• Information • [Surrounding Waters & Landmarks] Locations & Links

OOC Info

From Tried's Mouth to the mysterious Tower, the waters around Scalvoris and the island itself hold a vast array of secrets, just ripe for discovery. Here are landmarks, jungles, mountains, forests and islands of note.

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[Surrounding Waters & Landmarks] Locations & Links

ImageSurrounding Waters & Landmarks
Please Note: For a full island link map please see this thread in the OOC forum. Thank you!

If you are posting in any of these locations, please identify it in your thread title. Put [Immortals Tongue] at the beginning of the thread name, for example, and mods can gauge how active different places are. Thank you!

Subforums
Faldrass
(takes you to its own forum. Please post all Faldrass threads there)

Sweetwine Woods
(takes you to its own forum. Please post all Sweetwine threads there)


In this forum:
Deori
Immortals' Tongue
Ishallr
Moseke's Landing
Scaltoth Jungles
Scalvoris Mountains
Sovor'n Tribe
The Tower
Treid's Mouth
Watch
 ! Message from: Peg
If you use any of these locations or their NPCs in a significant way, please fill in the following form and post at the end of this thread. I will then update the location post with that information, so that we can keep NPCs consistent and so you can see the ongoing story in Scalvoris.

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[Surrounding Waters & Landmarks] Locations & Links

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If the bay is Tried's Mouth, this small island is the tongue, rising dark, icy and almost permanently windy from the waters surrounding it. It's craggy peaks are covered in rough footpaths, rope and stone bridges in various states of disrepair due to the elements, and shrines. Immortals' Tongue is filled with shrines to the varying Immortals, dotted around the paths, apparently randomly. These shrines range from intricately carved huts and gazebos to simple piles of stones.

There are often offerings left to the various Immortals at these shrines, many of the residents of Scalvoris and the travellers who pass here or visit specifically hold a belief that here in the cold wind, the Immortals are listening. Its also not uncommon to find the remains of someone who either slipped and fell or succumbed to the elements. While most of these unfortunates get tipped into the ocean, often after having their pockets checked, there is still the rare skeleton, stripped clean or perfectly preserved corpse uncovered from a snowy grave when the winds shift.

Its said that the pious can hear the whispers of the Immortals in the moaning of the wind. Even those who dismiss this as superstition know that the Immortals are somehow closer here. While near any Immortal has at least one shrine somewhere on the Tongue, there are major ones to U'frek, Chrien, Raskalarn, Zanik, Ilaren, Karem, Syroa, Mastes, Ethelynda, Treid, Aeva, Qylios and even the mortalborn Ethelm. Many of the shrines have guardians or wardens on them, either visiting regularly or staying for some time while they tend to the place.
Locations:
Shrine of the Arachnid - Sintra's Shrine
The Devil's Pasquinade - Syroa's Shrine

Overseer of the Shrines

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Name: Reza
Race: Human
Age: Born 690
Title: Overseer of the Shrines
Skills: Dagger: 63, Medicine: 50, Cooking: 30
Other Information: Reza is a woman of few words. She has responsibility for the island and, somehow, everyone knows this. No one knows who appointed her, but no one argues either. She is a peace keeper and she maintains keeping the peace by whatever means necessary, including drastic measures. She will help visitors by directing them to the shrine they are looking for but no more than that, usually.

Player Notes

 ! Message from: Pegasus
Image
Anyone is more than welcome to visit Immortals' Tongue in a general sense.
There are other secrets to be discovered here!
If you plan on exploring in any detail, let the mods know!

Changelog

Reposted here Nov 2016: Pegasus
Minor edits in repost
NPC tabs added in repost
Checked for Skills Scale Down by Kori'än. No amendments needed: August 2021
Original write up, concept and all kudos to Kraken
 ! Message from: Peg
If you use any of these locations or their NPCs in a significant way, please fill in the following form and post at the end of this thread. I will then update the location post with that information, so that we can keep NPCs consistent and so you can see the ongoing story in Scalvoris.

