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

INDEX


Below are locations which are unique to Desnind. For ease, I've split them into type. Please feel free to add your own creations to our Development Forum!

Buildings

NameTypeDescriptionCredit
Order of Adunih Outpost Building Where Idalos biggest faction of healers live. Rose Greenwood
Toi’luna Ocooseenee Building The ruins of a great building. Dula
The Crimson Sanctum Building A strange Emean castle. Tio Silver
The House of Rivers Building A temple devoted to the study of the Da'riya martial art. Tio Silver
Bakan Isorosi Building The City's Public Library Ini'ra
The Stone Oven Building A bakery with a focus on sweets. Ini'ra
Ifaworanhan Slosneppe Building The only professional butchery in Desnind Ti'niva
Ńẹ Sọ Anou Kanna Building Open food market. Avrae Kyric
Hankley's Farm PC Residence A modest & overgrown farm with a malicious history. Hankley
Little Treasures Shop Simple shop that specializes in handmade trinkets and jewelry.Sei'rue
Heart Shaped Nels Brothel A modern brothel with a proud allegiance to Syroa.Zunylanih

Wildlands

NameTypeDescriptionCredit
Ha’ska Maw Wildlands A spooky cave filled with danger. Dula
Lisirra's Temple Temple Lisirra's influence remains strong here. Nymph
word count: 194
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Order of Adunih Outpost

Order of the Adunih Outpost
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Name of Location: Order of the Adunih Outpost
Description: It is only of late that the Order of the Adunih has really focused on improving their relations with the people of Desnind. Their customary way of handling patients has struggled to cope with local traditions. Many locals prefer the seek the healers at the Medicine House rather than trying the more modern methods of the Order.

To combat the stigma that the Order does not have a place in the city of trees, the members have seen to the construction of a new outpost within the canopy. A substantial effort is being made by the Order to make peace with the locals so they can better serve their medical needs. The new Outpost is located high in the trees of Desnind, and boasts architecture that is a blend of southern and northern styles. There are lovely carvings of trees intertwining on the front of the building, along with ivy growing along either side of the door.

There are in total two buildings, the first is the clinic itself where patients are admitted and examined. There is a small admission area with a simple wooden desk where patients and family members can speak to an Assistant Physician who will write down their information. There are also a few wooden benches along the walls across from the desk that serve as a waiting area. Potted plants are also arrayed about the space to make it more comfortable and inviting.

There is a curtained off threshold that leads into the exam area with a central hall. There are eight exam rooms, each are tidy little spaces with a table for the patient and a desk and chair for the attending physician. If it is decided that a patient needs to be admitted they will be transferred from this room to the second building that contains the ward.

At the back of the exam area is a break room for the staff members where they can rest or have a meal when needed.

The second structure can be reached by taking a right at the end of the hall that leads through the exam area. There is a swinging bridge that leads outdoors to the second building that appears much like the first, although it is slightly smaller. Inside is a large central room where patients are moved too if they need to stay at the Outpost overnight or longer. This is the ward. There are a plethora of beds with clean linens and pillows. Beside each bed is a small table with a glow lamp along with books for the patients to read and enjoy.

From the ward there are two other rooms at the back of the building. On the right is a very simplistic operating room where everything is kept impeccably clean. There is a polished wooden table at the center for surgery and several glow lantern arrayed around the room. There is also a skylight to allow more illumination into the chamber. The room of the left of the ward serves as a pharmacy where the Order makes and stores their medicines. Inside the walls are lined with cabinets and there are countertops equipped with mortar and pestles and delicate sets of scales.

NPCs:
Rue Westfield
Juel'rie

Healing and medicine are available here. Services are free although donations are highly encouraged.
Credits to: Rose Greenwood
Submitted for Development: 2/22/2019



NPC Name:Rue Westfield
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Race: Human
Age: 37 (Born 20th of Zi’da, Arc 682)
Title: Head Physician (Hooded Gold Cloak)
Moderation: Self Modded
Skills: Gardening (Master), Medicine(Expert), Surgery (Expert), Caregiving (Competent),Strength (Competent), Psychology (Novice)
Description: Rue has lived in Desnind for the better part of a decade after she moved here to help get the Order started. Getting any sort of traction with the locals has been hard but over time she had begun to earn their trust. Rue is a no-nonsense physician who relies firmly on science to treat her patients. She has had to learn the hard way that the local Sev’ryn often trust their traditions over well researched medicine practices almost every time. To combat this problem, Rue has become something of a proclaimed herbalist since natural medicines are regarded in a positive manner in Desnind.

