Sintih Rathaan

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Sintih
Posts: 493
Joined: Mon Oct 10, 2016 6:14 pm
Race: Undead (Ghost)
Profession: Student
Renown: 110
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Wealth Tier: Tier 5

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Sintih Rathaan

Sintih Rathaan

~~In Defiance of Fate~~
Name: Sintih Rathaan (Meaning: Bright future (lit: Golden future))

Alias: Sinra Khan, Ronan Dugal

Age: 30

Race: Yludih

Date of Birth: Ymiden, 6th, Hot Cycle, Arc 690

Marks:

Factions Joined: Freelance

Religion: Aelig - Father of the Yludih (lip service)

Languages Spoken: Fluent Common, Fluent Ulehi, Fluent Common Sign, Broken Ancient Language, Broken Draketh and Broken Rakahi (6/12)

Current relationship: Yanahalqah

Former relationships:
Appearance

Sintih (Yludih)

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Born too early and with a weaker asterism than most Yludih, Sintih's form reflects his ailing health with a frail physique with thin crystals barely hanging together. The crystals that form his arms are thin enough for a hand to wrap around his upper arm easily. The rest of his body follows suit, with only his leg crystals having some semblance of crystal musculature to allow them to carry his, already very light, body around Uleuda. Unlike other Yludih who consist of larger chunks connected, Sintih's torso is made up of many smaller and lighter crystals pulled together by the asterism, creating a mozaic like surface with many edges and crystal points sticking out in all directions.

His asterism pulse seems to be constantly in a faded state, with very little of its light reaching the extremities of his body. His hands and feet often lack the glow that other Yludih carry within their entire bodies although occasionally, depending on physical, mental or emotional situations, his asterism will quicken it's pace or pulse with a stronger force, spreading its light all over the Yludih's body. But even then, comparing it to others in the same situations, Sintih's light will always lose out.

The, literal, crowning feature of his appearance is his hair. Formed seemingly specifically in the way that it has, Sintih's hair looks nothing less than a crown. From the top of his nose, two crystals stick up like the wings of a bird and from there, moving around his head, various dulled shards stick out to the sky, like rolling hills, forming his hair. Surrounded by this crown of crystals, the middle of his head is made up of a singular, rougher piece of crystal, comparable to a short buzz cut of human hair.

Sintih Rathaan (Eidisi)

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Born as an Eidisi, this is the form that Sintih uses for most of his time in Idalos. Due to his premature birth, the illusion of his form has adapted to his weak physique, which is strengthened by the already slender form of the Eidisi themselves. Weighing less than most average Eidisi women, Sintih has a visually worrisome body that tends to draw other people in to care for him. While his weight is way below the average, his height isn't, causing what little mass he has to be stretched out, enhancing his unhealthily thin build. While he's capable of manual labor like any other person, Sintih tires out more quickly than others and is most often seen sitting somewhere on the sidelines. Like all Eidisi, Sintih has no pupils in his eyes, leaving only two white globes to perceive the world with. His hair is long and black, falling halfway down his back and usually kept loosely tied behind his neck. His skin is a sickly pale blue, lighter than most Eidisi, enhancing the natural ghost like feature of the Eidisi even more.

His Eidisi scarring, a natural part of the physique of one of his race, is generic in its look, with a myriad of scars running across his body and face. The only scars usually visible are the two single lines on both hands that extend from over his wrists to his knuckles and the scars on his face. Unlike most Eidisi, however, Sin's scars are light and almost the same coloring as his skin. This is due to the fact that his skin has paled so much from his illness, making it similar in color to the scars. Because of this, the scars are only really visible from two or three arm lengths distance for people with normal vision.

Ronan Dugal (Human)

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Ronan Dugal is Sintih's human form. He is of a lighter build with gentle features. He has long, dark hair to well below his shoulders, which has seen better days. It has lost most of its shine and is fraying at the tips due to lack of any real maintenance. It is usually kept in some sort of ponytail when he's in public but otherwise he just lets it do its thing. Physically, Ronan is shorter than his Eidisi form, and thus healthier looking as his mass isn't being stretched out to try and fill his much taller Eidisi form. While he looks approachable in general, close up Ronan seems to look disinterested at best. His eyes lack any sort of spark or shine to them and seem to stare right past or through people.

Sinra Khan (Unknown)

Sinra Khan is the name Sintih used in Rynmere as the person he worked for. While Sinra Khan never really existed, he was originally linked to the unused human form Sintih had. When he left for Viden, he used a new name, trying to distance himself as much as he could from his past. While the name is now formless, it still might carry some minor weight back home in Rynmere as a mysterious, rich businessman.
Personality


In recent trials (Vhalar, Zi'da 716), Sin has shown sudden bursts of emotion seemingly tied to nothing. In several such bursts, Sintih has been perceived attacking a warden of the Iron Hand and assaulting a civilian while on duty. People who knew Sintih before this season would find this a very odd change as he's always been calm and collected and always seemed to have an open mind towards the world and the people within it.

Social and Open. Having lived on the edge of life and death for roughly ten years, Sintih has learned to appreciate being alive. He still wonders at the beginning of every new day and is often seen admiring the beauty of the world where he can. Every little flower and bird seems to be a personal friend of his. He is open when meeting with people, sociable and polite, and seems to always be interested in the topic at hand. Due to his physical state, people who don't outright hate him tend to look after Sintih, even when all he wants to do is live without aid. Having been cooped up in his room for years, Sintih enjoys being out and about, even if he can't do it for very long periods of time.

Stubborn. When people told him he wouldn't be able to do anything due to his physique, Sintih swore he'd show them one day. And he did, up to a point. Sintih takes any notion of "you can't do it" as a personal challenge and will prove people they're wrong about him and that he doesn't need looking after. And while this is a good trait to have when learning things, as he's too stubborn to give up, it also comes in the way of social endeavors when he's convinced he's right and is too stubborn to give up. This has led to some spirited arguments between Sintih and his parents when he was younger.

Intelligent and Curious. Most of his youth was spent in bed, recovering from illness, so Sintih spent very little time outside. With more than enough time to spare, Sintih's greatest joy was reading and learning. His mother supplied him with books or teachings on whatever subject fancied him next and he devoured them. Even if he's not a 'real' Eidisi, Sintih seems to have taken on some of their traits naturally. Always wanting to know how things work or why something is the way it is, Sintih never seems to run out of things to keep his mind occupied with.

Distant and Cold. When he was studying with his father, Sintih often showed moments of ruthless decision making without caring for the life of his pawns. More often than not, the sacrifice of multiple of his pieces led to a quick victory over his father. While this hasn't come up in reality yet, Sintih seems capable of making the decisions that need to be made, sacrificing smaller things to achieve the greater goal. While most people might think that makes him a horrible person, the efficiency of it can't be denied.
History

Highlights
Ymiden, 6th, Arc 690: Date of Sin's birth, 32 trials too soon. (Sintih's Age: 0-1)
Arc 694-696: Improvement to Sin's health. Rupturing Initiation. First trip outside the house. (SA 4-6)
Ashan, 101st, Arc 701: Sin collapses suddenly. Many doctors visit including his mother's friend Doran (SA 11)
Vhalar, 98th, Arc 701: Sin's family moves to Andaris city. (SA 11)
Cylus, 10th, Arc 707: Sin's first arrival in Uleuda and encounter with his first Yludih, Vluharqih. (SA 17)
Vhalar, 36th, Arc 710: Kinteh Osigur, know as Beira, and Oniguhr, known as Rudi, obtain their freedom and die in Idalos, becoming ancients in Uleuda. (SA 20)
Born to Kinteh Osigur (Meaning: Great Wisdom) and Oniguhr (Meaning: Red Steel), known as Beira and Rudi, Sintih was born half a season too soon. Where normal Yludih babies are born after 210 trials in their mother's womb, Sin was born after a complication at exactly 178 trials. Too small, too frail, too weak and with a barely functioning illusion, Sin was hidden from the world by his parents as they nurtured him through the most dangerous time of his life. For his first five arcs on Idalos, Sin was sheltered and never let out of sight for even a trill, to his own irritation. Other children roamed free in the little farming community where they lived, yet Sin was stuck inside. Rudi, his father, still worked for the military at the time so all his time was spent with his mother Beira who home schooled him.

As a former university teacher, Beira had access to impressive amounts of knowledge which she slowly but surely shared with her son. When he was having a good day, they studied on the front porch of the house or on the way to the fields, when he was having a bad day, she sat next to him for his every waking moment, teaching him whenever he felt a little better. With his father spending little time at home, Sin saw him as more of a stranger than his own father and spent all his time with his mother. Reading and writing came first, then mathematics and language and from there his studies exploded in all directions. But Sin kept looking out the window, wishing he could simply play like all the other kids.

From his fourth to his sixth arc, Sin was starting to show improvement. He spent less time in bed and was starting to develop physically. For two arcs in a row, Sin received the greatest gifts ever from his parents. For his fifth arc, his mother taught him about and finally initiated him in one of her magical abilities, rupturing. Allowing him to glimpse the extent of existence for a moment during his initiation, a great feeling of loss grew in the young boy as he understood just how much he had been missing on due to his illness. But under the close watch of his mother's eye, Sin learned to harness the power and was blinking around the house soon enough. For his sixth arc, the man Sin had viewed as nothing more than a frequenting stranger, took Sin outside the house. They walked in quiet for however long it had taken Sin then to get to the small brook that bordered their family lands. Sin had never been so far out in his life, he couldn't even see the house from where they were.

After that day, Sin's father never left home for longer than a few trials. He spent as much time as possible with Sin and the two of them finally started growing closer. Under his father's supervision Sin learned about everything and anything military. He studied history, war, Rynmere military and tactics. After a while, and after a lot of arguing Sin later understood, Sin started to do physical training with his father, learning to wield a few small blades on top of all his studies. While his father's studies had taken up a big chunk of his time, his mother didn't suddenly stop teaching him. For arcs, Sin didn't even have time to think about how he was missing out and things other children had. But his parents seemed to fill the gap for a while, managing to keep him entertained and interested enough.

Arcs had passed without any problems until one trial, Sin suddenly collapsed again as he was out with his father. He later learned his father had carried him back home where his mother had given him the biggest ass-whooping he had ever gotten (his father's words). For a while, many different people came and went, checking Sin out from top to bottom and doing a lot of things Sin has tried his best to forget. But whatever these people were doing to him somehow seemed to work for his parents. At twelve arcs of age, Sin's parents sold their farm to their neighbor and moved everything they owned in a nice row house in Andaris, the big capital city of Rynmere. The sudden change in his life was hard for the weakened Sin to take and he spent nearly three cycles stuck in bed. His parents spent many nights arguing when they thought him asleep.

Everything was different here. The house was more cramped then the farmstead and there was always noise outside. The smells weren't always nice either and things were always dirty. There was never fresh air or a cooling breeze when he opened the window and the space outside the house was crawling with people at all times of the day. Their house became more busy as well. Some of the people that had come to check on Sin at the farm where coming to check on him here as well and he quickly learned that they were doctors or healers of some kind. But there were other people as well, coming to visit one of his parents specifically. Sin missed the quiet of the farm every trial for a long time.

Some of the people that came to see Sin's mother all wore similar clothing and they talked about various topics with her, sometimes for breaks, every trial for several trials in a row. Others came to see his father and they laughed, boasted and drank until late at night or they sat quietly and spoke about things from the past, toasting multiple times in a night to things Sin didn't understand then. And over time, Sin started to get better once more. He was on his feet again, moving about the house on his own. His mother never took her eye of him, that still hadn't changed, but his parents' night time arguing lessened and stopped all together after a few cycles.