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[Surrounding Waters & Landmarks] Locations & Links

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Sitting on the western coast of the island, the Scaltoth jungles are a constant reminder of just how bizarre Scalvoris is. There are many explanations for how a jungle maintains in this part of the world but the most accepted one is that the heat from the volcano is deep under the island and has allowed the many strange weather phenomena which are seen, including the jungles of Scaltoth.

Although the locals know the place, and will tell tales of strange flowers which speak, tall trees twisting into the darkened sky and the kinds of beasts which leave you dumbfounded, you would be hard pressed to find a local who had been there. They know someone, though, who knew someone who had an uncle who went. They speak of marvellous things, strange creatures and jungle savages, but the simple fact of it is, the Scaltoth Jungles are almost entirely unexplored.

There are many differences in the stories told and they often vary widely. However, they all agree on one thing. "Ye don't wanna be goin' in there, no siree. That there's a dangerous place an' chances are, if ye ever make it out, you'll not be the same. Best avoided, I'd say...."

Or words to that effect.
► Show Spoiler
Locations in the Scaltoth:
Tribal Settlement: Mid
Tribal Settlement: North
Tribal Settlement: South

The Fighting Pit
Heart's Knell Hollow
Monastery of the Calm Waves
The Ruined Temple
Dead Wood

NPC

 ! Message from: Pegasus
NPCs will appear here as players discover them

Player Notes

 ! Message from: Pegasus
Image
See also this post
Please feel free to use this description in posts, but please note, a trip to the Scaltoth Jungles requires moderator input
There are many secrets to discover here!
There is danger and reward here!

Changelog

Posted here January 2017: Pegasus
Checked for Skills Scale Down by Kori'än. No amendments needed: August 2021
Added "Dead Wood" - Avalon Feb 2022
 ! Message from: Peg
If you use any of these locations or their NPCs in a significant way, please fill in the following form and post at the end of this thread. I will then update the location post with that information, so that we can keep NPCs consistent and so you can see the ongoing story in Scalvoris.

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[Surrounding Waters & Landmarks] Locations & Links

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Looming over the entire island and visible from almost everywhere, the three mountains of Syper, Yfan and Ornthrus sit on the north-east corner of the island. Although the three snow-capped giants dominate, there are a number of smaller hills and mountains around them.

At this point, these mountains are largely unexplored. There are some of the Elements Troops, specifically the Air Troops who venture up there to collect eggs from the Enormowl, for example, or other strange flora and fauna. However, they tend to make specific trips and in large numbers. Even from these few excursions, they say that there are many strange creatures and plants in this area for anyone hardy, or foolhardy, enough to explore. There are even whispers of mountain tribes living up there, carving out an existence for themselves from the harsh terrain.

However, these are all just stories. Until a proper exploration begins, well... who knows?

LOCATIONS IN THE MOUNTAINS:
The Adamantine Throne
Windward Haven
The Vault

NPC

 ! Message from: Pegasus
NPCs will appear here as players discover them

Player Notes

 ! Message from: Pegasus
Please feel free to use this description in posts, but please note, a trip to the mountains requires moderator input
There are many secrets to discover here!
There is danger and reward here!

Changelog

Posted here January 2017: Pegasus
Mountains named by: Fridgar & Rey'na
Checked for Skills Scale Down by Kori'än. No amendments needed: August 2021
 ! Message from: Peg
If you use any of these locations or their NPCs in a significant way, please fill in the following form and post at the end of this thread. I will then update the location post with that information, so that we can keep NPCs consistent and so you can see the ongoing story in Scalvoris.

