Llyr's Plot Notes

The plot development forum is designed for players and groups to keep track of their plot lines, goals they wish their characters to complete in each season, and anything else that may tie into your character's past, present, and future. Please remember that this is not the Personal Journals forum and should not be treated as such. All information posted within this forum should be information that ties back to your character within the Standing Trials Roleplay.

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Llyr Llywelyn
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Posts: 1925
Joined: Sat Feb 02, 2019 12:24 am
Race: Mixed Race
Renown: 830
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Wealth Tier: Tier 8

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Development: Overflow

wiki/index.php?title=Category:Etherstone
  • 2 Raw Skeever Stones: incredibly rare, 2 max to be found through story with risk involved - both Skeever Stones will be mobile with legs but on the smaller side. The reason for these being in the Personal Fracture is because of Llyr having a Mortalborn Soul with three sparks (a great amount of both domain and divine ether), in addition to being at the very edge of revelation (which he considered then stepped away from already IRP). wiki/index.php?title=Category:Skeever_Stone
  • 1 Raw Standard Ruby of Love and 1 Fragmented Lovebound Ruby of Love: These are within Llyr's Personal Fracture because his Transmutation spark developed around his love for life, climbing, and existence. He had a second lovebound-based stone but it broke and fragmented.
    wiki/index.php?title=Category:Ruby_of_Love
  • 1 Dark Star: Not entirely sure on this one, as I'm not sure if Llyr removing wells would be considered harming his own Personal Fracture??? But since Personal Fractures are based on Major Fractures, I could see how there might be one - likely located in the Tower to the Untold (see below).
    wiki/index.php?title=Category:Dark_Star



Image
The Personal Fracture of the magister, Llyr Llywelyn, serves as a manifestation of his soul. Though others cannot follow into the space: when Llyr leaves Idalos, wherever he has retreated, a foyer remains. The effects of this foyer are that light and shadow contrast more sharply than natural, the scent of ether lingers, and a sense of being watched steadily grows for any individual who stands near the spot of departure.

A contained labyrinthine city, the space is inescapable. At the very edges, if an attempt to cross out is made, the traveler is teleported to a different section of the city. There are many elevated levels, but only one true ground, which is split apart by structures and sometimes murky water. The city is divided by areas based on height and depth in relation to the center, or Heart, where an infinitely tall gothic-styled tower resides. This tower leads into the Untold, by journeying upward. High above the tall city is an iridescent sky that looks like a blanket of glittery snow clouds.

There are a seemingly infinite number of skyways, pillars, buttresses, spires, crenelated walls, and the like. The majority of structures are built from obsidian, slate, and shale stone, much of which easily gives way and crumbles. Wooden stairs, interior spiral stairs, and ladders are common. Most stairs lead into dead-ends. Iron portcullises block certain paths, while also opening at seemingly random.

Inside the buildings are corridors upon corridors, that usually lead to an exit door rather than any actual rooms. Many of the corridors extend up into massive heights of rib vaulted ceilings. Rooms are incredibly rare, varied in dimensions and decor, and usually don't maintain static locations. Giant stained glassworks, such as windows, can sometimes be found, though often dulled as if by age and ruined by thin cracks through the design.

Braziers and torches cast warm orange and red light over the dour stone structures. It is incredibly cold inside the Personal Fracture, with heat only coming from these sources of fire.

There are filth-lined sewer grates and dungeons, and they are not abandoned. Yet if he seeks to find these people, he never can. He only ever finds their forms in twisted sculptures that inevitably crumble and reform elsewhere. Sounds of torment, and whispered pleas for help, echo perpetually through-out the city. Skulls and bones litter the ground level and corridors. Heavy chains adorn most of the pillars. Much of the architecture displays sculptures of tortured people carved into the stone. Higher up in the city, the less sculptures can be found. Most of the sculptures can be found on the ground level. Elaborate tympanums detailing scenes of punishment, personal memories, and mythic events are frequent.

