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Difference between revisions of "Verimeer"

(Verimeer)
 
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*'''Arc 615''': The top have of Veerimeer Castle is completed.
 
*'''Arc 615''': The top have of Veerimeer Castle is completed.
  
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== Locations ==
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=== Antebung Temple ===
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[[File:Libvermel.jpg | center]]
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 +
----
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The temple is less of a place of worship and more of a glorified office and library. The Master of Services is often found here, keeping documents and information on known spirits within Verimeer and Melrath. It is where citizens may go to find out about the Spirits or ask for guidance and appeasement.
 +
 +
Cluttered but warmly furnished the Temple has large lounging seats and tables within, small offerings often present on them. The walls are cubicles of scrolls, the only break in shelving being the desk for the Master of Services. It is not uncommon to find one or several people seeking counsel from the master.
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=== Council Office ===
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[[File:Councilvermel.png | center]]
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 +
----
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Located within the Verimeer Castle under the Hall of Wunder the council is a surprisingly large and simple room. Ornate paintings decorate the walls but simple chairs and stone work decorate the rest of the office. It leaves room for the Peers and members to be present with the carved chairs forming larger and larger circles outward. The center of the office has a large desk where the leader can sit and speak or council members can keep track of paperwork and small hearings. The only other oddity is the [[:category: Rieseloug Jelly | jellyfish]] built bubble that houses one chair separately where the Melrath Seat sits, allowing one to swim then enter from and breathe throughout the meetings.
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Often empty unless the council members are working or a meeting is taking place it is a quiet unused space more often than not.
 +
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=== Deep Sea Delights ===
 +
 +
One of the few shops that is not part of Veerimeer castle, the store caters mostly to their saltwater cousins, as well as adventurous humans. It is said that a bit of salt water can cure most simple illnesses for freshwater mer as well.
 +
 +
Located in a jelly hut the shop is both the kitchen and the sell stand, entirely visible behind the clear hut is the cooks working while to order on only need ask at the only window. Placed half in and half out of the water there is a dry water window and an underwater window. This makes it easily accessible as well as keeps food dry that needs to be dry.
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 +
While the shop strangely has no set hours or set menu, giving out specialties of the day everyday, it is easy to see when there open because the cooks are clearly visible.
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=== Drywater Smokes ===
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Contrary to it’s name, the Drywater Smokes does not sell any smokes but it does sell smoked food. Part of the Hall of Wunder and one of the first locations, Drywater Smokes is located towards the center of the hall with the smells from the shop attracting customers day and night.
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A mid-sized wooden kiosk with a variety of chairs around it though there are no tables and it is usually fairly crowded. There are open sampling baskets but to prevent theft the rest of the food is stored behind the stand in large containers. The other half of the shop is in the lower part of the castle, where the meats are butchered and prepped then brought up to the stores.
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The samples show off their variety of jerky and smoke treats, ranging from salty to sweet and everything in-between. With no closing hours its always open for a snack or the late arriver to Veerimeer city and is always manned by the owner or one of the stall keepers.
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==== NPCs ====
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[[File:Drysmokesnpc.jpg | left]]'''Name''': Vyndar (Owner)
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'''Race''': Avriel
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'''Skills''':
 +
{|
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|Business Management
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|81
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|-
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|Cooking
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|55
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|-
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|Persuasion
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|77
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|-
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|Socialization
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|45
 +
|-
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|Mathematics
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|73
 +
|}
 +
 +
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'''Personality''': A sharp business like Avriel who runs a tight clean shop, he is never outright rude but everyone save for tourists knows better than to slight him or his stall. Usually found in his stall day or night, some swear he never sleeps.
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=== Errie Mines ===
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[[File:Erriemines.jpeg | center]]
 +
 +
----
 +
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Located in tunnels under the Melrathi Mountains the mines are almost entirely underwater save for a few air pockets that are near impossible to get to without assistance from Mer.