At seventeen arcs of age, his parents told Sin a very big secret that shattered and opened his world at the same time. Guided at night by his parents, Sin learned about Uleuda and a whole new world opened up for him. In the beginning he resented his parents for holding back on such a secret but he forgave them quick enough. The one things Sin understood for sure at that age was that his parents did everything they did for a reason and no matter how angry he was at them he couldn't stay that mad for very long. The crystal city of Uleuda was a treasure for Sin. Even though his body was worrying his parents, Sin didn't seem to have any problems from his illness here.

The Uleudian teachings were a treasure for Sin and he dove in it with pleasure. Within this new world, Sin was like a caterpillar turned butterfly. Happy, social and active to a fault, Sin dashed around with the other Yludih children, played as much as he could and studied more. He made friends quickly and the occasional bully didn't last long. While he was an arc or two ahead of his class in terms of knowledge, Sin still had many Yludih specific things to learn. On top of that, his mother insisted on teaching him one more domain magic to defend himself with. Sovereign classes were added to his Uleudian schedule for a while. During the day, his life changed as well. His father took him out several trials a cycle to attend military training with several of the men and women that had been visiting his father. To his surprise, Sin learned that his father used to be some rather high ranking Warden in the knights. During these visits, Sin trained with the other squires for as long as he could and spend the rest of his time being taught the various arts of war by a plethora of knights that were connected to his father in some way.

It was also here that Sin's father learned of his son's tactical prowess during an exercise. Incapable of performing a certain one-on-one exercise himself, Sin instead stepped aside to let others do the training. Within a few bits of observation, Sin was explaining to the two squires he had been observing where the weak points in both their forms were, both the defending one and the attacking one. After that trial, training with his father became nothing more than simulated battles on crude or detailed drawn maps with various types of armies. When his father stopped being able to beat him, a friend of his took over and was quickly replaced with another one. Soon, Sin was competing against a revolving roster of opponents, each one with their own strengths and weaknesses on the battlefield.

On the 36 trial of Vhalar of the 710th arc, Sin found nothing but small crystal fragments in his parent's bed. Having been told of their freedom during the night before, Sin quickly gathered them together in a bag, keeping only two finger sized fragments for himself, and took a trip out of town to bury his parents near their farmstead. It was difficult for Sin to mourn his parents together with all their friends when he was able to spent every night with them. For a while, Sin kept visiting them every night but they had their duties to perform, teaching the next generations, and he had a life to live. The big row house was sold and Sin moved into a one room apartment a little closer to low town and away from the busy main road.

Carrying two finger sized crystals on a silver chain around his neck and with nobody to hold him back anymore, Sin tried to apply for the one thing he always wanted to be every since he learned how good his father had been at it. But becoming a knight with a body as weak as his is no easy task. So Sin did everything he could think of to improve his physique without overdoing it, training his mind and his magic to compensate for his weaknesses.
People

Friends

Doran: While things started off very badly between the two, time and shared interests helped to forget the past and look to the present instead. Somehow, Doran has been a part of most of Sin's life and still looks like he's of a similar age to the Yludih. When they first met, Sin thought Doran was having an affair with his mother but that misconception was solved over time and the two bonded over alchemy and Sin's natural curiosity.
Saeri (Yanahalqah): Sin and Saeri met as fellow squires and bonded over their shared interests. Over time this grew to become more than just friendship and they are now dating, sort of. It's complicated. They have so many things in common, similar ways of looking at the world, interests and thoughts that Sin is sure that Aelig designed her specifically for him to find and bond with.
Tristan: Sin learned about Tristan first through his reputation, which made him dislike the man before really knowing him. He managed to deceive his way into the new Duke's life by using his other form and has since been at the estate working for the Duke. He's learned a lot about the man and his opinion has changed for the better. While Sin doesn't stray far from his professional attitude towards the man, he's softened up a little and occasionally allows himself to treat the Duke like a normal person and not just the high value target that needs protecting.
Hart: Sin and Hart met at the Oakleigh estate of the Duke. While Sin and company refuse to see anything less than the half Venora, Hart has kept trying to convince them that he's just a normal guy. Despite his best efforts, Sin has started viewing the man as just a commoner recently, after learning quite a few personal things during a trip to Welles where the Duke's half brother was under the influence of something.

Enemies

Malcolm: Sin never actually knew the man, never figured out anything about him. He simply was the embodiment of everything that Sin perceived to be wrong with the Iron Hand at the time. A noble who used his title, name and money to get the position he wanted while more deserving, more skilled commoners, like Sin, were kept down in the ranks.
Faith: The first person Sin has ever hated that he actually knew. Faith was an important person to Sin when he began to live on his own in Rynmere. Sin denies ever having felt anything for her but her relationship with Padraig still managed to make him jealous when he found out. During the Eastern Settlements campaign of Warden Krome, Faith betrayed him and he's never forgiven her for that. He also won't admit that it was mostly his own fault that the events went as they did.
Atolini: Although they only shared a house for a short while, the absolute dislike that Sin and Atolini have for each other was behind a very strained start of Sin's new job with the Duke of Oakleigh. At the core of their relationship lies their opposing upbringings and views on nobility and commoners.

Family

Name: Kinteh Osigur (Meaning: Great Wisdom) (known as Beira in Idalos)
Race: Yludih (Seen as Eidisi in Idalos)
Date of Birth: Zi'da, 90th, 643rd Arc
Date of Death: Vhalar, 36th, 710th Arc
Skills: Rupturing 30, Sovereign 30, Teaching 20, Research 20
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Appearance: If it hadn't been for her facial scars and the seemingly empty white eyes of her race, Beira would have been considered beautiful by many races. Her light purple hair shines a near white when it's hit by the light of the sun. Her skin is considered to be a darker shade of the same purple by Eidisi standards. Unlike her husband, Beira only has a few scars but they are all placed prominently visible on her face. An uneven arrow points up on her right cheek, barely touching against the bottom of her eye, with three additional stripes underneath it. Her left cheek has a circle on it that breaks off in an inward spiral, making it look like the common number 6 to the inartistic eye.

Standing at 179 centimeters and weighing 65 kilograms, Beira was near the lower end of the Eidisi scale while she worked at the University. Since Sintih's birth, Beira has put on quite a bit of weight in the form of muscle from working the farm. Like all of her race, Beira has empty white eyes that tend to unnerve people who aren't used to her or her race. Her nose is on the sharper end of the spectrum but she seems to wear it with great beauty. Her hands are feminine with thin, long fingers now covered with callouses from all the work she's done around the farm.
Approval

Name: Oniguhr (Meaning: Red Steel) (Known as Rudi in Idalos)
Race: Yludih (Seen as Eidisi in Idalos)
Date of Birth: Saun, 29th, 647th Arc
Date of Death: Vhalar, 36th, 710th Arc
Skills: Leadership 30, Sword: Long sword 30, Tactics 25, Endurance 10, Farming 5
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Appearance: Sintih got most of his looks from his father. They both have near black hair, sharp blue-purple ears and a strong jaw. Even for an Eidisi, Rudi was never considered handsome in any way. He has a hard face and sharp, downward eyebrows that makes him look angry whenever he's using his resting face. The only thing that seems to break through this constant anger is his smile. When Rudi smiles his entire face seems to break open in this warm and friendly person underneath. Like all Eidisi, Rudi has the empty white eyes that unnerve people. Unlike his wife, Rudi's face is covered with scars. Even before he became a knight, Rudi's face was marked like an Eidisi, sporting various scars all over his face. During and after his time as a knight, this collection only grew bigger. Due to his training, Rudi is well built, with muscles all over his body to support nearly twenty years of experience in the Iron Hand.

At 190 centimeters in height and 95 kilograms in weight, Rudi is a posterboy for the Iron Hand physique. Having served for half his life in the military, Rudi has calloused and scarred hands. Like his wife, Rudi has a sharp nose that, in combination with a strong jaw, gives him a hawk-like vibe at first impression.
Approval

Employees

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Name: “Quiet” Gallien Dreim
Race: Human, Male
Date of Birth: 20th of Cylus, 598th Arc
Skills: Field Craft 25, Trap Making 10, Stealth 10, Ranged Weapon: Short bow 30, Hunting 25
Languages: Fluent Common, Broken Common Sign

Appearance: An average sized human male most often seen sporting a carefully trimmed beard. Nothing much stands out about him and he blends in well with crowds of people. His brown eyes are constantly on the lookout for ambushes and ways out of places. Like all warriors, he has a toned physique and an athletic build. His left upper arm, often covered with clothing, bears a lot of scars, horizontally cut from his shoulder down to his elbow. His clothing choices often involve colors that blend in with his surrounding, grey and brown for cities and brown and green for the outdoors.
Personality: Quiet, soft spoken, even anti-social are words used to describe him. More at ease in the wild than in the stone jungles of the city, Gallien keeps to himself most of the time. Where other men would’ve tried to improve their life and increase their wealth, Gallien decided that nature was more his thing and left most of his possessions behind. Like most inhabitants of the Settlements, Gallien has come to value his freedom over other things and as long as nobody feels like encroaching on that aspect of his life he’s more than capable of getting along with others. That is not to say that he doesn’t follow orders but he’s more prone to doing things on his own or without having been prompted to do so.

Relationship to PC: Gallien and Sintih only met near the end of Ymiden 717 after his father, Sintih’s patron in the Iron Hand, told Sintih about him after hearing the Eídisi was heading to Oakleigh. He’s employed by Sinra Khan, through Sintih as his proxy.
Anything: Son of Heran Dreim, Gallien left Andaris when his father wouldn’t stop trying to get him to enlist in the Iron Hand. He owns a small house near the edge of Oakleigh and spends most of his time away from it.

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Name: Iemes Folke
Race: Qi’Ora, Male
Date of Birth: 68th of Ashan, 588th Arc
Skills: Endurance 20, Strength 20, Melee Combat: Kite Shield 20, Melee Combat: War Axe 20, Socialization 10, Seduction 10
Languages: Fluent Common, Broken Common Sign

Appearance: A tall, sleek castle of a man, built to withstand all the punishment the world (and his enemies) can throw at him. As a Qi’ora, his mud brown colored skin is strange anywhere but in Nashaki. His brown eyes match well with his skin. Standing out is what he’s good at and he loves the attention. Most of the time he can be seen smiling broadly at everything and everyone. Across his chest, from shoulder to shoulder, he has a war painted swirl of lines and waves, like a storm on the ocean. His clothing choices allow him to show off as much of his muscles and paint as possible with short sleeves and pulled open V-necks. Peacocks might get jealous at his skill in showing off.
Personality: Boisterous, overconfident and a lover of ladies best describe Iemes. Between combat and women it is hard to tell which one is a higher priority on his list. For those who can stand his constant chattering about nothing and everything, Iemes turns out to be a formidable force on the field of battle. His inability to stop talking actually seems to translate into an uncanny ability to anger opponents into making mistakes. It’s also the reason he’s in trouble so often with men. Concepts like stable relationships or marriage hold no meaning for him so when he sees a woman he likes he doesn’t hesitate to try and chat her up. Due to this, Iemes gets in trouble often and always does so with a smile and a laugh.

Relationship to PC: Iemes was approached by Sinra Khan himself after getting arrested by the guards in Andaris during Cylus of 717. After getting his bail posted, Sinra offered him a job. He was appointed to Sintih’s company by the man in Ymiden 717 and is the only person in the group, aside from Sintih, to have met Sinra Khan.
Anything: Iemes left the safety of Nashaki after getting in some unknown trouble back home and ended up in the Iron Hand until getting in trouble there by seducing a higher ranking knight’s wife. Officially, he retired from the Iron Hand but there are rumors about him having been forced to do so.

