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Kisaik Glory
Approved Character
Posts: 494
Joined: Fri Jan 18, 2019 4:58 pm
Race: Sev'ryn
Profession: Protagonist
Renown: 395
Character Sheet
Character Wiki
Plot Notes
Partner
Templates
Letters
Storybook
Wealth Tier: Tier 7

Milestones

RP Medals

Miscellaneous

Events

Re: Skills & Knowledges

Master Skill List

Skills
SkillTotal PointsProficiency
Dreamwalking(8/100)Lucid
Alchemy
  1. Grinding in a mortar and pestle
  2. Using toxins and acids to produce a medium.
  3. Alchemy: Basic Definition
  4. Alchemy: Foxfire used to make something float.
  5. Alchemy: How its different from chemistry
  6. Alchemy: Rabu's mother used a root to make something water resistant.
  7. Alchemy: Congelation: One of the primary alchemical processes.
  8. Alchemy: Gather samples, because you never know
  9. Alchemy: Magic mud?
  10. Alchemy: Potion: Ghost Pepper Brew can keep you warm in the cold, and stave off frost.
  11. Alchemy: Mixing different reagents produces different results.
  12. Alchemy: Sulfur, ground charcoal, and composted manure explosive
  13. Alchemy: Merging of Magic and Chemistry
  14. Alchemy: Immortal's Bodies Have Special Properties
  15. Alchemy: Combining ingredients to make Magic
  16. Alchemy: The Use of Ingredients for Magic
  17. Alchemy: Can strengthen cloth
  18. Alchemy: Requires careful planning
  19. Alchemy: Binding two substances to get the best of both worlds
  20. Alchemy: The reagents needs to be added at the creation stage
  21. Alchemy: Requires multiple steps
  22. Alchemy: Instrument: A Solar Calcinator is used to warm fluids without the use of fire.
  23. Alchemy: Brainstorming ways to make a tunawa drunk through alchemy.
  24. Alchemy: Frogwax: Viscous, rubbery wax that can be used to prevent moisture from leaking through a surface.
  25. Alchemy: Tunawa sap: Has special properties when it comes to the shaping of plant materials.
  26. Alchemy: Making magic with primitive materials.
  27. Alchemy: Natural Reagents tend to be safer for consumption than those altered chemically.
  28. Alchemy: Fire ward: Charwood bark and Phoenix wood can be used to derive fire resistance for alchemical items.
  29. Alchemy: Wood: A medium that can be imparted with alchemical enhancements, as well as a source of them.
(72[78]/100)Expert
Rupturing
  1. Rupture: Surprise! You stepped in a portal.
  2. Rupturing: Initiation: Taking a trip.
  3. Rupturing: A portal is a two-way journey.
  4. Rupturing: Phasing: Allows one to scry through solid, opaque objects.
  5. Rupturing: Snapshot: Cutting open a portal to send a projectile or weapon trhough.
  6. Rupturing: Snapshot: Can use the ability to shoot projectiles around awkward corners.
  7. Rupturing: There are several levels of overstepping, each bearing greater consequences, congruent to their expenditure.
