Creations of the Creep (Development Submission Thread)

User avatar
Tyrant
Posts: 216
Joined: Tue May 29, 2018 6:43 pm
Race: Naerikk
Renown: 0
Wealth Tier: Tier 1

Contribution

Milestones

Staff

Miscellaneous

Creations of the Creep (Development Submission Thread)

Hello all!

This thread is for anyone who wants to contribute to the lore of Quacia by submitting interesting pieces of development. This can include:
  • Flora
  • Fauna
  • Locations
  • Organizations
  • People
  • Eldritch Abominations
  • Eldritch Abominations Disguised As People
  • General Lore
  • Cultural Phenomena
  • Technology

    I'll try to get back to you at a reasonable time about any submissions that are put here, and will work with you to make sure that everything is fitting the lore and theme of Quacia. That being said, I'm a fairly open person, and I'm certainly welcome to the idea of having differing ideas and suggestions so that the city can be better for you and others.

    Cheers,
    Tyrant
word count: 115
User avatar
Nightshade Eld
Approved Character
Posts: 878
Joined: Wed Aug 10, 2016 5:43 pm
Race: Mer
Profession: The Best Hero
Renown: 485
Character Sheet
Character Wiki
Plot Notes
Partner
Personal Journal
Templates
Letters
Wealth Tier: Tier 10

Contribution

Milestones

RP Medals

Miscellaneous

Events

Re: Creations of the Creep (Development Submission Thread)

Red Cloak Hospital



Business Details
Guild: Hospitality
General Description: Red Cloak Hospital is the most well known medical facility in all of Quacia. It is located in a rather beautiful looking building that is always kept to its finest quality. By extension, most of the medical equipment and procedures are of a similar high standard. It even goes as far as to have a mental health wing. The reason for this is because the kind of patrons that the Red Cloak serves. The Red Cloak is very picky with those it sees as customers, finding it only right to refuse service to the Heap as they have their own medical facility. Their reasoning for this is simply that Heaps are filthy creatures who might be carrying diseases that could infect members of the ruling class if they were allowed into the hospital! So most are stopped at the door by the Ithecal who are used as servants. The position of these Ithecal is typically to be security on the off chance that the hospital does get attacked, as well as to help carry some of the heavier materials. Generally, they are kept out of sight on the grounds that seeing such disgusting creatures could distress patients and possibly make them worse. Most of these judgments are made on physical appearance though, so those who look to be generally clean and not obviously a Heap may be able to gain entry. Of course, the biggest barrier would have to be the subtle ways that the workers check patience for literacy, those that have lower than average literacy or none at all may find themselves facing worse treatment or being kicked out all together. For visiting nobles, these tests are often done in both the native language of Quacia as well as Common, and some understandings can be made for nobles who don't speak either as long as they're able to provide proof of heritage as well as proof that they're guests to the king.

It does deserve to be said that those looking to get service from the mental health wing can have wildly different experiences depending on the physician you end up seeing. Some of the doctors are a bit more inclined to use religious tactics than others and use their position to preach the Scarlet Belief, which can be extremely dangerous to patients suffering from actual mental illnesses. Generally speaking, encounters like these are rare though, as the leading physicians do run a rather tight ship, however, they are still possible and liable to happen. Usually, through rigorous testing, as well as an apprenticeship of sorts, must be undergone before someone can officially work in the mental health wing without the supervision of an older staff member. This 'apprenticeship' usually is a paid internship in a way as younger mental health doctors work under the older ones to eventually take over when the elderly plan to retire. Each doctor is fully entitled to be picky about their apprentice and some have been known to have odd standards but effective ones.

The reason the Red Cloak became so popular with the ruling class and has retained its status is often attributed to its founding. One of the many migrants into Quacia was something of a doctor. They had studied for a long time in Viden as well as Rynmere and Scalvoris. This doctor, considered to be one of the most advanced doctors to ever enter Quacia at the time, and so when they asked for a loan in order to open up a doctor's office they were quickly accepted and the business swept up by the Hospitality Guild. The name, the Red Cloak, was something of a tribute paid to the religious beliefs of the town in a bid to make it more popular with the people. That bid worked and the Red Cloak was quickly able to gain its reputation, growing in prestige and size. It is still something of a tradition to send the most promising doctors to study at the various universities across Idalos. This helps to keep medical knowledge up to date through the entire hospital and is usually achieved by various agreements with local hospitals in the areas of the universities as well as agreements with the universities themselves.