 +
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Simple mines the tunnels are dug into until it is thought to be structurally unsound to dig deeper. Caves are mapped via markers and ropes to keep miners from getting lost, light is from carefully planted and trimmed Gluenlep. Throughout the caves are baskets that the hook onto the rope to drag along and out of the caves.
 +
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Since most of the caves are dark they are rarely explored though there are rumors of strange sounds coming from within none have cared to venture farther in due to lack of ability to mass excavate and lack of light.
 +
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=== Farbarsees Inks ===
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A hole in the wall shop in the Hall of Wunder, Farbarsees houses some of Veerimeers greatest painters and tattoo artists. Nearly any finishing their Rite of Passage will gain their Etches from here, and most of the castles art work is done by artists within the shop.
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Though name Inks it is not only a tattoo parlor, the shop duels as a painting studio for lessons and a gallery. Though cramped it gives off a homey atmosphere with all the paintings on the wall being for sale and lessons never being held during tattooing sessions. In such high demand tattoo sessions are always scheduled around lessons and they do not take walk ins though they all potential customers to watch them work so long as the patron is fine with it. The exception to this is when giving Etches, a quiet, and special affair, there is none to bare witness save the artist and the mer.
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Due to its small size and location, the shop holds no chairs save for the working chairs, giving more freedom for people to look about the rooms paintings without disturbing the tattooing.
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=== Grave of Re ===
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[[File:Rever.jpeg | center]]
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 +
----
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Contrary to its name the Grave of Re is actually the largest and only cemetery the Dwynmer tribe uses. Located within a grove of [[:category: Gluenlep | Gluenlep]] where the centered has been cleared out and rocked over with gravel and mesh to help prevent the growth of more Gluenlep. A haunting place both literally and figuratively the Grave of Re is haunted by the passed leaders of the tribe along with the odd tribe member.
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The Dwynmer do not believe in burial but much like they paint their skin the mer tribe paints their picked clean bones. These markings are done by family members in remembrance, then the bones are laid in with the rest of the tribes, to stay together even after death. Though the ground is littered with bones, many have sunk beneath the sediment, rooted in the very roots of the Gluenlep.
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=== Guest Desk ===
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A simple plain desk in the Hall of Wunder, manned by an always moving Tunawa throughout the midday. There is only one sign hanging above it with the simple phrase “Ask” and nothing else, almost any question asked will be answered or the Tunawa will find it. Used as s simple point of reference for confused or lost travelers there is nothing on the desk, no chairs for waiting or anything or the sort. The entire stand screams brevity for all its uses.
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==== NPCs ====
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[[File:4117319c1df3931243c18427cb8a7bea--art-flowers-cartoon-characters.jpg | left]]'''Name''': Kaleo
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'''Race''': Tunawa
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'''Skills''':
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*Linguistics | 89
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**Common
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**Rakahi
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**Xanthea
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**Lorien
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**Tree Talk
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*Detection | 95
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*Cartography | 75
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'''Personality''': Brief and a little unsociable Kaleo was chosen for his ability to memorize information and skills in linguistics. It is said there is no part of all of Veerimeer city or even Melrath that he has not been to, some even whisper that there is literally no question he cannot answer.
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'''Notes''': There are secrets to be discovered about Kaleo
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=== Hall of Wunder ===
 +
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[[File:WunderH.jpg | center]]
 +
 +
----
 +
 +
The Hall is the main selling and market spot for any in Veerimeer city. Located in the first floor of Veerimeer Castle the hall is a large, open, ornate carved hall with sections cut out for stalls and portable stalls available for rent. Ran on the authority of the council opening any business there requires their permission but many will turn a blind eye to those who busk or set up temporary shops while traveling through.
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One of the busiest parts of the castle there is always a crowd of people coming an going whether residents or not. As such the council determined a guest desk was needed, and any looking for directions, information, or to become a resident need only approach the desk off the left of the entrance.
 +
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=== Leisal Hall ===