Mist and fog is common through the city. Sometimes a windstorm gusts through, rattling the chains, putting out the fires, and forcing Llyr to find cover. Severe downpours and thunderstorms also happen, darkening the sky into what resembles night and flooding the lower levels to the point where one must scale to the higher levels to keep dry. Arcane symbols can spontaneously appear on the walls, as if painted by his ether, and these seem to guide Llyr in directions with varying intentions as to why. Not all intentions are safe and his Personal Fracture is a dangerous place.
Viden Academy

Registry - viewtopic.php?f=182&t=2505
Location - viewtopic.php?f=228&t=663

Potentially Forged Fake Identity (?)
Options for Names:
Llyr Llywelyn
Shay (Shandre)
Mister Magpie
...West Magpie
Forgery of qualifications of any level from the Viden Academy is prohibited and is punishable by expulsion from the institution and, in extreme cases, exile from the city.
Could also just... steal a totem of a student... eh, but likelihood of getting caught is big. Not worth the risk.
Those who are not registered students of the Academy, or affiliated with it in some other way, are limited in their access to facilities offered by the Academy and must pay for entry to the Prime Atheneum.
Study of Arcana is highly restricted and special permission must be sought from senior academics (and a Prophet) both to be taught and to study privately. Access to the third floor of the Prime Atheneum is, obviously, also monitored heavily.
Use of Arcana is limited to the facilities owned by the Institute of Arcana. Whilst all disciplines of Arcana are recorded in the Prime Atheneum, not all are permitted to be taught, and those which aren't are not to be practiced anywhere within the city limits. Hazardous use of Arcane Arts will be dealt with quickly and severely.
To complete a full season, one must write one thread of study in said season (two a cycle) or risk expulsion from the Academy.

Code: Select all

[center][font size=150][b][u]The Academy Student Registry[/u][/b][/font][/center]

[b]PC Name:[/b] Llywelyn (?) possibly a different name.
[b]Age, Race & Gender:[/b] 19 going on 20 in Zi'da, Biqaj MB, Male
[b]Institute:[/b] [i](e.g. Science)[/i] Arcana
[b]Subject:[/b] [i](e.g. Medicine)[/i] Attunement or Transmutation (or ... Revelation... or... Becoming or.... )
[b]Level:[/b] [i](e.g. Certificate)[/i] (check about entrance exams, otherwise...) Letter
[b]Part Time Work:[/b] [i](if applicable)[/i] Assistant Researcher
[b]Additional Comments: Will be using the loan system to pay for it.[/b]

Institute of Arcana
The Institute of Arcana is the smallest of the educational branches in the Viden Academy. Its main purpose is to provide a safe and stable learning environment to those whose interests are geared towards the arcane. Due to its stance on safety above all else, there are certain arcane disciplines which are considered to be taboo and practice of these arts will lead to expulsion from the Academy at the best and exile from the city entirely at the worst. The education of most arcane arts is theoretical with only those who truly excel being permitted to practice practical applications.

The Northern Cell of the Faction of Seekers is housed within the Institute of Arcana, and an Inquisitor of the faction acts as a deputy dean. This Institution is renowned, specifically for being the most secretive, and jealously guards its knowledge against the unworthy. Its rules are extremely rigid and unyielding and the Dean is known for being unmoving in his stance of safety being paramount. As restrictive as the College is, one will be hard pressed to find a more safe and cautious environment for this specific learning... it takes an immense amount of effort to be trusted enough to be accepted as a student of the arcane, but those who do will find their efforts rewarded with unimaginable amounts of knowledge.
Institute of Technologies
Often considered to be little more than a sub-department of the Institute of Sciences, Yvithia created this Institute specifically to honour her long-time friend and companion: Aeva, the Immortal of Technology. With her input, this department too, had flourished in Viden, expanding to be one of the larger of the six. Arguably the most practical of the Institutes, it deals entirely in applied uses of science, and draws on many theoretical classes from it's parent Institute to teach its students. Those who graduate from the Institute of Technology are guaranteed a well paying job in almost any city across Idalos.
Letter ∞
Minimum of 25* pieces of Knowledge in the relevant topic.
Minimum 2 seasons of study in Rynmere/Scalvoris/Viden.

Certificate ∞
Minimum of 30* pieces of Knowledge in the relevant topic.
Minimum of 2 seasons of further study in Rynmere/Scalvoris/Viden.

Diploma
Minimum of 35* pieces of Knowledge in the relevant topic.
Minimum of 2 seasons of further study in Rynmere/Scalvoris/Viden.
Teaching of at least one class to lower-level students.