Currently, the business is owned by a close group of three friends who act as the heads of each of the most important departments. Brim, who specializes in physical health and is the owner on paper, Igror who specializes in mental health, and Nah who is truly the owner in actions considering she handles all of the accounting and actual business aspects.



NPCs
Name: Brim Barroth
Race, Gender, Birthtrial: Human, Male, ??? Arc 672
Position: Owner, Head of Physical Health
Skills: Surgery - Master/ Medicine - Master/ Chemistry - Expert/ Psychology - Novice/ Business Mng. - Novice
Description: Brim was a man of many talents, born to a merchant family in Rynmere. He has been known to favor or show distaste for visiting nobles of his fair come city depending on the House they belong to, often favoring the more mentally inclined houses that aren't known to be quite as lavish. While growing up he realized that he'd never really fit into his family. He had no real taste for business or trade, not to mention he was the youngest of 6 sons meaning there was no way he'd become the next head of the family. So it was pointless in his mind to even try and learn. Instead, he dedicated himself to what interested him the most. The study of the human body. For a long time, his experiments were done in secret as a lot of his experiments required the total destruction of human cadavers so they could be better investigated. This eventually led him to embrace Necromancy. The story of his initiation is a rather amusing tale, one that the man laughs at quite openly. He had decided that he was going to run away and had made it to one of the very small villages of Rynmere, there he found a graveyard. Having spent so much time around corpses and raiding graveyards he found them to be comforting and decided to stay there for the night. Only to discover a Necromancer digging up a corpse. It almost ended up rather poorly for Brim until he demonstrated his understanding of the human body and the Necromancer decided to initiate him. He never really spent much time practicing Necromancy, as it was little more than a way to get himself out of getting killed, but he appreciates the ability since in Quacia it gives him an excellent excuse to keep the bodies of those that don't live so he can better figure out why. For all the terrible reputation that a lot of Necromancers get, Brim really doesn't look the part as he's jovial and does his best to keep all of those under his care alive. For the life of him, he can't understand Igror's practice. He understands mental health about as well as he understands Immortals. He understands the importance and has tried to learn, but he doesn't understand how to say the right things to people. He's not callous by any means, but when he tried to imitate Igror he just ends up tripping all over his words and thoughts.

Name: Igror Wi
Race, Gender, Birthtrial: Human, Male, Arc 658
Position: Co-Owner, Head of Metal Health
Skills: Psychology - Master / Medicine - Expert/ Chemistry - Expert / Surgery - Competent / Business Mng. - Novice
Description: Igror, the eldest of the trio, trained in medicine for longer than Nah has even been alive, starting his journey when he was a little under 10 arcs of age. Of course, back then it was little more than helping his mother is a very small medicinal shop in a city he couldn't remember the name of any longer if you asked him. He took an interest in all the things his mother did to create medicine, and when he was old enough he got a job at the local clinic. Unfortunately, that clinic was eventually shut down due to the malpractice of the doctor who owned the place, and with no one willing to step up and take the position the ended up getting shut down. Not much later his mother died, and around 16 arcs of age he sold everything they'd owned, got some equipment, and started to travel. In every town he stopped at he'd learn as much as he could, getting money for necessities by apprenticing under every doctor who would take such a ratty and uneducated looking assistant. Those who did were pleasantly surprised to find the man competent enough to do basic tasks and growing better by the trial. Of course, Igror found that there was something missing as he continued to wander the world, something more than he wanted to do. That's when he wandered his way into Quacia, looking for a place to stay and work. The current Head of Mental Health snapped him up in a heartbeat, and Igror finally found the place he belonged. He took instantly to the arts of psychology, and when it was time to pass the torch he became the new Head of Mental Health. It didn't take him long to get a nice place of living and he decided he never wanted to leave. He acts a little odd around the Ithecal slaves, possibly because where he grew up slavery was highly illegal and punishable by extreme laws. He has been friends with the other Heads of staff ever since they became heads, his age allowing him to have watched both Nah and Brim be highered and trained. His skill set allows him to take over for Brim in case of absence, however, the same cannot be said in reverse, so considering his age Igror is currently on the hunt for those who could potentially replace him. He has a couple different apprentice because he wants to find the perfect one. Igror is a very low level Empath though he doesn't use the ability often. His understanding of psychology makes it a moot point and it's undercertain how exactly he came to aquire the ability. He has no real drive to initiate anyone unless discovered and asked.

