Rakvald

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Rakvald Tentacle
Approved Character
Posts: 715
Joined: Fri Aug 24, 2018 11:17 pm
Race: Mer
Profession: Master Mage
Renown: 1815
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Character Wiki
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Wealth Tier: Tier 10

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Rakvald

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Rakvald


Name: Rakvald
Race: Merthorro (Becomer Mage with no Self-totem. Most often assumes the gestalt of mer and lotharro)
Date of Birth: Zi'da 54th 690
Languages Spoken:

Fluent = Vahanic (SP), Common (B: SP; F: Competent Linguistics)
Broken = Xanthean (Novice Linguistics), Common Sign (Novice Linguistics).



Appearance


His appearance depends largely upon the totem he is transformed into:


Rakvald's Becoming Totems:


Totem Families/Categories:
  • All Families (Master Becomer)
Totem Permanent Echoes: Special Knowledge (Echoes/Traits/Abilities):
Echoes
  • Echo (Permanent): Mer gills: can breathe both fresh air as well as water.
  • Echo: Rakvald's Voice (Mer x Lotharro Totem)
  • Echo: Strength of a Lotharro doesn't quite transfer to a pygmy marmoset's muscles.
  • Echo: Echo of the Dubaebo's sense of smell leaves your eyesight less than adequate.
Traits and Abilities Known per Totem
  • Mer Trait: Amphibious Water-Breathing.
  • Mer Trait: Deep water pressure resistance.
  • Totem: Dubaebo Racial Abilities: Vibrating ground sense, poor eye-sight, enhanced sense of smell.
  • Totem: Ithecal (Paltharnum) Racial-Traits: Natural armor (thick skin), Natural Weapons (Sharp claws/teeth/tail), non-retractable claws,
  • Totem: Ithecal (Paltharnum) Racial Abilities: Enhanced Speed (x2 speed for x2 fatigue), Exposure Resistance (Extreme cold/heat tolerance), ability to regenerate teeth/skin/scales.

Hollow Hand

Approval: viewtopic.php?p=169782#p169782

Species: Ithecal (Paltharnum)

Totem Item: A totem in the shape of a tooth, covered in the scales of a Ithecal.

Graft Alterations: 1 flightless feathered/membraneous (left) wing. 1 Feathered Membraenous (right) wing Flight (Counts as 1 Enhancement in all as per Graft limits).

Description: His scales were pale gray, his eyes blue, and his head which resembled a cobra was nevertheless warped by strangely bat-like features. A mouth that opened four ways, for one, and long fangs. He stood at seven feet tall, and his claws were wickedly sharp on both his hands and feet. But where his left arm should’ve been, was still the tentacle mass that served as his arcane focus, the focal point for much of his craft.

Abilities:
  • Totem: Ithecal (Paltharnum) Racial-Traits: Natural armor (thick skin), Natural Weapons (Sharp claws/teeth/tail), non-retractable claws,
  • Totem: Ithecal (Paltharnum) Racial Abilities: Enhanced Speed (x2 speed for x2 fatigue), Exposure Resistance (Extreme cold/heat tolerance), ability to regenerate teeth/skin/scales.
Ash Flaw

Approval: viewtopic.php?f=263&t=27803

Species: Ithecal (Paltharnum)

Totem Item: A totem in the shape of a claw, covered in the scales of a Ithecal.

Graft Alterations: None

Description: His scales were pale gray, his eyes blue, and his head which resembled a cobra was nevertheless warped by strangely bat-like features. A mouth that opened four ways, for one, and long fangs. He stood at seven feet tall, and his claws were wickedly sharp on both his hands and feet. But where his left arm should’ve been, was still the tentacle mass that served as his arcane focus, the focal point for much of his craft.

Abilities:
  • Totem: Ithecal (Paltharnum) Racial-Traits: Natural armor (thick skin), Natural Weapons (Sharp claws/teeth/tail), non-retractable claws,
  • Totem: Ithecal (Paltharnum) Racial Abilities: Enhanced Speed (x2 speed for x2 fatigue), Exposure Resistance (Extreme cold/heat tolerance), ability to regenerate teeth/skin/scales.
Rakvald the Boar

Approval: Pending

Species: Cadouri (Boar)

Totem Item: A small ossified marble of sovereign substances.

Graft Alterations: None Yet

Description: He stood at six feet tall and half again as wide, with thickly muscled arms and a barrel abdomen. His eyes were beady, brown and red. His snout was slightly deformed, but not too much so, due to his bat-like mutation. His pointed ears were also curved backward, with fin-like protrusions. His left arm was a mass of blackened tentacles, with no fur to it, but only a rubbery, tar-like dermis. His fur was cool, light brown. And his legs were that of an ungulate, bent backward slightly at the knees, but fully capable of supporting bipedal walking.

Abilities: Nothing special.
Pygmalion: Pygmy Marmoset Identity

Species: Pygmy Marmoset: Approved here.

Totem Item: A strip of condensed monkey hide, with the bones formed into a fully-formed skull, with blood streaks across its face.

Graft Alterations: none yet.

Description: 6" in length, weighing 3.5 ounces. It has brownish gray fur with yellow splotches. Underneath its fur is peach skin. All of Rakvald's corruptions and witch marks are evident on this form, albeit scaling to his much smaller size.

Abilities: Increased climbing and acrobatic ability, as a small creature with cilia on its hands and feet that help with gripping surfaces.
Rakvald A.K.A. Pygmalion's Monster (Lotharro x Mer Gestalt)
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Species: Lotharro x Mer Gestalt. Approved here.

Totem Item: A gray marble of ossified bone and blood containing a finger knuckle from the Lotharro.

Graft Alterations: none yet.

Description: Hairless, His skin smooth, gray, and almost scaley like a fishman. But still retaining the shape of Rakvald the Last and his bone structure. Webbed hands and feet. The fingers of his tentacle arm in that form similarly formed webbed skin that stretched from slimy digit to digit. He stands at 6'4", with a stooped back. Fin-like protrusions around his joints and wherever else there are cartilaginous structures (such as the ears, nose, etc).

Abilities: Increased endurance and durability from the Lotharro base. Borrowed traits include: Water-breathing gills, and resistance to extreme water pressure.
Pygmalion: Old man Biqaj Identity

Species: Biqaj: Approved here.

DOB: Ashan 12th 670

Totem Item: A spherical marble of bone with smears of blood and swathes of old skin stretched across it.

Grafting Alteration to Pygmalion (old man): A new pinky finger, that lacks in some feeling but is mostly usable.

Description: Long gray-white hair with a beard. 5'9" tall with greenish eyes that change color in different lighting. His build is somewhat scant, his hands are thin and fine. Often wears robes and sandals as clothing. All witchmarks and mutations are plainly visible on this form, and slightly mishapen compared to the original Rakvald.

Abilities: Changing color of eyes and good sense of direction from biqaj? Also he's a bit weaker than usual as an older man.
Jim Fino: Totem of a young human man named Jim Fino

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Species: Human: Approved here.

DOB: Ashan 12th 690

Totem Item: A spherical marble of bone with smears of blood and swathes of old skin stretched across it.

Graft Alterations: None Yet.

Description: Short-cropped black hair. 5'11" tall with blue eyes and light skin. His build is somewhat scant, his hands are thin and fine. He often wears clothing that covers every inch of flesh, down to his hands with a pair of heavy gloves.

Abilities: Fine hands good for fine tasks.
Dubaebo Totem

Species: Dubaebo: Approved here.

DOB: Ymiden 42th 711

Totem Item: A large black marble.

Graft Alterations: None Yet.

Description: wiki/index.php?title=Dubaebo
Ascended Mantis Totem

Species: Ascended Mantis: Approved here.

DOB: Ashan 42th 715

Totem Item: An egg-shaped shell containing the ichor and flesh of an ascended mantis.

Graft Alterations: None Yet.

Description: viewtopic.php?f=169&t=5606&p=33524&hili ... tis#p33524

Abilities: Very fast with a strong exo-skeleton. Their shell has been used in alchemy, imbuing items with the ability to react to force. When the shell is struck, whether by blade or hammer, the material around the strike becomes near impenetrable. The rest of the time, the shell is soft and pliable, allowing the Mantis incredible speed and flexibility. They have a limited amount of locations they can protect simultaneously, and the best strategy is to attack from multiple sides at once.
Lost/merged/dead Totems
Rakvald the Last
Species: Lotharro
Totem Item: A petrified pinky finger in a pouch of skin.

Graft Alterations: none yet

Description: The animalistic traits are somewhat pronounced in Rakvald when he's getting angry. They manifest as a set of flaring nostrils that bring to mind the nose of a pig. Hirsute, with a tough skin all along his back, arms, and neck, all of it bristles with sparse and wirying long hairs. At the end of his hands, a set of sharp claws.

In Cylus 720 he grows his hair out again again at shoulder length dark blonde locks. His face has a few scars, straight and short, that indent the clear skin of his face. His goatee is thick and full. His eyes are deep black. His skin complexion is a light olive.

The Lotharro's body appears at times as wide as it is high. He stands at about 7' tall, and about 40 inches wide at the shoulders, and 36 at the waist, and hip. Square in build, but with a strong muscle definition. His gut, however, is full and proud. He bears a barrel chest and gut proudly, usually emphasizing his most proud attribute with a shiny belt buckle or some such.

His clothes, apart from the prominent belt buckle, are practical in make. Consisting usually of a leather jacket, simple shirt, trousers, and boots. He'll often wear the trappings of his profession as a pig farmer when out and about.

Scars: Many mutations, see Mutation section under magic.

Abilities: Stronger than the average person, natively, due to his size and more durable.
Mer Totem: Craw (Merged with Rakvald the Last)

Species: Mer Category 1: Approved here.

DOB: Vhalar 42th 700

Totem Item: A large, purplish pearlescent marble

Graft Alterations: None Yet.

Description: A bulky mer with bluish-green skin. His tail tentacles are about 3 meters long and appear as that of an octopus. He has large fines growing out of his cranium which are evident even on his land form. In his land form, he stands at around 6'4" with large muscles.

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Rakvald's Grafting Catalogue:


Graft Enhancements (0/3)
  • Corrupted wings for his Ithecal (Palthurnam) totem. Counting as a single alteration for purposes of Graft limits. (Undone here.)
Kodi the Hand

A disembodied Kudi'Eltu Hand.

Grafted Enhancements: Superior Sight Corrupted traits for Kodi: Duplicated Fine Cilia on the hands (Corruption Enhancement). Enhanced agility from hollowed out bones (Enhancement 3/3)
Traits: Immunity to Poison/Disease.
Acquired: The Perfect Plan
Prominent Mutations (Present on all forms):
  • Thick, hairy hide grows on his back, forming discolored patterns in the rough shape of an eye.
  • Red Swine Eye: A non-seeing, large red pig's eye has grown on Rakvald's left arm.
  • Talky Hand Puppet : A small mouth grows on the back of Rakvald's thumb, which sometimes mutters his surface thoughts for him.
  • Bat Boy: Rakvald's face have taken on the nose the fangs, and the furrowed forehead and brows of a bat-like creature. He also has sunken skin around his eyes. (After Cylus 13th 720)
  • Sinister Grasp: His left arm has turned into a black mass of tentacles in the shape of an arm (After Ashan 65th 720).
  • Altered Sage: This manifests first as a purely cosmetic change in all his forms, making them appear as an elderly version of that totem without the frailty and weakness of age. Humanoid totems will find their hair graying, crows' feet setting into the corners of their eyes. Animals of various sorts will grow past the point of full maturity. In all forms, he radiates a sense of the eminence of age.
  • Cephalopod: Rakvald grows a set of tentacles going from the bottom of his nasal crease, to all over and around his mouth, concealing his mouth. This change to his face carries over in some fashion to each totem he possesses.
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Last edited by Rakvald Tentacle on Fri May 20, 2022 5:49 pm, edited 107 times in total. word count: 1963
User avatar
Rakvald Tentacle
Approved Character
Posts: 715
Joined: Fri Aug 24, 2018 11:17 pm
Race: Mer
Profession: Master Mage
Renown: 1815
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Point Bank Thread
Storybook
Wealth Tier: Tier 10

Milestones

Miscellaneous

Events

Re: Rakvald

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Personality


Virtues


Brave
Gregarious
Confident
Honest
Generous
Vices
Lusty
Flirty
Doesn't always think with his head.
Loud-mouthed
Indiscrete
Tactless

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Last edited by Rakvald Tentacle on Fri May 20, 2022 2:42 pm, edited 27 times in total. word count: 21
User avatar
Rakvald Tentacle
Approved Character
Posts: 715
Joined: Fri Aug 24, 2018 11:17 pm
Race: Mer
Profession: Master Mage
Renown: 1815
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Point Bank Thread
Storybook
Wealth Tier: Tier 10

Milestones

Miscellaneous

Events

Re: Rakvald

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Pre-Play History

Rakvald was one of the reborn. He sprang from the flesh of his former incarnation, and assumed his former path from the day he was born. His former apprentice (From the previous life), a human man named Tobol Ashual, raised him as his own when his beloved master died. He taught him the trade of breeding pig and boar, just as Rakvald had done for him. When the old man finally succumbed to old age, Rakvald threw a grand celebration with his neighbors, to honor the passing of his former apprentice and teacher. Always a cheerful man, Rakvald wasn't too saddened by the old man's passing, but saw it as a triumph, that he had survived to a ripe old age. They should all be so lucky.