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[Surrounding Waters & Landmarks] Locations & Links

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The main bay on the island is referred to as Treids Mouth. This is because it is often dotted with icebergs, colorfully referred to as Treid's Teeth. The local Scalvorians, particularly those of Almund take great delight in telling people about ships Treid has chewed up, ie, when the wind or inexperience sees a ship wrecked on the ice, or what a close-mouthed bastard he is, when the bay has frozen over keeping all but dedicated ice breakers locked in. However, following the attack of the Shadow Beasts in Vhalar 716, a change overtook Scalvoris and with the disappearance of the Pirate Lords, a very strange thing happened; although there are still icebergs, there is almost always (except in the coldest weather) a clear path of water through Tried's Mouth, large enough for a competent captain to steer their way with relative ease.

The reason for this is completely unknown and seems to be more likely to be the lifting of what had previously made Tried's Mouth so dangerous, rather than a new addition. This has been a major boost for Scalvoris as it allows the free trade with Viden and other areas which has helped to boost their economy.

Another new site along Tried's Mouth are the exploration and science vessels which are becoming more and more commonplace to see. The rich and diverse ecosystem which Scalvoris is built on means that there are many rare, unusual and downright unique species on land and under water here, and the understanding and cataloguing of them is becoming more and more common a sight.

NPC

 ! Message from: Pegasus
As this is a moderated location, NPCs will appear here as players discover them

Player Notes

 ! Message from: Pegasus
Please feel free to use this description in posts, and feel free to assume that you have travelled through without harm, but please note, Tried's Mouth is a moderated location for those pcs who wish to work in or with the science / exploration vessels. Please contact a Scalvoris mod prior to starting a thread. Thanks!.

Changelog

Reposted here Dec 2016: Pegasus
Major edits in repost
Checked for Skills Scale Down: August 2021.
Original write up, concept and all kudos to Kraken
 ! Message from: Peg
If you use any of these locations or their NPCs in a significant way, please fill in the following form and post at the end of this thread. I will then update the location post with that information, so that we can keep NPCs consistent and so you can see the ongoing story in Scalvoris.

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One I've updated the thread, your post will be deleted. Thanks for helping make Scalvoris fab!
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[Surrounding Waters & Landmarks] Locations & Links

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The Tower is an extremely well constructed piece of architecture. Several stories high, there is a singular entrance at the bottom. First noted in records as far back as Arc 500, this had been a military base of some kind, it seemed, but since the shadow beast attack of Vhalar 716, the Tower has undergone a change of some kind. Still a well defended and highly secretive place, it has become evident that the Tower has become a place of some scientific interest to a range of people. During Zi'da 716, those who live in Scalvoris reported a lot of strange equipment going in there and a lot of people too. A variety of people, scientists, warriors and just plain odd-looking folk were seen going in there during that season and, to a one, the people of Scalvoris will tell you.

Not one of them was seen coming back out.

The Tower stands sentry on one of the only two true roads connecting Scalvoris Proper and Gunvorton, and it is by this road that supplies are brought in. It is a constant source of discussion amongst the locals and, late at night, strange lights are often seen.

NPC

 ! Message from: Pegasus
As this is a moderated location, NPCs will appear here as players discover them

Player Notes

 ! Message from: Pegasus
Please feel free to use this description in posts, but please note, the Tower is a moderated location and may not be used by pcs.

Changelog

Reposted here Dec 2016: Pegasus
Major edits in repost
Checked for Skills Scale Down: August 2021.
Original write up, concept and all kudos to Kraken
 ! Message from: Peg
If you use any of these locations or their NPCs in a significant way, please fill in the following form and post at the end of this thread. I will then update the location post with that information, so that we can keep NPCs consistent and so you can see the ongoing story in Scalvoris.

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Overview of what happened in relation to this location:
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[Surrounding Waters & Landmarks] Locations & Links

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Ishallr itself is actually a very small island which one could walk every square foot of in a break, but this tiny island is unique in that it is covered by a permanent iceberg that has lasted longer than any live Scalvorian can recall.