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Name: Argun Doghar “the Duelist”
Race: Human, Male
Date of Birth: 120th of Vhalar, 588th Arc
Skills: Leadership 30, Tactics 30, Melee Combat: Long sword 20, Painting 10, Siege Weaponry 10
Languages: Fluent Common, Broken Common Sign

Appearance: Wild hair and a stern look are always present with him. A combination of braids and clips attempt to keep his hair in check but fail to do so most breaks of the trial. Sharp brown eyes focus his attention on the things happening around him. A little shorter than the average human man, he has a lithe build and the obvious gait of one used to battle. He can easily be identified by the slave mark on his right cheek. Due to his status, his clothes second hand more often than not and turn into a patchwork outfit when worn together.
Personality: Underneath his wild appearance hides a well-educated and well-travelled man. Having only spent the past ten arcs as a slave, Argun isn’t well adjusted yet. Most of that time was spent fighting in the arena where he learned to trust nobody and to win by any means necessary. These qualities have remained even after having been sold to his new master. He stays away from larger groups of people and prefers to know his way out of a place before going inside. He doesn’t respect others when they were born into their skill, wealth or status but has no problem showing said respect when he’s seen the other achieve or prove their skill and wealth through their actions.

Relationship to PC: Argun was bought by Sintih after he won a fight in the arena near the end of Ymiden and has been with him since. He doesn’t know what to think of his new master yet but can’t help but find his unwillingness to tie Argun down at night refreshing. Since being bought, Argun has been sleeping comfortably and has been eating well, something he appreciates. For now, his curiosity towards Sintih has kept him around.
Anything: Argun enjoys matching himself to others and doesn’t say no to a challenge. On the battlefield, he seeks out opponents by their rank or worth in the fight in an attempt to take them out in a one on one duel. He suffers more injuries due to this but manages to achieve greater things because of it. During his time in the arena he was known as “the Duelist” for his one on one style of combat.

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Name: “Dapper” Thetfretr “the Dumb”
Race: Lotharro, Male
Date of Birth: 72nd of Zi'da, 596th Arc
Skills: Animal Husbandry 30, Animal Training 15, Melee Combat: Halberd 15, Cooking 10, Domain Magic: Pact 10, Endurance 10, Strength 10
Languages: Fluent Common Sign

Appearance: His appearance seems to be the highest priority. Clean clothes, gleaming armor and weapons, a neatly groomed hair and face and piercing blue eyes. All of that on its own draws attention already. The fact that he only ever seems to communicate with the Common Sign only adds to his curiosity. If people knew that underneath all that a wild Lotharro was hiding, they’d never believe it. While he looks average compared to other human knights, his nimble physique makes him stand out from a lot of other Lotharro. Most often seen dressed in his leather armor over his robe, fellow warriors might determine he’s more of a skilled and technical warrior than a powerhouse.
Personality: Born to the wrong race would be the first thing people might say about Thetfretr if they knew him well enough. A Lotharro only by name, Thetfretr works hard to keep his heritage in check. Presentation and perception are important aspects of life and Thetfretr upholds them to a painful standard. He’s the first person to order a bath after coming back from an assignment and the last person to get down for breakfast. His caring nature brought him towards animals when he was younger and quickly learned to enjoy their company. This is not to say that he doesn’t like humans but being deaf makes it hard for him to communicate with them. He enjoys signing and jumps at any chance to use it with others, even when their skills are horrible for it.

Relationship to PC: Thetfretr worked as an animal caretaker for the Iron Hand but due to his inability to hear was never officially a knight. He started teaching Sintih the Common Sign after the latter returned from his campaign in the Eastern Settlements and was sent to clean the stables for most of the season. Their disappointment towards the Iron Hand and their interest in Sign language grew a quick friendship and at the end of Ymiden, when Sintih told him he was leaving the Iron Hand, Thetfretr joined him.
Anything: Thetfretr relies heavily on a pact made with a wind spirit to keep him safe during combat. The spirit looks out for his surroundings and lets him know when something is up or if he’s being attacked. It’s not a replacement for actual hearing but in certain situations it is a better alternative than hearing. His cooking skills are decent enough that people who’ve spend a long time in the wild appreciate his skills but he’s not much compared to a tavern owner.

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Name: Aukey Nâvok
Race: Aukari, Male
Date of Birth: 22nd of Saun, 569th Arc
Skills: Domain Magic: Defiance 30, Melee Combat: Combat Hammer 15, Melee Combat: Heater Shield 15, Appraisal 10, Meditation 15, Musical Instrument: Flute 10, Research 5
Languages: Fluent Common, Broken Common Sign

Appearance: While not an indicator of his Aukari blood, his red hair does draw attention to him. More grizzled than his companions he stands out the most when standing with them. The only greying, old face in the group. Experienced green eyes look over his companions. His age isn’t much of a factor when he’s walking around alone but it draws more attention due to the youth around him. He has scars all over his body that might draw attention in certain circles but other veteran warriors will find them normal and indicative of his experience. If people knew of his heritage they might find his age surprising. Without an interest in social circles, he often dresses in simple citizen clothes, browns and greys with the occasional addition of color depending on the current the popular fashion trends.
Personality: Aukey has already seen most of what the world has to offer and is now simply looking for something to do until his inevitable death. He’s crude when it comes to social situations but brings a lot of experience to the war table. For people who can ignore the first and appreciate the second, he’s an invaluable asset. Hiding both his heritage and his skill with magic, Aukey has developed a mild form of paranoia over the arcs and never fully trusts anyone. This has led to him being somewhat of a loner but makes him very good at surviving, something made quite clear by his age.

Relationship to PC: Aukey joined Sintih and company as a simple employee. Not social enough to join a larger organization or band and not old enough to sit at home and do nothing, he joined Sintih after the Eídisi saw him speaking with some knights at the Iron Hand. He feels no different about Sintih than he does the rest of the group or the rest of the world. As long as the money is good, Aukey will stay and should he ever feel it more profitable to leave, he’ll do just that. Over time this might change.
Anything: Aukey is a water element Defiance user. Due to his heritage, he chose water as his element to try and counter that. Apart from that he’s a regular Aukari. He prays to Faldrun, hides his heritage and controls his emotions by not having any.

Employers

Sinra Khan, owner of the Sinra co. and patron to Sintih: Sinra Khan offered Sintih his current job after the Yludih returned from his stay and work in Viden near the end of Ymiden, 717. Having had trouble finding his way in the Iron Hand, being stuck as a squire for six arcs, Sintih quickly took him up on his offer and found himself quickly surrounded by skilled individuals under his command. His first assignment sent him to Oakleigh where he negotiated a contract with the new Duke of Oakleigh.
Tristan Venora, Duke of Oakleigh: Tristan employed Sintih after the Yludih brought him a letter from his employer, Sinra Khan. He's working for the duke as a bodyguard and security adviser. Their contract is of an undetermined timespan and Sintih seems very keen on working for the Duke. Their relationship is new and Sin isn't sure what to think of the man. One trill he shows great understanding and maturity and the next he's a five arc old child with a new toy.
Sparks, Witchmarks and Mutations

Rupturing

Theme: Non-physical movement/traveling, Validation/Attention seeking

Personality: Perspicacious Royalty: Sintih's Rupturing Spark considers itself to be of royal blood and an all-knowing presence. As such, it should be well and high above any other potential Sparks. It quantifies its Kingdom mostly as the knowledge gained by its vassal and thus pushes them to expand their knowledge, ever on the lookout for more, ever greedy. While part of its Kingdom is also the space it has traversed, like a proper King, the spark is more content to remain in a single place for longer, accepting mental traveling as a substitute for physical traveling. Being the Perspicacious Spark that it is, it finds that finishing a good book, learning new things, remembering the past in detail or improving skills are as satisfying as an overland journey to another city or a long distance rupture are for other, plebeian Rupturing Sparks. But when it feels neglected or no longer considers itself to be at the top, the Spark will order, direct or even force its vassal to focus on it, often rupturing the vassal away from things or rupturing things away from the vassal that aren't improving the Royal Spark.

Witchmark: The Rupture Gleam afflicts all Rupturers. When Sintih attempts to perceive any distance over 200 feet away from him, his eyes spark with colored motes of light purple, reminiscent of his Rupture portals. It is as though the Spark prepares to leap within them. This brand will not trigger casually.

Mutations:
A Monarch's Majestic Arrival: It is important that everyone knows when the king is arriving so that they can prepare to prostrate themselves before him. Aware of the fact that it is more difficult to react properly to the sudden appearance of royalty through a ruptured portal, the Magnanimous Spark has decided to help out its retainers. Instead of producing a sharp tearing noise, which frightens future subjects and makes them forget to prostrate, The king's ruptures resound with a majestic fanfare of trumpets, bells, flutes, harps, violins, drums and angelic voices. Depending on the intention of the rupturer, the fanfare varies. Small, short range and/or temporary ruptures like Portholes and Blinking would create little more than a soft chime or hum while larger, long range and/or longer lasting ruptures like Gateways and Rends can produce an entire fanfare as long as they remain open. Because it is important that future subjects have time to prepare, these fanfares precede the opening of a rupture by several moments, depending on the intention of the rupture. Beacons, being a more unique type of rupture, produce no sound when being anchored but produce a fanfare akin to that of a Gateway, often lasting long after the Beacon portal has closed down.

An Exalted Empire: Every ruler wants their legacy to be the one to last through the ages and to be gazed upon in awe by others for as long as possible. When a king directs creation it should be done to last, for permanence, not to rise and fall in the blink of an eye. Ruptures large enough to fit a full sized person through it or ruptures intended to last more than a few trills become anchored in reality by the Royal Spark's desire for a lasting legacy. These exalted portals remain in place once the Spark's vassal stops concentrating on them, doubling their intended duration and their intended ether use. While building a kingdom might seem an expensive task and a drain on resources, it is also something that will be observed and admired by many, reinforcing their loyalty to the Exalted Empire, thus making it an investment, rather than an expense. The more subjects are around to observe this majestic display of the Spark's legacy, the more streamlined and easier it becomes to expend resources on it, lowering the amount of ether needed to maintain the Exalted Empire. Having looked for inspiration in its own kingdom, the Spark has found it in the memories of its first vassal. Ruptures will have their edges hardened and decorated in full with an awe-inspiring wild growth of light-purple crystals. These crystal edges are strong enough to hold against accidental brushes through them, preventing an accidental collapse, but anyone intending to breach the edge and collapse the rupture on purpose won't find any difference between the Royal Spark's ruptures and that of Plebeian Sparks.
Marks section

Marks

N/A

Abilities

N/A

Knowledge

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Last edited by Sintih on Fri Jul 17, 2020 7:37 pm, edited 47 times in total. word count: 7451
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Sintih
Posts: 493
Joined: Mon Oct 10, 2016 6:14 pm
Race: Undead (Ghost)
Profession: Student
Renown: 110
Character Sheet
Character Wiki
Plot Notes
Partner
Wealth Tier: Tier 5