The secret to training good war boar/pigs was to give them a taste of mortal flesh. As such, one of the secrets that Tobol had imparted to him was just that. On his deathbed, Tobol gave his consent to be fed to the pigs, seeing it as possibly the best burial he could hope for in Quacia. Rakvald wasn't even taken aback, but was honored that he should lend what remained of his once great but fading vitality to his flock. So began a cottage industry of funeral by pig, where Rakvald would take a pittance in exchange for the disposal of dead bodies. Most often the bodies given over were from family members who did not wish to see their loved one raised as a necromantic thrall. Othertimes it was a condemned prisoner that had no past or future or some other unfortunate who wouldn't be missed.

So Rakvald continued the operation he had for generations of himself, while providing an in-demand service to the people of Quacia. At times, when putting down an animal that either has grown to full or is useless for it's intended purpose, he will harvest it's meat for butchery and leather for tanning. He never feeds his pigs the flesh of their own. Not for a sense of propriety, but rather to prevent them from going berserk with hunger in each other's company.

He's recently discovered that he harbors a spark of magic within him. When searching through his old master's journals, he found evidence that while apprenticed to his previous incarnation, his master had taught him certain magics. Now, energized by the discovery, he seeks to find out more. So far he's only scratched the surface of his magical talent, seeking to awaken memories to find out just how great a mage he'd been in his former incarnation.

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Last edited by Rakvald Tentacle on Fri May 20, 2022 2:43 pm, edited 15 times in total. word count: 449
User avatar
Rakvald Tentacle
Approved Character
Posts: 715
Joined: Fri Aug 24, 2018 11:17 pm
Race: Mer
Profession: Master Mage
Renown: 1815
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Point Bank Thread
Storybook
Wealth Tier: Tier 10

Milestones

Miscellaneous

Events

Re: Rakvald

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Skills and Knowledge

Skills
Skill Total Points Proficiency
Alchemy(1/250)Untrained
Animal Husbandry (26/250)Competent
Animal Training(80/100)Master
Athletics(26/250)Competent
Becoming(151/250)Master
Business Management(31/250)Competent
Combat: Axes and Bludgeons (1-Handed)(30/250)Competent
Combat: Blades(1-handed) (25/250)Novice
Combat: Polearm(13/250)Novice
Combat: Unarmed(76/250)Expert
Detection(26/250)Competent
Discipline(76/250)Expert
Dreamwalking(73/250)Competent
Endurance(76/250)Expert
FIeldcraft(0/250)Novice
Gardening(31/250)Competent
Graft(230/250)Master
Hone(16/250)Novice
Hunting(76/250)Expert
Intimidation(26/250)Competent
Linguistics(26/250)Competent
Logistics(6/250)Novice
Medicine(76/250)Expert
Meditation(26/250)Competent
Sculpting(6/250)Novice
Smithing(15/250)Novice
Socialization(6/250)Novice
Strength(80/250)Expert
Swimming(80/250)Expert
Torture(1/250)Novice
Transmutation(25/250)Novice
Woodworking(10/250)Novice
Butchery(16/250)Novice
Medicine(16/250)Novice
Poisons(1/250)Untrained