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A large half underwater cavern that has been cleared out and refitted with seats for a variety of audience. The floor seats have both wooden and plush chairs, while the water front has kelp strand and lily pad made booth seats, and above are hanging nets, roosts, and the like for the aerial guests. With all the different seating there are several different doors. Two top doors, two underwater and three on land. Each door has a small guard stand where security will make sure to not overcrowd but all performances are free to watch and put together by donation. This allows for performers, travelers and residents to make performance during free hours to get their names out or make some coin. Any and all donations are split 25/75 with the hall, twenty-five going to hall maintenance, the rest going to pay the performers, guards, and crew.
 +
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Considered one of the best music halls in all of Idalos the main reason people will travel far and wide is not just the set of performers but the acoustics. Hollowed and smoothed, most foliage moved and replaced strategically the hall makes you sound as if you are sitting directly in front of each performer no matter where you sit. And stage put across the cavern is large and wide, naturally formed save for the wooden set and curtains.
 +
 +
It is rare to see the hall closed save for in the Cold Season and Cylus when the hall becomes either frosted and frozen or too cold to comfortably hold attendance.
 +
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==== Performance Times and Shows ====
 +
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'''10th Bell''': Morning play/Concert
 +
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'''12th—19th Bell''': Free performance time available for any who take a slot
 +
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'''20th Bell''': Evening Play/Concert
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=== Sinking Ship ===
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[[File:Shipslocver.jpeg | center]]
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----
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A small dock that both ferries people from land to the castle as well as offer tours of the Dwymer lochs. Such a simple business would not be lucrative if it weren’t for their entirely clear boats. Made from the Rieseloug they are edged with wood and steered with wooden paddles, their is both tour and none tour rides available.
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A simple dock both on shore and at the castle, the boats are tied with two guards manning them for theft day and night, as well as offering some assistance to the late night riders. During the day there is two tour guides and the owner present at any given time. The boats themsleves are not locked, only tied with rope while a set of oars rest in each boat for ease of coming and going.
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==== Tour Times ====
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'''Guided''': First light to last, every other bell
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'''Self Guided''': All hours when boats are available
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== The Trench ==
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[[File:Trenchver.jpeg | center]]
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----
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While being of the least maintained parts of Veerimeer Castle, it is also the most monitored. With guards rotating six hour shifts that change each day, it has no windows or doors save for the entrance/exit door that is a large solid door shaped piece of [[:category: Errogan Stone | errogan stone]].
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The cells are made for both for a variety of captives. Mer cells are deep dug pits with stone covers, Tunawa cells are smaller stone carved cubes with stone lids, human and flying being cells are air pocket caves that have to be swam to and leave the human stranded in. Mage cells all still follow their race but are guarded by the master of Abrogation who is also the Master of the The Trench.
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A bleak and dismal place it is not often visited and most will never seen the deepest parts of the trench that house the most dangerous criminals. All the average person will see is the guard station above with simple stone holding cells for minor crimes to be released on same day charges. Beyond the desk is the stone floor door that leads to only one set of stairs that lead to the final door to reach the prison chambers.
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== Two of Anything ==
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[[File:Twoofany.png |center]]
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----
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Named cheekily for land dwellers this Inn takes up the largest part of Veerimeer Castle aside from the standard homes and shops themselves. The only inn within the city it boasts a wide variety of rooms to accommodate nearly any race or size. Held to the highest standard the rooms are always kept cleaned with daily maid service. Food is offered as part of an extended stay fee or sold daily in the lounge.
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The lounge duels as three purposes, the check-in, food wall, and relaxation area. The largest of any part of the inn it has tables, chairs, benches, hearths, hammocks, you name it place strategically throughout while the food wall and check in desk take up smaller portions near the walls. Upon entering the first thing one will notice aside from the wide open space is that the entire room as been painted to look like a mountain landscape, with many an Induk painted within the art.
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A busy inn most will have to approach the check-in desk themselves, though on slower days the clerk will come to tables to see if anyone needs to check-in or if they are simply enjoying the lounge.
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----
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Credit To: Octopi
 