Name: Nah Yao
Race, Gender, Birthtrial: Human, Female, Arc 681
Position: Co-Owner Head of Secretary, Accounting, and Nursing
Skills: Business Mng. - Master / Mathematics - Expert / Caregiving - Expert / Negotiation - Novice / Discipline - Novice/
Description: Nah is a powerful woman, often known as the true owner of the Red Cloak. While both Igror and Brim are important to the daily function of the facilities, there are other doctors who can deal with it. The functions of Nah, however, are absolutely vital. Nah tends to balance far more responsibilities than the other two head positions with relative ease. She handles the front desk with her one assistant, she keeps care of the banking issues not to mention deals with the Guild, and she has the misfortune of being the head nurse. All new nurses are first sent through her rigorous training course. Most are either fired before they actually get to start working or they fail somewhere along the way, not providing the aids she finds as proper. So far, the number of nurses working is at least a third as many doctors in total, however, what they lack in numbers they make up for in skill. Those that survive Nah take their jobs very seriously and the woman takes great pride in those that do, considering those that survive to be her own children. Of course, no nurses could ever hope to stand up to the raw power of Nah. Everything considered it's fitting she hold the titles that she does. Even if she doesn't get half as much praise as she deserves, she understands the importance of the underestimated nurses in any medical facility and does what she can to offer as much aid to her friends as possible. The no-nonsense Nah is honestly one of the few things that keep the Red Cloak running.

Name: Mercurious
Race, Gender, Birthtrial: Ithecal, Male, Unknown
Position: Slave Guard
Skills: Blugeon - Expert / Intimidation - Expert / Unarmed - Exper / Strength - Competent / Stealth - Novice /
Description: Mercurious was purchased by Igror not long after being born for the sole purpose of one day growing up to protect the Red Cloak. Because of Igror's position as a mental health specialist, he was the perfect person to raise Mercurious on the ideas of honor and strength. Igror to his credit raised the beast with kindness, perhaps because the man grew up in a place where having a slave wasn't exactly normal. Or perhaps that kindness was just a form of conditioning. One thing is for certain though, the tactic was effective and Mercurious grew up knowing that he was lucky and he should be grateful. He ate good food, was treated with some semblance of respect, and was groomed to be able to the defend the Red Cloak even if it cost him his life. His nature as a hulking, terrifying beast does wonders to keep Heaps away from the Red Cloak, so he is often the first blockade one will face when trying to get into the Red Cloak. He isn't treated like a human being, but he's treated far more like a pet than other members of his race, and that's enough to win some degree of comfort. He is often treated rather respectfully by other Ithecal belonging to the Red Cloak, almost like a leader, and when others are being difficult he is usually the first to be sent in to straighten out the situation. Especially when it means forcing other slaves back into line. He has a deep respect for the nobility that visit and an even deeper respect for those who are chosen the be members of staff.
 ! Message from: Tyrant
Approved and added to the new Businesses and Localities thread. Thanks for contributing!
word count: 2360
Common ~ Ith'Ession ~ Lorien
Dear Mods,
Mod bombs are welcomed and encouraged!
User avatar
Bartholomew
Approved Character
Posts: 33
Joined: Wed Aug 15, 2018 5:26 pm
Race: Lion Person
Profession: Sell-Spell
Renown: 0
Character Sheet
Point Bank Thread
Wealth Tier: Tier 1

Milestones

Miscellaneous

Re: Creations of the Creep (Development Submission Thread)



The Wounded Stage


Standing at three stories and marked by opulent stone carvings and columns, The Wounded Stage would be a shining jewel in the city if it had not been built within the shadow of The Citadel of Truth. Instead, this Theocratum-sponsored theater hall was little more than an extended wing of the complex and it's ideologies. Here, the greatest and the most propagandistic productions are put on for the enjoyment of Quacia's elite (and a few lucky citizens from the Heap that win lottery seats to select showings).