  8. Rupturing: Witchmark: Rupturer's gleam fills a rupturer's eyes with light as they gaze over a certain distance.
  9. Rupturing: Mutations: Mutations result from advancement in magic, and more rarely through overstepping.
  10. Rupturing: Rupturing can improve mobility by moving through portals when they are large enough.
  11. Rupturing: Rupturing sparks are often attracted to those who possess wande
  12. Rupturing: Phasing: Looking through an oak barrel to see the fluid inside.
  13. Rupturing: Opening a small portal to transfer beer from the bottle into yur glass.
  14. Rupturing: Casting in chaos
  15. Rupturing: Gloom and Doomsayers (1/1)
  16. Rupturing: Blink: A double blink
  17. Rupturing: The Wedding Ceremony (1/3)
  18. Rupturing: The Wedding Ceremony (2/3)
  19. Rupturing: The Wedding Ceremony (3/3)
  20. Rupturing: x2 viewtopic.php?f=545&t=26196
  21. Rupturing: Blinking x 4 viewtopic.php?f=545&t=26289
  22. Rupturing: Portal: useful for getting back to a place you can easily visualize. viewtopic.php?f=545&t=26200
  23. Rupturing: x 2 viewtopic.php?f=326&t=23072
  24. Rupturing: Snapshotting oneself through a portal, to improve the momentum of blade strikes.
  25. Rupturing: Pulling: Pulling oneself through portals, one after another.
  26. Rupturing: Rupture sight can help one find animals far under the ground.
(101/250)Expert
Etiquette
  1. Etiquette: Keeping someone's secret.
  2. Etiquette: Proper Greeting
  3. Etiquette: Compliments can lead to awkwardness.
  4. Etiquette: Pinky Swears are binding.
  5. Etiquette: Apologising for ruining someone's camp.
  6. Etiquette: Introducing oneself to those present.
  7. Etiquette: Addressing a stranger.
  8. Etiquette: Yaralon Duelling Customs: Absence of a Darstrion means duel is to the death.
  9. Etiquette: Yaralon Marriage Customs: Giving a weapon away means you're accepting a proposal.
  10. Etiquette: Yaralon Marriage Customs: Weddings need witnesses.
  11. Etiquette: How to speak to powerful beings.
  12. Etiquette: Apologizing on behalf of someone else can mend bridges.
  13. Etiquette: Ask your betrothed how their day is going.
  14. Etiquette: When in doubt, make remarks on the weather.
  15. Etiquette: Etiquette is the better half of valor for a knight.
  16. Etiquette: Etiquette can end conflicts or fights before they begin.
  17. Etiquette: Asking if a person is alright.
  18. Etiquette: Politely asking where your things might be.
  19. Etiquette: Melrathi Customs: 'Skol' a Melrathi toast.
  20. Etiquette: Melrathi Customs: Spirits are held in high regard by Melrathi.
  21. Etiquette: Meeting a fairy queen.
  22. Etiquette: Inviting royalty to your wedding.
  23. Etiquette: Remembering the gift meant for royalty.
  24. Etiquette: Explanation of what happened.
  25. Etiquette: Remembering the names and roles of important people.
  26. Etiquette: Not acting hostile in reaction to aggressive fairies.
  27. Etiquette: Inviting otherworldly creatures to your wedding.
  28. Etiquette: Yaralon Duelling Customs: Duels without a Darstrion are to the death by default.
  29. Etiquette: Compliments can soften another's disposition.
  30. Etiquette: Accepting an important quest from an important being.
  31. Etiquette: Putting your weapons away when asked to.
  32. Etiquette: Talking to a fish, that can talk.
  33. Etiquette: Treating fish like people will surely put you in their good graces.
  34. Etiquette: Remembering a person, and stating how you knew them.
  35. Etiquette: Sometimes, people need to be yelled at
  36. Etiquette: Remain polite where possible. It is not always possible
  37. Etiquette: Keep people informed where it's relevant
  38. Etiquette: The Dark Mother's Forest
  39. Etiquette: Yaralon Weddings: You say the same vows you said at engagement
  40. Etiquette: You must respect a cat's agency.
  41. Etiquette: Greeting a ghost kindly
  42. Etiquette: Making a solemn promise to a ghost.
  43. Etiquette: x2 viewtopic.php?f=545&t=26196
  44. Etiquette x 3 viewtopic.php?p=175314#p175314
  45. Etiquette: How to address a tree and ask it nicely for some seeds. viewtopic.php?f=545&t=26273
  46. Etiquette: Dubbing a new squire.
  47. Etiquette: x 2
(81/250)Expert
Athletics (Was Acrobatics)
  1. *Athletics: Acrobatics: Jumping to grab onto someone.
  2. *Athletics: Acrobatics: Getting tossed about, and trying to right oneself in a sackcloth bag.
  3. *Athletics: Acrobatics: Escaping the talons of a raptor by losing an article
  4. *Athletics: Acrobatics: Leaping to avoid projectiles.
  5. *Athletics: Acrobatics: Jumping whilst running
  6. *Athletics: Acrobatics: Best time to jump from a swing
  7. *Athletics: Acrobatics: Balancing on branches
  8. *Athletics: Acrobatics: Basic Moves are Often Parts of Advanced Moves
  9. *Athletics: Acrobatics: Best to be Wearing Pants, Not a Dress
  10. *Athletics: Acrobatics: Cartwheels, Forward and Lateral
  11. *Athletics: Acrobatics: Do Some Stretching Exercises First
  12. *Athletics: Acrobatics: Keep Momentum From One Move to the Next
  13. *Athletics: Acrobatics: Climbing While Tied To Another Person
  14. *Athletics: Acrobatics: Forward somersault
  15. *Athletics: Acrobatics: Jumping onto a man’s shoulder.
  16. *Athletics: Acrobatics: Jumping down from a man’s shoulder, when he’s at full height.
  17. *Athletics: Acrobatics: Jumping onto a man's shoulder while he's moving.
