• Information • [Desnind] City Lore

All the general city details. Imports, exports, culture, etc. Credit: Nymph

This forum contains the Lore thread and the repositories for flora, fauna, npcs, etc.
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[Desnind] City Lore

Desnind

History
Creation
Geography
Geography
City Apperance
Political System
Laws
Punishments
Taxes
Slavery
Economy
Bartering
Exports
Imports
Businesses
Jobs
Desnind's Culture
Religion
Education
Recreational Activities
Cuisine
Holidays
Desnind's Factions
Oludïbọ Cïkäkkẹn
Cazav
Demographics
Population
Miscellaneous
Racial Views
Magic Views
Housing Information
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word count: 47
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Bumblebee
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Re: [Desnind] City Lore

History

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

Life. They fought to live.

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

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

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

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

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

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

In her honor, the Sev'ryn built for Moseke a temple which later became the center point for the city of Desnind. Now, many arcs later, the people and its Immortal are still battling back Lisirra's plague on parts of the land and its creatures while countering assassination attempts made by outsiders. Moseke put wards in place to ensure another plague would never happen again. Today, these wards exist as thick walls of trees around the city while the souls of deceased ancestors and companions that have yet to journey to the great beyond illuminate the city at night.
word count: 794
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Re: [Desnind] City Lore

Geography

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

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

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

Itọju: When the cïkäkkẹns first came to be, the first great feat they completed was the solid tree wall that separates Desnind from the Makubwa Lori. Although the original plan was to completely separate themselves from the horrors that Lisirra had generated in the forest, time led the cïkäkkẹns to create a underground entrance into the city. This entrance is small and hidden between two great trees whose roots hold the earthen roof together over the tunnel. These trees became known as the twins, for they were sung to look so much the same that the entrance could be identified to those that look for it.

Ojọgbọn: It is believed that when Moseke created the Makubwa Lori, there had to be the first tree ever planted. Although many Sev'ryn have explored the Makubwa Lori, no one has been able to find a larger, grander tree than the Ojọgbọn. The "heaven tree" became a point of spiritual connection to Moseke while outside the city. Its trunk stands alone but the great canopy extends to cover the smaller trees that border the clearing. On new moon nights, spirits that have wandered here after death will rise to the next cycle of rebirth. The tree is incredibly special to the Tunäwä, as the base of the tree is surrounded by the breeding grounds.

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

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

The map above is one of the earliest maps of Desnind. Many of the buildings today have been updated but seem to stand in relatively the same place. This ancient map is on display in Moseke's temple to show future generations just how crafty, intelligent, and spiritual their ancestors may have been. Written in the corner is an ancient saying: "We build this city to honor the earth mother. Moseke protect us." This saying has often been shortened to 'Moseke protect us/you' as a way to say goodbye to someone.
word count: 1003
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Re: [Desnind] City Lore

