.

Development within Melrath will be put on hold for the time being; please submit to the PSF or Creating the World for any specific requests. Do not tag Moderator names when doing so. Staff will tag themselves when they take the ticket.
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