Charter
Minimum of 40* pieces of Knowledge in the relevant topic.
Minimum of 3 seasons of further study in Rynmere/Scalvoris/Viden.
Teaching of at least 1 class to lower-level students.
Moderated thread with a Prophet.

Licentiate
Minimum of 50* pieces of Knowledge in the relevant topic.
Minimum of 3 seasons of further study in Rynmere/Scalvoris/Viden.
Moderated thread with a Prophet.
Teaching of at least three classes to lower-level students.
Outline of a Thesis on topic.
Each season of study, at a Tertiary level, costs any and all students 100gn (thus 200gn per cycle) - regardless of the level of qualification that the student is aiming for.
Employees of the Academy (working and studying part-time) can be offered discounts ranging from 10-30gn, according to their position in the Academy.
For any students taking a class in a season (visitor or citizen), accommodation is offered with attendance to said class, with an extra fee of 30gn
For students unable (or unwilling) to pay, the Directorate of Viden offers a maximum of three loans per year to students with great potential.
Prerequisites include near fluency (or competency) in two languages and expertise in at least one skill, though it fluctuates from year to year, dependant on applicants.
These loans have a maximum value of 500gn and are to be paid back in seasonally at 15% of the student's income.
If the debt hasn't been cleared within 10 years, the debt is wiped.
For non-students, single entry to the Prime Atheneum (for use of the first two floors) is 5gn. Seasonal entry is capped at 10g
The Viden Academy is a very respectable institution, thus has the luxury of being able to afford the best. Employees who work in the facilities linked to the Academy are awarded higher wages than those who do the same job elsewhere in Viden or, indeed, the rest of Idalos. With this comes much higher demands, however, and rank and pay is based upon the individual's qualifications, not just skill points. Base wages and requirements are listed below:
Assistant Researcher
No required qualifications. Minimum of 15 skill points in Research. Limited positions open for those who show skill and worth.

Researcher
Minimum qualifications: Certificate.
Must be at least competent in Research
Associate Professor
Minimum qualifications: Diploma.
Must be at least competent in Teaching.
Professor
Minimum qualifications: Charter.
Must be at least expert in Research.
Must be at least expert in Teaching.
Dean of an Institute
One position per Institute (for a total of 6 positions).
Minimum of one Licentiate in the relevant subject of the Institute (condition can be lowered depending on desirable qualities).
Must be at least competent in Leadership (or related).
Must be at least master in Research.
Must be at least expert in Teaching.
Chancellor of the Academy
One position. Minimum qualifications: Licentiate and additional Charter in any subject.
Last edited by Llyr Llywelyn on Tue Dec 31, 2019 6:17 pm, edited 4 times in total. word count: 1994
Please — consider me a dream.
User avatar
Llyr Llywelyn
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Posts: 1925
Joined: Sat Feb 02, 2019 12:24 am
Race: Mixed Race
Renown: 830
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Wealth Tier: Tier 8

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Notes: Wealth System


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Wealth

WEALTH
CURRENT STATUS
Wealth Tier: 5
Wealth Points: 72
Wealth Skill: Negotiation
Current Salary: 3 WP per season (+2)
Wealth Threads:
  • Cylus: A Few Nels Short +1WP
  • Ashan: (Solo) Where it Begins (Part 3) +2WP
  • Ashan: (Family) Pending
  • Ymiden (Solo): pending (3wp)
  • Ymiden (Family): pending
  • Saun (Solo): pending (4wp)
  • Saun (Family): pending
City Primary Language: Vahanic (unknown) -> Broken for Free next cycle in Ymiden.
WP to next Tier: 18 WP

Wealth Tier
Tier 5.
Each Tier is an indication of your lifestyle overall and encompasses all aspects of that lifestyle. Items in the price list, your clothing, housing and so on are all determined by Wealth Tiers, so make sure that you understand not only what your Wealth Tier is, but also where it fits in the bigger picture of wealth (and poverty) on Idalos!

Wealth Tier 5(66 - 90 Wealth Points)
The average lifestyle for a character in Idalos. If you live in a house, you have a small three room home in a mediocre area. Nothing fancy, but equally, you aren't completely scraping for your next meal, either. You get by. You may assume a small garden.