[[Category: Melrath Locations]]
 
[[Category: Melrath Locations]]

Latest revision as of 13:24, 21 May 2019

Verimeer

Verimeer.png

Introduction

A Mer city that, from land, looks to be only a small island castle, but beneath the waves is a vast network of castle buildings creating an entire city that is filled with both air-pocketed rooms and rooms entirely submerged. Though 80 percent of the population is Mer, the above ground aspect of the city allows for land or sky humans or humanoids to make a home should they desire to do so.

History

The Dwynmer tribe broke away from the Yu’vel’ith in the arc 245, comprised of both Mer tired of enslavement and those that were tired of enslaving their own kind. Lead by the Mer Dwyn, who discovered a set of canals deep below the Sirothelle; they followed these to the ocean. The Mer thought they had escaped, only to end up dead regardless, but Dwyn found the caves that lead to new canals in the Melrath mountains, leading them right into the Loch. But it was not without cost that the new tribe arrived; Dwyn succumbed to Tibbitus soon after they settled. However, feeling his work was not done the Mer rejected Vri, becoming one of the first ghosts within the newly formed Mer city, which its tribe would name in homage to the Mer as they built the first half of Verimeer castle. During the long construction after the finding of the Errogan stone the tribe of Dwynmer would use the local jellyfish, to create huts and glass like housing as they cut and dug into the natural formations of what would be Verimeer castle and city. It was this cutting, and additional findings, that would later help the Dwynmer tribe create trade with the human settlers in the years to come, preventing an all out war over trade routes on the lake.


Long before this was to happen, the first year anniversary of their escape came. The castle was still not done, the constant adding of rooms leaving it ever growing like a coral reef, and with the Swarm drawing near, resources were scarce and growing thin. Canals were being explored for more resources and more resources it gave, in the form of the Induk of the Swverlyn.


Certainly no Leviathan but near enough the Induk of the Swverlyn donned a form that was pleasing to the Mer, large and fish like. The Induk was the spirit of the very fish themselves, colored in beautiful etchings as if he were carved from the stone itself. Angered at the Mer for their blatant disregard of the fish of the home they inhabited; it began withholding more fish which nearly wiped out the tribe to numbers almost smaller than the original settlers. In homage and in a peacemaking attempt the Dynmer tribe began to paint themselves to help properly hunt and mate the fish to regrow the population. Learning much about where the Swverlyn live and mate, including the Chrysalis clay where they lay their eggs and supposedly get their strange pigment from. The city begins to flourish and grow, small city outposts are made with smaller families of Mer along the canals and within the surrounding lake. Due to this they are discovered by the Melrathi settlers who after much debate, and near an all scale war over the aquatic resources, as well as the control of the lakes, reach a trade agreement which results in the top half of Veerimeer castle being built. Which in turn allows the Dwynmer tribe to create an alliance with the Hochojobon Tunawa settlement for wood and land resources while not angering the Melrath land Induks.

But this change is not happy for all and is the beginning of the schism for Veerimeer city whose Mer would rather keep the waters free of two-legs and worry about the city of Raelia and their growing commerce. Or those who would rather let the two-legs do as they please while continuing their own traditions uncaring of the world above.

Timeline

  • Arc 245: Fled the Yu’vel’ith tribe and relocated to Melrath; handfuls of Mer succumb to

Tibbitus during and after the journey to their new home, including their leader Dwyn. The new tribe rename themselves after him and his ghost stays to watch his creation.

  • Arc 256: The new leader of the tribe, Rervn dies while beginning construction of

Veerimeer castle after figuring out how to cut the stone with itself and causing a cave collapse that helps shape the castle but also crushes him.

  • Arc 257: Riese, the third leader of Dynmer tribe, dies attempting to create the first jellyfish

hut via paralytic sting.

  • Arc 258: Veela, the fourth leader of the Dynmer tribe, dies exploring the canals to the east

and unblocking a dam.

  • Arc 259: Deerme, the fifth leader of the Dwynmer tribe, dies stopping the Yu’vel’ith from

killing more escape slaves who want to settle with the new tribe and is murdered.