  18. *Athletics: Acrobatics: Righting oneself on an unsteady landing.
  19. *Athletics: Acrobatics: Slipping on some suds and falling lightly onto the bar.
  20. *Athletics: Acrobatics: Hop-climbing to the top of a stool.
  21. *Athletics: Acrobatic: Balancing on a narrow bridge or beam is difficult, when doing so silently.
  22. *Athletics: Acrobatics: Falling down a tunnel and then rolling with the landing.
  23. *Athletics: Acrobatics: Hopping over a boulder is easy with springy limbs.
  24. *Athletics: Acrobatics: Leaping enormous distances
  25. *Athletics: Acrobatics: Preparing for landing with your knees
  26. *Athletics: Acrobatics: Leap and roll
  27. *Athletics: Acrobatics: Can be really helpful in combat
  28. *Athletics: Acrobatics: Mounting another person's shoulders.
  29. *Athletics: Acrobatics: Knowing when to leap in defense, and when to stay the hell out of dodge.
  30. *Athletics: Acrobatics: x4 viewtopic.php?f=545&t=26196
  31. *Athletics: Running: Frogleap: A leaping gait on all fours, giving a tunawa maximum mobility while taking more energy.
  32. *Athletics: Running: Running as fast as you can through the woods is difficult with all the physical obstacles.
  33. *Athletics: Climbing: Small, barklike hands adhere well to bark for the climbing of trees.
  34. *Athletics: Climbing: Rock climbing requires you to find handholds and footholds.
  35. *Athletics: Climbing: Tether a climbing partner.
  36. *Athletics: Climbing: Finding an alcove in the rock to rest.
  37. *Athletics: Climbing: Scaling a person's clothing to get up on their shoulders.
  38. *Athletics: Climbing: Clambering onto a wagon.
  39. Athletics: x 2 viewtopic.php?f=326&t=23072
  40. Athletics: Juggling fruit with rupturing magic.
(76/250)Expert
Gardening
  1. Gardening: The greatest, and most beautiful, garden of them all.
  2. Gardening: Flora: Conifer trees and ever greens.
  3. Gardening: Collecting various herbal items and seeds from the wilds.
  4. Gardening: Toṣeọrun tree: Grows nuts that can be turned into weapons.
  5. Gardening: Moss behaves in certain ways
  6. Gardening: Moss does not usually grow in perfect rectangles
  7. Gardening: Moss doesn't just grow on trees.
  8. Gardening Dirtier than the books describe
  9. Gardening: Speaking to plants
  10. Gardening: The right tools!
  11. Gardening: Window boxes and planters for growing food
  12. Gardening: Growing herbs in a ship’s cabin
  13. Gardening: Using a ship’s cabin roof as a gardening space
  14. Gardening: Keep vegetables and fruits cool when storing them
  15. Gardening: Demon Seeds: Plant-like entities from Emea, that have a taste for mortal souls.
  16. Gardening: Demon Seeds: Evil plants that have tentacles that grab things
  17. Gardening: Apples: A crisp fruit that grows from trees.
  18. Gardening: Northern Nuts are tasty.
  19. Gardening: Cacti grow in the desert.
  20. Gardening: Fist Nut: A tasty nut with a toxin inside that can be steamed out of it.
  21. Gardening: Toseorun Nut: A nut that can be turned into a deadly and sharp weapon.
  22. Gardening: Macademia Nut: A nut with a very hard shell and creamy innards.
  23. Gardening: x 3 viewtopic.php?f=545&t=26200
  24. Gardening: x8
  25. Gardening: x4
  26. Gardening x 3 viewtopic.php?f=545&t=26647
  27. Gardening x 3 viewtopic.php?p=175314#p175314
(76/250) Expert
Mount (Flying Spec)
