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Vega Dweeb
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[Desnind] Development and Requests Thread

done, added to the city wiki index - Bumblebee
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Name: Sie'i'ra

Created by: Vega

Race: Sev'ryn

Birthday/Age: Born 1st Vhalar Arc 694

Title: Dance Teacher

Skills: Dancing (70), Acrobatics (60), Musical Instrument: Drum (55), Teaching (50)

Details:Sie'i'ra has lived in Desnind all of her life and she is a deeply spiritual and religious individual. That manifests in a true love of life and determination to live every bit (minute) as a gift. She loves music and dance and she is never happier than when she is dancing or playing the drums. It is her unique form of meditation to do this and, whilst she is more than capable of the sort of formal dances which one might see in other places, when Sie'i'ra teaches she teaches people to shed their inhibitions, to dance as though no one is looking and to do so with bare feet and full heart.

She is a fun loving woman who loves her job. She teaches privately, but also offers community classes now and then when her schedule allows it. Her face is a mirror to her nature and she always has a smile on her face. Unlike many, she is truly able to see the worth of each individual and she maintains a positive attitude even in adversity. With two young children of her own, she is a busy woman but she adores children and animals just as much as she loves spending time with the wisdom of the elders.
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word count: 253
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Vega's skin has a reflective metallic sheen with a red glow. Her eyes still swirl biqaj colours, but one colour is always bright red which glows like fire. She has a bright red glow in her chest, situated directly under the mark of a heart (Daia mark) in the middle of a glowing silver dragon on her chest (Xiur). She's unnaturally warm to the touch
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Asari Rosacea
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[Desnind] Development and Requests Thread

done, added to city NPC list - Bumblebee
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Name: Pẹkï Shïrïyä
Created by: Asari Rosacea
Race: Sev'ryn
Birthday/Age: Vhalar 4th, Arc 699, Age 17
Title: Trainer
Skills: Unarmed Combat (Judo, 60), Teaching (40)
Details: Pẹkï grew up in the Makubwa Lori, and as a result, she quickly learned that she should know how to take care of herself. As a child, this Sev'ryn girl watched her older brother be attacked by a Dubäẹbọ after he had accidentally hit one of its young with a rock he'd thrown. Peki's brother was badly mauled, and left with permanent scars. He was lucky to survive. Because of this, Peki became determined to learn self defense at even her young age. She learned Judo, a form of martial arts that is based on being able to take down your opponent no matter your size. So a small girl like Peki could take down a full grown man. Now, she's quite the expert of it and often offers to teach others. Anyone who wishes to learn is free to approach her for lessons.
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Vega Dweeb
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[Desnind] Development and Requests Thread

done, added to language index - bumblebee
Slang Term / Phrase
Developed by Vega
Phrase: Äïwätär dabi (in Xanthea. "Rush life" in common)
Pronunciation: /Ai-wa-tar/ d-abi
Meaning: A phrase used in Desnind and by Sev'ryn throughout Idalos to refer to the need of many non-Sev'ryn to rush about and fail to appreciate the beauty that's right there in front of them. The inference is that they are so busy rushing through life that they do not stop to realise that they are living it. It is not so much a derogatory term as more like a parent watching a child charging from one toy to another and not really stopping to enjoy any of them.
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word count: 121
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Vega's skin has a reflective metallic sheen with a red glow. Her eyes still swirl biqaj colours, but one colour is always bright red which glows like fire. She has a bright red glow in her chest, situated directly under the mark of a heart (Daia mark) in the middle of a glowing silver dragon on her chest (Xiur). She's unnaturally warm to the touch
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Vega Dweeb
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[Desnind] Development and Requests Thread

done, added to the city index - bumblebee
Folklore: The Foolish Sailor
Developed by Vega
They say this tale was told by a Sev'ryn girl with red hair. Half Sev'ryn and half Biqaj, she sat around the fire pit with us on the Mwẹnz Tsäbtä and spoke this story. It tells us what we all know, that the Immortals are not to be taken for granted. Respect the land and the seas.

The tale is of a Biqaj. There are many tales that Biqaj tell betwixt the sea and the stars, many falsehoods and fables. It is of a child, maybe nine arcs old who was with his father who was working as a navigator aboard a vessel. The boy was aboard the ship with his father, helping and learning, as our children learn to hunt and survive, learn the ways of the land, so too do the Biqaj learn the ways of the sea.