Featured

Contribution

Milestones

Miscellaneous

Events

Sintih Rathaan

Knowledge & Skills

SkillTotal Points SpentProficiencyKnowledge
Tactics 150/250 Expert 45
Linguistics 153/250 Expert 26
Rupturing 75/250 Competent 24
Cartography 75/250 Competent 11
Logistics 25/250 Novice 1
Disguise [RB] 25/250 Novice 0
Investigation 20/250 Novice 2
Leadership 20/250 Novice 6
Business Management 15/250 Novice 2
Alchemy 15/250 Novice 6
Dancing 15/250 Novice 5
Mathematics 15/250 Novice 0
Etiquette 15/250 Novice 37
Research 15/250 Novice 12
Meditation 10/250 Novice 19
Combat: Blades (short sword) 10/250 Novice 10
Chemistry 10/250 Novice 0
Mount (Horse) 10/250 Novice 0
Graft 5/250 Novice 9
Discipline 5/250 Novice 26
Detection 3/250 Novice 32
Endurance 0/250 No skill 21
Psychology 0/250 No skill 24
Writing 0/250 No skill 12
Deception [FT] 0/100 (FT) No skill 10
Medicine 0/250 No skill 10
Intelligence 0/250 No skill 6
Combat: Blades (Longsword) 0/250 No skill 2
Navigation 0/250 No skill 2
Combat: Unarmed (Brawling) 0/250 No skill 1
Combat: Unarmed (Menochoros) 0/250 No skill 1
Combat: Throwing 0/250 No skill 1
Caregiving 0/250 No skill 1
Novice | Competent | Expert | Master | Legendary

Yludih

Fauna: Crystal creatures of the Uleuda
Fauna: Nulliem
Nulliem: Cold like death
Nulliem: Shadow people made of darkness
Nulliem: Absorb light
Nulliem: Inherently threatening
Nulliem: Destroy crystal
Nulliem: Swift and agile
Nulliem: Never alone
Nulliem: love you to death
Nulliem: Deadly
Uleuda: Nulliem
Uleuda: Nulliem absorb light to eat
Uleuda: Nulliem hunt Yludih
Uleuda: Waking up in Idalos pulls you from Uleuda
Uleuda: Waking up from Uleuda resets you back to Yldria
Uleuda: Home of the Yludih
Uleuda: Finding the Uleuda
Uleuda: A feeling of home
Uleuda: Made of crystal
Uleuda: Home to a crystal people
Uleuda: A place for study and schooling
Uleuda: A safe place for Yludih
Uleuda: Beautiful
Uleuda: Layout of the crystal city
Uleuda: Die in the Uleuda, die in the other world
Uleuda: Returning to the other world
Uleuda: Yldria
Uleuda: The crystal city
Uleuda: The wall
Uleuda: The crystal forest
Yldria: Too bright too look at
Yldria: The center of the crystal city
Yludih: Crystal people
Yludih: Materialize at Yldria
Yludih: Some are better formed than others
Yludih: Their identities are a taboo subject
Yludih: Don't need to breathe
Yludih Melding: Not like other sex
Yludih Melding: Difficult to get out
Yludih Melding: Sharing Asterism pulses
Yludih Melding: Intoxicating

Locations

Location: Rynmere: Midtown
Location: Rynmere: Midtown Marketplace
Location: Rynmere: Andaris Library
Location: Rynmere: Training grounds
Location: Rynmere: Warrick
Location: Rynmere: Jack’s Carpentry: Destroyed by fire
Location: Rynmere: Burning Mountains
Location: Rynmere: Rynmere Theatre
Location: Rynmere: Andaris: Herbal Shop
Location: Rynmere: Andaris: Ser Brecht's house
Location: Rynmere: Andaris University
Location: Rynmere: Your parents' grave
Location: Rynmere: Eastern Settlement
Location: Eastern Settlements: Malcolm’s camp (Temporary)
Location: Eastern Settlements: Oakleigh
Location: Eastern Settlements: Oakleigh Estate
Location: Eastern Settlements: The road from Oakleigh to Welles
Location: Eastern Settlements: Port Town
Location: Eastern Settlements: Roadside Inn
Location: Eastern Settlement: Pyke
Location: Eastern Settlement: Welles
Location: Eastern Trench
Location: Viden Student Accommodation
Location: Viden Student Accommodation: Student flat layout
Location: The Prime Atheneum
Location: Institute of Arcana / The Griseous Wing

People

Andráska: A Wonderful Cellist
Argun (NPC): Former arena fighter
Atashi: The Ithecal who saved him from Kylar
Atashi: Uses a hammer
Atashi: Has a good sense of Humour
Atashi: Feels guilt for not defending Sinith earlier
Atashi: Friends with Kylar
Atashi: Uses a Tower shield
Atashi: Helped you when you were in trouble
Atashi: Fought with you
Atashi: Helped you when you collapsed
Atashi: Understands your predicament now
Atolini: Has an annoying voice
Atolini: Spoiled noble brat
Atolini: Tristan's Sister
Atolini: Doesn't know how to behave
Atolini: Listens at doors
Atolini: Thinks too highly of her Venoran soldiers
Atolini: Thinks you have cool eyes
Aukey (NPC): Former mercenary
Aukey (NPC): Oldest of the Sinra bunch
Aukey (NPC): Met U'frek once on the road.
Avan, Professor (NPC): Professor of Rupturing
Beira (NPC): Tough woman
Beira (NPC): Dragon of house Beira
Beira (NPC): Worries about you
Bandun, Sir (NPC): Not impressed with squires
Bandun, Sir (NPC): Supposedly assaulted in his home
Bandun, Sir (NPC): Handy with a cane sword
Bandun, Sir (NPC): Has a limp
Conselhart (NPC): Reputation is true
King Cassander (NPC): Attended Tristan’s Play
King Cassander (NPC) & Emerson Sands (NPC): To be married
Denenbah (Iden): A violinist
Denenbah (Iden): Looks like he belongs with the servants
Denenbah (Iden): Abandoned Rey'na
Doran: Old friend of your mother’s
Doran: Intimidating
Doran: Young and useless?
Doran: Healer
Doran: Doesn’t believe you should be coddled
Doran: Authoritative
Doran: Found abnormalities in your breathing
Doran: Recommends something for your heart
Doran: Recommends you go outside
Doran: Homewrecker
Doran: Cold, hard man
Doran: Hasn't changed
Doran: Critical
Doran: The reason for all your problems
Doran: You tried to kill him
Doran: Thinks you should use a short sword.
Doran: Thinks you should control your emotions.
Doran: Instructed you to meditate.
Doran: Irritatingly calm
Doran: he can make jokes sometimes.
Doran: Speaks to you like a child
Doran: no respect for others lives
Doran: seems to dismiss your hard work
Doran: Already has the answer you worked for
Doran: Cares not for sleep?
Ser Brecht (NPC): Former knight
Ser Brecht (NPC): Against magic
Ser Brecht (NPC): Not like the rumours
Captain Elyna Burhan
Elyna: High Ranked Skyrider
Elyna: Stripped you of your rank
Elyna: Knows you’re a Yludih
Elyna: Your new guardian
Elyna: Left you behind
Elyna Burhan: Whatever happened to her?
Captain Burhan: Knows when you lie.
Captain Burhan: Assumes you wanted to show Malcolm as being like everyone else.
Captain Burhan: Feels your actions against Malcolm dishonour you
Captain Burhan: Believes you should have faith in your leader.
Captain Burhan: Follows the hierarchy
Captain Burhan: There's no middle ground in the military
Captain Burhan: Might be worthy of respect after all.
Captain Burhan: Says that the Warden bases all of his decisions on sound tactical and leadership knowledge.
Captain Burhan: Your efforts to bring shame to the Warden show your inexperience and folly
Captain Burhan: Believes that you can not, and do not, understand the burdens of leadership
Captain Burhan: Daughter less than 60 trials old.
Captain Burhan: Thinks you are holding yourself back.
Captain Burhan: Thinks you should detach yourself from your unit.
Emperor Emerson Sands (NPC): Attended Tristan’s Play
Emperor Emerson Sands (NPC): Asked for donations
Emperor Emerson Sands (NPC): Empress of Rynmere
Emperor Emerson Sands (NPC): Wore a simple gown to the ball
Emily Warren (NPC): Your guardian
Emily Warren (NPC): Impatient
Emily (NPC): Was impressed with your fight
Emily (NPC): Did not approve of your tactics
Emily (NPC): Trusted Atashi to keep an eye on you
Faith: Backstabbers are not worth your time
Faith: Collared and Branded
Faith: Chef
Faith: Unable to call him Sintih
Faith: Teaching a Cooking Class
Faith: Knows how to cook
Faith: Professional
Faith: Kills them with kindness
Faith: Teaches well
Faith: Prefers Snow over Rain
Faith: Likes Padraig
Faith: Is Free
Faith: Happy to see you
Faith: Acting as if nothing happened
Faith: Knows Malcolm
Faith: Thinks Malcolm is the best man she knows
Faith: Knows Elyna
Faith: Would choose Elyna as a sister if she could
Faith: Thinks Malcolm and Elyna are good people
Faith: Says you don’t know Malcolm
Faith: Malcolm earned his ranks
Faith: Accuses you of jealousy and envy
Faith: Doesn’t think you’re fit to lead men
Faith: Has a heated body
Faith: Says you were hurting her
Faith: Stay away from her
Faith: The Woman Beyond Your Reach
Fridgar: A Lothar
Gallien (NPC): From Oakleigh
Gallien (NPC): Son of Heran Dreim
Gallien (NPC): Knows his way around.
Heran Dreim (NPC): Knew your father
Hannah (NPC): Likes your cloak
Hannah (NPC): Works for Tristan
Hannah Yavich (NPC): Owner of the Herbal Shop
Hart: Tristan's body double?
Hart: Tristan's brother
Hart: Interested in sign language
Hart: Not a Venora
Hart: Qy'ihadi by last name
Hart: Doesn't see himself as important enough
Hart: Interested in U'frek
Hart: A drug user?
Hart: Doesn't know how to ride
Hart: A bad past
Hart: Used to be married, sort of?
Hart: Used to own a boat
Hart: Used to own a dog
Hart: Lost a lot in the past arcs
Hart: Possibly under the influence of magic
Hart: A mage?
Hart: May have tried to get in your pants while high
Iemes (NPC): Qi'ora
Iemes (NPC): From Nashaki
Iemes (NPC): Former Knight
Iemes (NPC): Thinks he's a ladykiller
Iemes (NPC): Worships Zanik
Iemes (NPC): Has no problem with Atolini's behaviour
Jaks (NPC): A squire
Kylar: Ready to kill you to defend Faith
Kylar: A Knight of Andaris
Kylar: Known as blondie
Lianna (NPC): Bodyguard and Actress
Liza Genees (NPC): Helped her boyfriend
Liza Genees (NPC): Needed the out, not the arrest
Malcolm: Warden
Malcolm: Idiot
Malcolm: A hardened warrior
Maxwell (NPC): The not-so-innocent butler
Padraig: Very Similar to Sin
Padraig: Intellectual, Curious
Padraig: Chose to Come to Andaris
Padraig: Doesn’t want you near Faith again
Rey'na: Drinks vodka
Rey’na: danced with you
Rey’na: is quite attractive
Rey’na: a distraction from Faith
Rey'na: was abandoned by Iden
Rey'na: seemed calmed by being outside
Ricky Spyker (NPC): Works for the RCA
Ricky Spyker (NPC): Arranged the break-in
Ricky Spyker (NPC): Dead
Sara Dj'pyri (NPC): Mage (Deceased)
Sintih: Resents parents
Sintih: Illness holds you back
Sintih: Yludih
Sintih: Being crystal feels right
Sintih: Getting used to a crystal body
Sintih: Your rough Ulehi sounds sharp and painful
Sintih: Crystal form is undeveloped and thin
Sintih: Crystal form is horned, alien, faceless, but somehow right
Sintih: There are similarities between forms
Sintih: War can Interfere with Love Life
Sintih: Viden is not for you
Sintih: Is the illness getting worse?
Sintih: Saeri makes your asterism pulse
Sintih: I'm Sinra Khan
Sintih: Sinra Khan sent a letter to Tristan
Sintih: Sinra Khan enjoys Tristan's work in the arts
Sinra Khan: Donated to the Venora charity gala
Solsarin: Rude but honest
Solsarin: Scribe
Solsarin: Interested in studying magical arts
Solsarin: Writing a book
Solsarin: Not talented with magic
Solsarin: Likes dustforging
Thetfretr (NPC): You can call him Thet
Thetfretr (NPC): Used to work for the Iron Hand
Thetfretr (NPC): Deaf
Thetfretr (NPC): Wants to spread sign language to the Venoras.
Tristan: An actor
Tristan: Claims he has met Ilaren
Tristan: A noble from house Venora
Tristan: Has a daughter, Ayla
Tristan: Duke of Oakleigh
Tristan: Not quite yet the duke he could be
Tristan: His office is his garden?
Tristan: Offered you food and drink
Tristan: An adult or a child?
Tristan: Knows Kylar
Tristan: Understand why you left the Iron Hand
Tristan: Likes you
Tristan: Hired you
Tristan: Artist
Tristan: Curious of everyone
Tristan: Controvorsial appointment as Duke
Tristan: Interested in sign language
Tristan: Worships Zanik
Tristan: Made a Sessfiend statue
Tristan: Knows how to charm the ladies
Tristan: Seasick
Tristan: hates boats
Tristan: met with Celesta Andaris
Tristan: Has multiple doppelgangers
Tristan: Pimp?
Tristan: Pro magic
Valeria Burhan: Angered some other noble lady
Valeria Burhan: Incredibly beautiful, unmarried woman
Vluharqih: Yludih
Vluharqih: Small, crystalline
Vluharqih: A child?
Vluharqih: The Uleuda is commonplace to her
Vluharqih: Worthy of trust
Yanahalqah: Saeri: A Likeminded Individual
Yanahalqah: Saeri: An Intellectual and A Bookworm
Yanahalqah: Saeri: Enjoys Chess
Yanahalqah: Saeri: In Rynmere for the University
Yanahalqah: Saeri: Interested in Being More Than Friends With Her?
Yanahalqah: Saeri: Knows Common Sign, like you
Yanahalqah: Saeri: Plans to Visit Viden
Yanahalqah: Saeri: Strong Willed Against Negative Attention
Yanahalqah: Saeri: The Eidisi You Met is Named Saeri LaChasse
Yanahalqah: Saeri: Knows Tristan Venora
Yanahalqah: Saeri: Took charge of the situation
Yanahalqah: Saeri: Kicked your ass
Yanahalqah: Saeri: Prefers flicking over slapping
Yanahalqah: Saeri: Waking up naked and next to her
Yanahalqah: Saeri: Kissed her, kissed you
Yanahalqah: Saeri: Worries about you
Yanahalqah: Saeri: Never close enough
Yanahalqah: Saeri: Shared your bed
Yanahalqah: Saeri: Crisp and proper for duty
Yanahalqah: Saeri: Likes to be well-prepared
Yanahalqah: Saeri: Needed an answer from you
Yanahalqah: Saeri: Yludih
Yanahalqah: Saeri: Never told you about her family
Yanahalqah: Saeri: Likes you, wants you
Yanahalqah: Saeri: Blessing from Aelig?
Yanahalqah: Saeri: Convinced you some more
Yanahalqah: Saeri: Stunning
Yanahalqah: Yludih form
Yanahalqah: Has a curious mother
Yanahalqah: Shy?
Yanahalqah: Not as attractive in her Yludih form
Yanahalqah: Still the same after all this time, yet different
Yanahalqah: Went to Oakleigh after you left
Your parents: Kept the Uleuda secret