Knowledges

Athletics (Was Acrobatics)
  1. Athletics: Taking a dive from the flutterbus.
  2. SSD2021 Athletics: Climbing: Trying to get up a wall.
  3. SSD2021 Athletics: Climbing: Cilia on the pygmy marmoset's hands help them climb surfaces with ease.
  4. SSD2021 Athletics: Climbing: Lighter animals are natural climbers
  5. SSD2021 Athletics: Climbing: Climbing down a side lattice.
  6. SSD2021 Athletics: Climbing: Exiting a building by way of the window.
  7. SSD2021 Athletics: Climbing x 3: viewtopic.php?p=163665#p163665
  8. SSD2021 Athletics: Running: Fear can speed up your run.
  9. SSD2021 Athletics: Running: Try to avoid brambles and obstacles while running.
  10. SSD2021 Athletics: Running: Running alongside a wolf.
  11. SSD2021 Athletics: Running: Running uphill.
  12. SSD2021 Athletics: Running: Free running on all fours, over rocks and under brambles takes a good deal of agility, and stumbling along the way.
  13. SSD2021 Athletics: Running: Having a tentacle foreleg can slow one's gait down.
  14. x4
  15. Athletics: Running on all fours.
Animal Training (FT)
  1. Animal Training: Training your pig to follow you
  2. Animal Training: Snapping at a pig to tell it not to bother the guest.
  3. Animal Training: Brushing your animal can help you bond with it.
  4. Animal Training - Teaching them not to bite the hand that feeds them.
  5. Animal Training: Luring an animal with food.
  6. Animal Training: Calming a feral animal
  7. Animal Training: Using techniques across species
  8. Animal Training: Anything can become feral
  9. Animal Training: Leading an animal to their doom.
  10. Animal Training: Understanding where the animal's focus is.
  11. Animal Training: Planning for what the animal will do in a given situation.
  12. Animal Training: Some rats are braver than others.
  13. Animal Training: Skittish animals can also prove quite inteligent.
  14. Animal Training: Whistling for your animal to follow.
  15. Animal Training: Letting your animal take the lead.
  16. Animal Training: Taming an animal with a magic touch.
  17. Animal Training: Giving advice to a talking wolf.
  18. Animal Training: Yarofko: A large porcine creature that can be trained as a draft animal or mount.
  19. Animal Training: Pigs will eat just about anything.
  20. Animal Training: Enticing a creature with food.
  21. Animal Training: Making physical contact can build trust.
  22. Animal Training: Thwarthog: A very intelligent breed of pig.
  23. Animal Training: Trick: Lean into an aggressor, to diffuse a situation.
  24. Animal Training: Forcing an animal to face its fears.
  25. Animal Training: 3x
  26. Animal Training: 6x
  27. Animal Training: x 3
  28. x8
  29. Animal Training: Wrestling with a shadowhound to show it who's boss!
  30. Animal Training: Learning the hard way that you're not the boss of the shadowhound.
  31. Animal Training: Failing to assert dominance with a predator won't win them over.
Animal Husbandry (RB)
  1. Animal Husbandry: Fed the flesh of men, to improve their aggressive traits.
  2. Animal Husbandry: Regular feedings breed loyalty in your beasts.
  3. Animal Husbandry: Knowing when your animal is close to birthing it's young.
  4. Animal Husbandry: Separating animals in enclosures.
  5. Animal Husbandry: Keeping the boar from the sow while she's farrowing.
  6. Animal Husbandry: Counting piglets and determining their characteristics.
  7. Animal Husbandry: Preparing an animal for slaughter.
  8. Animal Handling: Taking care of your pig.
  9. Animal Husbandry: Arranging a mate for your boar.
  10. Animal Husbandry: tending a herd of sheepigs.
  11. Animal Husbandry: Sheepigs: A breed of pig that doesn't exist outside of dreams... yet.
  12. Animal Husbandry: 2x
  13. Animal Husbandry: Shoeing a horse.
  14. Animal Husbandry: Taking care of a horse's hooves is central to its health and well-being.
  15. Animal Husbandry: The wing structure of a Sohr Khal
  16. Animal Husbandry: Proper care of and construction of wings.
  17. Animal Husbandry: Feathers and membraneous wings make for more capable flight.
  18. Animal Husbandry: Giving a wide berth to a large and potentially aggressive beast can set it at ease, while observing it.
  19. Animal Husbandry: Don't need to touch an animal necessarily to understand it's underlying structure.
Appraisal
  1. Appraisal: Ascertaining the quality of a weapon.
Becoming
  1. Becoming: A shapeshifter's art.
  2. Becoming: Can become a pig even.
  3. Becoming: Can become other people.
  4. Becoming: Echo: Strength of a Lotharro doesn't quite transfer to a pygmy marmoset's muscles.
  5. Becoming: Echo: Urgency prompts self-discovery. Rakvald learns to use his own voice in totem form.
  6. Becoming: Initiation: Must remember and bear in mind who and what you are.
  7. Becoming: Some Becomers turn into terrible monsters.
  8. Becoming: Three Sovereign substances: Blood, Bone, Skin.
  9. Becoming: Totem: Dubaebo: A shiny black marble made of the three sovereign substances.
  10. Becoming: Totem: Jimmy Fino a human man of pretty features and below average endowment.
  11. Becoming: Totem: Old Man Pygmalion: a large marble of bone, blood, and dried skin.
  12. Becoming: Totem: Pinky Finger Self-totem.
  13. Becoming: Totem: Pygmy Marmoset
  14. Becoming: Using graft to form a totem.
  15. Becoming: Unleashing: The Dubaebo wishes to be unleashed.
  16. Becoming: Echo: Using the voice of his Biqaj form in Dubaebo form.
  17. Becoming: Unleashing: Cannot blend special properties into an unleashed form.
  18. Becoming: Echo: Using Rakvald's voice in Dubaebo form.
  19. Becoming: Unleashing: From Dubaebo to Rakvald.
  20. Becoming: Unleashing: Can be used once every few days before overstepping, at least.
  21. Becoming: Totem: A Category 1 Mer man.
  22. Becoming: Raw Calamari 1/1
  23. Becoming: Assimilation: Taking in one totem after another.
  24. Becoming: Assimliation: An easier way to keep your totems on hand.
  25. Becoming: Transformation: Turning into an older man, from a younger healthy mer is a switch.
  26. Becoming: Gestalt Totem: Mer and Lotharro: Has the base form of his Lotharro, with gills that allow breathing underwater, and resistance to extreme depths of water.
  27. Becoming: Borrowing: Forming a gestalt totem
  28. Becoming: Chrysalis: Can heal wounds as you transform into another form.
  29. Becoming: Echo: Echo of the Dubaebo's scent leaves your eyesight less than adequate.
  30. Becoming: Mer Trait: Amphibious Water-Breathing.
  31. Becoming: Mer Trait: Deep water pressure resistance.
  32. Becoming: Totem: Cadouri (Boar)
  33. Becoming: Transformation
  34. Becoming: Lotharro x Mer Gestalt's gravelly and deep voice. (Temporary Echo)
  35. Becoming: Feed: Can be used to drain the life force of other creatures for more ether.
  36. Becoming: Transforming from a Dubaebo into a Mer/Lotharro Gestalt.
  37. Becoming: Totem: Ithecal (Paltharnum): A totem in the shape of a tooth, covered in the scales of a Ithecal.
  38. Becoming: Assimilate: Ithecal (Paltharnum) totem is assimilated into Rakvald.
  39. Becoming: Echo: Dubaebo's vibrating ground sense (Temporary Echo).
  40. Becoming: Transforming: Transforming into a larger creature can take a bit longer than usual.
  41. Becoming: Echo (Permanent): Mer gills: can breathe both fresh air as well as water.
  42. Becoming: Feed: Smaller animals can be fed upon, even cockroaches.
  43. Becoming: Feed: The lifeforce from smaller animals is not as satisfying as those more substantial.
  44. Becoming: Totem: Paltharnum Ithecal, the unaltered form of Ash-Flaw
  45. Becoming: Permanent Echo: Extreme Hot/Very Cold Temperature/Climate tolerance (Paltharnum Ithecal)
  46. Becoming: Assimilate: Embersteel Ax-cane
  47. Becoming: Assimilate: Bespoke Embersteel Girdle
  48. Becoming: Assimilate: Swine King's Buckle
  49. Becoming: Assimilate: Bespoke Sleeveless leather robe.
  50. Becoming: Transformation: From a recently decorrupted totem of an ithecal to a gestalt of Mer and Lotharro.
  51. Becoming: Assimilation: Assimilating a suit of tier 8 cobalt plate armor (good quality)
  52. Becoming: Assimilation: Assimilating a embersteel warhammer (good quality)
  53. Becoming: Totem: Ascended Mantis.
  54. Becoming: Family: Insectoid are creatures with large ranges of size, having an exoskeleton typically.
  55. Becoming: Dedicating a totem while the creature its made from sleeps beneath you.
Dual Wield
  1. Dual Wield Kopis x Kukri: Two blades are better than one. (Blade x Blade)
Blades
  1. Blades (Kopis): Downward strike is ideal for a heavy blade.
  2. Blades: Kukri: Figure eight movements as defence.
  3. Blades: Kukri: Slicing skin
  4. Combat: Blades: Cutting a kudi'eltu's arm off is easier when slicing into the joint.
  5. Combat: Blades: Quick draw and then chop in one motion can grant you the initiative in a fight.
Bookbinding
  1. Bookbinding: Basic tools: glue, thread, and needle.
Business Management
  1. Business Management: Finding multiple uses for the same business (AG)
  2. Business Management: Scoping out a competitor
  3. Business Management: Arranging an exchange of resources.
  4. Business Management: Starting an agricultural war with a competitor.
  5. Business Management: Finding a client.
  6. Business Management: Arranging a partnership of services and production to a greater organization.
  7. Business Management: Avoiding membership in an oppressive guild.
  8. Business Management: Being hit with a fraudulent business deal.
  9. Business Management: Foreclosing on a farm.
  10. Business Management: Losing ownership of one's business can lead to other opportunities.
  11. Business Management: Switching ownership to another.
  12. Business Management: Being drummed out of business and out of town.
  13. The Sock Drawer
Butchery (Moved to Hunting)
  1. *SSD2021Hunting: Butchering: All the cuts of a full grown hog (AG)
  2. *SSD2021Hunting: Butchering: Taking a pig's head clean off from the neck.
  3. *SSD2021Hunting: Butchering: Cutting into a pig's head usually kills it immediately.
Caregiving
  1. Caregiving: Making sure all your animals are comfortable.
  2. Caregiving: Keeping the animal happy at the end of its life.
  3. Caretaking: Wrapping a fallen creature in a cloak
  4. Caretaking: Patting a person that's injured either mentally or physically.
  5. Caregiving: Letting a baby spend time with its mother.
Axes & Bludgeons
  1. Axes & Bludgeons: War Pick: Braining them so they don't know they're dead.
  2. Axes & Bludgeons: Dreams of a Better Life (1/5)
  3. Axes & Bludgeons: Dreams of a Better Life (2/5)
  4. Axes & Bludgeons: Dreams of a Better Life (3/5)
  5. Axes & Bludgeons: Dreams of a Better Life (4/5)
  6. Axes & Bludgeons: Dreams of a Better Life (5/5)
  7. Combat (Axes & Bludgeons): x 2
  8. Combat: Axes and Bludgeons x 1
  9. Thrown Combat Update: Axes & Bludgeons: Thrown (Furniture): Throwing a door off its hinges.
  10. Combat: Axes & Bludgeons: Practice cutting on spare bits of branches and wood around the campsite.
  11. x1
Climbing (Moved to Athletics)
  1. Climbing: Trying to get up a wall.
  2. Climbing: Cilia on the pygmy marmoset's hands help them climb surfaces with ease.
  3. Climbing: Lighter animals are natural climbers
  4. Climbing: Climbing down a side lattice.
  5. Climbing: Exiting a building by way of the window.
  6. Climbing x 3: viewtopic.php?p=163665#p163665
Detection
  1. Detection: Seeing that there's something wrong with your drink.
  2. Detection: Telling dreams from reality.
  3. Detection: Keeping alert
  4. Detection: The scent of well cooked food.
  5. Detection: The taste of a grub in your mouth....
  6. Detection: Truffles!
  7. Detection: Noticing a dreamer in a dreamscape
  8. Detection: Noticing a nonlucid dreamer
  9. Detection: Beacon Hospitality (1/2)
  10. Detection: Beacon Hospitality (2/2)
  11. Detection: Noticing people watching as you walk past.
  12. Detection x 4: viewtopic.php?p=163855#p163855
  13. Detection x 3: viewtopic.php?f=217&t=26102
  14. Detection: Sensing a safe place in a dark cavern.
  15. x2
  16. Detection: Noticing that you're not quite alone.
Discipline
  1. Discipline: Reacting to sounds
  2. Discipline: Focusing
  3. Discipline: Recovering from a creepy fright, of having first spotted a tunawa.
  4. Discipline: Recovering from an outburst.
  5. Discipline: Keeping your meal down through sheer willpower.
  6. Discipline: Putting the Spark under control when it's easier to let loose
  7. Discipline: Showing mercy to the weaker
  8. Discipline: Enduring verbal and physical attacks with silence.
  9. Discipline: Enduring the worst mental anguish of his life.
  10. Discipline: Remembering a past trauma
  11. Discipline: Bravery in the face of the monstrous
  12. Discipline: Keeping it together while falling down an abyss.
  13. Discipline: Keeping a cool head when in a sticky situation.
  14. Discipline: Focusing on what matters.
  15. Discipline: Getting a grip on one's fear.
  16. Discipline: Experience of temptation to bash the students.
  17. Discipline: Enduring psychological assault
  18. Discipline: Venting every now and again to relieve stress.
  19. DIscipline: Dreamwalk Governing: Exert will over a dreamscape
  20. DIscipline: Act in the midst of a chaotic battle
  21. Discipline: Remain calm and sanguine as your friends are assaulted by strange nightmare creatures
  22. Discipline: Hold your ground against an impervious opponent.
  23. Discipline: Staying calm while treating your own wound.
  24. Discipline: Continuing onward, even though you don't really want to.
  25. Discipline: Maintaining forethought in the face of every scare.
  26. Discipline: Exciteable boy they all said (1/4)
  27. Discipline: Exciteable boy they all said (2/4)
  28. Discipline: Exciteable boy they all said (3/4)
  29. Discipline: Exciteable boy they all said (4/4)
  30. Discipline: Resisting the urge to argue or interrupt.
  31. Discipline: Fighting shyness, at transforming in front of others.
  32. Discipline: Resisting the urge to flay a friend, when you're trying to heal them.
  33. Discipline: Stopping yourself before you give into temptation.
Dreamwalking
Ensorcelling
  1. Ensorcelling: Refined wells can be consumed for ether.
Endurance
  1. Endurance: Getting his skin written on with a blade.
  2. Endurance: Getting pummeled in the face
  3. Endurance: Soaking up the damage from torture.
  4. Endurance: A bite on your arm hurts.
  5. Endurance: Wounds in combat
  6. Endurance: Taking a goring from a boar.
  7. Endurance: Regulating breathing while undergoing strenuous activity.
  8. Endurance: Taking a whack on the hip.
  9. Endurance: Getting thwapped on the shoulder.
  10. Endurance: Falling on his rear end with all his weight.
  11. Endurance: Wading through water up to your chest is exhausting.
  12. Endurance: Working in a garden can be strenuous.
  13. Endurance: Pushing your limits to the max.
  14. Endurance: Taking a bite on the arm.
  15. Endurance: recieving a deep wound in the forearm.
  16. Endurance: Fortuitous Meeting (1/1)
  17. Endurance: Getting his wrists cut.
  18. Endurance: The Fleshcrafter (1/1)
  19. Endurance: Blood-letting as a way of getting tough.
  20. Endurance: The Pain of transformation
  21. Endurance: Beacon Hospitality (1/2)
  22. Endurance: Beacon Hospitality (2/2)
  23. Endurance: The agony of transformation.
  24. Endurance: Becoming is a long agonizing process at Competence at the art.
  25. Endurance: Taking one for the team.
  26. Endurance: Little Rakvald can only take so much.
  27. Endurance: Recovering from a grave wound, with the aid of graft.
  28. Endurance: Holding in his own giblets, and enduring the pain while healing.
  29. Endurance: Meat Grinders (1/6)
  30. Endurance: Meat Grinders (2/6)
  31. Endurance: Meat Grinders (3/6)
  32. Endurance: Meat Grinders (4/6)
  33. Endurance: Meat Grinders (5/6)
  34. Endurance: Meat Grinders (6/6)
  35. Endurance: Raw Calamari 1/1
  36. Endurance: The pain of transforming.
  37. Endurance x 2
  38. Endurance: Taking a beating from someone bigger than you.
  39. Endurance x 3
  40. Endurance: Another transformation, and still it hurts almost as bad as it did the first few times.
  41. Endurance: Enduring a dog bite.
Etiquette
  1. Etiquette: Addressing a Lord
  2. Etiquette: Proper Greetings
  3. Etiquette: Telling your guests to watch out for stepping in shit.
  4. Etiquette: Working in a group
  5. Etiquette: It's polite to only speak when spoken to.
  6. Endurance: Enduring the pain of growing a new limb, without anesthesia of any kind.
Fieldcraft
  1. Fieldcraft: Setting a bear trap on the forest floor, and tripping it on purpose to use yourself as bait for goblins.
  2. Fieldcraft: Constructing a primitive funeral pyre.
Gardening
  1. Gardening: Identifying strange flora.
  2. Gardening: Isolating the harmful plant.
  3. Gardening: Chieja Oludibo saplings
  4. Gardening: How to transport plants
  5. Gardening: How to pack with earth
  6. Gardening: Make sure you let saplings breathe, too.
  7. Gardening: Tilling the earth with a hoe.
  8. Gardening: Spreading seeds in soil
  9. Gardening: Planting position is important.
  10. Gardening: Syanan Okan: A plant with medicinal and ritual uses.
  11. Gardening: Black Lotus: Can be very poisonous, but also be used to draw out poison from a wound or rash.
  12. Gardening: Dakir: A plant with many different parts that have radically different uses
Gambling
  1. Gambling: Suits: A full house is two of a kind combined with three of a kind. A valuable hand
Graft
  1. The rigor of energizing.
  2. Graft: The initiates meal grown from the flesh of a master.
  3. Graft: During initiation, the meal must be retched up, and festers as it changes hands from master to apprentice.
  4. Graft: Takes about five bits at novice level to manipulate one's own flesh.
  5. Graft: Sometimes unintended effects turn into witchmarks.
  6. Graft: The meal is actually the spark fracturing within the master, to plant a seed in the novice.
  7. Graft: Overstepping has a way of making you hungry.
  8. Graft: Energizing skin to heal paper cuts.
  9. Graft: Scars from Energizing can become discolored, especially upon overstepping.
  10. Graft: Pushing to heal a greater area than you're otherwise capable of can lead to heavy overstepping.
  11. Graft: Overstepping can lead to hideous scars and mutations.
  12. Graft: Adhering can be used on plants to repair their ‘skin’.
  13. Graft: Leeching can be used to transfer a fungal infection.
  14. Graft: Energizing can be used to grow new plant bark.
  15. Graft: Working with plants
  16. Graft: Plants have a slightly different energy.
  17. Graft: Trying to heal complex wounds can result in corruption if you rush it.
  18. Graft: Animal magnetism from an awakening helped to calm a savage beast.
  19. Graft: Corruption: Blood-Eye pops out of the arm.
  20. Graft: Remove a pinky finger.
  21. Graft: Leech: Transfer the capability of flesh from one piece to another.
  22. Graft: Leech: Moving the enervation of the absorbed property of flesh to where you will it to go.
  23. Graft: Brain matter cannot be affected by any but the most evolved of Grafter.
  24. Graft: Inorganic matter cannot be incorporated until you've reached the pinnacle of evolution.
  25. Graft: Energize Swift healing once the danger has passed.
  26. Graft: Energize: Knitting blood vessels shut first.
  27. Graft: Overstepping can lead to strange mutations