One trial, just at the end of Ymiden and before the second sun hides the stars for a time the child, whose name was Joq'an, heard the captain boasting of this ship and how it could not be sunk. He was listening to the grown ups and he heard his father warn the Captain not to speak so, for it is not wise to mock the ocean any more than it is wise to underestimate the earth or woods. The Captain laughed and called him a fool, a superstitious Biqaj who did not know the wonders which could be built with science and technology. A second time, and then once more Joq'an's father warned the captain to have more reverence for nature and the Immortals who guided them but they had laughed him off.

The Captain told Joq'an's father that U'frek himself could not sink the ship, that they would freeze in Saun before they sunk at sea, for the ship was unsinkable. Child as he was, Joq'an still heard it as clearly as you hear my voice now. That night, they both prayed to U'frek for the foolish men and left them to their boasting.

Ten trials passed of work and travel and then Saun came upon them. The second sun appeared in the sky and on the first night of Saun Joq'an and his father went to sleep in their bunk. Joq'an woke up, confused and hungry. That was his overwhelming feeling, one of hunger. Yet he was not thirsty. He heard shouting and calling and he called to his father who woke in the bunk above him and he, too, was confused.

The shouting was sailors, Biqaj as it happened, who had found the boat adrift, just off the shores of Desnind.

They didn't understand what could have happened. It remains a mystery to this trial. It was fifteen trials into Saun, and they had slept all fifteen. Yet they had not died from lack of water as they should, nor from lack of food, although they were both hungry. The vessel itself was drifting and had been picked up.

There wasn't another living soul aboard with Joq'an and his father. The crew had all disappeared, except for the Captain. He was dead, sitting at the table where he spoke those words and he was covered in ice, frozen solid, even in the middle of Saun. Even in the suns of Saun, that ice around him never melted. When they gave him the death rites at sea, he went into her frozen. Maybe he still is, frozen out there under the water, regretting his words and waiting until he is forgiven.
Just fyi: this is taken from this thread where Vega tells it - but it was too cool a story to ignore, so I thought I'd submit it here, with some Desnind-specific tweaks. :)
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word count: 648
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Vega's skin has a reflective metallic sheen with a red glow. Her eyes still swirl biqaj colours, but one colour is always bright red which glows like fire. She has a bright red glow in her chest, situated directly under the mark of a heart (Daia mark) in the middle of a glowing silver dragon on her chest (Xiur). She's unnaturally warm to the touch
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Vega Dweeb
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[Desnind] Development and Requests Thread

done, added to city index - Bumblebee
Ritual/ Tradition: Yara meje
Developed by Vega
This tradition takes place the trial after the first snow of Cylus. During that trial, a number of hollowed out logs are left, standing upright around the Fire Pit. There are also buckets of what seems to be fine, coarse sand in a variety of different colours. People from all over Desnind come and put a handful of this "Ãdälcï sọ i’en" or "wish sand". As you put the sand into the hollowed out log, you should whisper a wish for the arc ahead.

That night, the logs are burnt on the Fire Pit ~ the Ãdälcï sọ i’en burns slowly and causes the flames to burn high and move through a variety of colours. It is a beautiful sight and is said to be Moseke's reminder that the light will return. No one knows what the Ãdälcï sọ i’en is made from, that is a closely guarded secret, only the higher ups in the Temple know anything.
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word count: 176
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Vega's skin has a reflective metallic sheen with a red glow. Her eyes still swirl biqaj colours, but one colour is always bright red which glows like fire. She has a bright red glow in her chest, situated directly under the mark of a heart (Daia mark) in the middle of a glowing silver dragon on her chest (Xiur). She's unnaturally warm to the touch
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Nightshade Eld
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[Desnind] Development and Requests Thread

done, added to the city index- bumblebee
Tree Guard
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Developed by Nightshade
Price: Tree Guards cannot be bought.

Habitat: A Tree Guard will live in any forest where they're needed. Typically though they just wander as they please, looking after forests and trying help maintain the balance. They usually prefer the deeper parts of the forest where human like creatures don't often wander, that however isn't always an option when their homes are under attack.

Lifespan and Development: A Tree Guard is usually born from a seed which is planted in the earth. Over a span of 40 arcs the tree guard will get larger and larger. When they first start to grow they look like any other young sapling, save for the fact their bark and leaves are a strange color. Depending on the soil the Tree Guard's seed was planted in it will have a different color of hue from blue, to pink, to even mixes. There is no definitive factor for what causes the coloration, often Tree Guards living in the same area will have different colors! As the tree grows it splits into five points where it connects into these points, as it grows these branching points become the arms and the legs. Once the Tree Guard has hit it's 40 arcs it will begin to draw in its roots, those roots becoming much shorter fingers and toes on the ends on hands and feet. This was something the Tree Guards evolved to do so that they had better mobility, and therefore could better protect their forests.