Floor seating numbered in the three-hundred and fifty range in a half-circle around the stone stage. Two dozen private boxes lined the walls of the oval gathering room, providing the occupants the best seats in the house by far. Space was allotted in the front for a small orchestra to gather during the shows that required it Beyond that, there is a single foyer where the crowds gathered beneath a crystal chandelier while they waited for the doors to open. It is presumed that there is dressing rooms and general storage in the backside of the building, but the only people allowed past the stage are the actors themselves, most of whom were chosen at a young age by the Theocratum for their roles in the productions. There was opportunity, of course, for privately trained performers to find employment here with the right connections.

Unless an unusual circumstance demanded it, the The Wounded Stage's usual schedule consisted of a series of single act shows each season along with a major multi-act production debuting each cycle. The timing varied, usually determined on short notice by the whimsical director, but an up-to-date schedule was maintained by Ithecal slaves and could be found hanging in the foyer at all times. Besides the state-sponsored shows, reruns of older shows were often put on by lesser-known tropes and, every once in a while, an independent production would be allowed to be performed, though not until after an extensive vetting by the Theocratum for any subliminal heresy.

------------------------------------------------------------------------------------------------------------------------------------------------

NPCs
Name: Lucius Harrington
Race, Gender, Birthtrial: Human, Male, Arc 688
Position: Director,
Skills:
  • Writing - Master
  • Acting - Expert
  • Poetry - Competent
  • Singing - Competent
  • Business Management - Competent


If any one had ever attended one of the many state-sponsored productions at The Wounded Stage, they would have seen Lucius Harrington in the spotlight, given the fact that he cast himself as the lead protagonist in almost every act. A flamboyant and an arrogant man, it is a shock that this Director would be left in charge of a major propaganda arm on the Theocratum, yet it is a job has has faithfully served in for the last decade without fail. Gifted with a brilliant mind for theatrics and an infallible memory when it came to his lines, Lucius has been producing shows that embodied Quacia and its culture for arcs now, never seeming to run out of ideas for his next role.

Tall and lithe, with blond hair the shade of gold, Lucius is an attractive man that has captured the eye of many a man and woman in the city. His popularity among Noble and commoner alike can rarely be matched by other performers in the city, and one would rarely find someone in Quacia who hadn't at least heard of him. Sadly his personality can be a real turn off to most when they finally get a chance to meet him, so his friend-circle is often fluid and rapidly changing. Not that he seems to notice; in fact, he views it as a sort of exclusivity that can only be obtained by any one person at a time.
 ! Message from: Tyrant
Haha, I absolutely adore this submission, and it's definitely something that'll add some additional spice to the city. Approved. A copy will be moved over to the Businesses and Localities thread.
word count: 657
User avatar
Quiet
Approved Character
Posts: 95
Joined: Fri Aug 31, 2018 6:52 pm
Race: Lion Person
Profession: Ambassador of his People
Renown: 50
Character Sheet
Templates
Wealth Tier: Tier 1

Milestones

Miscellaneous

Re: Creations of the Creep (Development Submission Thread)

Outside Island
Image
Outside Island, named by its inhabitants, is an island roughly 25 nautical miles from the coast of Quacia to the Northwest. It is roughly 39 square miles in total, with a remarkable ecodiversity. Although animal life is few and far between, by and large exclusively birds or fish, the plant life is exemplary. Outside Island is a mountainous island, completely taken by a dense forest, clean of the Creep. It also exhibits a somewhat impressive system of cavernous trails beneath the ground, some of which likely man made, but wonderful for storing fresh water. Outside Island is, by any definition, an oasis, one of the few remaining shards of Quacia’s original ecology.

NPCs

Links to the NPCs here

Other

Player Notes

 ! Message from: Tyrant
Please leave this for me to fill in

Changelog

Credits to: Quiet
Submitted for Development: 8/31/18
Developed by: Quiet
 ! Message from: Tyrant
Seems like a relatively short submission, but given that it's part of a sequel below, I have no issue with approving the creation of a tiny lil island.
Last edited by Quiet on Sat Sep 01, 2018 6:32 am, edited 1 time in total. word count: 176
User avatar
Quiet
Approved Character
Posts: 95
Joined: Fri Aug 31, 2018 6:52 pm
Race: Lion Person
Profession: Ambassador of his People
Renown: 50
Character Sheet
Templates
Wealth Tier: Tier 1

Milestones

Miscellaneous

Re: Creations of the Creep (Development Submission Thread)

New Haven
Image
New Haven is a township established sometime between 413 to 415 officially. It is not a town known by any governing body nearby, and its location is hidden among waves and distance. Its discovery was nothing short of a godsend to those pilgrims that had initially set out for it.