Her personality is sharp as a rose’s thorn and she is quick witted and straight to the point. Physically Rue is a tall woman, standing nearly six feet tall and has a muscular physique. Her hair is a bright blonde hue and is extremely long, although she keep it neatly braided most of the time. For her wardrobe the physician is often seen wearing full length dark green or brown dresses paired with her gold Order cloak.
Credit: Rose Greenwood


NPC Name:Juel'rie
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Race: Sev’ryn
Age: 17 (12th of Vhalar , Arc 702)
Title: Assistant Physician (Hoodless Blue Cloak)
Moderation: Self Modded
Skills: Linguistics (Expert), Medicine (Competent), Surgery (Competent), Gardening (Novice), Research (Novice)
Description: Juel’rie is a young Sev’ryn teenager who starter working with Rue from the age of fifteen. Her parents don’t really approve of her choice to work with the Order of the Adunih over working at the local Medicine House. However Juel’rie prefers a more orderly and scientific approach to medicine. She now works as Rue Westfield’s assistant and is learning more and more about the practice of medicine.

Juel’rie is known as being a little over-emotional at times. Her feelings are easily hurt and she is quick to show a temper if someone is rude to her. This is likely due to her age and the fact that she is still new at dealing with patients.

The young Sev’ryn speaks fluent Common and Xanthean , so she spends much of her time acting as a translator for Rue since the older woman’s grasp on the local language is only passable at best. As for her appearance Juel’rie has soft rounded features and she is quite short, only standing at a little over five feet tall. The girl also has taken to wearing more northern clothes that she sees visitors wearing, to the chagrin of her parents. Typically this means she wears colorful cotton dresses and robes, she also commonly wears a headscarf to keep her hair clean and from interfering with her work.
Credit: Rose Greenwood
word count: 1072
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Ha’ska Maw

Ha’ska Maw
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Name of Location: Ha’ska Maw
Description: They say Ha’ska was a Sev’ryn man who stumbled on this cave out in the Makubwa Lori near The Ruins and the cave made him rich. Within its confines he found blood iron, a rare, maroon tinted metal that can be smelted, forged, and is used for its alchemical purposes as a stronger ingredient than regular iron. He solely mined through the rock to get the precious ore but through his mining broke into a larger, already formed tunnel behind the mine. He discovered a vast cave system and this is where the exact history of Ha’ska Maw gets fuzzy. Some stories report him going into the cave and never coming back out, making a home there and becoming a hermit. Others say he went mad inside of the cave after finding an ancient chamber. Still, more say he was eaten by one of the cave beasts that live inside of it. What we do know for a fact is that he created the sculpture surrounding the entrance, giving the cave systems its name, by the artist’s signature carved near the entrance of the Maw.

A few more of the myths surrounding the place involve the man Ha’ska himself. They say with his immense riches he had accumulated from the blood iron in his madness he buried a treasure chest in a deep chamber in the cave. This is a favorite tale children in Desnind tell each other. Another is that on some chilly, Cylus nights those unlucky travelers who have sought refuge in the cave mouth have seen the ghost of Ha’ska meandering the mines doing all sorts of groaning and moaning. Among most of the rumors are tales of “so-and-so’s half brother being eaten alive the moment he set foot in” and other delightful tales of people being killed or entering the cave and never returning. It is said that a few old, ruined chambers with pillars and other decorations litter the dank caverns, being carved out of the stone surroundings, done who knows when. The speculation of those area’s purpose being it was a holy place where cultists would sacrifice people, animals, and even beasts to Sintra twisting the cultists into giant spiders in her honor. Those spiders being found there even to this day, if the explorer would so unhappily stumble upon those fabled hidden chambers. As the other tales go beasts lurk in every corner and most of those who go in… don’t come back out unless they are cowards, popular in bardic tales among Desnind. The last and most prevalent of rumors that draws the most people to the cave despite its dangers is the promise of a hidden chamber filled with riches placed there by Cassion himself, the chamber being one of the only exits to the cave besides the waterway that runs through part of it and a few holes in the ceiling.
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The beginning of Ha’ska Maw is a mine. Its tunnels are winding and maze like. Those who tread be wary, monsters lurk around corners even here ready to devour those who get lost. While most of the blood iron has been chiseled out there are still gems or other ores to be found within its walls for those with the mining skills, and mind, to find it. There is only one way out of the mines bar going back out of the Maw and that is through the entrance to the once hidden cave. The ceilings here at the entrance are moderately high, about seven feet, and covered in stalactites and stalagmites of various sizes. It’s not quiet, there is the faint rush of water to be heard from the cave entrance to those with keen ears and the occasional groan of something foul lurking in depths. Traversing the cave is not overly difficult, someone ,or something, has hollowed out most of the paths leaving high ceilings; though there will be areas you must climb through rock to go up or down through the tunnels. Inclines and declines can be steep and it’s easy to slip and fall as the whole cave is very wet and grimy. Luckily for those with no light parts of the cave may be lit up by glowing fungi or even glowbugs themselves; these areas can be the most dangerous in fact as those who can see can then also be seen... It is easy to get lost in here but the old timers in Desnind say if you follow the sound of water you will find a way out. By following the water you will be greeted by an underground river, following it down stream may lead you to some waterfalls and other… strange formations in the cave before eventually being spat outside of the cave.