Because of ocean currents and particularly the ones bringing significantly warmer water from Faldrass, Ishallr is an ever-changing catacomb of ice caves. What is present one trial might be gone the next. It's not unusual for wrecks from the Mouth to wash up onto or into Ishallr. It's also not unheard of for a variety of oceanic creatures to set up camp there, the mix of cold and warm waters as well as the shelter of the caves allowing some very bizarre and rarely seen creatures to flourish.

As of Vhalar 716, a strange group have set up on Ishallr. This small little gang are living on the tiny island and recording the many and varied creatures which they seem positively excited to be discovering. When they row to the main island for supplies, they explain that they have been able to find some 'statis' ice caves and this has afforded them this remarkable opportunity. They're an eccentric bunch.

Locations On Ishallr
Entrance & Main Camp
Eclipse Portals
Gambit's Gate
The Crystal Wood

Expedition

Following the death of Zach, the leader of the Ishallr Expedition, the camp is now largely abandoned. The Eclipse Portals are always staffed by Elements, but the investigation of Ishallr has, fundamentally, ceased.
Leader
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Name: Zach
Race: Human
Age: Born 688
Title: Expedition Leader
Skills: Dagger: 63, Fieldcraft 60, Appraisal: 60, Animal Husbandry: 55, Hunting: 50, Art, 45
Other Information: Zach is an eccentric fellow who is entirely engrossed in the task of recording every single creature on Idalos. He is delighted to be here, ignoring the cold and doing his best to jolly everyone along. He is a kind mind, but very focused on the job
.

Player Notes

 ! Message from: Pegasus
Image
Anyone is more than welcome to visit Ishallr in a general sense.
Seeking out some of the more unusual creatures may require mod input
If you plan on exploring in any detail, let the mods know!

Changelog

Reposted here Nov 2016: Pegasus
Minor edits in repost
Expedition added in to repost
NPC tabs added in repost
Original write up, concept and all kudos to Kraken
 ! Message from: Peg
If you use any of these locations or their NPCs in a significant way, please fill in the following form and post at the end of this thread. I will then update the location post with that information, so that we can keep NPCs consistent and so you can see the ongoing story in Scalvoris.

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[Surrounding Waters & Landmarks] Locations & Links

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Watch is located at the entrance to Trieds Mouth, the bay Scalvoris sits within. It takes a good half trial more, after passing Watch, to reach Scalvoris. Which would make it an ideal outpost.. if anyone was interested in conquering the nearly permanently snowy island.

Still, tradition dictates that Watch is always manned and so it is! It is whispered that part of the Pact between the twenty Pirate Lords insisted on it, also. There is generally only one Watchman or Watchwoman at a time, though occasionally a particularly masochistic or desperate family might take the job on. Watch is fairly rundown, drafty, much of it is abandoned and crumbling and has a distressing tendency to list in bad weather. Its also not unknown for Watchmen to slip on the near constant ice and fall to their deaths. Particularly given one of the very few perks of taking on the position.

Free booze. The same tradition that states there has to be a Watchman, also states that he or she is entitled to 'as much alcohol as is necessary to make tenure tolerable'. This has been interpreted extremely liberally. Some might argue that a Watchman who is completely off their face all the breaks of the trial is a bit useless, Scalvorians would inform them that they quite frankly do not care. Although, should one speak to one of those who knew the Pirate Lords about Watch, they might have a different answer. Philip Carey was there for 3 arcs before he disappeared overnight, the one before him, a man known as Brandel, served a twenty arc tenure before becoming Scalvoris' first Albarech.

Currently (as of Ymiden 721) Watch stands empty.

Current Watchman

Philip disappeared in Arc 721. : details here - he may not be used as an NPC by players after 38th Ymiden 721.
Philip Carey
Image
Name: Philip Carey
Race: Human
Age: Born 680
Title: Watchman
Marks: None
Skills: 30 Seduction, 20 Writing, 15 Woodworking
Other Information: Once an apprentice carpenter who became a lover of Vaniel the Vain, Philip let himself get entirely invested in her, and was broken when she discarded him as she eventually discards all her lovers. Now he lives alone on Watch, pining, taking full advantage of the alcohol allotted to him, and penning bad poetry when he's sober enough to wield a quill.