In the arc of 413, a group of 31 scientists, their heritages mixed but largely Nashaki, foresaw the doom of Quacia and fled the city by boat. Their small fleet, mainly of rafts, poorly put together schooners, or stolen ships. Although it isn’t recorded how many had reached the island, those who were lucky enough to reach its shores found sanctuary. It was forgiving, but they were not a group of survivalists. They were scientists. And even the most forgiving of regions, if unassisted, meant death.

And then, finally, seven remained.

Desperate, one of the seven, whose name was lost but whose memory is revered by the name of One, was a Defiance mage. Although perhaps not the most notable, his abilities were absolutely remarkable, and the island itself, with its mountain, its caverns, and the ocean surrounding it, was a perfect setting for those imbued with the gift of Defiance to thrive. Miraculously, all six of the individuals he had gifted the spark to survived, but he, as a result of overextending his abilities, perished. However, with the gift of Defiance, the remaining six of 31 scientists were able to secure, for themselves, a home. Slowly, a village was built on the island, establishing the township of New Haven.

In the arcs following its origin, its society began reflecting its isolationist, utilitarian state. Its social structure and culture splintered from Quacia, and revolved itself around the magic which allowed it to be built - Defiance.

New Haven’s society, although with the pitiful population of only roughly 60 individuals, is culturally rich.

The inhabitants, whether or not they have been granted the gift of Defiance, revere the world around them, meditating and respecting the island around them, even going so far as to create a signed language assothat nearly perpetual silence would allow for better meditation. As well as this, every individual on the island is trained in a custom form of bo staff combat, both for self defence, and as a form of Dancing with the elements, although this is the only form of Dancing that the inhabitants of New Haven remember.

As previously mentioned, New Haven’s society is based around the gift of Defiance, although not all individuals are given the gift, as it is referred to. At age fifteen, a child is considered for Reception, the ceremony wherein six individuals are chosen by each of the six masters of The Gift, each one representing an original founder of New Haven. If it is deemed that the child has proven themselves an asset to island, a master of The Gift may choose to ready them for Reception. Reception, being the highest honor an individual from New Haven could undertake, although a decision not taken lightly (due to the high risk of death), it is an offer almost always received positively. Those initiated into an air kinship are taken to the crest of the mountain local to Outside Island and asked to leap. Those initiated into a water kinship are taken into the ocean, tied down with weights, and asked to swim back to shore. Those initiated into an earth kinship are sealed in one of the caverns, natural or manmade, and asked to return to the surface. And, finally, those initiated into a fire kinship are set aflame, and asked not to run into the sea.

The inhabitants of New Haven have all but forgotten about the world outside of their island. They haven’t dared leave, believing their safety would be compromised the moment they set foot on alien land. They have been completely secluded since the Cataclysm. Only one individual has ever left New Haven.

His name is Quiet.

NPCs

Links to the NPCs here

Other

Player Notes

 ! Message from: Tyrant
Please leave this for me to fill in

Changelog

Credits to: Quiet
Submitted for Development: 8/31/18


Developed by: Quiet
 ! Message from: Tyrant
Obviously, this sort of village would suffer an extremely high mortality rate, which I'm guessing is why they haven't managed to progress much for... three hundred Arcs. There'd also be a fair amount of inbreeding and potential genetic deformity here on the island. Given the low population and the relative lack of major impact the creation of such a township would have on the overall theme of the area, though, I'm perfectly willing to accept this as well.
Last edited by Quiet on Sat Sep 01, 2018 6:31 am, edited 1 time in total. word count: 781
User avatar
Quiet
Approved Character
Posts: 95
Joined: Fri Aug 31, 2018 6:52 pm
Race: Lion Person
Profession: Ambassador of his People
Renown: 50
Character Sheet
Templates
Wealth Tier: Tier 1

Milestones

Miscellaneous

Re: Creations of the Creep (Development Submission Thread)

Big
Image
Name: Big
Race: Human
Age: 1st of Ymiden, 700
Moderation Type: Self (If in New Haven)
Able/Willing to Mentor?: No
Other Information:

Big was born in New Haven, and named for rather grandiose expectations. However, Big left these expectations a little behind him. Always a late bloomer, Big was nearly always a solid two inches shorter than the other boys in his age group, always a little bit behind. While his training with a quarterstaff wasn't awful, it was no where near the caliber hoped for or expected by Big's parents.