Once a Tree Guard has reached 50 arcs of age it will officially be free from the earth and able to wander how it pleases, however at night time the tree guard still must find a place to inject its roots into the earth and gather nutrients (or nu-tree-ents if you prefer). If a Tree Guard goes too long without rooting itself it will wither and die. However if the Tree Guard has access to a source of water they can go quite some time surviving off the energy provided from their leaves alone.

After a Tree Guard has reached 50 arcs of age they can breed at any time. All they have to do is get together with another Tree Guard and pollinate a flower. Often only one flower will be pollinated at a time. The process is as simple as pressing two flowers together during the flowering season. Each flower will be pollinated and two new Tree Guards will have their seeds created, one by each parents.

In times of stress a Tree Guard may extend their roots deep into the earth, a process that takes a good trials to do and then even longer to revert. Tree Guards only usually do this when their about to undergo a massive growth and need the strength, or they sense danger coming such as a natural or mortal caused disaster.

There is no maximum age or size for Tree Guards. However most are know to be killed by various factors long before they get very large. Those that reach truly massive sizes usually become silent and still, going into a kind of dormancy until they are needed by those they protect. Massive Tree Guards are rare and are even harder to find thanks to this dormancy.

Diet: Tree Guards usually get everything they need through a combination of photosynthesis, and drawing resourced from the earth whenever they take to root. How long a Tree Guard can go before rooting usually depends on the size of the Tree Guard as well as the season. The longer the Tree Guard, the more leaves, the sunnier the season, the more a Tree Guard can draw strength from the sunlight, and the longer a Tree guard can go as long as they have a water source.

Temperament: Tree Guards are typically rather docile creatures. As long as you don't mess with them they'll avoid messing with you. Tree Guards can even understand the need to cut down trees for resources, as long as you remember to replant them. If you start causing massive destruction to the forest a Tree Guard lives in, such as burning it or deforestation, then a Tree Guard will attack you on site. If you anger the Tree Guards enough then you might very well wake up a Massive or an Elder Tree Guard, in which case it's usually easier to flee the forest.

Abilities: Powerful regenerative abilities. Tree Guards can twine their roots with other trees in order to gather resources and information, the trees have ears after all. It will take a Tree Guard a while to untangle their roots, which leaves them vulnerable, but it is often worth it all things considered. Tree Guards don't actually have to eat living things to survive, allowing them to better protect and sustain both the plant and animals of the forest.
Edit the size of the image how you like. I don't know how, so it's going to be a common tend for most of my development pieces. Sorry. Wasn't sure if these guys were Flora or Fauna, but I made them Fauna since they're sentient. There's going to be a couple more like them before I get into some definite animals.
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word count: 898
Common ~ Ith'Ession ~ Lorien
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Nightshade Eld
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[Desnind] Development and Requests Thread

done, added to the fauna index - Bumblebee
Tainted Tree Guards
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Developed by Nightshade
Details: The Tainted Tree Guards, Tainted for short, are of course the dark and corrupt versions of the benevolent Tree Guards who watch over the forest. A Tainted has usually become a Tainted for a variety of reasons. It could be anything from pollution induced insanity, immortal influence, or even mortal influence in the form of harmful magics or enough constant attacking to make them wrath full. Some theorize it could even be old age as the only know Tainted are usually Massive or Elder Tree Guards. Those who hold the Tree Guard in high respect usually deny this theory almost immediately.

Lifespan and Development: Tainted spend the first portion of their lives as any regular Tree Guard would, protecting their forests and everything in them. However something happens, no one is quite sure what but it changes the very nature of the Tree Guard. From its branches to its roots it turns into something darker and far more twisted. When a Tree Guard hits this stage of existence they no longer grow, they no longer breed, some would claim they aren't even alive. They become sick and twisted shadows of their former strength and glory.

Tainted Tree Guards despite how powerful they are, don't usually live long. This has to do with how aggressive they are, often fighting until the challenge something stronger than themselves, or they fight until they die of exhaustion.

Diet: Tainted Tree Guards can survive off the same diet as a normal Tree Guard, however the Tainted tend to also develop carnivorous tendencies. They can't digest anything the devour though, often throwing it up hours later.

Temperament: Tainted Tree Guards are highly aggressive. The Tainted Tree Guards will cause fights with anything they come across. This includes other Tree Guards or even each other.