Immortals

Immortals: Don’t worship to many of them because it could be dangerous.
Saoire: The Holiday Woman
Saoire: The Beauty of a Gift
Saoire: Wear Variable Holiday Crowns
Aelig: Keeps throwing Chaos your way
Illaren: Would prefer a big brawl over an easy one

Magic

Becoming: Change shape with totems
Becoming: Uses bone, blood and hair to make totems
Becoming: You can't become unless you're in close range of your totems
Graft: Magic of change
Graft: Can add arms and legs to a man
Graft: Altering two aspects: Flesh and Energy
Graft: Flesh: the physical parts of a living body
Graft: Energy: the force of life in living things
Graft: Energizing
Graft: Energizing: Manipulating a living thing's energy
Graft: Energizing: Energy is like honey
Graft: Energizing: Moving energy through irrigation ditches in the body
Graft: Light Overstepping: Sensory Overload: Sight
Rupturing: Blinking down the stairs
Rupturing: Blinking: The dangers of overstepping
Rupturing: Using Magic to Intercept a Fleeing Foe
Rupturing: Quickly setting up a Blink teleport
Rupturing: Quick-succession blinking leads to overstepping
Rupturing: Attempting to rupture space for a portal
Rupturing: Making doors to move from place to place
Rupturing: Bend space like squishing snow
Rupturing: Tethering to blink
Rupturing: The sundial
Rupturing: The sundial is used to rupture long distance
Rupturing: The sundial is a high level skill
Rupturing: Phasing to see the outside
Rupturing: Blinking as far as the eye can see
Rupturing: Phasing to check the contents of a closed room
Rupturing: A ceiling sized phasing portal
Rupturing: Overstepping: Telescopic Sight
Rupturing: Telescopic Sight overstepping disappears quickly with time
Rupturing: Can't be used in Uleuda
Rupturing: Porthole sized portals
Rupturing: Portals close when their edge is disturbed
Rupturing: Portals last as long as you focus on them
Rupturing: Portals can teleport items instantly between them
Rupturing: Catching a ball with a portal
Sovereign: Bring your will into the world