  1. Mount (Canine): Riding in the backseat on a terrier
  2. Mount (Cat): Remaining in saddle when startled.
  3. Mount (Feline): Allowing your mount to charge and damage the enemy.
  4. Mount (Feline): Coordinating movements with your mount on the ground.
  5. Mount (Feline): Dismounting quickly
  6. Mount (Feline): Don't let your mount run off, or you'll have to hitch a ride froms someone else.
  7. Mount (Feline): Evasive maneuvers during combat can save your mount some damage.
  8. Mount (Feline): Fighting alongside your mount.
  9. Mount (Feline): Jumping on and off a mount as a trick.
  10. Mount (Feline): Outrunning a pack of wolfmmice
  11. Mount (House Cat): A valiant charge into danger can take an enemy by surprise.
  12. Mount (Housecat): Catching up to another mount.
  13. Mount (Housecat): Leaping with your mount.
  14. Mount: Cat: Let the cat drive.
  15. Mount (Housecat): Weaving in and out of people fighting among each other.
  16. Mount: Cat: Let the cat drive.
  17. Mount (Rabu): Rabu is fast, really fast.
  18. Mount (Wagon): Avoiding obstacles on four wheels.
  19. Mount (Wagon): Minimizing collateral damage while driving into a crowded street.
  20. Mount (Wagon): Taking control of a cart run amok.
  21. Mount: Getting into the saddle
  22. Mount: Slowing to a trot.
  23. Mount (Avian) Riding in a eagle's talons.
  24. Mount: Raptor: Basics of a saddle
  25. Mount: Raptor: Getting to know your Raptor is important
  26. Mount: Raptor: Mounting up into the air!
  27. Mount (Raptor): Eagles make for noble steeds.
  28. Mount (Raptor): Special equipment is required to mount an eagle.
  29. Mount: Raptor: Putting in the hood and reins
  30. Mount: Raptor: Putting on a girth strap
  31. Mount: Raptor: Raptor landing
  32. Mount: Raptor: Raptors are slaves to hunger
  33. Mount: Raptor: Raptors are solitary creatures.
  34. Mount: Raptor: Riding with a passenger
  35. Mount: Raptor: Tendency to hold breath whilst saddling up
  36. Mount: Raptor: The Dark Mother's Forest
  37. Mount (Feline): Riding a cat while it's chasing a rat.
  38. Mount x 2 viewtopic.php?p=175314#p175314
(76/250)Expert
Combat: Blades
  1. Blades (Tiny Sword): Small, thin blades fit easily through gaps in armor.
  2. Blades (Tiny Sword): Need only make inches deep wounds to hit an artery.
  3. Blades (Shadow Shard): Using the shiv to hack and poke enemies.
  4. Blades (Shadow Shard): Extending your arm for greater reach.
  5. Blades: All Shapes and Sizes (1/7)
  6. Blades: All Shapes and Sizes (2/7)
  7. Blades: All Shapes and Sizes (3/7)
  8. Blades: All Shapes and Sizes (4/7)
  9. Blades: All Shapes and Sizes (5/7)
  10. Blades: All Shapes and Sizes (6/7)
  11. Blades: All Shapes and Sizes (7/7)
  12. Blades: x 4 viewtopic.php?f=545&t=26289
  13. Blades (Shadow Shard): Stays corporeal out of hand until it hits it's mark, then returns to your shadow.
  14. Blades (Shadow Shard): Throw shadow shiv to bring a barricade of rubble down, to fill the gaps.
  15. Blades (Will o Wit): Toss your partner the sword.
  16. Blades Combat (Sword): Throw the sword through a snapshot portal for extra velocity
  17. Blades Combat (Sword): Using a person as a target.
  18. Blades Combat (Sword): The posterior isn't generally a deadly target area, however painful.
  19. Blades Combat (Sword): Shadow Shard is a good projectile, all things considered.
  20. Blades Combat (Sword): Taking aim from a mount.
  21. Combat (Blades): x 2 viewtopic.php?f=545&t=26789
(40/250)Competent
Stealth
  1. Blending into one's surroundings.
  2. Blending into ambient sound.
  3. Stealth: Hiding is Easy When You are Small
  4. Stealth: Trading Silence For Chain Mail Protection
  5. Stealth: Don't Wear a Path to Your Own Home
  6. Stealth: Tracking Soldiers
  7. Stealth: Following Humans Up Mountains Silently
  8. Stealth: Sleight of Hand Allows for “Magic”
  9. Stealth: Use the Light of Someone Else' Torch
  10. Stealth: Staying Near the Edge of a Fight Keeps you Hidden
  11. Stealth: Staying Away from Firelight
  12. Stealth: Keep back until you know where you are
  13. Stealth: Hard to hide in the middle of a circle
  14. Stealth: Acrobatic leaps are difficult to manage while trying to remain silent.
  15. Stealth: Melting your own noise into the ambient noise of a crystal forest.
  16. Stealth: Sneaking on tippy toes.
  17. Stealth: Keeping to the darkness.
  18. Stealth: Hiding in books
  19. Stealth: Use your environment
  20. Stealth: The Dark Mother's Forest
  21. Stealth: x 1 viewtopic.php?f=326&t=23072
(38/250)Competent
Medicine (was Poisons)
  1. *Medicine: Poisons: Insinuative toxins must find their way into the blood stream.