Abilities: Powerful regenerative abilities.

Weaknesses: Fire is usually the easiest weapon to use against a Tainted Tree Guard
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Common ~ Ith'Ession ~ Lorien
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Qit'ria
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[Desnind] Development and Requests Thread

Done, added to npc city index - Bumblebee
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Name: Hork'alin
Created by: Qit'ria
Race: Sev'ryn
Birthday/Age:Saun 30,685/ 32 arcs
Title: Independent Doctor, Member of the Order of Adunih (Blue cloak with gold trim)
Skills: Surgery 61, Medicine 42, Research 40, Cooking 31
Special Note: This NPC requires moderator permission to use, however, in order to gain information on the PC Qit'ria, her writer must be contacted, and if able, a Guest Mod Thread be created.
Details:

Hork'alin is the first born son of Lat'ora and Flek'ack, as well as the older brother to Qit'ria. Just as the males in his father's side of the family always have, he studied medicine. But for the first time in the family's history, Hork'alin studied more heavily into modern techniques and practices cultures abroad have used. His father allowed him to travel to expand his studies through much of his youth.

Hork'alin operates primarily independently, sticking with the old way of his father of visiting his patients at their homes, helping with preventative care as well as catching problems early. He makes it a point to get to know all of his patients quite well, and documents any treatments he gives, diagnoses, as well as theories of his own. He's quite sociable, but for some reason hasn't settled down to start a family. If his family is mentioned to him, he reacts politely but typically doesn't give any details.
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Last edited by Qit'ria on Thu Nov 30, 2017 5:00 am, edited 1 time in total. word count: 251
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Qit'ria
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[Desnind] Development and Requests Thread

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Name: Flek'ack
Created by: Qit'ria
Race: Sev'ryn
Birthday/Age: Saun 11, 648 / 69 arcs
Title: Retired Healer of the Order of the Adunih (Grey Cloak, Gold Trim)
Skills: Medicine 84, Surgery 76, Cooking 61, Needlecraft 57, Poison 48
Special Note: This NPC requires moderator permission, however, in order to gain information on the PC Qit'ria, her writer must be contacted, and if able, a Guest Mod Thread be created.
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Flek'ack was a well known healer, preferring the more traditional methods of herbalism common to witch doctors, shamans, and medicine men. He took that knowledge with him when he joined the Order of the Adunih. And prior to the creation of the medicine house, he was the go to healer for the neighborhood he lived within. He was a happy, high spirited man back in those days.

But something happened within his family, and all that was left in Desnind were Flek'ack and his son Hork'alin. His daughter, Qit'ria left home during this tumultuous time and Hork'alin retired. He hung up his grey cloak, and spends his days with his needlecraft and lecturing to his son about medicine, surgery and the like. He never smiles any more, and only in the most extreme of cases will he heal anyone, typically only when his son isn't available to do so. The neighborhood mourned his loss, and out of respect for him, they don't mention what happened to his family, to him or amongst themselves.
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 ! Message from: Peg
Modnote: This NPC has not been added to the wiki as he's in Rynmere.
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Chevnoavi
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[Desnind] Development and Requests Thread

done, added to the flora index, bumblebee!
Mäsällã'kọ'pọnọ
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Developed by Chevnoavi (Noah)
Habitat: Desnind, Makubwa Lori

Lifespan and Development:
The Mäsällã'kọ'pọnọ is a small (.35 ounces) tree dwelling rodent native to Desnind. From head to where their tails start, the Mäsällã'kọ'pọnọ grow to 4-5 inches. Their lifespan varies for wild (5-8 arcs) and domesticated (8-10+ arcs). All throughout the rest of their lives, their teeth will grow. The gestation period of the Mäsällã'kọ'pọnọ is 29-40 trials, with a normal litter of 2-4 pups. The pups are born blind, and only green and white. The babies will stay with their mother for 2-2.5 months. Once they reach adolescent, their trademark red throat patches start to grow. By 3 months they are fully grown, only then do gender differences begin to show. The males develop a larger and brighter patch than their female counterparts.

Diet: Fungus, seeds, nuts, fruit, small eggs, small bugs, caterpillars, and small snakes.

Temperament: The Mäsällã'kọ'pọnọ are very docile creatures, at their best playful and their worst just simply shy. Many children in Desnind befriend them by offering them food. The Tunawa also get along with them, quite often using them as small riding mounts.

Abilities: Besides being excellent climbers, the Mäsällã'kọ'pọnọ can also solve easy puzzles. Children in Desnind have also been known to befriend them and domesticate them.
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