Found within the cave are occasionally handmade carvings, such as pillars, archways, murals, and some abandoned, dusty living quarters within lower hanging caverns adding to the mysterious nature of this cave. It is plainly obvious to those who make it this far that a deranged cult had once resided in Ha’ska’s Maw. Old, crumbling bones litter the floor of these areas, the occasional sparkle of a left over ring or gold tooth to be seen for those with keen eyes, and the sheer amount of skeletons would be enough to turn over a hardened stomach. Murals dedicated to Sintra can be found in these areas as well, the only clue left of the cult that once resided here.

Traversing Ha’ska’s cave will not be easy but for those with the gall and wit to do it, it could be lucrative. This is a good place for any level of adventurer as any manner of creatures could be found in the cave to fight and kill. The dungeon is also filled with treasure and all types of goodies left behind from dead adventurers and the bodies in the cult rooms just ready to be picked up. Test your sword and your mettle! Good luck!

A Note About Encounters At This Location: This place has cave dwelling monsters of all levels and therefore you can play to your skill here. However, you may not use the location to fight monsters out of your skill range and anything harvested or taken from here must meet the risk vs rewards standard for the game.
Encounters may include but are not limited to:
-Giant spiders
-Glow bugs
-Spulmokawarta
-Kudi'eltu
-Rogue mages
-Bandits
-Crazed Sintra occultists
-And much more, talk to your mod about what you can and cannot use here.

NPCs at this location

Goods / services available here? n/a
Credits to: Dula
Submitted for Development: October 1, 2019
word count: 1136
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Toi’luna Ocooseenee

Toi’luna Ocooseenee
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Name of Location: Toi’luna Ocooseenee (Roughly translates to “Isle of Faces” but more literally means, “island surrounded with senses of humor like a mirror”)
Description:
Among The Ruins is a stone path leading to a small waterfall, about 5 feet high. From the precipice of the steps you can see a large, towering building with a rounded roof in the distance. As all else in The Ruins is being reclaimed by the Makubwa Lori so is the Isle of Faces, but at a rate decidedly less than most. From farther back huge, stone faces can be seen carved around the diameter of the roof. This is where the Isle got its name. When finally confronted with the behemoth of a building it’s easily five stories tall. The slightest, most faint hum can be heard resonating off of the building to those with keen ears or senses. There is a massive moat around the perimeter of the building, a pond or mini lake of sorts, and in fact this is where the waterfall is created. The waterfall flows and flows, as does the stream below it, though the moat is completely still. It’s not known where the water in the moat originates from and is speculated to be magically sourced. The stone is white and porus, in some places covered in moss, vines, or lichen.

The entrance to Isle of Faces is a bridge spanning the radius of the moat. The bridge is stone and not suspended but instead a thick slab of that same white stone, the bulk of it being submerged in the water. The actual walk way skims the surface of the water, just some few inches above it. It’s wide enough for two people to walk comfortably side by side and there is no railing. Lily pads, a few ancient, dire koi, and peep frogs live among the waters. A large spiral staircase follows the building all the way up to the top landing. High pillars create a high ceiling, at least half of the whole building’s height, and the inside is a marvel of craftsmanship. With beautiful florettes carved into the stone pillars and a strange, beautiful calligraphy of code lining some of the floor they say that within the belly of the Isle lie secrets to baffle scholars and adventurers alike.