  28. Graft: Flaying Specialization: Warm Blood.
  29. Graft: Energizing: Healing a deep wound.
  30. Graft: Atavistic Augury: Mutation of Rakvald, that gives him goat's eyes and allows him to delve into the makeup of a creature.
  31. Graft: Adhering a foreign flesh to a human.
  32. Graft: Energizing: Healing a bite wound.
  33. Graft: Growing three sovereign substances from a Dubaebo as it sleeps.
  34. Graft: Leech: Leeching the bloodlight's thirst for blood.
  35. Graft: Leech: Blood may act as an extension of one's body if it is fresh enough.
  36. Graft: Corruption (Mutation): Primordial blood-drinker, the batboy.
  37. Graft: Energizing: Sealing the wounds to a slight trickle of blood.
  38. Graft: Regrowing a finger.
  39. Graft: Energizing Rigor: Numb some of the pain of the grafting process.
  40. Graft: Adhering Rigor: Bond the Dubaebo's spines with fingernails.
  41. Graft: Corruption Rigor: Meld the tissue of the Dubaebo's spines with that of Devin's fingernails to where they form an amalgam material that form claws on his hands.
  42. Graft: Enervations to dull the pain of transformation.
  43. Graft: Corruption (Enhance) x 2
  44. Graft: Energizing x 2
  45. Graft: Adhering x 2
  46. Graft: Rouse: It looks like necromancy, but it's actually the opposite.
  47. Graft: Rouse: Don't let the disembodied hand get a mind of its own, or it might gouge your eyes.
  48. Graft: Rouse: Enough enervations poured into a dead limb can bring it back to life again, and under the mage's control.
  49. Graft: Rouse: An eyeball can also be roused on its own.
  50. Graft: Corrupt (Duplicate): A keen eyeball, grown from Rakvald's flesh can see even better than a conventional human eye.
  51. Graft: Adhere (Enhance): Kodi, the Kudi'eltu hand, has been grafted with an eyeball to its middle knuckle. (Graft Alteration of Kudi'Eltu hand).
  52. Graft: Corruption: Duplicate: Fine cilia on the fingers of a hand, to make climbing surfaces easier.
  53. Graft: Corruption: Enhance: Hollowing out the bones for greater agility and weight loss.
  54. Graft: Corruption (Enhance): Making the hooves of a horse regrow slower, but become sturdier.
  55. Graft: Corruption: Duplication: Grafting amphibious mer gills to a Ithecal’s ribs.
  56. Graft: Corruption: Familiarity with the form of a mer can grant advantage in applying its physiology.
  57. Graft: Energizing: Growing a new limb, a wing limb.
  58. Grafting: Corruption: Forming a mental imprint of a body part.
  59. Grafting: Energizing: Forming a mirror copy of a memorized body part/organ, in order to achieve symmetry.
  60. Grafting: Corruption: Finding a way to grant flight to an otherwise flightless species.
  61. Graft: Corruption: Reversing a corruption that you yourself crafted.
Hone
  1. Hone: Rune of Strength
  2. Hone: Rune of Savoring
  3. Hone: Rune of Touch
  4. Hone: Rune of Focus
  5. Hone: A Runewright's name frames a sigil.
  6. Hone x 2
Hunting
  1. Hunting: Working through the undergrowth
  2. Hunting: 3x
  3. Hunting: Tracking by scent is hard without skill even if you have the capability.
  4. Hunting: Rodents and small birds make good quarry for the beginner hunter.
  5. Hunting: Chasing after wounded prey is easier than healthy.
  6. *SSD2021Hunting: Butchering: All the cuts of a full grown hog (AG)
  7. *SSD2021Hunting: Butchering: Taking a pig's head clean off from the neck.
  8. *SSD2021Hunting: Butchering: Cutting into a pig's head usually kills it immediately.
  9. *SSD2021Hunting: Trap-making: Have a heart traps.
  10. *SSD2021Hunting: Trap-making: Traps are best baited with food.
  11. Hunting: Tracking an aquatic predator through its displacement of the water.
  12. Hunting: Noting the sound of a large aquatic animal breaching.
  13. x10
  14. Hunting: Tracking an ascended mantis that has turned into a man-eater.
Intelligence
  1. Intelligence: Cirrina: Sexy fortune teller that has a secret.
  2. Intelligence: Fortune tellers have ways of prying information out of people.
  3. Intelligence: Contact: Zarik, a shapeshifting biqaj
  4. Intelligence: Keeping in the know about important personages, such as Lord Karnos Vuda.
Intimidation
  1. Intimidation: The Fields of Flatulence (1/3)
  2. Intimidation: The Fields of Flatulence (2/3)
  3. Intimidation: The Fields of Flatulence (3/3)
  4. Intimidation: Getting pushed around teaches you a thing or two.
  5. Intimidation: Threats of jail.
  6. Intimidation: Threats of exposure.
  7. Intimidation: Glower real hard to make them scared.
  8. Intimidation: x 2 viewtopic.php?p=169782#p169782
  9. Intimidation x 3: viewtopic.php?f=217&t=26102
  10. Intimidation: Tell your disciple how to address you.
  11. Intimidation: Bringing your disciple into certain danger.
  12. Intimidation: x 2 viewtopic.php?f=217&t=25079&start=10
  13. Intimidation x2 viewtopic.php?p=171611&sid=ab89f2320ec4 ... 15#p171611
  14. Intimidation: Snarling to posture as a fearsome opponent.
Investigation
  1. Investigation: Guessing that there's more to somebody than meets the eye.
Linguistics
  1. Linguistics: Common: Speaking casually in a different language.
  2. Linguistics: Common: Learning by osmosis.
  3. Linguistics x 4
  4. Linguistics x 5
  5. Linguistics: Xanthean: Sarkarero means "City Thing" in the Xanthean tongue. (Derogatory)
Logistics
  1. Logistics: Waste Nothing, including corpses (AG)
  2. Logistics: Taking a loss.
  3. Logistics: Planning a kidnapping.
  4. Logistics x 5
  5. Logistics: Keeping a workshop neat and tidy while a Master works in it requires a certain process to be observed.
  6. The Sock Drawer
Medicine
  1. Medicine: Wounds need to be cleaned
  2. Medicine: Keep crap from getting into a cut
  3. Medicine: Racial issues in medicine.
  4. Medicine: Triage is the art of prioritization.
  5. Medicine: Clean a wound before treating it.
  6. Medicine: Even poisonous plants have medicinal uses.
  7. Medicine: Adhesive glue will seal minor scratches and cuts.
  8. Medicine: Prioritizing stopping bleeding.
  9. Medicine: Closing wounds quickly can prevent infection.
  10. Medicine: Learning more about the keratin and dermal structure.
  11. Medicine x 2
  12. SSD2021 Medicine: Poisoning: Sleeping poison in food to capture an animal.
  13. SSD2021 Medicine: Poison: A knife that delivers poisonous fluid by injection.
  14. SSD2021 Medicine: Poison: Curare: A paralytic poison.
  15. SSD2021 Medicine: Surgery: Healing a wound with graft instead of needlework.
  16. SSD2021 Medicine: Surgery: Complex wounds require complex treatment.
  17. SSD2021 Medicine: Surgery: Alcohol should wash out corruption before closing a wound.
  18. SSD2021 Medicine: Surgery: Shutting a wound seals it off from disease.
  19. SSD2021 Medicine: Surgery: Fleshy book operation.
  20. SSD2021 Medicine: Surgery: The book bone connects to the... page bones?
  21. SSD2021 Medicine: Surgery: The page bone connects to the... cover bones?
  22. SSD2021 Medicine: Surgery: Blood Vessel: The Carotid Artery is in the neck.
  23. SSD2021 Medicine: Surgery: Blood Vessel: The Ulner Artery is in the forearm.
  24. SSD2021 Medicine: Surgery: Blood Vessel: The Radial Artery is in the forearm.
  25. SSD2021 Medicine: Surgery: Blood Vessel: The Brachial Artery carries blood to and from the Ulner and Radial artery.
  26. SSD2021 Medicine: Surgery: Putting pressure on a blood vessel can staunch the flow of blood.
  27. SSD2021 Medicine: Surgery: Graft works to close wounds.
  28. SSD2021 Medicine: Surgery: Muscles and Bones of the humanoid arm.
  29. SSD2021 Medicine: Surgery: The Thoracic cage: Sternum and ribs of a humanoid
  30. SSD2021 Medicine: Surgery: The shoulder is one of the largest and most complex joints in the humanoid body.
  31. SSD2021 Medicine: Surgery: Cut off a toe at the joint.
  32. SSD2021 Medicine: Surgery: The little toe is vulnerable to shears.
  33. SSD2021 Medicine: Surgery: The Fleshcrafter (1/4)
  34. SSD2021 Medicine: Surgery: The Fleshcrafter (2/4)
  35. SSD2021 Medicine: Surgery: The Fleshcrafter (3/4)
  36. SSD2021 Medicine: Surgery: The Fleshcrafter (4/4)
  37. SSD2021 Medicine: Surgery: Arteries of the neck and wrists.
  38. Medicine: Nerves can be quite raw when they're newly formed, and not medicated for anesthesia.
  39. Medicine: Pain is an essential vital sense, in order to aid in diagnosis and other matters.
Meditation
  1. Meditation: Calming the heck down.
  2. Meditation: Concentrating really hard on the grafting process.
  3. Meditation: Remaining calm through the spell-casting process.
  4. Meditation: Sitting still for half a break or so.
  5. Meditation: Realizing who you truly are.
  6. Meditation: Calming one's anger in the face of your nemesis.
  7. Meditation: Calming your passions and thinking clearly.
  8. Meditation: Remembering a friend's advice.
  9. Meditation: Remembering your promise, and finding your resolve through that mantra.
  10. Meditation: Listen calmly while you're burning up inside.
  11. Meditation: Calming influence of a woman, even one as evil as Ildred.
  12. Meditation: Exciteable boy they all said (1/5)
  13. Meditation: Exciteable boy they all said (2/5)
  14. Meditation: Exciteable boy they all said (3/5)
  15. Meditation: Exciteable boy they all said (4/5)
  16. Meditation: Exciteable boy they all said (5/5)
  17. Meditation: Raw Calamari 1/1
  18. Meditation: Raw Calamari 1/1
  19. Meditation x 2
  20. Meditation x 2
  21. Meditation: Concentrating as you fill flesh with ether gets harder as your retinue of roused flesh grows.
  22. Meditation: x 4 viewtopic.php?f=217&t=25079&start=10
Needlework
  1. Needlework: Sewing together a bit of flesh and hide to close wounds.
Negotiation (Moved to Socialization)
  1. Negotiation: Getting a service for free.
  2. Negotiation: Being hired for a hit job.
  3. Negotiation: Arranging for a property purchase.
  4. Negotiation: Making up the difference by offering free services.
Persuasion (Transferred to Socialization)
Poisons (Moved to Medicine)
  1. Poisoning: Sleeping poison in food to capture an animal.
  2. Poison: A knife that delivers poisonous fluid by injection.
  3. Poison: Curare: A paralytic poison.
Polearms
  1. Polearm (Crook Staff): Fending off a wild beast.
  2. Polearm (Crook Staff): Using it as a tool and a weapon.
  3. Polearm (Crook Staff): can catch animals with the crook.
  4. Polearm (Crook Staff): Polearms have great reach.
  5. Polearm (Crook Staff): Can be swung as well as thrust.
  6. Polearm (Crook Staff): Could be used to trip up an opponent.
  7. Staff: Proper stance is balanced, straight in the back and ready to strike back.
Psychology
  1. Psychology: Fear is all Flesh knows.
Resistance
  1. Resistance: Drinking blood is bad for ya'll.
  2. Resistance: Injesting an entire bowl of Pray.
  3. Resistance: Drowning your sorrows in some mead can lighten your head quite a bit.
  4. Resistance x3 viewtopic.php?p=171611&sid=ab89f2320ec4 ... 15#p171611
  5. x2
Rhetoric
  1. Rhetoric: Rhyme
  2. Rhetoric: Bard Battles
Running (Transferred to Athletics)
  1. Running: Fear can speed up your run.
  2. Running: Try to avoid brambles and obstacles while running.
  3. Running: Running alongside a wolf.
  4. Running: Running uphill.
  5. Running: Free running on all fours, over rocks and under brambles takes a good deal of agility, and stumbling along the way.
  6. Running: Having a tentacle foreleg can slow one's gait down.
Science
  1. Science (Chemistry): Forming an amalgam metal paste from quicksilver and bronze.
Seduction
  1. Seduction: Waggle eyebrows suggestively.
  2. Seduction: Chicks dig mutations.
  3. Seduction: Flex your mutations for greater effect.
Shield
  1. Shield: Can be used as a tripping hazard
Smithing
  1. Smithing: Fire-gilding a knife hilt.
  2. Smithing: A tidy forge is a well-run forge.
  3. Smithing: Wire brushes to apply an amalgam paste for fire-gilding.
  4. Smithing: Preparing a harness for holding a metal plate armor.
  5. Smithing: Casting metal.
  6. Smithing: Heat treating a metal for hardness.
Socialization
  1. Socialization: Gifts to soften the other's disposition.
  2. Socialisation: Introducing yourself in a group
  3. Socialization: Introducing yourself to a stranger.
  4. Socialization - Social Contact: Joran: A tree man
  5. Socialization - Social Contact: Joran: Gave his sap by way of introduction
  6. Socialization: Contact: Zarik, drinking buddy.
  7. Socialization: Take a new friend to a bar to get wasted.
  8. Socialization: Using wine as a social lubricant.
  9. Socialization: Dreams of a Better Life (1/5)
  10. Socialization: Dreams of a Better Life (2/5)
  11. Socialization: Dreams of a Better Life (3/5)
  12. Socialization: Dreams of a Better Life (4/5)
  13. Socialization: Dreams of a Better Life (5/5)
  14. Socialization x1 viewtopic.php?p=171611&sid=ab89f2320ec4 ... 15#p171611
  15. SSD2021 Socialization: Negotiation: Getting a service for free.
  16. SSD2021 Socialization: Negotiation: Being hired for a hit job.
  17. SSD2021 Socialization: Negotiation: Arranging for a property purchase.
  18. SSD2021 Socialization: Negotiation: Making up the difference by offering free services.
  19. SSD2021 Socialization: Sociology: Kidnapping is wrong.
  20. Persuasion x 4
  21. x2
  22. The Sock Drawer
Sociology (Moved to SOcialization)
  1. Sociology: Kidnapping is wrong.
Storytelling
  1. Storytelling: Even the shortest story is a story nonetheless.
Strength
  1. Strength: Walking despite weakness from blood loss.
  2. Strength: A mighty lift
  3. Strength: Giving a gilt a piggy back ride.
  4. Strength: Picking a big female boar up right over your shoulder.
  5. Strength: Using your hand strength to squeeze tightly.
  6. Strength: Working the lower thighs by crouching as you bear a load.
  7. Strength: Bellowing kiai can improve your striking power.
  8. Strength: Strike hard
  9. Strength: The strong take no mercy on the weak.
  10. Strength: Shouting projects strength.
  11. Strength: Knocking a stick out of the way, while it’s being held firmly.
  12. Strength: Hog Presses
  13. Strength: Piglet curls
  14. Strength: Working the leg and glute muscles by lifting your knees to your chest as you run.
  15. Strength: Matching your strength with a cougars
  16. Strength: Fortuitous Meeting (1/9)
  17. Strength: Fortuitous Meeting (2/9)
  18. Strength: Fortuitous Meeting (3/9)
  19. Strength: Fortuitous Meeting (4/9)
  20. Strength: Fortuitous Meeting (5/9)
  21. Strength: Fortuitous Meeting (6/9)
  22. Strength: Fortuitous Meeting (7/9)
  23. Strength: Fortuitous Meeting (8/9)
  24. Strength: Fortuitous Meeting (9/9)
  25. Strength: Struggling against one's binds.
  26. Strength: Beacon Hospitality (1/2)
  27. Strength: Beacon Hospitality (2/2)
  28. Strength x 1
  29. Strength x 2
  30. Strength: The tentacles have a resilience that belies their lack of bone density.
  31. Strength: Using the strength of one hand to pin an enemy down.
  32. Strength: Carrying smaller logs toward the funeral pyre, for burning.
  33. x3
Stealth
  1. Stealth: Failing to sneak unnoticed around a warehouse.
  2. Stealth: Contemplating stealing some fish off a line.
Surgery (Moved to Medicine)
  1. Surgery: Healing a wound with graft instead of needlework.
  2. Surgery: Complex wounds require complex treatment.
  3. Surgery: Alcohol should wash out corruption before closing a wound.
  4. Surgery: Shutting a wound seals it off from disease.
  5. Surgery: Fleshy book operation.
  6. Surgery: The book bone connects to the... page bones?
  7. Surgery: The page bone connects to the... cover bones?
  8. Surgery: Blood Vessel: The Carotid Artery is in the neck.
  9. Surgery: Blood Vessel: The Ulner Artery is in the forearm.
  10. Surgery: Blood Vessel: The Radial Artery is in the forearm.
  11. Surgery: Blood Vessel: The Brachial Artery carries blood to and from the Ulner and Radial artery.
  12. Surgery: Putting pressure on a blood vessel can staunch the flow of blood.
  13. Surgery: Graft works to close wounds.
  14. Surgery: Muscles and Bones of the humanoid arm.
  15. Surgery: The Thoracic cage: Sternum and ribs of a humanoid
  16. Surgery: The shoulder is one of the largest and most complex joints in the humanoid body.
  17. Surgery: Cut off a toe at the joint.
  18. Surgery: The little toe is vulnerable to shears.
  19. Surgery: The Fleshcrafter (1/4)
  20. Surgery: The Fleshcrafter (2/4)
  21. Surgery: The Fleshcrafter (3/4)
  22. Surgery: The Fleshcrafter (4/4)
  23. Surgery: Arteries of the neck and wrists.
Swimming
  1. Swimming: Swimming into shore.
  2. Swimming: Raw Calamari 1/1
  3. Swimming x 5
  4. Swimming: x 4: viewtopic.php?f=249&t=23421
  5. Swimming x 6: viewtopic.php?p=163665#p163665
  6. Swimming: 2x
Tactics
  1. Tactics: Shout to draw attention to yourself
  2. Tactics: The Fields of Flatulence (1/3)
  3. Tactics: The Fields of Flatulence (2/3)
  4. Tactics: The Fields of Flatulence (3/3)
  5. Tactics: Repeating an attack pattern, in order to exploit the predictable response.
  6. x2
Leatherworking (was Tanning)
  1. SSD2021 Leatherworking: Tanning: Dressing the hide of a hog.
  2. SSD2021 Leatherworking: Tanning: Scrape the flesh and fat off of the hide.
  3. SSD2021 Leatherworking: Tanning: Leaving the hide to tan in a dry space.
Teaching
  1. Teaching: Dealing with impertinent questions
  2. Teaching: Taking rapid fire questions from students.
  3. Teaching: x 2 viewtopic.php?f=217&t=25079&start=10
Thrown Combat (Moved to Axes & Bludgeons
  1. Thrown (Furniture): Throwing a door off its hinges.
Transmutation
  1. Transmutation: Initiation: The most pain Rakvald has ever felt.
  2. Transmutation: Quality: The luster of gold.
  3. Transmutation: Brilliance: Can form a orb of bright light.
  4. Transmutation: Quality: Heft of embersteel.
  5. Transmutation: Denaturing a material in order to either identify or imprint it with Qualities.
  6. Transmutation: Quality: The Opacity/darkness of onyx.
  7. Transmutation: Quality: The Durability of Embersteel.
  8. Transmutation: Alteration: Changing the qualities of lead.
  9. Transmutation: Quality: The transparency of glass.
  10. Transmutation: Identify: a technique used to figure out the qualities of materials.
  11. Transmutation: Flaws: Off-color tinting to a transparent quality.
Trap Making(Moved to Hunting)
  1. Trap-making: Have a heart traps.
  2. Trap-making: Traps are best baited with food.
Unarmed Combat
  1. Unarmed Combat (Pro Wrestling): Stranglehold
  2. Unarmed Combat: Shadow boxing at the top of a staircase.
  3. Unarmed Combat: Grappling with one arm to allow a strike with the blade
  4. Unarmed Combat: Hammer blows against the brain box.
  5. Unarmed Combat: Haymaker.
  6. Unarmed Combat: The FLeshcrafter (1/2)
  7. Unarmed Combat: The FLeshcrafter (2/2)
  8. Unarmed Combat: The Fields of Flatulence (1/6)
  9. Unarmed Combat: The Fields of Flatulence (2/6)
  10. Unarmed Combat: The Fields of Flatulence (3/6)
  11. Unarmed Combat: The Fields of Flatulence (4/6)
  12. Unarmed Combat: The Fields of Flatulence (5/6)
  13. Unarmed Combat: The Fields of Flatulence (6/6)
  14. Unarmed Combat: Meat Grinders (1/6)
  15. Unarmed Combat: Meat Grinders (2/6)
  16. Unarmed Combat: Meat Grinders (3/6)
  17. Unarmed Combat: Meat Grinders (4/6)
  18. Unarmed Combat: Meat Grinders (5/6)
  19. Unarmed Combat: Meat Grinders (6/6)
  20. Unarmed Combat: Sweep the leg from behind.
  21. x10
  22. Combat: Unarmed: Shoving sleeping dust into the face of an opponent.
Woodworking
Non-Skill