Wealth Tier 6 (91 - 115 Wealth Points)
This person is starting to see the finer things in life, here and there. They are well fed and able to buy little treats and luxuries, here and there. Their home is likely to be comfortable and you may assume a medium-sized garden.

Wealth Tier 7 (116 - 140 Wealth Points)
Tier 7 individuals have a good lifestyle and money to spare. They have comfortable and well appointed housing with spare resources which they can save or spend on luxury items. Their food and clothing are likely to be well above average. PCs at this Tier may assume a large garden.

Wealth Tier 8 (141 - 195 Wealth Points)
The very wealthy are those who have a very good lifestyle, are able to live in very high quality housing if they choose to and have lots of spare wealth with which to purchase luxuries and any goods they want. This PC may assume a large garden.

Wealth Tier 9 (196 - 250 Wealth Points)
To be at Wealth Tier 9 is to have the opportunity of a lifestyle the average person would not be able to dream of. Minor nobility living in large private estates and wearing the finest clothes are rich. This pc is likely to live somewhere with "grounds" rather than a garden.

Wealth Tier 10 (251 Wealth Points +)
Then, there are the filthy rich. Those who can afford pretty much whatever they want and who live an absolutely libertine lifestyle. They are the high ranking nobles, most famous in their professions, etc and are likely to live in a few acres of land.


WEALTH POINTS
There are, fundamentally, two things that you can do with Wealth Points.

Either spend them on items / goods above your current Wealth Tier as listed in the Shoppe or, you can save them and work towards the next Wealth Tier.

It is important to note that someone having more Wealth Points or less in a particular Wealth Tier has no impact on their lifestyle within that Tier - it is disposable income which might allow for more one off purchases, or it's an indication of working towards a better lifestyle. That's up to you, the player.

You gain Wealth Points in a number of ways:
  • Wealth Threads Each season you can undertake a "Wealth Thread" - this is a thread where you use your identified Wealth Skill for the season.
  • Wealth Points The number of points you have determines your Tier and your disposable income. As a starting PC, your initial Wealth Points are identified below.
  • Other Threads Here on Standing Trials we have many Types of Thread. If, in your thread you have a situation where you might earn a Wealth Point, you can ask for one in your Review Request. Please note, however, that you can only do this after you have completed your Wealth Thread for the season and submitted it for review.
  • Moderated Threads if you take part in a moderated thread, be that an event or a one to one moderated thread, the mod in question might choose to give you Wealth Point rewards. That is entirely at Mod discretion, though.
  • Annual Bonus If you complete Wealth Threads using the same Wealth Skill for a full year, you get an "Annual Bonus" - this is 5 Wealth Points the first year, 15 on your second year and 25 Wealth Points on the third year and each year thereafter
There are two ways to lose wealth points. First - spend them! That has already been covered above.
The other way to lose Wealth Points is by moderator intervention, perhaps due to the consequences of a modded thread or some other such.
Of course - the other thing you can do is give them away!
  • You have one thread a season identified as your Wealth Thread.
  • This thread is associated with your identified Wealth Skill.
  • Your first Wealth Thread earns you 1 Wealth Point. The following season Wealth Thread earns 2, then 3 etc.
  • You can also earn Wealth Points via your usual threads. These can be claimed as Thread Rewards in your Review Request and are threads which earn you wealth.
  • These might be from a second job, an adventure, a gift etc. These are awarded at reviewer's discretion.
  • You can spend or save Wealth Points. They can be spent on items above your Tier in the Price List or saved to indicate you working towards your next Wealth Tier.
  • You must have completed and put for review a Wealth Thread before you get any bonus Wealth Points from other threads.
  • You get an annual bonus if your Wealth Thread is using the same Wealth Skill for a full year.



WEALTH THREAD
As a fantasy setting, and a forum RPG, you as player and your PC have a lot of options for ways to earn. It might be that your PC has a job, and so you write about that. Or maybe they have a skill which they use to make things to sell. Perhaps they own a business, hunt for a living, con people out of money with trickery or seduction. Going on adventures, being a beggar, baker, horse breeder or butcher -all of these are ways in which your pc earns wealth.

The possibilities are as endless as your imagination!