  • Arc 260: The Mer, having seen several of their leaders die in succession only for the tribe to

flourish, believe this to be a sign. It began the long standing tradition of the Dywnmer tribe leader sacrificing themselves at the end of the year in order for the tribe to preserve. In this same year a council is made from the oldest mer to make decisions when a leader is not yet picked.

  • Arc 261: The Grave of Re is built to honor the second Mer leader to sacrifice themselves,

though there are no bodies or stones, only the ghosts that haunt the weed grove.

  • Arc 275: A growing tribe creates the beginnings of a food shortage from over hunting
  • Arc 300: The Induk of the Swverlyn Fish is found who shows the Dwynmer tribe how to

catch the elusive fish as well as how to draw them to the Mer. The Mer begin to consider the Induk their leviathan, painting mirroring markings of the spirit on their scales using the Chrysalis Clay.

  • Arc 400: Completion of the Veerimeer castle underwater portion
  • Arc 590: Discovered by Melrath settlers, negotiations are carried out between the Dwynmer

and the Melrathi, resulting in the Mer being granted permission to travel the Vynmur River in peace and to live in the nation of Melrath as natural born citizens.

  • Arc 600: Since the discovery of the human settlers the Tunawa settlement of Hochojobon,

alliances are made and the Tunawa along with the Melrathi settlers begin construction on a top portion of the Veerimeer castle using as little resources as possible.

  • Arc 610: The schism between the Dwynmer tribe begins with vocal voices wanting to stop

allowing land dwellers and stop the construction of the top portion of Veerimeer castle. The faction of Teilt is created.

  • Arc 615: The top have of Veerimeer Castle is completed.

Locations

Antebung Temple

Libvermel.jpg

The temple is less of a place of worship and more of a glorified office and library. The Master of Services is often found here, keeping documents and information on known spirits within Verimeer and Melrath. It is where citizens may go to find out about the Spirits or ask for guidance and appeasement.

Cluttered but warmly furnished the Temple has large lounging seats and tables within, small offerings often present on them. The walls are cubicles of scrolls, the only break in shelving being the desk for the Master of Services. It is not uncommon to find one or several people seeking counsel from the master.

Council Office

Councilvermel.png

Located within the Verimeer Castle under the Hall of Wunder the council is a surprisingly large and simple room. Ornate paintings decorate the walls but simple chairs and stone work decorate the rest of the office. It leaves room for the Peers and members to be present with the carved chairs forming larger and larger circles outward. The center of the office has a large desk where the leader can sit and speak or council members can keep track of paperwork and small hearings. The only other oddity is the jellyfish built bubble that houses one chair separately where the Melrath Seat sits, allowing one to swim then enter from and breathe throughout the meetings.

Often empty unless the council members are working or a meeting is taking place it is a quiet unused space more often than not.

Deep Sea Delights

One of the few shops that is not part of Veerimeer castle, the store caters mostly to their saltwater cousins, as well as adventurous humans. It is said that a bit of salt water can cure most simple illnesses for freshwater mer as well.

Located in a jelly hut the shop is both the kitchen and the sell stand, entirely visible behind the clear hut is the cooks working while to order on only need ask at the only window. Placed half in and half out of the water there is a dry water window and an underwater window. This makes it easily accessible as well as keeps food dry that needs to be dry.

While the shop strangely has no set hours or set menu, giving out specialties of the day everyday, it is easy to see when there open because the cooks are clearly visible.

Drywater Smokes

Contrary to it’s name, the Drywater Smokes does not sell any smokes but it does sell smoked food. Part of the Hall of Wunder and one of the first locations, Drywater Smokes is located towards the center of the hall with the smells from the shop attracting customers day and night.

A mid-sized wooden kiosk with a variety of chairs around it though there are no tables and it is usually fairly crowded. There are open sampling baskets but to prevent theft the rest of the food is stored behind the stand in large containers. The other half of the shop is in the lower part of the castle, where the meats are butchered and prepped then brought up to the stores.