Non-Skill Knowledge:
Totem: Dubaebo Racial Abilities: Vibrating ground sense, poor eye-sight, enhanced sense of smell.
Totem: Ithecal (Paltharnum) Racial-Traits: Natural armor (thick skin), Natural Weapons (Sharp claws/teeth/tail), non-retractable claws,
Totem: Ithecal (Paltharnum) Racial Abilities: Enhanced Speed (x2 speed for x2 fatigue), Exposure Resistance (Extreme cold/heat tolerance), ability to regenerate teeth/skin/scales.
Melrath: Has had trouble with Lotharren
North: Melrathi Becomer
Ginger: A dream skald
The Wounded God
Layout: Quacia
Race: Lotharro
Creation Legends: Lotharro
Customs & Traditions: Lotharro
History: Lotharro
Location: Quacia
History: Quacia
Laws: Quacia
Customs & Festivals: Quacia
The Scarlet Belief
Dosan: Is a Theocrat
Dosan: Is a Zealot!
Dosan: Defends the Theocratum’s honor.
Dosan: Is a creative torturer.
Biology: Skeletal structure of humanoid hands.
Biology: Fur and spines of a Dubaebo
Biology: Nails can regenerate.

[*] Dreamwalking: Crossing
[*] Dreamwalking: Rakvald falls through a field of grass when he's moving through the veil.
[*] Dreamwalking: Branding locations in Idalos.
[*] Dreamwalking: Rakvald brands things by relieving himself on them.
[*] Brand: Desnind: A tree stump on the outskirts of the badlands.

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Last edited by Rakvald Tentacle on Sun May 22, 2022 1:26 am, edited 244 times in total. word count: 5848
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Rakvald Tentacle
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Race: Mer
Profession: Master Mage
Renown: 1815
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Wealth Tier: Tier 10