Player Notes

 ! Message from: Pegasus
Please note! If you are planning on exploring Watch in any more than a very cursory way, you must speak to a Scalvoris mod first.
Why?
Well, I'm not going to tell you all our secrets, now, am I?

Changelog

Reposted here Nov 2016: Pegasus
Minor edits in repost
Updated NPC following The Forging seasonal event: August 2021
Checked for Skills Scale Down by Kori'än. No change needed: August 2021
Original write-up, concept, and all kudos to Kraken.
 ! Message from: Peg
If you use any of these locations or their NPCs in a significant way, please fill in the following form and post at the end of this thread. I will then update the location post with that information, so that we can keep NPCs consistent and so you can see the ongoing story in Scalvoris.

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Location:
Link to Thread:
Overview of what happened in relation to this location:
One I've updated the thread, your post will be deleted. Thanks for helping make Scalvoris fab!
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[Surrounding Waters & Landmarks] Locations & Links

Moseke's Landing: Scalvoris
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Credit: Nymph


It is said that in late Ymiden 717, a woman dressed in basic tribal garb arrived in Scalvoris Town. No one could tell what ship she arrived on. She simply appeared one afternoon. Her face was covered as she made her way through the town, and few people paid attention to her. She boarded a boat and traveled north, to Faldrass. There, she continued north until she was at the base of the iconic volcano. She headed west, moving to the beach. She moved no further and instead gazed out into Chrien's domain. There was so much power in the surf that often lay neglected because the sea queen did nothing. Behind her, the grumble of Faldrun's fire within the volcano seemed to fight with the world beneath it. Clearly, she would have to throw her lot in this battle.

The woman lowered her hood, revealing sleek black hair. Her emerald eyes were focused on the surf a ways out, but she stared beyond that, to the earth beneath the waves. Slowly, she raised her hands before her. It was a slow elevation, but it had a desired effect. The earth beneath the waves rumbled. The higher her hands rose, the more rumbling occurred. Eventually, a stone plateau rose from the ocean, dripping with salt water. The plateau had natural stone stairs built along its sides leading down to a stone pier that stretched towards Faldrass. This stone plateau would harbor a beast so great that it could transfer people from the cold north to the exotic south. Moseke smiled. Soon, her world would be less isolated and all would get to experience her people's culture.

The wind kicked up the sand. She was gone as quickly as she had come. This was to be the first stop of three, with the fourth location in Desnind. She still had significant work ahead of her before the arrival of the beasts.

Rud'nia

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Name: Rud'nia
Race: Sev’ryn
Familiar: Butterfly (Category I)
Birthdate: 23rd of Ashan, arc 688
Mark: Sevrath
Skills:
Animal Husbandry: 89
Mount (Flutterbus): 94
Navigation: 66
Bus. Management: 27

History: Rud’nia has been a long time servant to Moseke. Born in Desnind to traditional parents, it was not surprising that she was raised to love the forest and the people that called it home. She herself had only journeyed far enough to claim her familiar before returning home. Once bonded, she joined the Tì’al of the Oludïbọ Cïkäkkẹn where she learned about the outside world from the safe confines of Moseke’s Temple. Only when the books had piqued her interest of the strange, northern world did she seek a placement elsewhere. Traveling did not interest her and many of the cities seemed far to dangerous. Rud’nia considered the hermit life outside of a major city where she could tend Moseke’s world in peace and educate travelers as they passed. Yet, even that did not seem right.

Moseke came to her in Ymiden 716 to discuss a plan to bring life back to Desnind. Desnind needed tourists to continue to thrive. The people in Desnind survived, but that was not enough. The outside world needed to see her city and have the opportunity to become one with nature. Many were concerned with opening up the city. This would open up their peaceful city to attack and treachery. Many did not want to be a part of that. Moseke overruled them, confident that the outside world was not as evil as it seemed. Besides, there were many Sevraths that wished to make the pilgrimage home. Rud’nia agreed with the Mother and felt like this was the part that she had been waiting for her whole life.