The Wealth Thread is, fundamentally, a thread where you deal with how your pc makes money that season. It's only one thread, but it gives you Wealth Points for the entire season. You will need to identify a Wealth Skill in that thread - please do so in the first post.

Your Wealth Thread can be your job, or any other means of earning wealth your PC has. This might be working at or owning a business, for example, or your PC might host an event, sell some goods, be a sword for hire or any of a number of possibilities. The City Based PC has the most flexibility in their Wealth Thread, as they can do, literally, anything as long as it's appropriate to the level of their identified Wealth Skill.

Simple - you add +1 Wealth Point every season that you do a new Wealth Thread. If you miss a season, that's fine, you just don't add the 1 Wealth Point for the missed season. So, each season you've done a Wealth Thread for, after the first, gains you +1 Wealth Point.

Simply put - you have to write a story. Your Wealth Thread is a story about how your PC earns, makes, cheats, begs, swindles or otherwise accumulates money! It can be a job, a performance, selling goods or services, being a sword for hire - literally the limit is your imagination. It can be a collaboration or solo thread.

One thing we do ask is that you identify the Wealth Skill for your job in the first post. Other than that, just go and make some money!

SEASONAL SALARY BONUSES
wiki/index.php?title=Seasonal_Salary_Bonuses

If you have a completed Higher Education Qualification you may apply the following to your Seasonal Wage.

Letter = +1wp a Season
Certificate = +2wp a Season
Diploma = +3wp a Season
Charter = +4wp a Season
Licentiate = +5wp a Season.

These bonuses are NOT cumulative. If you have a Charter, you have +4 TOTAL, not +4 +3 +2 +1, and you always have +4, until you graduate to +5 for the Licentiate.

In order to promote and encourage long-term involvement in a city that a PC is invested in, a PC may opt into a "Loyalty Bonus" for the primary language of their city.

If the PC remains in the city for one Cycle, they may take the primary language of that city up to the level of "Broken" for FREE.
If they remain in the city for one Arc, they may take the primary language of that city up to "Conversational" for FREE.

This is explained as the PC picking up colloquialisms and other tidbits of the language in their everyday dealings in the city. The more time they spend in the city around the languages, the more they would recognize the intricacies of the language they are commonly around.

Additionally, a PC who is FLUENT in the primary language of their city may add a bonus to their wage IN THAT CITY.

So if the PC is fluent in Ith'ession and works in Etzos, any Wealth Threads completed in that area would be subject to the bonus. However, if the same PC moves to Rhakros, the bonus is lost, and the PC would have to learn Xanevic to regain the bonus in Rhakros. This can be explained by the employers of the city looking more favourably upon those who speak the native language of their area.

Quacia Vahanic Yes (Loyalty Bonus)

If you are fluent in the language spoken in your city, you may apply the following to your Seasonal Wage.

+1wp a Season


Renown Medium Reward: +1 WP to your Seasonal Wage from now on.

WEALTH SKILL
Negotiation
In order to gain Wealth Points your pc must write a Wealth Thread. This is a once a season snapshot of how your character brings in money.

Although we're working within wealth tiers and so on, as far as your PC is concerned, there are coins etc - they buy things, sell things and get paid (or steal, or get given) money.

Your Wealth Skill is the focus skill for how your PC does that.
You must identify one skill only and denote that as your Wealth Skill for the season. It can be a different Skill next season if you want, but each Wealth Thread must have a named and identified Wealth Skill.

Every year (6 seasons) which you maintain the same Wealth Skill in each Wealth Thread for earns you a "loyalty bonus". These are as follows:

In This Seaason Your Loyalty Bonus is:
6 consecutive seasons (1 year) with the same Wealth Skill +5 Wealth Points
12 consecutive seasons (2 years) with the same Wealth Skill +15 Wealth Points
18 consecutive seasons (3 years) with the same Wealth Skill +25 Wealth Points
Every 6 consecutive seasons with the same Wealth Skill thereafter +25 Wealth Points


WEALTH & NPCs
In the Wealth System there is no charge for either Flavour NPCs or Personal NPCs.

It is important to note however, that while NPCs do not ever give an advantage in terms of wealth. They are part of your PCs story, but they are not there to give you additional money. It is perfectly acceptable for an NPC to give your PC a gift - but unless it is something at or below your pc's Wealth Tier, you must pay for it.