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Re: Rakvald

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Skills Ledger
Thread or Skill Name Points Adjustment Running Total Grand Total
Starter XP +50 50 50
Animal Husbandry +25 (RB) 50 75
Animal Training -15 35
Bludgeon -15 20
Butchering -10 10
Graft -10 0
Animal Training (AG) +3 0 78
Business Management +3 0 81
Butchering +3 0 84
Logistics +3 0 87
I don't mean to be a boar +10 10 97
Animal Training -7 3
Butchering -3 0
The Rime of Iron +15 15 112
What Know I of Cultured Ways +10 25 122
Blades (Kukri) -25 0
Bed of Swines +15 15 137
Strength -15 0
Razorleaf dream +15 15 152
Blood-Sops and Theocrats +15 30 167
Strength -10 20
Bludgeon -10 10
Business Management -10 0
Dawn of the Ratterpillar +10 10 177
Animal Training -10 0
Pervading Darkness +20 20 197
Animal Training -5 15
Discipline -15 0
Sounder Moons +10 10 207
Discipline -10 0
Fortune Favors the Bold +15 15 222
Discipline -15 0
The Choice +15 15 247
The Waiting Room +25 40 247
Endurance -25 15
Discipline -15 0
Imagination +20 20 267
Discipline -20 0
Culinary +15 15 282
Surgery -15 0
The Dead 2 +15 15 297
The Prison 2 +15 30 312
Detection +10 20 312
Animal Training +10 10 312
Woodworking +10 0 312
Ghosts Crowd A Childs Fragile Eggshell Mind +10 10 322
Pervading Darkness 2 +10 20 322
Gardening -20 0
Five-Fold Abbatoir +15 15 337
Discipline -1 14
Business Management -12 2
Trapping Schwein +15 17 352
Linguistics -11 6
Good News Libearian +4 4 356
Unarmed Combat -4 0
Sheep and Pigs and Wolves +15 15 371
Green in the Gills +10 25 381
Animal Husbandry -1 24
Unarmed Combat -21 3
Yarofko Napping +10 13 391
Combat: Polearm -13 0
Roll away the dew +15 15 406
Strength -10 5
Endurance -5 0
The Gilt, the Craft, and the Lie +10 10 416
Business Management -5 5
Animal Training -5 0
Family Tree +10 10 426
Gardening -10 0
The Fleshbound Tome +10 10 456
Surgery -10 0
Pumping Pigs +10 10 466
Strength -10 0
Pygmy Grind +1 1 467
Surgery -1 0
Fortuitous Meeting +15 15 482
Strength -15 0
Dreams of a Better Life +15 15 497
Surgery -10 5
Socialization -5 0
Epic Bard Battles +15 15 512
Strength -15 0
The Fields of Flatulence +15 15 527
Strength -5 10
Intimidation -5 5
Unarmed Combat -5 0
Beacon Hospitality +10 10 537
Medicine -10 0
The Long Black Arm of Profane Knowledge +15 (Graft/Becoming) 15 (Graft/Becoming) 552
Becoming -12 (Graft/Becoming) 3
Meditation -1 (Graft/Becoming) 2
Poisons -1 (Graft/Becoming) 1
Medicine -1 (Graft/Becoming) 0
A Long Walk with Chanter +10 (Becoming) 10 562
Becoming -10 (Becoming) 0
Leaving his John Hancock +10 10 572
Meditation -10 0
In the Prayer Den +10 10 582
How Sharper than a Serpent's Tooth +10 20 592
Meditation -15 5
Logistics -3 0
Torture -1 1
Alchemy -1 0
Allow me Malady I +10 10 602
Endurance -6 4
Socialization -1 3
Intimidation -1 2
Gardening -1 1
Business Management -1 0
Exciteable boy they all said +15 15 617
Meat Grinders +15 30 632
Surgery -30 0
Raw Calamari +10 (Becoming) 10 (Becoming) 642
Becoming -10(Becoming) 0
A Walk of Shame +10(Becoming) 10(Becoming) 652
Becoming -10(Becoming) 0
The Beasts Within +15 15 667
Surgery -10 5
Climbing -5 0
The End of Rakvald the Last +10 (Becoming) 10 (Becoming) 677
Becoming -10 0
The Atramentous Trench +10 10 687
Swimming -5 5
Sculpting -5 0
Render unto the Axe +10 (Becoming) 10 (Becoming) 697
Becoming -10 0
Arm Wrestle Hustle +10 (hone and graft) 10 (hone and graft) 707
Hone -6 4
Graft -4 0
Craw's First Swim +10 10 717
Swimming -10 0
Be Still My Beating Heart +15 (Graft) 15 (Graft) 732
Graft -10 5
Swimming -5 0
Confirmation +10 (Transmutation) 10 (Transmutation) 742
Transmutation -10 0
Dinner for Two +15 15 757
The Spelling Bee of Doom +10 10 767
Linguistics -15 10
Swimming -10 0
Blublublub +15 15/td] 782
Hunting -10 5
Intimidation -5 0
What a Boar +10(Becoming) 10 (Becoming) 792
Becoming -10 (Becoming) 0
Crocodiles and Coffin Nails +15 15 807
Animal Training -15 0
Return of the Dubaebo +10 Becoming 10 Becoming 817
Becoming -10 0
Enter the House of Rivers +5 Becoming +5 5; 5 Becoming 827
Animal Training -10 0
The Perfect Plan +10 (Graft) 10 837
Graft -5 5
Medicine -5 0
Good Hand, Kodi +10 (Graft) 10 (Graft) 847
Graft -10 0
The Finest Clay +10 (G) 10 (G) 857
Graft -10 0
Mappy Must Die +10 (G) 0 867
Graft -10 0
How to Fill a Hollow Heart +10 (H) 0 877
Hone -10 0
Pigs Petunias and P... +15 (G) 15(G) 892
Graft -15 0
Pervading Darkness 2 +10 (G) 10 902
Graft -10 0
Trapping Schwein (G) +15 15 917
Graft -15 0
Shirts vs Skins(B) +15 15 917
Becoming -15 0
Good News Libearian(G) +6 6 923
Graft -6 0
Wind and shadow +15 15 938
Graft -15 0
Something Wicked this way Comes (Graft) +15 15 953
Graft -15 0
Pygmy Grind (Becoming) +9 9 962
Becoming -9 0
This Little Piggy (Becoming) +10 10 972
Becoming ( -10) -10 0
Baptism (Graft) +10 10 (Graft) 982
The Fleshcrafter (Graft) +15 25 (Graft) 997
Graft -25 0
Communion +10 Graft 10 Graft
Graft -10 0
Amnesiac Fringe +10 Graft 10 Graft 1007
Graft -10 0
Watch of Hollow Hand +10 Graft 10 Graft 1017
Graft -10 0
Ash-Flaw +10 Becoming 10 Becoming 1027
Becoming -10 0
Trading Day +10 10 1037
Intimidation -10 0
Magic Horseshoe +5 Graft +5 5 graft 5 1047
Intimidation -5 5 graft
Graft -5 0
Shared Inheritance +5 Graft +5 Becoming 5 graft 5 Becoming 1057
Becoming -5 5 graft
Graft -5 0
Falling Tears and Floating Flakes +15 15 1072
Unarmed Combat -15 0
Saoire: Ari'sora vs Rakvald +15 15 1087
Unarmed Combat -15 0
SSD2021 Butchering 16 Points into Pool 16
SSD2021 Surgery becomes Medicine 16
SSD2021 Medicine 16 Points into Pool 32
SSD2021 Poisons 1 Point into Pool 33
SSD2021 Climbing becomes Athletics 5 Transferred to Athletics 33
Detection -16 17
Hunting -16 1
Swine King +15 16 1102
Combat: Unarmed -16 0
Darkest Ink +15 15 1117
One-Winged Ithecal +10 (Graft) 15 10(Graft) 1127
Graft -10 15
All That Glitters is not Idalinium +5 +5 (Transmutation) 20 5(Transmutation) 1137
Transmutation -5 20
Vestigial, Singular, Individual +10 (Graft) 20 (10 Graft) 1147
Endurance -30 0
Hunger, Why Fight It? +10 (Becoming) 0 (10 Becoming) 1157
Becoming -10 0
Ashes to Ash-Flaw +10 (Becoming) 0 (10 Becoming) 1080
Becoming -10 0
Saoire's Event: Rakvald VS Gennadiya +15 15 1095
Combat: Axes & Bludgeons -5 10
Endurance -10 0
Water Table +20 20 1115
Announcement +32 52 1115
Hunting -50 2
Sculpting -1 1
Athletics -1 0
A Song o Sober Men +10 10 1125
The Hounds of Rakvald +10 Transmutation 10 (10 Transmutation)( 1135
Transmutation -10 10
Athletics -10 0
Saoire's Heroes +15 15 1150
Athletics -10 5
Strangers Three +10 15 1160
Spare Parts +10 25 1170
Smithing -10 15
Between a Rock and a Hard Place +10 25 1180
A Matter of Palate +10 35 1190
Rakvald Steel-Eyes +10 45 1200
Swimming -35 10
Smithing -5 5
Allow me to be Blunt +10 15 1210
Swimming -15 0
The Headless Know no Horrors +10 (Graft) 10 (Graft) 1220
Graft -10 0
Praying works Y'all +10 (Graft) 10 (Graft) 1230
Graft -10 0
The Sock Drawer Opens +10 10 1240
Dreamwalking Version 3: Dreamwalking -/+73 10 1240
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Magic and Blessings

Magic Mentor


Link to Approval: viewtopic.php?f=369&t=15726
Name: Tobol Ashual
Age: 45 at the time of teaching Rakvald's former incarnation. 75 at the time of death.
DOB: 3rd of Ashan 641
Race: Human
Organization (if any): Unknown
Skills:
Graft 76
Hone 51
Transmutation 25
Butchering 51
Animal Husbandry 27
Surgery 20

Bio: Tobol is a refugee from Rynmere, having escaped persecution for being a mage many decades ago. Between the Seekers, the King, and other groups trying to wrangle and impress upon mages, he took it on himself to smuggle himself out of the city of Andaris, rather than lie in hiding somewhere in the wilds of Rynmere. He could have easily hid in plain sight for decades, but wished to practice his magics free of persecution.

His travels took him from Rynmere to Rharne to Quacia, where he settled for a time. There he met the previous incarnation of Rakvald, who was already well established as a pig farmer. They became fast friends. The fact that Rakvald was open to having his pigs experimented on with graft and other magics was an added bonus. Eventually, they became the best of friends, working so closely together that Rakvald's lack of magical knowledge became an impediment to their work. Thus Tobol consented to impart his graft spark to Rakvald. Later, he also taught the art of Transmutation.

Their work was inhibited from then on only by famine and disasters visiting the city on occasion. In time, their pigs began having trouble working up the resolve to breed among theselves. Whether it was because of the experimentation, they needed to do something about it. So Tobol attempted to impart the hone spark to Rakvald. While Tobol was well capable of using the hone magics, he needed Rakvald's superior understanding of raising pigs and their physiology.

The imparting resulted in disaster. Through an etheric overcharge, Rakvald was unable to cope with the sudden infusion of ether. He perished. From his flesh, a new Lotharro incarnation was reborn.

Feeling a deep sense of guilt for the way that Rakvald had died, when Tobol enscribed the runic magics in foolhardy haste, he took it upon himself to raise his good friend's new incarnation. He never attempted to impart the hone magics on the new incarnation, nor any other magics. He was too afraid of losing the young Lotharro again, though he might be reborn, he was getting too old to raise yet another young being.

In the meantime, while Rakvald was growing, their pig farm fell by the wayside, until presently Rakvald has only four boar/pigs left. Tobol passed in Zi'da of 716, leaving Rakvald to the pig farm and puzzle out his former incarnations on his own.


Appearance: He was gray at 45 when meeting the Rakvald the Elder, and not much changed when he died after having raised Rakvald the younger. Brown eyes, dark skin, with lean build and of average height. He wore simple robes with the trappings of a travelling surgeon and hedge mage.

Relationship: They were best friends and business partners in Rakvald's former incarnation. As Rakvald the younger, Tobol became like a father to him. They shared their respective knowledges in his former incarnation, and Tobol learned much about ranching and animal husbandry. Rakvald the Elder learned about the magical art of grafting, as well as some surgery skills to apply to his practice of pig raising.

Mark of Nyvahi

Link to Approval: viewtopic.php?f=365&t=15893
Link to Approval for Nyvahi: viewtopic.php?f=365&t=19288

Favored 1 - Sanctuary

Knowledge:

Nyvahi: Sanctuary: Wrapping another in the protective field of Sanctuary.
Nyvahi: Sanctuary: Releasing the sanctuary so the other dreamer may wake easier.


Genetic Memory


Given Here: viewtopic.php?f=222&t=17012&start=20

Minor - As a domain, Remembrance is often overlooked by those who follow Vri. Although of vital importance, few pay it the proper homage it’s due. Most take it for granted. Those who follow Vri know differently, however. Memory is a record of the past and in that past, answers to current problems can be found. This ability relies on the creative powers of the player to help describe, but can be immensely valuable to the marked. Entering into a meditative trance, a marked of Vri can step ‘back’ two generations of their lineage seeking the answer to a problem. These answers come in the forms of visions, snatches of imagery and experience. Some with this ability spend many trials poring through the lives of their parents and their parents parents, hungry for experience and knowledge. This ability cannot be used on those who are already alive as they must have passed through Vri’s hands to be applicable. If one's father still draws breath, this ability cannot look into their lives. Only the dead may whisper their secrets through genetic experience.

Major - This level of ability allows a Bellinos to step back almost to the beginning of their family line seeking answers. While it cannot be directly controlled and reliving the past lives of ones ancestors is not the purpose of the mark, this ability allows a Bellinos to seek connection to their ancestors in order to confront unique problems in their own life. This ability does not allow one to go all the way back to the first of their line, but they can step at least eight generations into the past by direct line to seek their ancestors.
Dreamwalking


Brands

Brand: Desnind: A tree stump on the outskirts of the badlands.
+1 Brand (NPC: Ildred)
+1 Brand the bedroom of Rakvald's Quacian farmhouse.
+1 The Atramentous Trench in the Untold

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Possessions and Housing
Rakvald's Scalvoristown House
Tier 10 house in Scalvoristown.
3 small rooms: 2 Guest Bedrooms, 1 small bathroom
4 average rooms: Large kitchen, Large Bathroom, Master Bedroom, Svartholda's Bedroom.
2 large rooms: Stable, Large study (Rakvald's)
3 huge rooms: Attic Laboratory, Wine Cellar, and a large reception hall.
Írọrun Steading (Sold Zi'Da 719/Reclaimed/Purchased Zi'Da 720)
Tier 6 Building
one small room: A small pig pen
three average rooms: A master bathroom, a master bedroom, a big kitchen
two large rooms: A small barn, a large living area.
1 Acre of arable land beneath the Steading with a large shed nearby

Exterior Sampling:
Image
Interior Sampling:
Image
Lost/Sold Properties
Quacian Farmhouse (Reclaimed Rebirth 720)
Land: 1/4 acres of land which includes a pig pen in Quacia.

Housing: Rakvald's farmhouse is 400 sq ft.