Skills

Acrobatics: Rolling out of the way of a charge
Acting: Trying to contain your boyish excitement
Acting: Need to learn to turn of the illusion of blush.
Alchemy: gun powder in involves many of the same steps as making phosphorescent powder.
Alchemy: Using phosphorescence on armour.
Alchemy: Living donor for living receiver
Alchemy: Theory: glow-in-the-dark plants
Alchemy: A cloak as hard a schainmail
Alchemy: Use specialized equipment, not your kitchen
Animal Husbandry: fireflies, sea pansies and squids: Glow-in-the-dark animals
Animal Husbandry: Use food to keep animals from eating you
Appraisal: This arrow is unbalanced
Business management: Delegate
Business management: The rival of my rival is my friend
Caregiving: Holding hands helps comfort someone or yourself
Cartography: Judging distance with thumb
Cartography: Drawing mountains
Cartography: Importance to see difference between distance and height
Cartography: Marking your place on a map
Cartography: Drawing forests
Cartography: Drawing a town
Cartography: Drawing grass
Cartography: Drawing hills
Cartography: Indicated wind direction on a map
Cartography: Marking different areas with symbols
Cartography: Drawing tents
Chemistry: the power of gunpowder
Chemistry: Gun powder is more stable then the liquid or gaseous type explosives.
Chemistry: cover your ears when things explode
Chemistry: Gunpowder is made of charcoal, Sulphur and saltpeter
Chemistry: Saltpeter also known as Potassium Nitrate.
Chemistry: Using the right percentages is essential.
Chemistry: Sulfer and the charcoal as as fuels, while the saltpeter provides the oxygen for the reaction.
Chemistry: Sulphur is made of Sulphur, but there are also combined forms such as sulfide and sulfate
Chemistry: oxygen is needed for oxidation reactions, after ignition the reaction produces it’s own oxygen
Chemistry: moisten explosive materials for safety reasons, but not too much.
Chemistry: Mix 65% potassium chlorate, 15% strontium nitrate and 20% shellac to burn red.
Chemistry: if you want to be a scientist you need to know the terms.
Chemistry: the centrifuge
Cooking: The Use of a Sieve
Cooking: A Slave or Woman Thing?
Cooking: Cut the Roots into Chunks
Cooking: Basic utensils and their uses
Cooking: Basic tools and their uses
Cooking: Start with a recipe
Cooking: Seasoning meat before you cook it
Cooking: Salt is strong
Cooking: The smell of human flesh cooking
Combat: Blades (Longsword): Basic Stance
Combat: Blades (Longsword): Balancing your movements.
Combat: Blades (Short sword): Getting comfortable with your sword
Combat: Blades (Short sword): Making a Training Sword with a Scabbard
Combat: Blades (Short sword): Reverse grip
Combat: Blades (Short sword): Reverse grip: limits attack patterns
Combat: Blades (Short sword): Reverse grip: guarding brings opponents closer
Combat: Blades (short sword): Using the blade switched
Combat: Blades (short sword): throwing works... sometimes
Combat: Blades (short sword): Supporting your block with your spare hand
Combat: Blades (short sword): Slashing in reverse is better than stabbing
Combat: Blades (short sword): Using dirt as a distraction when locked in a position
Combat: Throwing: Anticipating the path of a projectile
Combat: Unarmed (Brawling): The straight left punch
Combat: Unarmed (Menochoros): Uses Open palm strikes
Dancing: a simple box step
Dancing: not as embarrassing when done with a burly man
Dancing: best to learn at your own pace
Dancing: more enjoyable with an attractive partner
Dancing: on a three count
Deception: Using loopholes to ignore rank
Deception: Using sleight of hand mask the absence of a weapon.
Deception: Lying to a superior officer.
Deception: I work for myself under another name
Deception: Tell them what they want to hear
Deception: Lying because you care
Deception: Pretending to be someone's servant
Deception: The exact and total opposite of the truth
Deception: Using a fake name
Deception: Hiding Yludih shapeshifting as Becoming
Detection: When someone isn't acting like themself
Detection: Dangerous people have dangerous vibes
Detection: Telling when someone is less hostile
Detection: Small details can make the difference
Detection: When observing fights, watch for people falling into a rhythm
Detection: Spotting small details in the camp
Detection: Noticing the Glances
Detection: Spotting when someone is lying
Detection: Noticing signs of coming snow fall
Detection: How to judge wind direction
Detection: reading another actions.
Detection: Noticing Racial Traits- or Lack Thereof
Detection: Spotting significant onlookers in a crowd
Detection: Keeping track of someone by their style of dress
Detection: Recognizing someone by their way of speaking
Detection: Keeping an eye out for trouble
Detection: Spotting the ‘hotspot’ in the chaos and avoiding it
Detection: Observing combatants from a distance
Detection: Observing difference in combat skill
Detection: Observing physicality-related training difficulties
Detection: being aware of people just out of sight range
Detection: Observing a professional at work
Detection: Relocating to get a better view
Detection: Looking at a room in total first, then in detail
Detection: Watching for an unconscious body to wake up
Detection: Listening for emotions in someone’s voice
Detection: Recognizing a friend from a distance
Detection: Not everyone is good with guessing age by seeing someone’s face
Detection: Wide eyes means someone is surprised
Detection: Feeling for a heartbeat in someone’s wrist
Detection: Tracking someone from a distance by their effects on their surroundings
Detection: Getting your lights punched out can mess with your senses
Detection: Tracking someone from a distance by their effects on their surroundings
Detection: Getting your lights punched out can mess with your senses
Discipline: Saving your feelings for when you’re not on duty
Discipline: Holding back inquiries
Discipline: Calming oneself after an ordeal
Discipline: Hide your facial expressions in careful neutrality.
Discipline: Orders are orders
Discipline: Controlling your temper.
Discipline: Walking away.
Discipline: Breathing techniques to control your emotions.
Discipline: Doing work you hate
Discipline: always listen to the teachers warnings.
Discipline: Formation
Discipline: Failing to not act on your emotions
Discipline: Keeping yourself from jumping someone you like
Discipline: Don't panic when you lose your charge
Discipline: Stave of boredom with a change of location
Discipline: Watching someone burn alive
Discipline: Withstanding magical commands with force of will
Discipline: Ignore distractions with focus.
Discipline: Ignoring cold room temperatures
Discipline: Failing to bury one thought with another
Discipline: Giving in to panic
Discipline: Failing to withstand pain
Discipline: The brain can shut down when overwhelmed
Discipline: An impactful day makes you more susceptible to mental fatigue
Discipline: Letting your emotions out is often the quickest way to get rid of them
Discipline: Falling asleep during meditation
Drawing: Charcoal is easy to use and good for sketching
Drawing: Copying diagrams
Drawing: Sketching landscape
Endurance: A sliver of debris lodged into the cheek
Endurance: Adrenaline can mask exhaustion and pain
Endurance: Adrenaline is draining
Endurance: Extreme cold
Endurance: Traveling in the cold
Endurance: The pain of sparring
Endurance: Taking a hit while intercepting a fleeing foe
Endurance: Working in the cold
Endurance: Ignoring dizziness.
Endurance: Forcing yourself to stand.
Endurance: Stretching before sparring
Endurance: Staying awake by focusing on other things
Endurance: Quick attack, quick to tire
Endurance: Withstanding the Cylus chill
Endurance: Training for survival... or beauty.
Endurance: Taking a punch to the face
Endurance: Basic leg strengthening exercises
Endurance: Slow walking to rebuild leg muscles
Endurance: Going slow for better end results
Endurance: You’re allowed to sit down and take a break
Endurance: Exhaustion can come from mental fatigue as well
Etiquette: Holding your tongue
Etiquette: Making sure your Guests are Fed
Etiquette: Preforming a proper bow to a superior
Etiquette: Sit with your Guests
Etiquette: Eye Contact and Smiles Go a Long Way
Etiquette: Offering Food and Drink
Etiquette: Paying for a Lady's Meal
Etiquette: Tipping Your Waitress
Etiquette: How to Behave at a Play
Etiquette: Proper conduct when being introduced to a lady
Etiquette: Keeping your personal thoughts to yourself
Etiquette: Keeping conversation polite
Etiquette: Murdering little sisters is not a solution
Etiquette: A courtly bow
Etiquette: Helping a lady out.
Etiquette: Polite conversation
Etiquette: The demands of a formal event
Etiquette: Maneuvering other people's family relations
Etiquette: Apologizing when bumping into people
Etiquette: When interrupting, keep it brief
Etiquette: Keep your employer's secrets like your own
Etiquette: Student-Professor relationships
Etiquette: Thank your professor for sharing knowledge
Etiquette: Don't stare at people going through physiotherapy exercises
Etiquette: Apologize for past mistakes helps maintain a relationship
Etiquette: Military
Etiquette: Military ranks eat together?
Etiquette: Military: The division of armed forces
Etiquette: Military: Hybrid units
Etiquette: Military: Andarian Skyriders: Ranged mounted hybrid
Etiquette: Military: Swordsman: Standard infantry
Etiquette: Military: Infantry can have variety of weapons
Etiquette: Military: Ranged Combat: Often use bows
Etiquette: Military: Pros and cons of 3 basic units
Etiquette: Military: An army may lack one of 3 basic units
Etiquette: In conversation, ask about others first before going on about yourself
Etiquette: Listen to experienced advice, especially from a 500-something arc old elder
Field Craft: Fire burns quicker in cold
Fieldcraft: Hallucogenic mushrooms
Gardening: Characteristics of flash poplar
Gardening: Characteristics of duckweed
Gardening: Characteristics of bamboo
Gardening: Characteristics of roses
Intelligence: Vital to keeping a kingdom alive
Intelligence: Gathering information from observation
Intelligence: Tallying up numbers by supplies
Intelligence: Listen in on your boss' conversations
Intelligence: Read the reports
Intelligence: Use trusted sources in high places to find people
Interrogation: Questioning a bleeding man
Interrogation: Torture helps
Interrogation: Whats this rabbit toy all about?
Interrogation: Asking the hard question
Intimidation: Looking bigger
Investigation: Learn by watching
Investigation: Being thorough with a disgruntled Lord
Investigation: Reading the full report
Investigation: Pursuing your suspicions
Investigation: Seeing a case to the end even when it’s closed
Investigation: Using shared memories to confirm someone’s identity
Leadership: Quiet but forceful
Leadership: Different leadership styles can be equally effective
Leadership: A loud and authoritative voice
Leadership: Commanding others
Leadership: Knowing when to make an exit
Leadership: Titles don’t matter when you’re saving people
Leadership: Taking charge of the questioning
Leadership: Following through by the book
Leadership: Tell them only what they need to know
Leadership: Using the right people for the right jobs
Leadership: Guiding people who don't really want to follow
Leadership: Startling someone with a loud noise to make them focus
Leatherworking: Cleaning leather equipment
Leatherworking: Treating leather equipment
Logistics: Using flags to communicate
Mathematics: Percentage Is a number or a ratio expressed as a fraction of one hundred
Mathematics: Percentage is another word for fraction
Mathematics: Weighing chemistry ingredients
Mathematics: Calculating percentage ratios of bomb ingredients.
Medicine: Wounds heal better if you don’t touch them.
Medicine: Nursing a sprained wrist
Medicine: Yludih don't have blood to bleed
Medicine: Checking a bleeding nose
Medicine: Physiotherapy
Medicine: Physiotherapy: Start with assisted motions
Medicine: The asterism fills the body with light
Medicine: Don’t move wounded body parts unless you want to be in pain
Medicine: Physiotherapy: Always hover around a patient who might fall
Medicine: Very few potions or tonics are designed to work for Yludih
Meditation: Focus on a flame
Meditation: Use it as a channel for destroying what you hate.
Meditation: Patience is a virtue
Meditation: Best done in private in the beginning
Meditation: Certain sounds help to meditate
Meditation: Cloud gazing to pass the time
Meditation: Repetition of knowledge as a mantra
Meditation: Focusing on one part of you Body
Meditation: lose yourself in a distant view
Meditation: Let your thoughts take you where they will
Meditation: Running can help to clear your mind
Meditation: Getting distracted by repeating thoughts
Meditation: Taking slow breaths to calm down (or asterism pulses if you don't need oxygen)
Mount: Horse: Riding in formation
Mount: Horse: Long trials of riding
Mount: Horse: Galloping is not for new riders
Mount: Horse: Move with the rhythm of the beast
Mount: Horse: It'll hurt less the second trial
Navigation: Uleuda has three city tiers and a large wall
Negotiation: The Art of Haggling
Negotiation: Visiting the Same Shop/Stall
Persuasion: Insisting
Persuasion: Handling a high person
Persuasion: Lots of golden nels usually gets you what you need
Philosophy: Nine kinds of general
Philosophy: Honor, coming from dishonorable men, means nothing
Philosophy: No sense in arguing religion because no one is ever wrong.
Physics: Gravity always hurts
Pick Pocketing: a bleeding man
Politics: Give them an option that makes it seem like they're in charge
Politics: Making something exclusive, under the guise of open access.
Politics: dealing with boring people every trial
Politics: Royally assigned invader
Politics: New duchies in Rynmere
Politics: Use locals to govern locals
Politics: Make people owe you before putting them in power
Psychology: Fight or flight
Psychology: Why you pace
Psychology: others problems can make you forget your own
Psychology: The feeling of a personal victory
Psychology: Reactions to being observed failing could be shame or anger
Psychology: Reactions to weakness could be the same as those to failure
Psychology: Asking someone to watch you fail means trust
Psychology: Black nothingness is terrifying
Psychology: Hallucinations can be incredibly difficult to distinguish from reality
Psychology: Dealing with emotions using jokes
Psychology: Don’t engage with hallucinations or they might get worse
Psychology: When you can’t make others understand you can lash out angrily out of frustration
Psychology: Love can make you do stupid things
Psychology: Reality or hallucination? Have it confirmed by someone you trust
Psychology: Seemingly unrelated events, people or things can trigger hallucinations
Psychology: People can change a lot over ten arcs
Psychology: Talking about trauma when you're not prepared for it isn't good for you.
Psychology: Hallucinations and reality can be impossible to distinguish
Psychology: Thinking or talking about hallucinations can make them appear
Psychology: Pushing hands or fingers together is an indicator of strong emotion
Psychology: The presence of a person someone trusts nearby helps with calming someone
Psychology: A gentle touch can convey caring and love for someone
Psychology: It takes a lot of strength to talk about your weaknesses to someone who is important to you
Psychology: Nobody walks away from trauma unscathed
Research: Diagrams are helpful, but can be simply functional.
Research: Leeching information from a variety of sources
Research: Collect your sources then start writing
Research: Keeping lists of sources helps.
Research: Looking for points on both sides of an argument.
Research: Organizing your findings
Research: How not to take notes
Research: Paying attention + keeping notes = bad notes
Research: Sharing good notes.
Research: Focusing the subject of your research from broad to precise
Research: Ask a librarian to help you find the best works on the subject you're researching
Research: Then go and choose some more works on your own
Research: Confirm the validity and/or knowledge of the writer(s)
Research: Always keep parchment nearby to note down important things while researching
Rhetoric: Notions of good and evil
Rhetoric: The inaction of people is just as bad as performing the evil deeds themselves
Running: Easier in mud than in snow
Stealth: Keeping a Low Profile
Seduction: Flattery Works on Women If All Else Fails
Seduction: A gentle touch and a tender kiss
Seduction: Fueled by desire
Seduction: Classic chat up lines.
Seduction: Flatter your date.
Seduction: Small touches for big results
Socialization: The effects of a mob mentality
Socialization: Group efforts to turn the tide
Socialization: Using sad events to manipulate a conversation
Strength: Dragging someone by the arm
Strength: Carrying heavy books
Strength: Lifting a heavy sword.
Strength: If at first you don't succeed, continue to force your way out
Strength: Standing your ground in a crowd
Tactics: Cornering an opponent
Tactics: Communicating strategies
Tactics: The pincer movement
Tactics: Using an opponents anger against them
Tactics: Soldiers Should Leave the Wives at Home
Tactics: Intercept a Fleeing Foe
Tactics: Sacrifice little to gain much
Tactics: Observing strengths and weaknesses
Tactics: Using maps to determine tactics
Tactics: Battle strategy
Tactics: Keep your eyes on your opponent
Tactics: The best defense is not to be where your opponent is aiming
Tactics: Scouting is of importance
Tactics: Patrol technique
Tactics: How to funnel a camp
Tactics: Using fire to draw a camp together
Tactics: How to use what numbers you have to your advantage
Tactics: Minimal losses
Tactics: When good enough, can overlook numbers
Tactics: using phosphorescence to deceive the enemy during a battle and make the army look smaller than it really is.
Tactics: Explosives have their uses in a battle especially in ranged combat.
Tactics: Flame arrows can be substitutes for signal horns or other means of communicating during a battle.
Tactics: With flying explosives anyone could wield power as strong as domain magic.
Tactics: Adding nails and such to explosives to take out more enemies
Tactics: Rebalancing things so that more explosive arrows could be shot
Tactics: Think through the consequences before they happen
Tactics: Be prepared for the worst case scenario
Tactics: Setting a Perimeter to Patrol
Tactics: Charge assault
Tactics: Pressure the enemy to prevent counter attack
Tactics: the body can't always keep up with the mind
Tactics: Know the entrances to a place
Tactics: An army requires a commander
Tactics: A commander requires an army
Tactics: Hiding in plain sight
Tactics: Self preservation first
Tactics: The merit of combining church and state.
Tactics: Taking the high ground for a better view of the situation
Tactics: Preparing solutions before problems arise
Tactics: Sticking to side streets to avoid attention
Tactics: Overseeing a (battle)field from up high
Tactics: Taking precious time to plan is always better than rushing ahead without a plan
Tactics: keeping eyes in the front and back
Tactics: pack mentality: sticking together saves lives
Tactics: information before the battle saves lives
Teaching: Using notes to review classes.
Teaching: Teaching foundation knowledge first, then building up.
Torture: Messing with a man's injury to cause pain
Unarmed Combat (Brawling): A kick to the family jewels
Unarmed Combat (Brawling): How to roll with the impact
Writing: Composition of an essay
Writing: Speed writing
Writing: Adding your emotions can lead to emotive writing.
Writing: Analogy can strengthen argument
Writing: Recognizing when it flows and harnessing that.
Writing: Sometimes, using others' work hampers the creative process.
Writing: Describing clearly
Writing: Using others' work as a basis for your own.
Writing: Editing for clarity.
Writing: Forming an argument.
Writing: Keeping points clear and separate.
Writing: How to write a good, readable page of work that is easy to be graded

