Page 1 of 2
[Surrounding Waters & Landmarks] Locations & Links
Posted: Sat Feb 11, 2017 8:32 pm
by Pegasus
Surrounding Waters & Landmarks
! | 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.
Code: Select all 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!
|
[Surrounding Waters & Landmarks] Locations & Links
Posted: Sat May 06, 2017 2:15 am
by Pegasus
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
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.
Code: Select all 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!
|
[Surrounding Waters & Landmarks] Locations & Links
Posted: Sat May 27, 2017 6:01 pm
by Pegasus
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.
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
! | 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.
Code: Select all 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!
|
[Surrounding Waters & Landmarks] Locations & Links
Posted: Sat May 27, 2017 6:04 pm
by Pegasus
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
! | 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.
Code: Select all 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!
|
[Surrounding Waters & Landmarks] Locations & Links
Posted: Sat May 27, 2017 6:07 pm
by Pegasus
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.
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.
Code: Select all 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!
|
[Surrounding Waters & Landmarks] Locations & Links
Posted: Sat May 27, 2017 6:10 pm
by Pegasus
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.
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.
Code: Select all 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!
|
[Surrounding Waters & Landmarks] Locations & Links
Posted: Sat May 27, 2017 6:12 pm
by Pegasus
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
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.
Code: Select all 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!
|
[Surrounding Waters & Landmarks] Locations & Links
Posted: Sat May 27, 2017 6:16 pm
by Pegasus
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.
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.
Code: Select all 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!
|
[Surrounding Waters & Landmarks] Locations & Links
Posted: Tue Jul 25, 2017 4:30 am
by Nymph
Moseke's Landing: Scalvoris
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.
! | 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.
Code: Select all 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!
|
Re: [Surrounding Waters & Landmarks] Locations & Links
Posted: Fri Jun 18, 2021 11:25 am
by Pegasus
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.
Developed by: Rakvald/Craw