The samples show off their variety of jerky and smoke treats, ranging from salty to sweet and everything in-between. With no closing hours its always open for a snack or the late arriver to Veerimeer city and is always manned by the owner or one of the stall keepers.


NPCs

Drysmokesnpc.jpg

Name: Vyndar (Owner)

Race: Avriel

Skills:

Business Management 81
Cooking 55
Persuasion 77
Socialization 45
Mathematics 73


Personality: A sharp business like Avriel who runs a tight clean shop, he is never outright rude but everyone save for tourists knows better than to slight him or his stall. Usually found in his stall day or night, some swear he never sleeps.

Errie Mines

Erriemines.jpeg

Located in tunnels under the Melrathi Mountains the mines are almost entirely underwater save for a few air pockets that are near impossible to get to without assistance from Mer.

Simple mines the tunnels are dug into until it is thought to be structurally unsound to dig deeper. Caves are mapped via markers and ropes to keep miners from getting lost, light is from carefully planted and trimmed Gluenlep. Throughout the caves are baskets that the hook onto the rope to drag along and out of the caves.

Since most of the caves are dark they are rarely explored though there are rumors of strange sounds coming from within none have cared to venture farther in due to lack of ability to mass excavate and lack of light.

Farbarsees Inks

A hole in the wall shop in the Hall of Wunder, Farbarsees houses some of Veerimeers greatest painters and tattoo artists. Nearly any finishing their Rite of Passage will gain their Etches from here, and most of the castles art work is done by artists within the shop.

Though name Inks it is not only a tattoo parlor, the shop duels as a painting studio for lessons and a gallery. Though cramped it gives off a homey atmosphere with all the paintings on the wall being for sale and lessons never being held during tattooing sessions. In such high demand tattoo sessions are always scheduled around lessons and they do not take walk ins though they all potential customers to watch them work so long as the patron is fine with it. The exception to this is when giving Etches, a quiet, and special affair, there is none to bare witness save the artist and the mer.

Due to its small size and location, the shop holds no chairs save for the working chairs, giving more freedom for people to look about the rooms paintings without disturbing the tattooing.

Grave of Re

Rever.jpeg

Contrary to its name the Grave of Re is actually the largest and only cemetery the Dwynmer tribe uses. Located within a grove of Gluenlep where the centered has been cleared out and rocked over with gravel and mesh to help prevent the growth of more Gluenlep. A haunting place both literally and figuratively the Grave of Re is haunted by the passed leaders of the tribe along with the odd tribe member.

The Dwynmer do not believe in burial but much like they paint their skin the mer tribe paints their picked clean bones. These markings are done by family members in remembrance, then the bones are laid in with the rest of the tribes, to stay together even after death. Though the ground is littered with bones, many have sunk beneath the sediment, rooted in the very roots of the Gluenlep.

Guest Desk

A simple plain desk in the Hall of Wunder, manned by an always moving Tunawa throughout the midday. There is only one sign hanging above it with the simple phrase “Ask” and nothing else, almost any question asked will be answered or the Tunawa will find it. Used as s simple point of reference for confused or lost travelers there is nothing on the desk, no chairs for waiting or anything or the sort. The entire stand screams brevity for all its uses.

NPCs

4117319c1df3931243c18427cb8a7bea--art-flowers-cartoon-characters.jpg

Name: Kaleo

Race: Tunawa

Skills:

  • Linguistics | 89
    • Common
    • Rakahi
    • Xanthea
    • Lorien
    • Tree Talk
  • Detection | 95
  • Cartography | 75


Personality: Brief and a little unsociable Kaleo was chosen for his ability to memorize information and skills in linguistics. It is said there is no part of all of Veerimeer city or even Melrath that he has not been to, some even whisper that there is literally no question he cannot answer.

Notes: There are secrets to be discovered about Kaleo

Hall of Wunder

WunderH.jpg

The Hall is the main selling and market spot for any in Veerimeer city. Located in the first floor of Veerimeer Castle the hall is a large, open, ornate carved hall with sections cut out for stalls and portable stalls available for rent. Ran on the authority of the council opening any business there requires their permission but many will turn a blind eye to those who busk or set up temporary shops while traveling through.

