User:Kunama/sandbox

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Revision as of 05:11, 12 January 2009 by Kunama (talk | contribs) (it works, sort of..)
Zanzibaar.jpg
Zanzibaar
Leader Djulsan, King of Zanzibaar
Discoverer Delphinus Windancer, Jaizsur Ta'sa, Tiax Drac'Kal, Kaise Le'rac, Kriby, Misty Ta'sa, and Istiria Aristata


The isle of Zanzibaar is a wealthy tropical nation situated between the Lemnian Sea and the Notic Ocean.

History

In ancient times, the island kingdom of Zanzibaar was quite famous to Sapient and seafarer alike. The neighbouring city-state of Shallam maintained amicable trade relations, purchasing vast quantities of spices and other goods from the exotic land, and for this Shallam named its market district "Zanzibaar Street." Throughout the Modern Age, however, Zanzibaar's exotic wares were not enough to keep it from obscurity among the land-bound populace of Sapience.

Geography

Zanzibaar sits between Lemnian and Notic waters: east of New Hope, south of the Ulangi Isles, and southeast of Shallam. The isle is dominated by dense, low-lying jungle thickets that push right up to the main walls of the city, interspersed with the occasional spice plantation, and the shadowy growth provides a refuge for such elusive creatures as the Baarian tiger. White beaches and sand bars crop up in the narrow channels between the kingdom's islets. In the waters to the southeast, the Phocian Reaches ensure a near-constant tritonic presence.

Culture

Owing largely to its place as a nexus of commerce from nations the world over, the kingdom of Zanzibaar enjoys a comfortable level of wealth and luxury. The large mercantile population has allowed for a sizeable middle class to develop, and the spices produced in its local plantations are prized so that even the agricultural sector does not want for gold. This exposure to all manner of cultures has nurtured a fairly cosmopolitan way of life. Central to the city is the palace of Zanzibaar, wherein foreign diplomats await audiences with the king amidst the intrigues of the royal court.

Inhabitants


Vendril is clad in a flowing, earth-brown cloak with a large hood that casts a dark shadow across his features. The cloak is a bit large on him, descending all the way to his feet and dragging across the ground as he moves about. A pair of sharp yellow eyes stare out from the shadow of the hood, never missing a detail.

Vendril, Master Assassin appears to be extraordinarily strong.

He weighs about 160 pounds. He is loyal to Colchis. You see nothing in it.

Suspicious of visitors Vendril, Master Assassin says, "From my chambers, my well-trained eye can see all the way to Umbrin." Assassin movement: The shadows rustle.

Clothed in a flowing set of dull red robes, Vorin is a small and muscular man. His robes are tied tightly around his tiny frame by a tasselled cord with a large sheath dangling at the side. A fine longsword knocks against his leg as he paces back and forth, eliciting a scowl every few minutes. His hands and eyes twitch constantly in a perpetual state of vigilance, drawing attention to his bronze skin and yellow eyes.

Vorin, High Shaman appears to be extraordinarily strong.

He weighs about 150 pounds. He is loyal to Colchis.

Vorin, High Shaman says, "Do not disturb me. The ancestors require my attention and devotion."


Siathana is dressed in a set of oversized, flowing robes of pale red. She has her sleeves rolled up to her elbows and the robe is partially undone in the front, exposing her throat. Her skin is a light bronze colour with deep wrinkles and her frame is small and shrivelled from the ravages of time.

Siathana, the Healer is not one to be trifled with.

She weighs about 100 pounds. She is loyal to Colchis.

You greet Siathana, the Healer with a sincere smile. Siathana, the Healer says, "I started weaving tapestries to keep busy. You can find some of them hanging in the central halls."

You say, "Ah, so you could perhaps tell me about Thorlis?" Siathana, the Healer exclaims, "Thorlis could stand to learn from Frewynne. One day he will discover his mortality, but boys will be boys!" You say, "What about Frewynne?" Siathana, the Healer says, "Frewynne was very ambitious and exciteable in her younger years. She has calmed herself since then." You say, "What do you think of Vorin?" Siathana, the Healer says, "What ever would we do without Vorin? Only he can channel the spirits of the ancestors to give us their wisdom in times of need." 3460h, 4327m, 16200e, 18570w cexk-'And Vendril? You say, "And Vendril?" Siathana, the Healer's mouth turns up as her face breaks into a smile. Siathana, the Healer says, "Vendril is a kind and fair man. He can be a tad paranoid, though." You greet Siathana, the Healer with a sincere smile. Siathana, the Healer says, "I still have my uses. From my chambers I can keep an eye on the southern waters." You greet Siathana, the Healer with a sincere smile. Siathana, the Healer says, "I pass the time lately by studying the healing qualities of different plants."