Big was born to a destiny, and that destiny should have become of paramount concern. However, Big was almost consistently a disappointment, and never recognized as a candidate for Reception. This, ordinarily, would not be a big issue. However, being the son of a master of The Gift, it warranted concern.
 ! Message from: Tyrant
Approved as a City NPC for New Haven.
Credit: Quiet
word count: 158
User avatar
Quiet
Approved Character
Posts: 95
Joined: Fri Aug 31, 2018 6:52 pm
Race: Lion Person
Profession: Ambassador of his People
Renown: 50
Character Sheet
Templates
Wealth Tier: Tier 1

Milestones

Miscellaneous

Re: Creations of the Creep (Development Submission Thread)

Shatter
Image
Name: Shatter
Race: Human
Age: 15th of Vhalar, 693
Moderation Type: Self (If on New Haven)
Able/Willing to Mentor?: Yes
Skills able/willing to Mentor in: Expert Polearms (Quarterstaff)
Other Information:

In New Haven, a child is named for the qualities their parents wish them to have, or perhaps, occasionally, for the abilities the parents hope their child possesses. This individual was named aptly.

This individual was named Shatter.

Once a candidate for Reception, Shatter, standing at 6'4", was deemed too quick to anger by the masters of The Gift. An individual with such rage should not be allowed the power The Gift can provide.

Ironically, this made Shatter angrier.

Shatter, if he was not already, became angrier, more dedicated to his craft, and if he was not already, became the strongest fighter on the island. Absolutely merciless in his battles, but not without companionship. Those who managed to beat him became his best friends, and were nearly inseparable.

Shatter doesn't have many friends.
 ! Message from: Tyrant
Haha. I like the little ending one-liner there implying that he's a tough hombre. Approved as a City NPC.
Credit: Quiet
Last edited by Quiet on Sat Sep 01, 2018 12:36 pm, edited 1 time in total. word count: 193
User avatar
Bartholomew
Approved Character
Posts: 33
Joined: Wed Aug 15, 2018 5:26 pm
Race: Lion Person
Profession: Sell-Spell
Renown: 0
Character Sheet
Point Bank Thread
Wealth Tier: Tier 1

Milestones

Miscellaneous

Re: Creations of the Creep (Development Submission Thread)



Lust's Fallacy


There are a number of brothels to be found in Quacia, but only one can claim to predate The Cataclysm. Built in the late third-century, Lust's Fallacy is a provocative landmark in the soiled streets of Lair. Two stone towers protrude from the establishment, bridged in the middle by a spiraling wooden staircase that is both garish and suggestive to any would-be patron as they step within its shadow. The interior is no less decadent. The lobby is an open floor-plan with bar, public seating, and gambling spaces bleeding together in seductive chaos. The brothel's most prized possession, a grand piano dating back to the establishment's founding, sits on a raised platform in the back corner of the space and is open to would-be musicians to try their hand at entertaining the room.

Should a patron wish a private session, a simple conversation with Madam Curie or one of the dozen consorts wandering the lobby with begin the process. Once a partner(s) is chosen for the break, patrons are escorted through the back doors to the staircase and to the upper levels where more private areas are reserved for paying customers. Any special requests are to be brought to Madam Curie, who will no doubt make every effort to fulfill them.

There are whispers that Lust's Fallacy is beginning to expand their services beyond that of prostitution, but no such rumors are uttered within the walls of the establishment. To do otherwise would be to risk bodily harm administered by the Viceman-provided guards.

------------------------------------------------------------------------------------------------------------------------------------------------


NPCs
Name: Geneva Curie
Race, Gender, Birthtrial: Human, Female, Arc 680
Position: Madam
Skills:
  • Seduction - Master
  • Business Management - Expert
  • Etiquette - Expert
  • Cosmetology - Competent
  • Endurance - Competent


It is said that Lust's Fallacy is haunted by a ghost with the palest white skin and the most vibrant black hair, but in truth it is simply the haunting beauty of Madam Geneva Curie that captivates those who visit the establishment. As the oldest daughter of the infamous Curie family, the proprietorship of the family business fell on Geneva's narrow shoulders when she was only twenty-two. And oh how natural a fit it was. She is grace and cunning wrapped up in a short, full frame that is often seen wandering between the tables and cushions of the brothel. Quick to smile and quicker to laugh, Geneva makes every effort to be the mother, friend, and lover--whichever role was required of her in the moment-- to every person who walked through the doors. Known for running a tight ship and blessed with the heritage of Quacia's oldest whorehouse, Geneva has never really struggled in the near two decades she has headed the establishment.