One of the busiest parts of the castle there is always a crowd of people coming an going whether residents or not. As such the council determined a guest desk was needed, and any looking for directions, information, or to become a resident need only approach the desk off the left of the entrance.

Leisal Hall

A large half underwater cavern that has been cleared out and refitted with seats for a variety of audience. The floor seats have both wooden and plush chairs, while the water front has kelp strand and lily pad made booth seats, and above are hanging nets, roosts, and the like for the aerial guests. With all the different seating there are several different doors. Two top doors, two underwater and three on land. Each door has a small guard stand where security will make sure to not overcrowd but all performances are free to watch and put together by donation. This allows for performers, travelers and residents to make performance during free hours to get their names out or make some coin. Any and all donations are split 25/75 with the hall, twenty-five going to hall maintenance, the rest going to pay the performers, guards, and crew.

Considered one of the best music halls in all of Idalos the main reason people will travel far and wide is not just the set of performers but the acoustics. Hollowed and smoothed, most foliage moved and replaced strategically the hall makes you sound as if you are sitting directly in front of each performer no matter where you sit. And stage put across the cavern is large and wide, naturally formed save for the wooden set and curtains.

It is rare to see the hall closed save for in the Cold Season and Cylus when the hall becomes either frosted and frozen or too cold to comfortably hold attendance.

Performance Times and Shows

10th Bell: Morning play/Concert

12th—19th Bell: Free performance time available for any who take a slot

20th Bell: Evening Play/Concert

Sinking Ship

Shipslocver.jpeg

A small dock that both ferries people from land to the castle as well as offer tours of the Dwymer lochs. Such a simple business would not be lucrative if it weren’t for their entirely clear boats. Made from the Rieseloug they are edged with wood and steered with wooden paddles, their is both tour and none tour rides available.

A simple dock both on shore and at the castle, the boats are tied with two guards manning them for theft day and night, as well as offering some assistance to the late night riders. During the day there is two tour guides and the owner present at any given time. The boats themsleves are not locked, only tied with rope while a set of oars rest in each boat for ease of coming and going.


Tour Times

Guided: First light to last, every other bell

Self Guided: All hours when boats are available

The Trench

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While being of the least maintained parts of Veerimeer Castle, it is also the most monitored. With guards rotating six hour shifts that change each day, it has no windows or doors save for the entrance/exit door that is a large solid door shaped piece of errogan stone.

The cells are made for both for a variety of captives. Mer cells are deep dug pits with stone covers, Tunawa cells are smaller stone carved cubes with stone lids, human and flying being cells are air pocket caves that have to be swam to and leave the human stranded in. Mage cells all still follow their race but are guarded by the master of Abrogation who is also the Master of the The Trench.

A bleak and dismal place it is not often visited and most will never seen the deepest parts of the trench that house the most dangerous criminals. All the average person will see is the guard station above with simple stone holding cells for minor crimes to be released on same day charges. Beyond the desk is the stone floor door that leads to only one set of stairs that lead to the final door to reach the prison chambers.

Two of Anything

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Named cheekily for land dwellers this Inn takes up the largest part of Veerimeer Castle aside from the standard homes and shops themselves. The only inn within the city it boasts a wide variety of rooms to accommodate nearly any race or size. Held to the highest standard the rooms are always kept cleaned with daily maid service. Food is offered as part of an extended stay fee or sold daily in the lounge.

The lounge duels as three purposes, the check-in, food wall, and relaxation area. The largest of any part of the inn it has tables, chairs, benches, hearths, hammocks, you name it place strategically throughout while the food wall and check in desk take up smaller portions near the walls. Upon entering the first thing one will notice aside from the wide open space is that the entire room as been painted to look like a mountain landscape, with many an Induk painted within the art.

A busy inn most will have to approach the check-in desk themselves, though on slower days the clerk will come to tables to see if anyone needs to check-in or if they are simply enjoying the lounge.


Credit To: Octopi