Clad in scalemail armour, Thorlis is confident in his abilities with his trusty longsword. His sword jangles against his armour as he moves around, sheathed only by a strong braided cloth tied to his hip. A strong jawline is, without question, the dominating feature of his physical appearance. His youthful face shows no sign of warmth and his bright green eyes, although moving, appear cold and emotionless.

Thorlis, the Warrior Chieftain appears to be extraordinarily strong.

He weighs about 180 pounds. He is loyal to Colchis.

Her red clothes peeking out from under her armour, Frewynne wears a simple suit of scalemail that covers her torso and ends in a skirt at mid-thigh. She carries a sharpened spear in her left hand, ready to jab or throw at a moment's notice. Though her entire body is well-toned, only her left arm is particularly muscled. Her head is shaved nearly bald, leaving only a long red ponytail to grow from the back of her scalp.

Frewynne, the Warrior Chieftess appears to be extraordinarily strong.

She weighs about 140 pounds. She is loyal to Colchis.

Frewynne, the Warrior Chieftess says, "My chambers face the north waters so that I can keep an eye out for the enemy." You say, "The enemy?" Frewynne, the Warrior Chieftess says, "Our enemies, the Umbrinites, live to the north. A filthy breed." Frewynne, the Warrior Chieftess spits on the ground in disgust.

You greet a weathered fisherman with a sincere smile. A weathered fisherman glances askance. A weathered fisherman says, "Have you seen my murals?" 3256h, 4327m, 16200e, 18570w cexk-'Ah, you painted the murals in the fort? You say, "Ah, you painted the murals in the fort?" A weathered fisherman says, "I have painted many a mural within the fortress. View them if you like; I am happy with the work."


Category: Colchis Denizens



Located within the Garden of the Dryads, the entrance to the Temple of Kastalia is marked by a giant water lily.

Visitors must first navigate several underwater caves before reaching the surface of a river, which flows into a lake. Mists cover the entire area, making it extremely difficult to navigate. A strong undercurrent also flows under these waters, and lost adventurers may find themselves swept out of the temple by it.


Ability Description
Weathering Increase your ability to weather damage.
Vitality Call upon a rush of adrenaline to heal you.
Sturdiness Standing firm against attempts to move you.
Toughness Increased resistance to physical attacks.
Deaf Blocking out sound by force of will.
Hearing Restoring your hearing.
Clotting Reduce the level of your bleeding.
Regeneration Regain health through strength of mind.
Sight Restoring your sight.
Blind Blinding yourself to prevent optical damage.
Ability Description
Impatience Inability to concentrate on focused tasks.
Clumsiness Inability to use weaponry effectively.
Amnesia Causes the victim to forget to do his next action.
Addiction A terrible addiction to elixirs.
Paranoia They are out to get you, believe me.
Loneliness Fear of being left on your own.
Claustrophobia Fear of enclosed spaces.
Ability Description
Refine Refine a piece of crystal out of the Master.
Dampen Attempt to dampen a vibration, destroying it.
Vibes See what vibrations are in a room.
Dissipate Attack the mana of your enemies.
Palpitation Cause small heart attacks in your enemies.
Heat Fill a room with soothing warmth.
Alarm Be alerted to movements of your enemies.
Tremors Cause ground-shaking quakes.
Ability Description
Swordplay Increased mastery of the shortsword
Falconry Begin a relationship with a falcon companion
Weathering Increase your ability to weather damage
Seek Have your falcon spy out an adventurer
Glance Look through the eyes of your falcon
Raze Shatter the magical shielding of your opponent
Block Use yourself as a blockade to prevent passage
Fitness Master your breathing
Follow Order your falcon to trail someone
Gripping Maintain a firm grip on your weapons