Language

Linguistics: Communicating with limited vocabulary
Linguistics: Talk slowly to someone who doesn't understand
Linguistics: Gestures aid in conversation
Linguistics: People have a fondness for abbreviations
Linguistics: Some words are loaned from other languages.
Linguistics: Grammar makes different languages
Linguistics: Different ways to pass on a language
Linguistics: Difficulties in passing on a language
Linguistics: Facial expression across different languages
Linguistics: Basic difference between common and common sign grammar
Linguistics: Learning one language by using another
Linguistics: Harsh tones are harsh in all languages
Linguistics: Pronunciations makes a world of difference
Linguistics: Small differences could matter a lot
Linguistics: Emphasis changes the meaning
Linguistics: You won't learn your mistakes if nobody tells you
Linguistics: Learning from a native speaker is the best way
Linguistics: Different grammar for different languages
Linguistics: Common Sign: Writing can replace signing if necessary.
Linguistics: Facial expressions can convey as much as words
Linguistics: Don't use a language? Lose a language
Linguistics: Sometimes a language doesn't allow you to express yourself fully
Linguistics: Falling back on different languages to help express yourself fully
Linguistics: Ulehi: A difficult language to learn
Linguistics: Ulehi proverb: There’s more light in Uleuda than Yldria’s alone
Linguistics: Ulehi proverb: Killing a Nulliem when Yldria has already gone dark
Common Sign
Common Sign: Hard to keep up with a conversation
Common Sign: Uses hands instead of words
Common Sign: Not common signed out
Common Sign: The alphabet in use
Common Sign: Basic signs
Common Sign: signs on studying
Common Sign: visual explanations of words
Common Sign: Acting when you don't know a sign
Common Sign: Not seen = not heard
Common Sign: Asking questions with eyebrows
Common Sign: Without a dictionary
Ulehi: Useful
Ulehi: Some words end in -ih
Ulehi: Words sound better than in Common
Ulehi: Harsh sounds for negative connotations
Ulehi: Words with multiple meanings
Ulehi: Never mispronounce a name
Ulehi: Vibrating crystals to speak
Ulehi: Spoken differently than any other language
Ulehi: Chimes to communicate

Books

Book: A Treaties on Strategy and War
Book: The Original Legacy

Other knowledge

Andaris: Military ranks
Rynmerians: Magic not widely accepted
Nobles: Don’t like slaves
Nobles: Treat everyone like servants
Weather: Western wind slows down heavy weather, clears skies
The sound of death
How to clean Volareon tackle
Camp: Busy and loud
Holiday Gift: From Tristan Venora
What a fuse is.
Event: A Royal Tragedy
Tristan’s Play: Scandalous
Andaris University: Slow to make decisions
Andaris University: Supplies researchers with what they need
Event: Midwinter Masks ball
Midwinter Masks ball: The hosts were the ducal council and the king
Domain magic: Ether and stuff
Ithecal: Snake bodies
Avriel: Winged creatures
Eídisi: Blue skinned and scarred by Yvithia
Qi'ora: Stone-like skin
Venora Family: Organised a big charity gala
Mage Burning of Cylus, 718
Viden Academy: Rules and Regulations. All of them. Every. Single. One.
Skill Point Ledger

Thread or Skill NamePoints AwardedPoints SpentRunning Total
Starting Package50050
Racial Bonus: Disguise252550
Fast Track: Deception0050
Rupturing01535
Sovereign0530
Leadership01020
Tactics0200
Tactics4 [PG]40
Leadership4 [PG]40
Detection3 [PG]30
Uleuda Newbie15015
The Julia Child of Idalos15030
The Doran will see you now15030+15M
Where only mad men go11041+15M
Scholarly Encounter15056+15M
Rupturing010M56+5M
Tactics0155+5M
Tactics050(2:1)5+5M
Investigation050+5M
The Theory of War: Units & Equipment10010+5M
There's more to it than adding water and stirring15025+5M
A scholar of blades15M025+20M
Lowtown snow party in midtown150 40+20M
By Royal assignment15M040+35M
The Theory of war: Commanders10050+35M
The Theory of war: End of a Kingdom10060+35M
The Theory of war: On Swords10070+35M
Mountain Men10080+35M
Learning from the land and the sky9089+35M
Clarity150104+35M
End of the Warden: plan I90113+35M
What killed the cat?150128+35M
Only Memories remain150143+35M
Freezing winter snow15 M 0143+50M
In your shadow150158+50M
Welcome to Welles140172+50M
Oakleigh Ahoy!150187+50M
In the red corner... Snake-man!!!150202+50M
Alchemy 0 15 187+50M
Chemistry 0 10 177+50M
Blades (short sword) 0 10 167+50M
Dancing 0 15 152+50M
Logistics 0 25 127+50M
Mathematics 0 15 112+50M
Meditation 0 10 102+50M
Discipline 0 5 97+50M
Cartography 0 25 72+50M
Etiquette 0 15 57+50M
Investigation 0 15 42+50M
Mount (Horse) 0 10 32+50M
Research 0 15 17+50M
Linguistics 0 15 2+50M
There's plenty of fish in the sea. 15 017+50M
Pulvis Pirius15017+65M
Yvithua's fakes15032+65M
In Ilaren's name, drinks are on me15047+65M
A Royal Tragedy11058+65M
Business Management 0 15 43+65M
Leadership 0 6 37+65M
Maintaining our livelihood 15 0 52+65M
Protecting DOOR 15 0 67+65M
Elementary, my dear Saeri 15 0 82+65M
Epiphany 15 0 97+65M
Crystal Clear 15 0 112+65M
Midwinter Masks 20 0 132+65M
Meeting the Oakleigh Venoras 15 0 147+65R
[Farms] Ilaren v. Aelig! Fisticuffs for Immortals. 15R 0 147+80R
Rupturing 0 50R 147+30R
Tactics 0 75 72+30R
[Eastern Trench] By word of hand 10 0 82+30R
In the flesh 15 0 97+30R
[Soirée] Birds of a Feather 15 0 112+30R
[Eastern Trench] The teaching boat 15 0 127+30R
[Crown Jail Courtyard] The Pyre Of The King 20 0 147+30R
Full Oakleigh Alchemist 15 0 162+30R
Linguistics 0 60 102+30R
Fluent Common Sign 0 18 84+30R
Cartography 0 50 34+30R
First steps of a new trial 10 0 44+30R
First trial of school 10 0 54+30R
Second trial of school 10 0 64+30R
A light blue panther 10 0 74+30R
A light blue panther, part 2 10R 0 74+40R
The Domino 10 0 84+40R
From the beginning. Again. 10 0 94+40R
One foot in front of the other. 10 0 104+40R
What is common is rare. 10G 0 104+40R+10G
Exercising through observation. 10 0 114+40R+10G
Home, under the light of Yldria. 15 0 129+40R+10G
Linguistics 0 75 54+40R+10G
Fluent Ulehi 0 19 35+40R+10G
Loss, under the light of Yldria. 15 0 50+40R+10G
Fake human reunion. 15 0 65+40R+10G
Kid's games for Rupturers. 10R 0 65+50R+10G
Danger, under the light of Yldria. 15 0 80+50R+10G
A visit to the infirmary. 15 0 95+50R+10G
Back again 15 0 110+50R+10G
Homework as a hobby. 10 0 120+50R+10G
Reconnecting, under the light of Yldria 15 0 135+50R+10G
Observed inner peace 15 0 150+50R+10G
Fame Ledger

Sintih's Yludih Fame
Source of FameAmount of FameTotal Yludih Fame
Yludih Race+10+10
Uleuda Newbie+2+12
Danger, under the light of Yldria+5+17
A visit to the Infirmary+5+22
Back againy+7+29
Sintih's Eidisi Fame
Sintih's Human Fame
Source of FameAmount of FameTotal Human Fame
Human Race+1010
A light blue panther, part 2+515
The Domino+520
Homework as a hobby+520
Observed inner peace+525
Sintih's total fame: 110 (Excluding racial starting fame for Non-Yludih forms.)

50 renown: +1 WP
100 renown: +3 Linguistics
Devotion Ledger

Devotion to Aelig
Source of DevotionAmount of DevotionTotal Devotion
There's Plenty of fish in the sea+11
In Ilaren's name, drinks are on me+12
Protecting DOOR+13
Devotion to Ilaren
Source of DevotionAmount of DevotionTotal Devotion
In Ilaren's name, drinks are on me+11
Last edited by Sintih on Mon Jul 27, 2020 6:51 pm, edited 99 times in total. word count: 6801
User avatar
Sintih
Posts: 493
Joined: Mon Oct 10, 2016 6:14 pm
Race: Undead (Ghost)
Profession: Student
Renown: 110
Character Sheet
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Wealth Tier: Tier 5

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Sintih Rathaan

Items
  • Standard quality clothing with cloak
  • Set of toiletries: Soap, A comb or brush, razor, toothbrush, toothpaste
  • Grey Woolen Gloves
  • Leather Boots (knee)
  • a belt and buckle
Items lost due to time and the plague
Housing


Sintih currently stays in a student flat on the third floor of the Student Accommodation building. The flat comes with a shared kitchen, dining room and living room, which he shares with four other students. These rooms were pre-furnished and the living room is designed to accommodate four students studying at all times. Connected to this shared area are four private bedrooms. Sin's room faces the outside with one wall and is surrounded by other rooms from all other sides. There is no window to the outside, only a single door leading to the main area of the flat.

The bedrooms include one single bed, a chair, one table, one lockable chest, and a small furnace, as is law in Viden.
Former housing
Image
A 400 sq ft. house in midtown. Situated off the main road, just a right and a left away from it in a dead end. It's not as 'new' and shiny as the buildings on the main road but it's a decent house. It's made of stone, like most of the rest of midtown and has a window at street level. The dead end has an access hatch into the sewer system that runs throughout the city. While it is situated off the main road, the people living in the neighborhood are upstanding citizens and keep their little part of Andaris clean and sociable. They organize a twice arcly street dinner, usually sometime during Saun and in the first few trials of Zi'da, where the whole neighborhood sits and eats together.