Moseke gifted Rud’nia, Mip'on, Ske'tana, Ger'ine, Yasmin, and Jerome with an egg to care for. She then whispered them away to a secret place in the Makubwa Lori to raise these eggs until they were ready to hatch. They were given specific instructions on the materials they would need to build while their hatchlings grew. Together, they built great harnesses, saddles, and nets to carry multiple people and their belongings through the air. While they lived in secret, a man they came to call Rook brought them additional supplies from time to time throughout the season, ensuring they wanted for nothing.

The eggs hatched halfway through the season and their growth was exponential from then on. Eventually they were large enough to carry one or two people at a time. Moseke returned to them at that time. She explained that she would build them private landings in three cities where the beasts would live. They would fly out now with intent to arrive in late Ymiden at their location. Rud’nia was the first to leave as her trip was the longest.

She arrived in Scalvoris just before Saun on the back of a massive Flutterbus. It was a colloquial name that some travelers had given her beast as she journeyed northward. Rud’nia and Mip'on had named their beasts Blueberry and Blubottle, respectively. They had brown bodies like their siblings with blue wings with white designs imbedded into them. Mip'on remained in the Desnind location to fly the paired beast north when Rud’nia flew south. The beasts were said to just know when it was time to leave.

While the Flutterbus remains stationed quietly above, Rud’nia lives in a small cavern beneath the flat plateau of Moseke’s Landing in Scalvoris. She accepts travelers to ride with her on scheduled trips. Mip’on will trade her out so that they are not always away from home all year round.

Mip'on

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Name: Mip'on
Race: Sev’ryn (Adored)
Familiar: Dragonfly (Category I)
Birthdate: 4th of Ymiden, arc 691
Mark: Sevrath
Skills:
Animal Husbandry: 95
Mount (Flutterbus): 90
Navigation: 70
Bus. Management: 40

History: Mip’on is the rambunctious sister to Rud’nia. She had desired adventure far more frequently then her sister and had been enamored when the two were able to go on their familiar quest together. She had wanted to stay in Etzos when they first arrived, but the trials had been difficult and destroyed the adventurous side of Mip’on. She desired to return home while Rud’nia wish to continue on their adventure. The sisters went back to Desnind, altered from their journey. Mip’on followed her sister and joined the Ti'al with intent to remain in Desnind for the rest of her life.

Rud’nia came to her shortly after Moseke had explained what was needed. Rud’nia had volunteered Mip’on to fly the counterpart to her beast. Mip’on was angry at first. She had no desire to leave Desnind and tended to agree with those that wanted to keep the city closed off. It was only after they all were separated from the city to raise the Flutterbus eggs that she realized her desire to travel was still present. She just needed to see home now and then.

Moseke gifted Rud’nia, Mip'on, Ske'tana, Ger'ine, Yasmin, and Jerome with an egg to care for. She then whispered them away to a secret place in the Makubwa Lori to raise these eggs until they were ready to hatch. They were given specific instructions on the materials they would need to build while their hatchlings grew. Together, they built great harnesses, saddles, and nets to carry multiple people and their belongings through the air. While they lived in secret, Rook came with additional supplies from time to time throughout the season, ensuring they wanted for nothing.

The eggs hatched halfway through the season and their growth was exponential from then on. Eventually they were large enough to carry one or two people at a time. Moseke returned to them at that time. She explained that she would build them private landings in three cities where the beasts would live. They would fly out now with intent to arrive in late Ymiden at their location. Rud’nia was the first to leave as her trip was the longest. Mip’on, Ger'ine, and Yasmin were the last to leave since they were to be stationed initially at the Desnind location.