The artisan of the building still inhabits it from time to time. The legends surrounding the qi’ora that guards and created this place are many. A man marked by Cassion, believed to have been exalted, was bound to roam even after his untimely death and so they say he is not always found here. The man is a ghost named Ku Sak’ni’lo Otunqirana, having earned all three names once he created this building. As the legend goes in his death he is not a friendly ghost. The spirit of Otunqirana haunts his masterpiece terrifying anyone he finds trying to delve into his secrets. They say this place was created as a vault, going deep into the earth, where he would hide his transmutation experiments and things he created out of alchemy.

The legend of the building is thusly;
Long ago when The Ruin was still a bustling place the man named Ku Sak’ni’lo began construction of a massive building. He had a manner of respect among the lost people and the creation of this masterpiece was celebrated. Due to being marked as Sojourn construction was slow, but it only allowed the man to dwell and truly perfect this work of art. While he told no one the true purpose and called it merely a “massive gazebo” it was rumored to have been a secret vault to an underground system of tunnels where many labs were held for his various experiments. As an expert cryptographer they say he left the secret to opening this vault on the floor, written in his handmade script of elegant code. The people of The Ruins, despite their misgivings of the true purpose, loved this structure and would often use it as a forum area in his honor. A place for ideas and knowledge to be harbored and spread. It was said there they cultivated many ideas, about magic and otherwise.

There are rumors of masterpieces of craftsmanship being guarded by terrifying automatons or golems deep within the vault. What they are guarding no one can agree on. Some say he found the secret to life, but was poisoned before he was able to consume it. Others say that massive weapons of destruction are hidden in there, locked away as failed experiments too dangerous to use. Some say he created gems with immense power, able to shoot fire or ice from their maw. After his death many tried to pry open the vault to no avail, his spirit would fight anyone off and even if the robbers or those curious that had a moment to themselves on the Isle the secrets find they are too tough to break. They say that some of the florets move as well, part of the puzzle of the vault. The puzzle itself has surrounding mythos, saying that the code on the floor describes a riddle that is a specific time of day you are supposed to be there in order to complete the puzzle. Along with a warning about the vault itself.

What truly lies beneath this massive haunted dwelling is unknown, though all those who know the story and have seen it for themselves are sure some conspiracy hides within the behemoth. The humming is louder on certain nights than others and occasionally light can be seen coming off of it, but none dare approach it then. Another rumor is of a lady of the lake lurking in the depths of the moat surrounding the building, quite the formidable foe. Any who dare come to Isle of Faces will be blown away by the breathtaking beauty and truly stumped at the puzzle before them. Who will make it into the vault, and who will make it out alive?

NPCs at this location (please just name them here, submit a separate development post for them)
Ku Sak’ni’lo Otunqirana (ghost)

Goods / services available here? none

Modnote: You can explore this to your hearts' content, and self mod, but finding your way into The Vault is a high risk plot which needs a moderator!
Credits to: Dula
Art By: James Wolf
Submitted for Development: Oct. 3rd 2019
word count: 1086
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The Crimson Sanctum

The Crimson Sanctum
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Name of Location: The Crimson Sanctum

Description: The history of the Crimson Sanctum is unknown, though it is clearly Emean in origin and so much more than an ordinary structure. It appears to be a small, semi-sentient Emean subspace capable of completely altering its appearance to the will of its master and hiding them from the detection of all but the most powerful beings on Idalos. Nothing less than an Immortal is capable of forcing their way into it, but the sanctum invites in anyone who discovers it that it deems worthy. As it is some kind of separate plane of existence regular magic cannot be used to detect or enter it, although this also prevents those inside of it from spying on or influencing the outside world as well. How exactly the Crimson Sanctum came to recognize the Immortla of Curses, Tio Silver, as its master is unclear even to him, though it occurred after a strangely vivid dream. After arriving in Desnid Tio bound the entrance to the Crimson Sanctum to a cave in the Badlands not too far from the border, and reshaped the interior into the huge red castle form he named it after. Those who enter the sanctum may find find strange challenges awaiting them, and treasures made by the Immortal of curses should they conquer them.