  2. *Medicine: Poison: The food of poisonous animals might have ingredients that are equally dangerous.
  3. *Medicine: Poison: The slime of tree frogs has properties that can be refined into poisons.
  4. *Medicine: Poison: Curare can be derived from the slime of tree frogs.
  5. *Medicine: Poisons: Antidotes can be grown from the top of a tunawa's head.
  6. *Medicine: Poisons: Castor Bean: Can be used to produce a poison known as ricin, in powder form.
  7. *Medicine: Poisons: Toxicology deals with the adverse effects of chemical substances
  8. *Medicine: Poisons: Toxins are produced by living organisms
  9. *Medicine: Poisons: Toxicants are created artificially
  10. *Medicine: Poisons: Different delivery methods
  11. *Medicine: Poisons: Fist Nut: Uses
  12. *Medicine: Poisons: Fist Nut: How to remove the toxin
  13. *Medicine: Poisons: Sometimes the dosage makes the poison
  14. *Medicine: Poisons: Sometimes only a part of something is poisonous
(35/250)Competent
Socialization
  1. Socialization: Pestering Someone Sometimes Works
  2. Socialization: Exchanging promises.
  3. Socialization: Contact: Vasa: Rabu's Ithecal protector.
  4. Socialization: Contact: Alaiwa: Kisaik's faithful squire.
  5. Socialization: Hosting a gathering is a good way to shore up relationships.
  6. Socialization: Rabu: Kisaik's husband
  7. Socialization: Kisabu: Its officially a thing now
  8. *Socialization: Persuasion: Convincing the strange catman to sell some cats.
  9. *Socialization: Persuasion: Trying to make peace between a kitten and a full grown cat.
  10. *Socialization: Persuasion: Getting a ghost to tell her story.
  11. Socialization: Persuasion x 3 viewtopic.php?p=175314#p175314
  12. Socialization: x 4
(32/250) Competent
Combat: Unarmed ((Toṣeọruni Az'vi))
  1. Unarmed Combat (Toṣeọruni Az'vi): Schools of this fighting art are formed beneath Toṣeọrun trees.
  2. Unarmed Combat (Toṣeọruni Az'vi): Involves the use of small weapons, like Toṣeọruni blades.
  3. Unarmed Combat (Toṣeọruni Az'vi): Burying a blade in the dirt, to hide it.
  4. Unarmed Combat (Toṣeọruni Az'vi): Cheita: A master of Toṣeọruni Az'vi.
  5. Unarmed Combat (Toṣeọruni Az'vi): Don't let your guard down, ever.
  6. Unarmed Combat (Toṣeọruni Az'vi): Draw and strike
  7. Unarmed Combat (Toṣeọruni Az'vi): Slice whilst moving foward
  8. Unarmed Combat (Toṣeọruni Az'vi): Maintain balance
  9. Unarmed Combat (Toṣeọruni Az'vi): Changing movement mid-strike
  10. Unarmed Combat (Toṣeọruni Az'vi): Relaxed stance
  11. Unarmed Combat (Toṣeọruni Az'vi): Lunging
  12. Unarmed Combat (Toṣeọruni Az'vi): Shifting weight as movement changes
  13. Unarmed Combat (Toṣeọruni Az'vi): Overhead arc
  14. Unarmed Combat (Toṣeọruni Az'vi): Recovering from an unexpectedly ineffective attack
  15. Unarmed Combat (Toṣeọruni Az'vi): Upward thrust
  16. Combat: Unarmed (Toṣeọruni Az'vi): Being small makes you hard to hit.
  17. Combat: Unarmed (Toṣeọruni Az'vi): Being light makes it easy to move about without effort.
(26/250)Competent
Science (Was Chemistry)
  1. *Science: Chemistry: Basic Definition.
  2. *Science: Chemistry: Congelation makes a fluid more viscous.
  3. *Science: Chemistry: Some fluids can congeal to the point of crystallization.
  4. *Science: Chemistry: Viscous fluid can become dry like puddy or unrefined rubber.
  5. *Science: Chemistry: Elimination Process: Trying salts and other materials on a substance to create viscosity.
  6. *Science: Chemistry: Mixing stuff into drinks is a kind of chemistry.
  7. *Science: Chemistry: Cactus juice has something in it that sheds lichen.
  8. *Science: Chemistry: Process of distillation can create potent spirits of substances.
  9. *Science: Chemistry: Alembic: An instrument that allows for the process of distillation
  10. *Science: Chemistry: Calcinator: A small furnace that provides heat to the laboratory equipment.