Mip’on flies Blubottle, the paired Flutterbus to Rud’nia’s beast, Blueberry. The sisters had agreed upon a schedule when they would come and go. They would meet in the air in passing half way through the journey and land the same day in opposite locations. Having been alongside one another for so long, it was strange to only see one another in passing. They hoped that once this years schedule was complete, they would reunite in Desnind for Zi’da and Cylus celebrations. Then again, maybe Scalorvis would become home to one of them.

Schedule

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Travel on the Scalvoris Flutterbus is free, due to an agreement between the two places..
The Scalvoris Flutterbus travels all arc around.

The Flutterbus is capable of carrying 10-15 people in a single trip. From Scalvoris to Desnind, the trip is approximately 15 trials with a few breaks of travel on either end to get to and leave the landing.

It should be known that Aukari and Naerrik will not be able to board the Flutterbus. These races are untrustworthy and are considered dangerous. Aukari and Naerrik are expected to get to the Southern Region via the traditional method of boarding a boat.
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Re: [Surrounding Waters & Landmarks] Locations & Links

Deori
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Deori lays in a remote part of the Scavorian seas between the main island and Nekhet. From the greatest depths of the ocean, a large mound rises out of the ocean, but falling just short of the surface. There, in the shallow lagoon is the incubation facility of Deori.

The facility of Deori is a beautiful coral palace, crafted by the greatest mer coral architects. Cobbled together with the broken wreckage of many ships, over the centuries they've crafted a living palace of coral, which houses the genetic records of many mer lineages. There are innumerable chambers within, with each branching off and meticulously planned in order to sync with the lineages and make it that much easier to categorize and trace the lineage of the various mer tribes who have made use of the place.

In the central chamber, is housed the Archivist and Director of the Deori, a mer woman named Sot. She's rumored by some among the Akktava of being magical. She can recall for mer visitors without hesitation their tribal names, families, and lineage by sight. She can discern tribal and family lineages by sight alone, which has lent credence to this theory, although it is in truth false.

For those with less than certain parentage, Sot will direct them to anyone of the many adjoining chambers, to try and determine the exact origin of the mer in question.

In the outermost chambers of Deori, are housed the egg chambers. There, mer seeking to know their lineage, or perhaps even start a new offshoot tribe, are allowed to incubate in peace without the threat of the Swarm.

Sot

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Name: Sot
Race: Female Mer
Age: Unknown
Title: Eggmother
Skills:

Animal Husbandry: 80
Socialization: 80
Logistics: 80
Mathematics: 80
Intelligence: 80
Meditation: 75
Leadership: 75
Detection: 75
Research: 75
Medicine: 75
Swimming 75
Polearms: 50
Hunting: 50
Jewelcrafting: 50


Other Information: The Archivist and Director of the Deori, Sot has seen hundreds and thousands of mer come and go from the Deori, helping them to create and engineer families, tribes, and clans.

She's a Category 1 Mer, scales of purple and black. Her upper torso is more humanoid-like than the typical Category 1 mer, with flowing, dark purple hair.

She's said to be able to tell one of her own mer that emerged from the Deori by sight, even after they've grown from an infant and long been out of the Facility.

There are rumors that the price she asks of those seeking to start a whole new offshoot tribe are required to give a bit of themselves, more than wealth. And that she uses these pieces of them to craft coral jeweled totems.

Price List / Goods Available

If appropriate
Item: Wealth Tier:
Individual Incubation Tier 5
Group Incubation Tier 6
Tribal Incubation Tier 7

Player Notes

 ! Message from: Pegasus
There are secrets to discover about this location!
 ! Message from: Pegasus
This location would benefit from having sub-locations written up for it. Consider doing so?

Changelog

Credits to: Rakvald
Submitted for Development: 7/10/2020
Approved: 17/12/2020
Posted and NPC updated due to Skills Scale Down 18/06/21
NPC in NPC Repository
Location in main Location & Links.
Checked for Skills Scale Down: August 2021.
Developed by: Rakvald/Craw
word count: 549
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~~Red in hoof and claw... ~~


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