Credits to: Tio Silver
Submitted for Development: 17/11/19
word count: 236
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The House of Rivers

The House of Rivers
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Name of Location: The House of Rivers

Description: The House of Rivers is one of the oldest and most respected places in Desnid. It is thought by many to be the birthplace of the Da'riya style of unarmed combat, and to this day serves as the biggest establishment in the world for teaching the traditional Desnid Standard style. It is a place of learning, welcoming any traveller who can make the journey to find it and offering them an opportunity to learn not just how to fight, but also learn discipline and . It is almost entirely self-sufficient since many students regularly hunt as a means of practicing their skills, however it is quite common for students to use their growing skills to protect Desnid whenever trouble arises in exchange for small donations to keep the house maintained. Its name is a reference to both the multitude of rivers the flow nearby and how the Desnid style redirects an opponents' own energy like water.

The majority of the students are Sev'ryn, a number of whom were raised at the house for almost their entire lives, however smaller numbers of races from all across the world can be found there. Worship of Moseke is commonplace here and quite a few of the masters possess her mark. As it is a place of spiritual contemplation many of the Sev'ryn had connected to their Ose'bori, and a large number of these spirit animals roam the house. As long as you don't go looking for trouble those who live there won't give you any, but try to mess with them and you'll quickly learn how frightening true masters of the martial arts can be.

NPCs at this location: Master Long.

Goods / services:
  • Accommodation. Free as long as you contribute to a hunting thread once a season
  • Training in the unarmed combat style Da'riya, specifically the Desnid Standard style.
  • Training in other forms of combat and skills relating to them.
  • Spiritual Guidance.
Credits to: Tio Silver
Submitted for Development: 21/12/19
word count: 349
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Re: [Desnid] Locations and Links

Bakan Isorosi
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Developed by Ini'ra
In common the title bakan isorosi can be translated to mind growth, or for a less literal translation - for the growth of one's mind. A rather large structure for the city, Bakan Isorosi is constructed across two very large trees with long ramps that lead up to the main door. Two storied and painted in a pale blue to stand out amongst the foliage, many Sev'ryn hold great respect for this location due to its content of knowledge. One can come here to find books and scrolls on a number of subjects, very few of the tomes inside restricted knowledge. If, for instance, there is a rarer piece of literature or very few copies known to be published, the avid reader may be asked not to leave the grounds without returning it, or in even fewer cases, will have to seek permission from the librarian him/herself.

When one walks into the structure, the first thing they notice is the soft, colorful glows of the iyo lamps that hang all around the room. Books line the walls from top to bottom, and a number of chests are placed around for readers to sit. If one were to open these, they would be able to find a box of ink and quills for taking notes, as well as hide blankets and down pillows for extra lounging. This is a very soothing place for the community, often filled with smiles.

Bakan Isorosi is a pillar of free teaching for both children and adults, and while formal education is not required of Sev'ryn, for those so inclined, lessons are held here from different members of the community (often times posted on the community notice boards). These are usually free, however the volunteer instructor(s) may attempt to barter depending on their level of expertise. Beneath the main platform of the library is a fenced in area where most children play or read, some even having picnics since food and drink are not allowed within the establishment.

NPC

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Name: Bo'kuno
Created by: Ini'ra
Race: Sev'ryn
Birthday/Age: 23rd of Ymiden, 641 Arc | 75
Title: Head Librarian of Desnind, Protector of Knowledge
Skills: Research - 60, Teaching - 35, Storytelling - 30, Rhetoric - 26.
Details: Bo'kuno, or known affectionately as Bo by many of the children who come to read, is an older man with wrinkles around his eyes and mouth. Protective over the knowledge he has been entrusted to protect, this Sev'ryn is a kind man, but has no time for impulsive fools who threaten society's intelligence. He does his best to educate the youth, often times being convinced by younger patrons into a story time, where he will sit and share a fable. These stories hold bits of truth to them, and almost always have a moral lesson.