  11. *Science: Chemistry: Calcinator: Can be used to reduce materials to ash and other useful components.
  12. *Science: Chemistry: Definition
(26/250) Competent
Meditation
  1. Meditation: The trill and songs of many birds.
  2. Meditation: Not all visions of peace can be trusted.
  3. Meditation: The Order of Color Value.
  4. Meditation: Music as an inward path
  5. Meditation: Using the setting to determine focus
  6. Meditation: Don’t let nerves sway you from your path.
  7. Meditation: Regulating breathing
  8. Meditation: Sometimes It Brings The Focus You Need to Figure Things Out
  9. Meditation: Concentrating on making a spoon stir in a dream.
  10. Meditation: Doesn't need to be sitting still.
  11. Meditation: Movement as meditation
  12. Meditation: Breathing in to coincide with movement.
  13. Meditation: Breathing out slowly
  14. Meditation: x 2 viewtopic.php?f=545&t=26200
  15. Meditationx 3 viewtopic.php?f=545&t=26647
(26/250)Competent
Endurance
  1. Endurance: Getting swatted aside with a wooden sword.
  2. Endurance: The crushing weight of near-death
  3. Endurance: Persistent, determined, pain in your legs.
  4. Endurance: Tunawa have built in resistance to magic.
  5. Endurance: Touching a hot surface.
  6. Endurance: Taking the heat of the laboratory.
  7. Endurance: Wear armor if you want to survive a pitched battle.
  8. Endurance: Armor is somewhat restrictive of movementrs and bulky.
  9. Endurance x 3 viewtopic.php?f=545&t=26647
  10. Endurance: Tunawa joints get creaky when they sleep without food or drink.
  11. Endurance: Waking up after a very long nap.
(26/250)Competent
Discipline
  1. Discipline: Maintaining emotional control.
  2. Discipline: Continuing on despite pain
  3. Discipline: Focus on what's truly important.
  4. Discipline: Rushing in to fight a monster.
  5. Discipline: Never give up!!
  6. Discipline: x 1 viewtopic.php?f=326&t=23072
  7. Discipline: x 2 viewtopic.php?f=545&t=26789
  8. Discipline: Try to keep focused while asking questions of a very unusual conversationalist. viewtopic.php?f=545&t=26273
  9. Discipline: Don't be spooked by the telepathic tree. viewtopic.php?f=545&t=26273
  10. Discipline: x 3 viewtopic.php?f=545&t=26273
(26/250)Competent
Animal Husbandry
  1. Animal Husbandry: Egg napping in order to raise them oneself.
  2. Animal Husbandry: Separating natural enemies in order to protect them from each other.
  3. Animal Husbandry: Hatching an egg
  4. Animal Husbandry: Feeding a baby bird.
  5. Animal Husbandry: Animals are most comfortable in their natural habitat
  6. Animal Husbandry: Regular treats are good!
  7. Animal Husbandry: Rats are a fine snack for cats.
  8. Animal Husbandry: Panhandlers are quite docile and shy even compared to most turtle species.
  9. Animal Husbandry: Panhandlers absorb minerals and metals and gems into their shell when burrowing.
  10. Animal Husbandry: Panhandlers make deep burrows, and hide under the earth from hunters and poachers.
  11. Animal Husbandry: Panhandlers are a boon to farmers, both for tilling the earth as well as eating insects.
  12. Animal Husbandry: Panhandlers are a small species of turtle, with pretty shells.
  13. Animal Husbandry: Panhandlers are omnivores, and especially enjoy minerals but also roots, earth worms, and berries.
  14. Animal Husbandry: Panhandlers can be found deep in the earth, and often are hard to find if you don't dig them up.
(26/250)Competent
Animal Training
  1. Animal Training: A cat is independent and isn't bought.
  2. Animal Training: Cats are territorial.
  3. Animal Training: Keeping a panhandler's attention by playing with it and performing a juggling act with berries.
  4. Animal Training: Making sure that the panhandlers have a good rapport with the opposite gender of their kind, by observing their behavior.
(16/250)Novice
Storytelling
  1. Storytelling: The Tale of the Knights of the First Tree, and the Mud Burho.
  2. Storytelling: The story of how Qit'ria found her mate Noth.
  3. Storytelling: Telling stories to pass the time.
  4. Storytelling: The Story of the Tooth Fairy.
  5. Storytelling: The Tale of Azrael and the Field of Fire.
  6. Storytelling x 5 viewtopic.php?p=175314#p175314
  7. Socialization: Waking up to meet an old friend.
  8. Storytelling: The nap of Skeeterwampulus: A harrowing warning not to wake the monster of the wetlands.
  9. Storytelling: The Mouse and Schnizzlesnoot: A story about how a mouse outsmarted an entire forest, by befriending the scariest things in it.