Image
Rakvald Manor (Almund)
Rakvald Manor
Image

The manor's ownership was re-established after 108th of Ashan in 720. It stands in a richer section of Almund, a large townhouse once known as Devukrad manor (now Rakvald Manor).

The main house is about two stories high. As one moves through the front door, they'll find themselves in a well-equipped gambling parlor, complete with decks of cards, chess and checker tables, dashboards, billiards, and plenty of furniture on which to relax. From this octagonal room, it has three thresholds leading into separate hallways.

The left hallway leads to a master bathing house, which is furnished with bronze bathing tubs, and tiled with ceramic from floor to ceiling. There's a high window in the bathhouse, to allow light in without betraying the privacy of those within. The right hallway leads to a large kitchen, which is fully appointed with all the cooking equipment one could hope for. Another door across the big kitchen is a large study, fully stocked with books, writing equipment, bookcases, and a fine desk with a backed armchair.

These hallways bend at a ninety-degree angle at their end and lead to a third hallway that connects them. From the middle, a staircase leads to the upstairs halls, which splits space between a library on the left, and a master bedroom.

Opposite that staircase, is a trap door that leads down to a large laboratory which is equipped for surgery, alchemy, and seems to have space even for simple butchery.

Next to the house, outside, is a large stables, where any of Rakvald's animals are to be housed and cared for.

Player Notes

Rooms included
2 huge rooms: 1 large library (HHI), 1 large laboratory (HHI).
5 large rooms: 1 large stables (HHI), 1 large study (HHI), 1 large gambling parlor (HHI), 1 large garden space.
3 average rooms: 1 master bedroom, 1 master bathroom, 1 big kitchen (HHI).
1 small room: an upstairs hallway.
20 acres of farmland.

HHI = Rooms containing house hold Items (masterwork)
All rooms contain masterwork furniture as per a Tier 10 house.
Developed by: Rakvald
Coldheart Hostel (The Gleam, est. Cylus 720)
Image

Coldheart Hostel



Description: An unassuming townhouse on the outskirts of the Gleam. From the outside, it's made of the same, dark granite stonework that the rest of the city appears enamored of. Sparse bloodlights and cave grapes grow from the sides of the grounds of the townhouse, vining their way around windows and thresholds. The roof has attractive skylights, which provide ample ventilation to the laboratory in the attic.

On the ground floor, there are a couple of bunk rooms for boarders to stay, as well as a shared bathroom and a large, fully equipped kitchen. Upstairs is the living space of the house's owner, Rakvald, who keeps a master bedroom, bathroom, and study to himself. Above the second floor, behind a pull-down trap door, a spacious attic opens up into a large laboratory of dubious intent.

The basement, below the first floor, is devoid of decoration for now.


Goods / services available here? If so what, how much? Dentistry, body modification, weight loss clinic.
Credits to: Rakvald
Submitted for Development: 4/282020

Floorplan
2 large rooms: Attic Laboratory (HHI), Basement (HHI).
4 average rooms: master bedroom (HHI), master bathroom (HHI), a study (HHI), and big kitchen (HHI).
4 small rooms: 1 surgeon's exam room adjacent to the Attic Laboratory (HHI), 2 small bunk rooms (HHI), 1 privy/bathroom (HHI).

HHI = Rooms containing house hold Items (masterwork)
All rooms contain good furniture as per a Tier 7 house.




Inventory:
Embersteel girdle
2 sets of masterwork clothing:

A great leather cloak that was cut in such a way as to cover the front and the back of the torso, pale green and dark, with inner lining of charcoal gray wool.
A sleeve-less pale dark green, loose-fitting tabard of leather, lined by charcoal gray wool. As well as this, he wore some lower robes, also of similar material.

Good News Bear
On the 1st Ymiden, 719, Rakvald finds the stuffed bear sitting on the path in front of him. It's there. Just there. If he ignores it, throws it away, etc, it comes back. When he wakes up in the morning, it's on the pillow next to him. Even if he throws the bear away, next morning - there's the bear. Now, maybe Rakvald might think this is a bit spooky and not like the bear, but soon he realises that - around the bear - good things seem to happen to him. Bad things get stamped on. As a mod-note - this is a "stroke of luck" sort of thing and is meant to bring plots and stories. It won't stop an avalanche from dropping on you - just think of him as a "lucky coincidence bear" not a "phenomenal cosmic power" bear. Enjoy!
Legacy Inventory Pre-Wealth System
1 x Heirloom (Large Gold Necklace+Chain)
Loot: 1 pygmy marmoseet totem amulet.
1 x set of average clothing.
2 x set of basic clothing.
1 x Quacian Ginger Hog (Boar)
1 x Wild Desnind Hog (Gilt)
1 x Yarofko Sow (Fluffums): Training: Good
1 x Animal Training Skill Kit (T4)
1 x Animal Husbandry Skill Kit (T4)
1 x Butchering Skill Kit (T4)
1 x Tanning Skill Kit (T4)
1 x Agriculture Skill Kit (T4)
1 x Gardening Skill Kit (T4)
1 x Trapping Skill Kit (T4)
1 x Medical Skill Kit (T4)
1 x Surgery Skill Kit (T4)
1 x Green Cloak
1 x Shepherd's Crook Staff (Basic +) T4
1 x Chieja Oludibo sapling
1.5 truffles
1 x Moseke's Manure - This bag contains what seems to be manure. But two things become evident.
1. It is an endless supply. It's a like a mini-domain-bag of manure.....
2. When used on a plant, tree, etc in Desnind - it causes the flora to grow at 3 x it's normal rate and to be at maximum health. Should Rak use it outside of Desnind, it's 2 x. Anything edible grown using this manure will be the very best, most tasty version of it's kind.
-- Plantings of Syanan Okan, Black Lotus, Chieja Oludibo sapling, and Dakir around the garden. +6 Piglets. +1 Quacian Farmhouse
Swine King's Buckle

Approved: viewtopic.php?f=368&t=20311

The Swine King's Buckle:
Description: Plated with T7 Hardened alloy of Cobalt-Gold and filled with T4 Cobalt. The buckle shows an embossed boar upon its face. The boar has two gems for eyes. One green garnet, and the other a red garnet. In order for it's enchantment to work, it must be attached to a belt. If at any point the belt material is severed, the enchantment will be broken until such a time as the buckle is placed on another cord or belt material.

Ability/Enchantment: The Swine King's Buckle grants the wearer with an increase to their physical capabilities depending on their stage of hunger. When the wearer is satiated and not hungry at all, their durability and endurance is increased greatly, allowing them to resist attacks and blows that would knock any other man over. Wounds incurred are far less greivous. Anything short of serious to mortal wounds will be reduced in severity. Weak missiles and debris will glance off of him whenever they hit him, although sharper arrows and javelins will still cause every bit as much damage. The more the wearer hungers, the more they trade their durability for strength until all durability is lost and replaced with strength, allowing them to hit with greater force. Able to generate enough force to splinter wood and dent metal.



Tier 8 Plate Armor

a good set of tier 8 cobalt plate armor. Acquired within his current tier. Acquired Here

embersteel warhammer

Good quality embersteel warhammer as part of his wealth tier. Acquired Here

Lop & Chop

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One Large Embersteel Kukri (Lop) and one smaller Embersteel Kukri (Chop) (Tier 9 Masterwork)

Embersteel Short Sledge Hammer

One Short Sledge Hammer (Masterwork+ quality) as part of his wealth tier.




Tentrial Best (Fitted to his Mer/Lotharro gestalt totem)
  • His fairly short-sleeved, red velvet jacket covers him to well above his waist and is loosely tied with string at the bottom right side. The sleeves of the jacket are a little wide and reach down to his wrists, they're decorated with several thread linings at the sleeve ends as well as onyx buttons up and down the jacket.

    The dark green silk vest beneath has a round neckline which reveals part of the elegant white shirt worn below it and is worn with a thin leather belt, which is held together by the Swine King's Buckle.

    His pants were simple and a comfortable fit and reach down to his leather shoes, made entirely of fine, mauve leather. The shoes are made from a fairly uncommon ostritch leather, dyed green.

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Last edited by Rakvald Tentacle on Sun May 22, 2022 1:53 am, edited 90 times in total. word count: 1645
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Rakvald Tentacle
Approved Character
Posts: 715
Joined: Fri Aug 24, 2018 11:17 pm
Race: Mer
Profession: Master Mage
Renown: 1815
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Wealth Tier: Tier 10

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Re: Rakvald

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Wealth Ledger
Old Ledger
Item Adjustment Total
Starting Package +25gn 25gn
Starting Loan (Farmer's Package) +300 325gn
8 piglets (6 female 2 male) 1 Gilt -55 gn 270 gn
Vhalar Wages 718 +934 gn 1204 gn
Two Masterwork Embersteel Kukris bought -410 gn 796 gn
Total Currency: 0 ON, 796 GN, 0 SN, 0 CN
Adjustment Total Wealth Points
Starting Tier 66 WPs
A Cobalt/Bronze-Plated Masterwork Studded Leather Set of Armor and Shield (-8 WP) 58WPs
Room at Inn Karshe in Desnind (-1) 57WPs
(SP) Animal Training Skill Kit (T4) 57WPs
(SP) Animal Husbandry Skill Kit (T4) 57WPs
(SP) Butchering Skill Kit (T4) 57WPs
(SP) Tanning Skill Kit (T4) 57WPs
(SP) Trapping Skill Kit (T4) 57WPs
(SP) 2 Basic Outfits; 1 Average Outfit 57WPs
(SP) Agriculture Skill Kit (T4) 57WPs
(SP) Gardening Skill Kit (T4) 57WPs
Bought Írọrun Steading in Desnind (T6 Building+1 small room + 1 acre within the city) [ -17 wp (After renown reduction purchase)] 40 WPs
Cylus 719 Wages11 WP 51 WPs
Taking a flutterbus and persuading the driver to dump Rakvald outside of Quacia from 60 Ashan-70 ashan 719 (-1 wp) 50 WPs
Purchasing a basic+ Great Club(Within Tier) 50 WPs
Ashan 719 Wage(+12 wp) 62 WPs
-1 wp donated to Silaqui Falone 61 WPs
-5 wp paid to Silaqui Falone for trapping a pig 56 WPs
Sold back Masterwork Cobalt Studded Leather Armor +8 wp 64 WPs
Traded great club basic+ for a Basic+ Shepherd's crook staff 64 WPs
Ymiden wage 719 +13 wp 77 WPs
Purchased 2 outfits of Masterwork quality for Silaqui Falone; Bought a masterwork embersteel knife set for Silaqui Falone +12 wp (He gave her one of the set, he's taking the other four for himself) 65 WPs
Saun Wage 719 +14 79 WPs
Got a masterwork T3 Padded Aketon Long-coat and a wooden kite shield (Within Tier) 79 WPs
Sold Írọrun Steading in Desnind in mid Zi'Da (+17) 96 WPs
Vhalar 719 Wage +15 111 WPs
Zi'da 719 Wage + 17 wp 128 WPs
Cylus 720 Wage +18 146 WPs
Ashan 720 Wage +18 164 WPs
Tier 10 House Purchase, masterwork household items (2 huge rooms, 4 large rooms) -94/2 = 47 wp 117 WPs
Masterwork+ iron-banded swineherd staff. -10 wp 107 WPs
Tier 7 House in Quacia (Coldheart Hostel) -40 wp 67 WPs
Masterwork Tier 4 armor -6 wp 61WPs
Masterwork household items for Coldheart Hostel (Quacia) -6 wp 55 WPs
Sold Masterwork+ iron-banded swineherd staff. +10 wp 65 WPs
Sold Masterwork Tier 4 armor +6 wp 71WPs
Scalv University: Purchased enrollment for letter in Zoology -1 wp 70WPs
Business: Master At Arms -15 55WPs
Ymiden 720 +22 77 WPs
Saun 720 +23 100 WPs
Transaction Thread +9 109 WPs
Secret Saoire gift: Tier 10 geminite surgery kit. -14 wp 95 WPs
Sold Coldheart Hostel +40 wp 135 WPs
Bought: ÍRỌRUN STEADING -30 wp 105 WPs
Vhalar wage 720 +24 wp 129 WPs
Zi'da wage 720 +25 wp 154 WPs
Cylus wage 721 +31 wp 185 WPs
Sold: Master-At-Arms Business +35 wp 220 WPs
Sold: tier 10 Almund House +86 wp 306 WPs
Purchased: Construction of a Stronghold -123 wp 183 WPs
Purchased: Items at market -8 wp 175 WPs
Ashan wage 721 +27 wp 202 WPs
Purchased: Average hickory Short Staff Within Tier 202 WPs
Wages Ymiden 721: +25 227 WPs
Wages Saun 721: +29 256 WPs
Purchase Expired: Discount lost on Construction of a Stronghold, WP Refunded +123 wp 379 WPs
Wages: Vhalar 721 +30 wp 409 WPs
Wages: Zi'da 721 +28 wp 437 WPs
Business Setup: -56 wp 381 WPs
Jewelry Purchase (6 masterwork Gold Ruby Rings): -9 wp 372 WPs
Jewelry Purchase (Ruby Encrusted Gold Full Mask + 2 Golden Bracers encrusted with Rubies): -9 wp 363 WPs
Clothing Purchase (Bespoke Suit): -2 wp 361 WPs
Wage: Cylus 722 +29 wp 390 WPs
Wage: Ashan 722 +30 wp 420 WPs