Price List

Borrowing a standard book is free of charge, however, if one wishes to take a book home, they must give Bo'kuno a token of personal value for collateral. If he accepts it as a fair trade, he will record the date you borrowed the book and your item, after which time the borrower has up to two weeks to return it. If the book is returned, Bo'kuno will return your token, and if it is not, Bo will keep your token, sometimes even donating the item to the community after so much time has passed, or using it as leverage to barter for new reading material for the library's collection..
**Initiation to magic cannot occur during any of the community lessons.
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Re: [Desnind] Locations and Links

The Stone Oven
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Developed by Ini'ra
The Stone Oven serves as sort of bakery, overseen by a loving, but stern half Sev'ryn who keeps a close eye on its workings, due to the city's strict fire restrictions. This location trades simple sweets throughout the day - first come, first serve, but will take orders for celebrations and festivals if given an early enough notice. These requests are mostly for bread, a food not normally found upon the Sev'ryn table in day to day life. Nothing ever seems to go to waste here, with any excess often donated to citizens in need or given as donations to the local temples.

The sweets that do come from this location usually revolve around natural fruit brought to Nu'vasi - pies and tarts (sometimes in exchange for other ingredients such as eggs, milk, or sugar). Gatherers can come here to make trades with the fruit and berries they find, The Stone Oven serves as more than just a place with working ovens, but a trading hub for kitchen ingredients among other cooks. Food, as well as hand-crafted home necessities (bowls, plates, pots, etc) can be found here.

Boasting of three wood burning ovens, usually only one or two are used at a single time, both of which are outdoors. The third sits within a small stone, platform covering, to allow use in rainier days and keep split wood dry. Ingredients for baking as well as Nu'vasi's supplies are also stored here. Bad weather can and does affect this business, sometimes even closing in particularly nasty days. Due to the use of fire here, a fresh water well and water containers are only a few feet away in case of an unlikely accident. Anyone who works here is extensively trained in fire safety and protocol, and if one were to be interested in something more "meat centered", they would be directed just north - to the Hunter's Fire Pit. Location 14.

NPC

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Name: Nu'vasi
Created by: Ini'ra
Race: Mixed-Race (Sev'ryn x Human)
Birthday/Age: 54th of Saun, 682 Arc
Title: Baker
Skills: Baking - 75, Fieldcraft - 58 Cooking - 40, Bartering - 26, Stealth - 10
Details:Nu'vasi's story is quite interesting and tragic, as she did not grow up in the city of Desnind like most of her brethern. Her and her parents were dedicated followers of Aiséirism, and spent much of their life travelling between their home and Athart, tracking Avriel slavers and freeing their captives in the night. They did this in secret - using their extensive knowledge of fieldcraft to lead these people through the thick wilderness and escape their kidnappers. During this time, Nu'vasi learned the common tongue in order to communicate with the scared slaves, telling them stories of Moseke to soothe them.

One night, however, they did not make a clean escape. Due to the peaceful teachings of Aiséirism, when the Avriel slavers eventually tracked them, her parents were unable to defend themselves. They died that night and the slaves were recaptured. Barely escaping, Nu'vasi returned home and has stopped such fervent worship. She still holds onto her beliefs, and is quick to share them, but finds her happiness providing for the city and its residents just as well.

Price List

Prices revolve around fair trade. See Desnind's bartering system for details.

Still having a weak spot for others, Nu'vasi decided to name this location in the common tongue in hopes that travellers will feel more comfortable and as such, will still accept the occasional coin from outsiders if no other payment is possible and the buyer insists.

Employment

Will employ bakers and cooks.
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Re: [Desnind] Locations and Links

Lisirra's Temple
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Developed by Nymph

The Bythni Kanna is located in the northwest corner of Desnind, outside of Desnind Proper. The northwestern border overlooks both the Ta'langean Erọim and Vyẹnyẹ Bou'ae'et as it consumes the land on the corner cliff. The southeastern border begins to blend in with the grassy plains associated with the treeless portion of Desnind. This is the only tainted land 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 dead and decaying tree. A mist is always present, giving the environment a foreboding feeling. The tree itself stretches approximately 10 feet off the ground and curves strangely into the sky. A knot in the tree opens up to a nest where an old owl nests. No one know how old this creature is or if it is a spy that relays messages to Lisirra. It is the 'watchdog' for the temple below the roots. The roots of the tree are above ground with various hiding places located beneath them.