  10. Storytelling: The Story of 416 and Baron Smooglenuff: How Enri named the big monster Smooglenuff so it wouldn't seem so scary.
  11. Storytelling: The Seige of Jesine's Fairy Court: How Kisaik and the Wardens of the First Tree saved Jesine's Fairy court.
(15/250)Novice
Woodworking (Was Shipbuilding)
  1. *Woodworking: Shipbuilding: Making a simple raft and leafy oar.
(10/250)Novice
Swimming
  1. Swimming: Suriving going Overboard
(6/250)Novice
Seafaring(6/250)Novice
Flying
  1. Flying: Learning to Fly.
  2. Flying: Flying upward.
  3. Flying: Carrying a heavy object while flying.
  4. Flying: Adjusting a fall through wings.
  5. Flying: Flying can go faster than on-foot.
  6. Flying: Weight distribution.
  7. Flying: Fairy wings can carry a light load fast.
(6/250)Novice
Fieldcraft
  1. FieldCraft: Suriving on Insects
  2. Fieldcraft: Searching for nuts.
  3. Fieldcraft: Woods are a treasure trove of materials and food.
  4. Fieldcraft: Rabbit poo has many uses.
  5. Fieldcraft: Pine-pitch adhesive: Made from Pine Pitch, water, and rabbit poo.
  6. Fieldcraft: x 2 viewtopic.php?f=545&t=26289
(6/250)Novice
Textile Production(5/250)Novice
Ensorcelling(0/250)Novice
Hunting(0/250)Novice
Textile Production
  1. Textile Production: A fabric is made with a combination of threads from a spindle, loaded into a loom.
(0/250)Novice
Teaching
  1. Teaching: A field trip to learn about other fighting styles.
  2. Teaching: Correcting your student.
(0/250)Novice
Tactics
  1. Tactics: Working together to accomplish a goal.
  2. Tactics: All Shapes and Sizes (1/1)
(0/250)Novice
Strength
  1. Strength: Walloping a larger creature with a crosse.
  2. Strength: Lifting a rock with your bare arms.
  3. Strength: Shoving a sharp splinter into a wolfmouse's eyesocket to kill it.
  4. Strength: Leverage can improve your efforts to move things.
(0/250)Novice
Singing
  1. Singing: Song: Friends and guests are welcome.
  2. Singing: Pitch and tone.
(0/250)Novice
Seafaring
  1. Seafaring: Pushing a raft off from shore.
(0/250)Novice
Sculpting
  1. Sculpting: Forming a sharpened edge along a hardening material.
(0/250)Novice
Psychology
  1. Psychology: When an Immortal hands you something
(0/250)Novice
Politics
  1. Politics: Yaralon: Probably shouldn't go back to Yaralon.
(0/250)Novice
Needlework
  1. Needlework: To start making garments and hats, one needs first a thread.
  2. *Needlework: Design: Feathers and other decorations make a hat much more attractive.
  3. *Needlework: Design: Monochromatic Color Value and Tone.
(0/250)Novice
Navigation
  1. Navigation: Location: The shores of Lake Lovalus.
(0/250)Novice
Logistics
(0/250)Novice
Linguistics
  1. Linguistics: Ulehi: Qadarqih roughly translated means 'Black Blade'.
(0/250)Novice
Intimidation
  1. Intimidation: Shadow Shiv is scary to Demon Folk.
(0/250)Novice
Leadership
  1. Leadership: Not hesitating to take action.
  2. Leadership: Not all tasks can be accomplished alone.
  3. Leadership: Giving instructions of what the plan is.
  4. Leadership: Giving orders on demand is hard!
  5. Leadership: Gloom and Doomsayers (1/2)
  6. Leadership: Gloom and Doomsayers (2/2)
  7. Leadership x 3 viewtopic.php?p=175314#p175314
(0/250)Novice
Design (Going to Needlework)
  1. *Art: Design: Feathers and other decorations make a hat much more attractive.
  2. *Art: Design: Monochromatic Color Value and Tone.