It includes one bed, two chairs, one table, two knives, a set of six plates (assorted), one chest, and a fireplace.
Ledger


ItemChangeTotalTier
Grandfathered wealth +72 72 WPTier 5
Viden Academy Enrollment: Letter of Arcana - Graft -1 71 WP Tier 5
Viden Academy Enrollment: Letter of Arcana - Rupturing -0 * 71 WP Tier 5
Renown gift +1 72 WP Tier 5
* At Wealth Tier 5, Sin has access to one free Letter or Certificate level of education

Current Income: 12 WP

Coin ledger
ItemChangeTotal WP
Pet Owl -20 GN 80 GN
Owl Feed 1 cycle -1 GN 79 GN
Short Sword -14 GN 65 GN
The Julia Child of Idalos -7 GN 3 SN 5 CN 57 GN 6 SN 5 CN
Parent NPCs -20 GN 37 GN 6 SN 5 CN
There's more to it than adding water and stirring -3 GN 34 GN 6 SN 5 CN
Custom scribe kit -18 GN 2 SN 16 GN 4 SN 5 CN
Vhalar Squire wages +246 GN 262 GN 4 SN 5 CN
Lowtown snow party in Midtown -3 GN 6 SN 5 CN 258 GN 8 SN
Freezing winter snow +3 CN 258 GN 8 SN 3 CN
Saoire gift 716 -50 GN 208 GN 8 SN 3 CN
In Ilaren's name, drinks are on me -20 GN 2 SN 4 CN 188 GN 5 SN 9 CN
Zi'da Squire wages and taxes +618 GN 4 SN 5 CN 807 GN 4 CN
There's plenty of fish in the sea -59 GN 6 SN 747 GN 4 SN 4 CN
Yvithia's fakes -6 SN 3 CN 746 GN 8 SN 1 CN
Personal NPC Wages Saun 717 -50 GN 696 GN 8 SN 1 CN
Saoire Gift 717 -50 GN 646 GN 8 SN 1 CN
Ymiden income +803 GN 5 SN 6 CN 1450 GN 3 SN 7 CN
Zi'da Income +1189 GN 6 SN 9 CN 2640 GN 0 SN 6 CN
Charity Gala Donation -500 GN 2140 GN 0 SN 6 CN
[Oakleigh]The road to truth -10 GN 2130 GN 0 SN 6 CN
Last edited by Sintih on Sun Jun 14, 2020 12:01 pm, edited 36 times in total. word count: 771
User avatar
Sintih
Posts: 493
Joined: Mon Oct 10, 2016 6:14 pm
Race: Undead (Ghost)
Profession: Student
Renown: 110
Character Sheet
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Wealth Tier: Tier 5

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Sintih Rathaan

Thread List

Memories

Saun, 27th, 701st Arc The Doran will see you now
Doctor Doran has a look at young Sintih at his mother's request.
Cylus, 10th, 707th Arc Uleuda newbie
On Sin's first day in Uleuda, he gets a tour from a young Yludih girl, Vluharqih.
Zi'da, 3rd, 710th Arc A scholar of blades
Forced by his mother, Sintih requests help from Doran in teaching him some swordsmanship.
Zi'da, 3rd, 710th Arc Only memories remain
Doran tries to take a peek into Sin's memories looking for Beira, while he's unconscious.
Ashan, 43rd, 711th Arc I have a question, Associate prof. Tethys
After missing two training sessions in a row, Sin goes to the university to track down Doran.
Ashan, 43rd, 711th Arc Pulvus Pirius
With the sudden knowledge that Doran is an alchemist, Sin goes to try out some new inventions.
Ymiden, 15th, 711th Arc Epiphany
Doran and Sin work on their first project together, learning more about each other along the way.

Vhalar 716

Vhalar, 23rd, 716th Arc Scholarly Encounters
After bumping into Solsarin in the library the two magicians talk magic.
Vhalar, 62nd, 716th Arc The Julia Child of Idalos
Sintih meets Faith and learns a thing or two about cooking.
Vhalar, 70th, 716th Arc There's more it than adding water and stirring
Sintih attends Faith cooking class.
Vhalar, 96th, 716th Arc A Royal Tragedy & By Royal Assignment
Sintih, Aeon and Yanahalqih regret their career choices as they guard the back entrance to the theater while the King is present.
Vhalar, 109th, 716th Arc Where only mad men go
Under Warden Malcolm, Sintih experiences his first campaign. Rise to fame: start!
Vhalar, 110th-114th, 716th Arc
Traveling to the burning mountains.
Vhalar, 115th, 716th Arc Mountain Men
Under Warden Malcolm's leadership, Sin and company have arrived at the burning mountains, finding none of their foes.

Zi'da 716

Sometime during Zi'da, 716th Arc Holiday Event: Sintih
Out of nowhere, Saoire, the immortal of gifts and holidays, shows up to deliver gifts.
Zi'da, 1st, 716th Arc Lowtown Snow party in Midtown
Sintih invites Faith to attend an annual street event to celebrate the beginning of the end of the year.
Zi'da, 5th, 716th Arc New Job
Sintih visits the shop Dio works at to look for a present and some jewelry for himself.
Zi'da, 8th, 716th Arc There's plenty of fish in the sea
Sin is invited by Heran to attend a party and meets Rey'na and Iden there.
Zi'da, 10th, 716th Arc Yvithia's fakes
Finally able to keep his word, Sintih invites Saeri LaChasse out for a drink between fellow squires.
Zi'da, 16th, 716th Arc Welcome to Welles
Sintih follows Malcolm's campaign to Welles, where he gets in trouble while sparring.
Zi'da, 16th, 716th Arc What killed the cat?
After Sintih's sparring problem, he's pulled aside by Captain Burhan, who tries to understand the young Eidisi's actions.
Zi'da, 16th, 716th Arc Clarity
Faith tries to help Sintih out but he wants none of it and things get out of hand and escalate quickly.
Zi'da, 16th, 716th Arc Back again
After a difficult trial, Sin wakes up in Uleuda and is assigned a patrol mission together with Yana.
Zi'da, 17th, 716th Arc
Travel from Welles towards Oakleigh.
Zi'da, 18th, 716th Arc Learning from the land and the sky
Still getting used to his new environment, Sintih requests a detour while they're traveling.
Zi'da, 19th, 716th Arc End of the Warden: Plan I
Sintih takes his mind off of cleaning equipment by designing a plan to crush his own camp.
Zi'da, 21st, 716th Arc Early morning Oakleigh ahoy!
Sintih is visited by the Ithecal who helped him out before and the two bond over Silly human jokes.
Zi'da, 21st, 716th Arc Morning In the red corner... Snake-man!!!
Challenged by a pair of eager squires, Atashi and Sintih continue bonding over their victory.
Zi'da, 21st, 716th Arc Evening In your Shadow
Sintih is called in by Elyna who surprises him with an audience with the warden to discuss his future.
Zi'da, 22nd, 716th Arc
Travel from Oakleigh deeper into the Eastern Settlements.
Zi'da, 23rd, 716th Arc Freezing winter snow
Stuck back at camp while all the fun is happening at the raid, Sin and Faith deal with a minor issue in a bad way.
Zi'da, 87th, 716th Arc In Ilaren's name, Drinks are on me!
After a long campaign in the Eastern Settlements, Sintih runs into a bunch of people during a night of revelry in Ilaren's name.
Zi'da, 88th, 716th Arc Ilaren v. Aelig! Fisticuffs for Immortals
The day after, during practice, bear form Fridgar plays with Sintih in the snow, trying to appease his immortal.

Cylus 717

Cylus, 4th, 717th Arc Elementary, my dear Saeri.
Sintih is assigned an investigation together with Saeri and the two manage to talk some things over before they get to work.
Cylus, 13th, 717th Arc Midwinter Masks
Sintih takes Yana to the masked ball as a second first date. Things don't turn out as Sin had planned but he meets some unexpected people.

Ashan 717

Ashan, 13th, 717th Arc For Science
After a few quiet trials, Saeri and Sintih are invited to help work on a bigger, more secret, project in Viden.

Ymiden 717

Ymiden, 39th, 717th Arc Maintaining our livelihood
Saeri and Sintih practice in between research hours to keep their squire skills up to date.
Ymiden, 39th, 717th Arc Crystal clear
Sin and Saeri share an intimate Yludih moment from which Sin panics away. The both of them learn the other is a Yludih.
Ymiden, 39th, 717th Arc In the Flesh
Saeri and Sintih meet in Uleuda for the first time, feeling quite vulnerable, the both of them.
Ymiden, 66th, 717th Arc Foreign Affairs
On their day off, Saeri and Sintih get drawn into an assassination on a visiting dignitary in Viden.
Ymiden, 77th, 717th Arc Protecting DOOR
Sintih arrives at the Oakleigh estate and meets with the new Duke of Oakleigh, Tristan Venora, and his charming sister.
Ymiden, 78th, 717th Arc Meeting the Oakleigh Venoras
Sintih and company arrive at the Oakleigh estate and get introduced to the people they will be protecting.

Saun 717

Saun, 3rd, 717th Arc The Call
While settling in on his new job, Sintih receives a call from an unknown person.
Saun, 7th, 717th Arc [Oakleigh] The road to truth
When Hart runs off high chasing a flying ship in the sky, Sin chases after him to keep him safe.

Zi'da 717

Zi'da, 49th, 717th Arc [Exposition] Bellesoir Charity Soirée
Zi'da, 49th, 717th Arc [Soirée] Birds of a Feather
While protecting the duke of Oakleigh, Sintih tries to draw as little attention to himself as possible.
Zi'da, 54th, 717th Arc [Eastern Trench]The teaching boat
With the big event over, Tristan and Sintih sit and talk while the duke feels horrible about being on a boat.
Zi'da, 54th, 717th Arc [Eastern Trench]By word of hand
Sintih asks Thetfretr to teach him some common sign to pass the time in the middle of the night.

Cylus 718

Cylus, 5th, 718th Arc [Crown Jail Courtyard] The Pyre Of The King
Sintih accompanies Tristan to the mage burning and, as before, things get out of hand quick.

Ymiden 720

Ymiden, 1st, 720th Arc Signing up for a Hot cycle of studying
Ymiden, 4th, 720th Arc First steps of a new trial
A look at Sintih's current state and what a trial in the life of Sintih might look like.
Ymiden, 7th, 720th Arc First trial of school
Sintih attends his first class on Rupturing and is disappointed.
Ymiden, 8th, 720th Arc Second trial of school
Sintih attends his first class on Graft and is somewhat disappointed.
Ymiden, 15th, 720th Arc What is common is rare.
Sintih does some maintenance on himself while remembering a lesson from his mother.
Ymiden, 79th, 720th Arc A light blue panther
Sintih's quiet time is rudely interrupted and things turn mature real quick.
Ymiden, 79th, 720th Arc A light blue panther, part 2
Unable to sleep, Sintih is plagued by memories and emotions which result in a big social blunder.
Ymiden, 81st, 720th Arc The Domino
All actions have consequences, especially ones that involve throwing panthers out of your room.
Ymiden, 81st, 720th Arc Home, under the light of Yldria.
Without his input, Sintih is sent to Uleuda, where he runs into the one person he didn't want to see there.
Ymiden, 81st, 720th Arc Danger, under the light of Yldria.
Having left Yana to deal with the Nulliem, he finds himself unable to let it go and is guided back to her to help.
Ymiden, 81st, 720th Arc Loss, under the light of Yldria.
After their run in with a Nulliem, Yana and Sintih talk but Sintih can't accept reality and the two argue.

Saun 720

Saun, 2nd, 720th Arc From the beginning. Again.
After a run in with a fist the previous season, Sintih is brought in for some basic physiotherapy to help him recover.
Saun, 2nd, 720th Arc One foot in front of the other.
Sintih goes through his first session of physio, remembering all the parts he hates about it.
Saun, 4th, 720th Arc Fake human reunion.
After an exhausting Physio session, Sintih wheels into a familiar face, one that couldn't possibly be there.
Saun, 4th, 720th Arc A visit to the infirmary
After classes, Doran visits Sintih in the Infirmary and the two continue their conversation, leading to some surprising revelations.
Saun, 12th,720th Arc Exercising through observation.
Sintih spends some time observing others in the fitness before going through his own physio.
word count: 1648
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