And, unlike her predecessors, she might be looking to expand her business beyond its usual services . . .
 ! Message from: Tyrant
Nice submission! It's concise and yet still filled with details for writing at the establishment. I'll happily approve this and send it on over to Localities.
word count: 506
User avatar
Quiet
Approved Character
Posts: 95
Joined: Fri Aug 31, 2018 6:52 pm
Race: Lion Person
Profession: Ambassador of his People
Renown: 50
Character Sheet
Templates
Wealth Tier: Tier 1

Milestones

Miscellaneous

Re: Creations of the Creep (Development Submission Thread)

Kind

Image
Name: Kind
Race: Human
Age: 14th Vhalar, 701
Moderation Type: Self, in New Haven
Able/Willing to Mentor?: No
Other Information: The naming convention of New Haven is peculiar.

Children are named for qualities their parents wish them to have. Often times, those individuals adopt some definition of their name into their personality in some way, shape, or form.

The world is made better that Kind has taken her namesake to heart.

Kind lived a modest life, and her parents were not names of great respect within New Haven. They worked, but neither as hard as they could have. New Haven, since its founding, has grown to be a successful town, and the sign of their success can be seen by way of it allowing its citizens to take breaks from their work.

In recent generations, however, some individuals have taken advantage of this system, and become reliant on the fruits of others labors.

This is the environment Kind was born into.

Kind, like any other child born into New Haven, has a prophecy attached to them upon birth, a concept tied to their future that they are forever expected to live up to. A loose definition, but one that must be kept.

Kind knew this.

And Kind embraced it.

She chose, early, after meeting others of her age and meeting the other citizens of New Haven, after comparing their way of life with that of her parents', she made a judgement call.

She wasn't going to be her parents.

She was going to be a model citizen.

And so she was. She worked hard. She was generous with what little fruits of her labor that she earned, always valuing the safety and well-being of others over her own. She became what her name demanded she become.

And for that, she was rewarded with Reception.

Not yet a master, Kind attached herself with the oceans, and the waves. She loves her town, becoming independent at a much earlier age than most. She is a model citizen, but unfortunately, nothing more than that.

Credit: Quiet
 ! Message from: Tyrant
Approved and moved to Public NPCs.
word count: 355
User avatar
Quiet
Approved Character
Posts: 95
Joined: Fri Aug 31, 2018 6:52 pm
Race: Lion Person
Profession: Ambassador of his People
Renown: 50
Character Sheet
Templates
Wealth Tier: Tier 1

Milestones

Miscellaneous

Re: Creations of the Creep (Development Submission Thread)

Deliberate

Image
Name: Deliberate
Race: Human
Age: 5th of Vhalar, 698
Moderation Type: Self, if in New Haven
Able/Willing to Mentor?: No
Other Information: Deliberate was raised, unlike most in New Haven, to fill a specific purpose. While most were raised with a hope for purpose, a desire by their parents to find worth for themselves, Deliberate was born with a purpose in mind.

Deliberate was not born to meditate. She wasn't born to become adept at quarterstaff combat, nor was she born in the hopes of becoming a candidate for Reception. Not all children can fill those same few roles; some must be born with a separate identity in mind.

This is Deliberate.

Deliberate is a planner. She's an organizer. Deliberate was born to be a leader, not on the order of the Masters of the Gift, but on the order of a town leader. She leads production. She rallies troops. She assigns tasks, and sees them through.

Perhaps others might see Deliberate as an unnecessary individual, a waste of resources. If she did not aspire to receive the Gift, what use could she be?

But Deliberate never asked these questions.

No, Deliberate knows that, without her, New Haven would be worse than it is with her.
 ! Message from: Tyrant
Approved. :)
Credit: Quiet
word count: 215
Locked Request an XP Review Claim Wealth Thread

Return to “Development”