(0/250)Novice
Detection
  1. Detection: Taste-testing substances to try and figure out what they might do.
  2. Detection: Taste-testing beer to tell what food it pairs well with.
  3. Detection: Looking at other’s reactions to determine the success or failure of an outcome.
  4. Detection: Something isn’t right with Rabu…
  5. Detection: Righting chaos through order.
  6. Detection: The cry of a harpy eagle
  7. Detection: The sound of an eggshell cracking.
  8. Detection: Feeling the weight of wells about your arm.
  9. Detection: Feeling that the bag of teeth is no longer under the pillow.
  10. Detection: Noticing that your friends are no longer there.
  11. Detection: Spotting things in irregular places
  12. Detection: Close to the ground can help with tracking
  13. Detection: x1
(0/250)Novice
Dancing
  1. Dancing: Can be used in tandem with Flying.
  2. Dancing: The Waltz.
(0/250)Novice
Caregiving
  1. Caregiving: Calm and reassure
  2. Caregiving: Remind loved ones you love them
(0/250)Novice
Brewing
  1. Brewing: Gold water: a beer containing caraway, cardamom, aniseed, a couple types of fennel, cumin, and a special touch of amber
  2. Brewing: Sunny Sticky: A desert brew with a kick, the key ingredient being a hot, fermented cactus.
(0/250)Novice
Combat: Bludgeon & Axes
  1. Blunt (Club): Whacking tunawa around with a club.
  2. Blunt (Club): Brandishing the club with a proper grip.
(0/250)Novice
Combat: Thrown(11/250)Novice
Running(11/250)Novice
Climbing(11/250)Novice

Old Knowledges

Skills


Climbing (Into Athletics)
  1. *Athletics: Climbing: Small, barklike hands adhere well to bark for the climbing of trees.
  2. *Athletics: Climbing: Rock climbing requires you to find handholds and footholds.
  3. *Athletics: Climbing: Tether a climbing partner.
  4. *Athletics: Climbing: Finding an alcove in the rock to rest.
  5. *Athletics: Climbing: Scaling a person's clothing to get up on their shoulders.
  6. *Athletics: Climbing: Clambering onto a wagon.
Persuasion (Into Socialization)
  1. *Socialization: Persuasion: Convincing the strange catman to sell some cats.
  2. *Socialization: Persuasion: Trying to make peace between a kitten and a full grown cat.
  3. *Socialization: Persuasion: Getting a ghost to tell her story.
  4. Socialization x 3 viewtopic.php?p=175314#p175314
Running (Into Athletics)
  1. *Athletics: Running: Frogleap: A leaping gait on all fours, giving a tunawa maximum mobility while taking more energy.
  2. *Athletics: Running: Running as fast as you can through the woods is difficult with all the physical obstacles.
Thrown -All converted to blades knowledge
  1. Thrown (Shadow Shard): Stays corporeal out of hand until it hits it's mark, then returns to your shadow.
  2. Thrown (Shadow Shard): Throw shadow shiv to bring a barricade of rubble down, to fill the gaps.
  3. Thrown (Will o Wit): Toss your partner the sword.
  4. Thrown Combat (Sword): Throw the sword through a snapshot portal for extra velocity
  5. Thrown Combat (Sword): Using a person as a target.
  6. Thrown Combat (Sword): The posterior isn't generally a deadly target area, however painful.
  7. Thrown Combat (Sword): Shadow Shard is a good projectile, all things considered.
  8. Thrown Combat (Sword): Taking aim from a mount.

Non-Skill
  1. (SP) Immortal: Ymiden
  2. (SP) Layout: Yaralon
  3. (SP) Immortal: Moseke
  4. (SP) Location: Desnind
  5. (SP) Laws: Desnind
  6. (SP) Layout: Desnind
  7. (SP) Customs & Festivals: Desnind
  8. (SP) Location: Yaralon
  9. (SP) Customs & Festivals: Yaralon
  10. (SP) Cats
  11. Immortal: Mortalborn: Jesine, Queen of Dreams
  12. Jesine: Her Fairies.
  13. Title: Orange Knight of the Fairy Realm
  14. Immortal: Aelig
  15. Aelig: Illusions, Mimicry, Chaos.
  16. Aelig: The voice of your grandfather.
  17. Aelig: Knows about you and Rabu.
  18. Aelig: Called Rabu “Old Dust’s spawn” and “taleweaver’s sapling”.
  19. Rabu: The tallest Tunawa
  20. Rabu: A friendly tunawa
  21. Doran: A grumpy professor.
  22. Doran: Knows an awful lot about chemistry and alchemy.
  23. Doran: Now knows more about tunawa.
  24. Doran: Is a curious sort of person.
  25. Viden: Academy gives classes in Alchemy and toxicology.

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