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

Arson
  • Defined as setting a fire with the intent to destroy property or cause harm to a being; or letting a fire spread out of control. Not to be confused with spontaneous combustion, magical incidents, or wildfires. Fire is taken very seriously in Desnind. Since the city is mostly made of wood, fire can spread easily from building to building.
Felling
  • Defined as cutting down a tree in Desnind or the Makubwa Lori for personal gain. Trees are sacred to the Sev'ryn and will only be cut down after serious consideration, deliberation, and with Moseke's blessing. 'Poaching' trees is a serious crime and often winds up in exile.
Murder
  • Defined as knowingly causing another person's death or aiding in it with no justifiable reason (such as in self-defense). By far one of the most heinous crimes committed in Desnind.
Sexual Misconduct
  • Defined as forcing someone to partake in acts of a sexual nature against their will, usually through violent acts or threats. Highly despicable in Desnind. The offender can choose between genital mutilation or exile.
Assault
  • Defined as intentionally causing harm to a person or animal. Assault is abhorrent to Desninders. This is considered a petty crime and the punishment is decided by the victim.
Disorderly Conduct
  • Anything from making rude gestures to excessive noise to swearing loudly in public to stripping naked. The latter is less frowned upon than the first three. This is one of the less severe crimes one can be charged with, but citizens of Desnind tend to frown upon offenders. This is considered a petty crime and the punishment is decided by the victim.
Theft
  • Defined as knowingly taking something belonging to another person. The punishment is decided by the victim and the value/importance of the item.
Punishments
Drowning
  • The only way to put out a fire is with water. Arson is an extreme crime in Desnind. All fires are heavily controlled to prevent extreme damage to the city. If a citizen intentionally sets a fire with intent to do damage and they are found guilty of the crime, they are immediately taken to the Ta'lengean Eroim. Several cliffs that overlook the ocean have few sharp rocks below them. The guilty party is taken to one of these cliffs where he/she is tied to several nets filled with rocks. The party is then shoved off the cliff to meet their watery grave.
Burial
  • The act of murder is punishable by an extreme form of death. Men and women whom take the life of another and force the body to return to the cycle and ground sooner than anticipated are forced to go into the bad lands, dig their own grave, and be buried alive. If murder is completed, often the murderer will attempt to flee to escape this fate. If caught, it has not been unheard of that they will attempt to take their own life. They are heavily guarded and watched for suicide until justice is served.
Genital Mutilation
  • For men, this could be castration and/or complete penectomy after being found guilty for sexual misconduct. Females tend to be harder to punish for sexual misconduct as men do not come forward quite as frequently as women. Women who are punished have gone through an ancient, a infrequently preformed procedure of infibulation.
Exile
  • For continued crimes against the people and the city, a guilty party may be exiled from the city. A distinct tattoo is placed upon their face to mark them as shunned and they are cast out through the Itoju. Sevir that are exiled may make a place for themselves in the Makubwa Lori, go to Augiery for passage to other regions, or roam the bad lands. Often, they die due to exposure as their skills are often not enough to survive on their own. Another option is being sold to a slave ship (See Slavery for details). Niomyr will not allow exiles into their city.
Petty Punishments
  • Depending on the crime committed, the guilty party will have to serve a punishment deemed acceptable by the victim. The victim will go before a council of a few peers to determine whether or not the punishment is too much. Adjustments will be made as necessary.
Views on Slavery

Slaves do not exist in Desnind and Sev'ryn are highly unlikely to own slaves even outside the city. Many believe that slavery is an ancient form of punishment where the slaves are treated less than the dirt the master walks on. Sev'ryn that live in Desnind do not realize that this is not the case in other regions. Since they believe that it is a form of punishment, exiles are given the option to board slave boats to other regions. Some may take this option if death by exposure is the only other option to them. Depending on the city an exiled Sevir ends up in, the time as a slave could be good or bad.
word count: 894
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Bumblebee
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Re: [Desnind] City Lore

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

Keep in mind, if collecting or crating your own items to trade, a player that has minimal skill points in skinning is not likely to receive a pristine pelt. The worth of the reward will go up as the player's ability goes up. Due to the nature of the city's lifestyle, it is unlikely to receive a whole carcass as a hunter because they are obligated to share with the rest of the city. Any item(s) bartered for that are greater than Tier 7 will require moderator approval. Moderators will either approve or deny based on the quality of the items given/received, the cost of the items given/received, and the bartering skill that the player has.

Rewards that are perishable items (meat, fruit, etc.) will either need to be eaten or traded by the end of the season. If these items are still in the possession of the player at the end of the season, they will be removed from the inventory due to rot. Rewards that are non-perishable will never be removed from the inventory unless used or sold. Players need to make an OOC note at the bottom of the post where the item is used or traded so that moderators can remove and gift items in the grade.
Exports
Salt
Honey
Exotic Fruit
Leather
Bone
Exotic Pelts
Natural Medicine
Fish
Wild Meat
Holpxay (Sev'ryn Wine)
Slaves*
*See punishments and/or slavery.
Imports
Ore
Armor
Jewelry
Beef
Chicken
Pork
Mutton
Silk
Nuts
Cheese
Paper
Books
Jobs

Jobs vary based on the Sevir's skills and path that their spirit wants to take. A majority of the Sevir take pride in their role as huntsmen/hunts-women, gatherers, and fishermen/fisher women. These men and women go out into the Makubwa Lori and bring back game to feed the people of Desnind. The other group of people are merchants and craftsmen with an even smaller group filling occupations such as cooks, healers, and teachers. This smaller group consists of mostly women that find it most appealing to take care of the family. Since the word 'family' is dynamic in Desnind, this small group is highly revered because of their nature to care for everyone. Sevir that do not have a pull to manual labor often find themselves working with the Cikkaken as builders of the city. These people are highly spiritual and take their relationship with Moseke very seriously. Common jobs seen in Desnind are below:


BeekeeperBasket Maker
BowerBrewer
ButcherCook
FishermanFletcher
HuntsmanJeweler
ScoutSeamstress
Seaweed HarvesterTanner
TrapperVintner
WeaverWoodcarver
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