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Last edited by Rakvald Tentacle on Fri May 20, 2022 2:46 pm, edited 110 times in total. word count: 663
User avatar
Rakvald Tentacle
Approved Character
Posts: 715
Joined: Fri Aug 24, 2018 11:17 pm
Race: Mer
Profession: Master Mage
Renown: 1815
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Wealth Tier: Tier 10

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Re: Rakvald

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Renown Ledger
Renown Rewards:

1st Small: Discount on his House in Desnind
1st Medium: Animals available at 1 tier higher than current (viewtopic.php?f=368&t=18081)
2nd Small: half price discount to set up his future business.
2nd Medium: +3 Animal Training
1st Large: viewtopic.php?f=368&t=20311 Signature Item
3rd Small: Discount on House in Almund.
3rd Medium: +3 Animal Training
4th Small: Discount on Ziggurat in South. viewtopic.php?f=368&t=26014
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Last edited by Rakvald Tentacle on Fri May 20, 2022 2:46 pm, edited 70 times in total. word count: 363
User avatar
Rakvald Tentacle
Approved Character
Posts: 715
Joined: Fri Aug 24, 2018 11:17 pm
Race: Mer
Profession: Master Mage
Renown: 1815
Character Sheet
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Point Bank Thread
Storybook
Wealth Tier: Tier 10

Milestones

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Events

The Family

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NPCs




Brothers from the Past
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Name: Throst the First
Race: Lotharro
Date of Birth: arc 317
Date of Death: arc 372 Cylus

Skills:

Bludgeon (Great Club): 30
Strength: 30
Endurance: 20
Discipline: 20

Appearance: He stands at 6’8” with a clean shaven beard and a long topknot braid. His build is massive, half again as wide as he is tall. He often forgoes armor in favor of mobility despite his love of combat. He has the scars and injuries to show for it.

Personality: Boisterous, with a love of life and adventure. He is perhaps the most contentious of Rakvald the First’s sworn brother. Often egging for a fight, yet not the best at finishing them.

Relationship to PC: Sworn brother and travelling companion of Rakvald the First.

~~~~~~~~~~~~~~~~~~~~~~

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Name: Starri the First
Race: Lotharro
Date of Birth: arc 317
Date of Death: arc 360 Zi'Da

Skills:

Ranged Combat (Sling): 30
Endurance: 30
Detection: 10
Hunting: 10
Fieldcraft: 10
Strength: 10

Appearance: He stands at 6’5” with shoulder length brown hair. His build is modestly muscled, with broad shoulders.

Personality: Quiet but vicious. Perhaps the most violent of Rakvald’s sworn brothers. He does not forgive transgressions, though he rarely complains. Those who betray him often don’t know they have offended until he has them where he’s ready to kill them.

Relationship to PC: Sworn brother and travelling companion of Rakvald the First.
Ildred Gallows
Approval: viewtopic.php?f=362&t=21680&p=142324#p142324
Upgrade Logistics from 65-75: viewtopic.php?p=170028#p170028
Skill Scale Down 2021: Agriculture to Gardening, Butchering becomes Cooking.
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Name: Ildred Gallows
Race: Human
Date of Birth: 23rd of Ashan arc 697
Skills:

Logistics 75 (Expert)
Animal Husbandry 51 (Expert)
Gardening 51 (Expert)
Seduction 51 (Expert)
Endurance 51 (Expert)
Cosmetology 51 (Expert)
Caregiving 20 (Novice)
Animal Training 20 (Novice)
Cooking 10 (Novice)

Other Information: A thwarthog rancher from Scalvoris, she runs one of the more successful operations in the Plenty. Her hogs are happy, intelligent, and excessively fertile. Her ability to provide for the city above has granted her a degree of leeway in the way she conducts her business, in addition to some seduction and bribery on the side to give her even more freedom.

Rubenesque and vivacious like the thwarthogs she raises. She has brown hair, green eyes, and stands rather tall for a human woman at 5'11". Her clothes are well cared for, and her nose is quite often powdered to perfection.

She is, however, excessively ambitious. Ildred has no qualms about driving smaller farms out of business, to the point where they must relinquish their land and animals to her, increasing her status.

Relationship to PC: Mother to Rakvald’s Child, Svartholda. Former Rival, she is going to work with him from now on, helping his agricultural operations wherever he happens to roam. Common-law spouse.
Svartholda Gallows
Name: Svartholda Gallows
Race: Human
DoB: Saun 1st 719
Skills:

Strength 30
Endurance 30
Resistance 30
Climbing 10

Description: A cherubic little baby, with hazel eyes and a shoot of dark blonde hair.

Relationship to PC: Daughter by Ildred.
Kodi the Hand

A disembodied Kudi'Eltu Hand.

Grafted Enhancements: Superior Sight Corrupted traits for Kodi: Duplicated Fine Cilia on the hands (Corruption Enhancement). Enhanced agility from hollowed out bones (Enhancement 3/3)
Traits: Immunity to Poison/Disease.
Acquired: The Perfect Plan
Rei

A King Crocodile Matriarch

Description: These crocodiles mostly dwell in swamp areas. They can grow to 29 feet (9 meters) long. It has thick armor plates over its body, a very large head with rows of large teeth. They are capable of explosive speed in the water and almost as fast on land. Their sharp teeth are suited at seizing and gripping, dragging victims into water to drown. Death rolling is used to tear the prey into pieces small enough to be swallowed whole. Their bite has more force than even the thunder ocelot and can crush a Therion skull between its jaws.

Grafted Enhancements: None yet.
Traits: Armored plating on its hide, large, sharp teeth, strong bite, powerful tail, fast swimmer, mountable.
Acquired: Point Bank Ledger
Ash-Flaw
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Name: Ash-Flaw
Race: Ithecal (Paltharnum)
Birthday/Age: Arc 783 Saun 39.
Languages Spoken: Basic Common, Fluent Vahanic
Skills:
Skill Table
Skill XP Level
Fieldcraft 30 Competent
Strength 30 Competent
Endurance 30 Competent
Combat: Unarmed 10 Novice

Appearance/Biometrics:

Scale Color: Bluish-gray with Orange weathering.
Eye Color: Sky blue.
Height: Diminutive for his kind, at 7' tall.
Weight: 240 lbs.
Build: Wiry and lithe.

Personality: Ash-Flaw was meek while he lived in Quacia. He learned early on to keep his head down, obey his masters, and do his work. Yet when the rebellion swept through the slave community of Quaica, he swiftly adapted to the spirit of rebellion. He now has become rather stubborn, and stuck to fending for himself. Out of the meek slave, rose a strong will, rebuilt by rebellion and nurtured by the fruits of the savage wilds.

Backstory: Ash-Flaw was raised from an egg as a slave in Quacia. There, he spent much of his youth being tutored by the rest of the ithecal slaves, who taught him everything he needed to know in order to toil for their Quacian masters. He learned the Vahanic tongue, as was expected of all slaves, and became very tough and strong working the sulfur pits and quarries of Quacia.

In the Hot Cycle of 720, after the Creep laid the city to waste, he found himself caught up in the ithecal slave rebellion, which took hold in the Lair. When the rebellion was inevitably put down, he managed to escape with a few other Quacian under-class members, as well as fellow Ithecal. There, they made their way through Creep-infested lands, over the badlands of Desnind, and into Desnind proper.

At first their small community of exiles did well enough, until some of the humans in their group took exception to the presence of tunawa. For all the strife the conflict with tunawa made, there was also much racial tension between the Ithecal and human members of the refugees.

Ash-Flaw eventually struck out on his own into the wilds, where he abided for a time. It wasn't long, however, before he was discovered by the students of one Master Long, of the House of Rivers. They took him in, as another convert to the school of Master Long, who took him on as a personal pupil. Later on, he leaves the House of Rivers when he sees Rakvald expelled, and follows the mage into exile inexplicably.


In-Game History Thus Far: TBD

Relationship to PC: Fellow exile from the House of Rivers

Grafted Enhancements: Grafted Mer Gills for a Ash-Flaw NPC..

Acquired: Ash-Flaw
Approved: viewtopic.php?p=169946#p169946

Telma Mor'Gwyr
Name: Telma Mor'Gwyr
Race: Biqaj
Birthday/Age: Arc 689 Ymiden 19.
Languages Spoken: Fluent Vahanic, Conversational Common, Conversational Xanthean, Basic Grovokian.

Skill XP Level
Sculpting 30 Competent
Engineering 30 Competent
Linguistics 30 Competent
Leadership 10 Novice


Appearance/Biometrics:

Skin Color/Complexion: Pale.
Eye Color: Light Blue.
Hair Color: Light Blonde.
Height: 5'7"
Weight: 123 lbs. approximately.
Build: Small frame, light.

Personality: Telma has a definite aggressive streak, that she puts to use in her calling as an architect, pursuing projects with a vigor unmatched in her home city of Quacia. Energetic and fierce, she doesn't take kindly to people who will not make way for her when she's on the job. In social situations, she's slightly more subdued but very objective and agenda-driven. She doesn't enjoy people who tip-toe around a subject of interest.

Backstory: Telma grew up in the Quacian middle class, the daughter of a prominent Guild member. She swiftly proved her acumen at building things from an early age, and it was clear to her parents that she would go on to become one of the foremost architects in modern Quacia. And she did just that, completing education in Quacia, and going to work on various projects around the city.

However, in the aftermath of the Creep War, she would've gladly stayed on to help rebuild the city, but was outed as a Moseke worshipper by inquisitors. She managed to escape the punishment of Anathema from the Theocratum and escaped with a small group of refugees, comprising of various professionals as well as a few underclass members and ex-slaves.

She is one of the more prominent leaders of the group of refugees. Having risen to lead the pack as they make their way out of Quacia, she became something of a liaison between the Quacians and people they met in Desnind, having the skill to speak Vahanic and Common, as well as a bit of Xanthean and even Grovokian.

In-Game History Thus Far: TBD

Relationship to PC: Going to get saved by Rakvald, after she is nearly mauled to death by a creature from the Southern Swamps. This prompts her to pledge her aid in the building of his base in the Southern Swamps.

Approved: viewtopic.php?f=369&t=26403
Skill Scale Down 2021: Construction becomes Sculpting

Grimke
Name: Grimke
Race: Lotharro
Birthday/Age: Arc 695 Ashan 2nd.
Languages Spoken: Fluent Common, Broken Haltunga

Skill XP Level
Stealth 30 Competent
Hunting 30 Competent
Combat: Polearms (1-h/Thrown) 30 Competent
Endurance 10 Novice


Appearance/Biometrics:

Skin Color/Complexion: Ruddy, Hirsute
Eye Color: Hazel
Hair Color: Auburn
Height: 6'
Weight: Heavy-set
Build: Muscular.

Personality: He's a jolly Lotharro, with a lust for life. From Uthaldria, he follows the path of the Hunter, and takes his charge to kill things to gather their resources seriously. He's been living in Desnind for some time but tends to travel around a lot. He's very focused on his life path, but can bond with others on the basis of shared experience, should they join him in a hunt.

Backstory: A fledgling hunter from Uthaldria, he left home to seek opportunities to grow his skills, and hone his talent for the hunt. There's not much to his backstory, just an ordinary tribal upbringing on the plains of Uthaldria. His biggest kill to date, was an infant Cliff Lurker. Quite the feat, with which he of course had help from his fellow tribesman. But that doesn't stop him from sharing the story.

In-Game History Thus Far: TBD

Relationship to PC: He will meet with Rakvald when they track down the beast that mauled Telma.

Approved: viewtopic.php?f=369&t=26403
Thrown Combat Announcement (Combat: Thrown to Combat: Polearms (1h- Thrown): viewtopic.php?f=469&t=13364&start=220#p172185


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Last edited by Rakvald Tentacle on Fri May 20, 2022 2:47 pm, edited 12 times in total. word count: 1791
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