In the past, Lisirra was honored in the city as a way of remembering the past and the creation of the Sev'ryn. Over time, the citizen of Desnind began to develop ill will towards practitioners of Serga Mavranu. Smaller idols were broken and burned and practitioners were chased out of the city. This religious revolution concocted out of fear and hate for the Immortal. Despite the poor favor to Lisirra by most natives, there are few that still believe she is the true mother of the Sev'ryn and praise her for her skills with poisons and disease. They have built a temple in the heart of the Bythni Kanna, under this dead tree. Similar to the Itọju, the entrance to the temple below appears to be bewitched in some way. Only devoted followers to Lisirra know exactly where the entrance is among the visible roots.

The Nọọsï sọ Abin is the temple dedicated to Lisirra. Known in common as the "Temple of Disease," this particular temple allows sanctuary to practitioners of Serga Mavranu and is home to the Cazav. The temple is a series of dirt caverns and tunnels. Despite the small appearance of the tree, the root system is vast and appears to hold the walls and rooms together. Worms and various burrowing insects creep in and out of the walls and floors, adding to the dark feeling.

The main room of the temple sports a statue of Lisirra, cracked in the process of hiding it during the religious revolt. Followers anticipate that the Plague Bearers are capable of fixing the statue, but have elected to keep it the way it is as a constant reminder to devotees about how the rest of Desnind views Lisirra. Currently no other Immortal is honored in this sanctuary. Cazav members take up residence in the temple, maintaining it to the best of their ability while remaining hidden.
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Bumblebee
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Re: [Desnind] Locations and Links

Ifaworanhan Slosneppe
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Developed by Ti'niva

The Ifaworanhan Slosneppe, ruffly translated to common as meat house, is the only professional butchers within the city of Desnind. The building is built around 5 tall trees and spans across 3 floors. The first floor is the shop in which you may come and trade for meat. The second floor is the storage area, in there you can find hanging creatures ready to be butchered and sold along with already prepared meat stored wrapped in paper and on large cool slabs of stone. The third floor is purely residential and home of the Senile owner, Ra'noti, and his son hunter son, An'ela, who also works the shop when his father is unwell or needs help.

Walking around the place you can always smell blood. It gives a strange feeling and some people may find this disturbing due to the feeling of death that hangs over the structure. Although no creatures are killed there it is still filled with them and Ra'noti can often be seen with bloody hands and clothes. He is often the muse of many young children who will come and spy on the scary looking man. They will watch him until he notices them and then will often run away screaming at the scary man. The building is quite an impressive one and without the horrid feeling that resides over it it would make a beautiful home.

The Ifaworanhan Slosneppe is the centre of most peoples meat resources and is an important business for hunters as it is a place where they can trade much of the prey they have caught. You can often see many hunters coming and going from the location entering with a deer and leaving with different and much smaller items. The Ifaworanhan Slosneppe is a thriving business that plays an important part in the economy of the city and supports the jobs of many hunters from the forest city.

NPC

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Name: Ra'noti
Created by: Ti'niva
Race: Sev'ryn
Birthday/Age: Saun 8th, 646 | 70
Title: Ifaworanhan kukuru (Meat man or butcher)
Skills: Negotiation- 50, Business management- 45, Blades- 30
Details: Ra'noti or Ra as he is known to his son and close friends. He is a somewhat senile old man who has grown more and more harsh with age. He is often tired and has begun to get quite fragile and frequently unwell. During these waves of sickness his son will often take over with working the butchers until he recovers. He is always welcoming to his friends and loyal customers but wary of outsiders and may sometimes fail to serve them.

Price List

Prices revolve around fair trade. See Desnind's bartering system for details.

NPC

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Name: An'ela
Created by: Ti'niva
Race: Sev'ryn
Birthday/Age: Saun 15th, 691 | 25
Title: Hunter and part time Ifaworanhan kukuru
Skills: Hunting 60, Business management- 30, Blades- 20
Details: An'ela is a young Sev'ryn man who spends much of his life out in the forest hunting. He is stubborn and that makes him bad at Negotiating and can often cause disputes over changes from the normal prices when he takes over when his father is sick. He is a good hunter and at least a fifth of the product traded within the Ifaworanhan Slosneppe is his. His father has prepared him as well as possible to take over when he eventually passes, however, An'ela would actually see it be sold or at least employ somebody but himself as his true calling is Hunting and the Ifaworanhan Slosneppe would just be in his way.
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