PC Slaves live outside the wealth system. They own nothing and may not be permitted to do so. If a PC is playing a slave with an NPC owner, that owner must be a City NPC and their Wealth Tier must be agreed by the City Mod(s). The accessibility of slaves per tier applies Please refer to The Shoppe for Slave prices. Thank you.

What items can I assume my NPC(s) have?
Your NPCs are assumed to be at or below your Wealth Tier in terms of their equipment. Therefore, you may assume that they have the same access to the Shoppe that you do.



Last edited by Llyr Llywelyn on Fri May 31, 2019 6:11 am, edited 3 times in total. word count: 2144
Please — consider me a dream.
User avatar
Llyr Llywelyn
Approved Character
Posts: 1925
Joined: Sat Feb 02, 2019 12:24 am
Race: Mixed Race
Renown: 830
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Wealth Tier: Tier 8

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Notes: Etzos

Image

2.) THE GULF OF VIGILANCE: This body of water defines the northern boundary of the peninsula to the east of Etzos. It has long been a source of food for the city. It is also the location of modest training facilities where citizens learn many skills related to fishing and boating. The name suggests the stress placed on reconnaissance as well as marine crafts.

3.) THE HIVEY ARCHIPELAGO: This string of islands spans the gulf and is as much a strategic aid as a liability. It has often been used by pirates, though a concerted effort by Etzori forces is usually sufficient to drive them off for a time. It is more worrisome for its ability to shield the presence of forces more directly hostile to Etzos.

4.) FOOTHOLD ISLAND: While not considered a part of the Hivey Archipelago, the name given this island shows how its location is viewed by Etzos. There is a strange inability to find a landing for boats, yet reports indicate the occasional appearance of campsites. The possibility that illusions are being used to hide a landing does not ease Etzos' concerns.

5.) BAILEY PENINSULA: This landmass is named for the term that refers to the large courtyard inside castle walls. The city of Etzos views this area as their sort of "back yard", and guards it as such. It is a source of much of the city's material wealth, and no trespassing is allowed.

6.) THE FORBIDDEN SPIT: This protrusion of land into the "Meridian Main" is largely a secret to the people of Etzos. More can be found here about the secret there, the most common way that people find themselves there, and some of the other people there.

12.) THE MINES: Not a location a traveler is likely to come across randomly, it is constantly guarded by whatever arm of the military is on rotation to the east. Being on the border of the North Woods, travelers do occasionally get close. Subtle efforts will be made to encourage them to take a different route. If this is unsuccessful, they are taken into custody immediately. The mines are the single most important part of the city's economy, providing the gems for which the city is best known.

13.) THE QUARRY: Having learned, from past incendiary incursions by Aukari provocateurs, that stone construction is ultimately more cost-effective that wood, the quarry is also an extremely valuable asset to the city. It is not so severely guarded as the mines, being far more open, and possessing assets far more difficult to sneak out. The triangle formed by the city, the mines, and the quarry is rich in metals, and feature a number of such mines.

19.) THE NORTH WOODS: Etzos not only sits on the Southwood River, it sits at the southern edge of a massive forest. This portion is the relatively safe, close part directly north of the city. It had been fully charted by cartographer crews at the behest of The Tower, and holds few surprises beyond dangerous animals. It has been cleared in some areas, to obtain wood for a variety of wares, furniture and construction. It is considered a shared land with the nearby city of Hiladrith, with whom Etzos enjoys good diplomatic and economic relations, based largely on promises of military aid against Sirothelle.

viewtopic.php?f=263&t=6042&p=37179
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viewtopic.php?p=1210#p1210


viewtopic.php?f=183&t=646

NPCs - viewtopic.php?f=183&t=793

Entrance Thread - viewtopic.php?f=169&t=645
Last edited by Llyr Llywelyn on Thu Dec 05, 2019 12:20 am, edited 4 times in total. word count: 591
User avatar
Llyr Llywelyn
Approved Character
Posts: 1925
Joined: Sat Feb 02, 2019 12:24 am
Race: Mixed Race
Renown: 830
Character Sheet
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Personal Journal
Templates
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Point Bank Thread
Wealth Tier: Tier 8

Milestones

RP Medals

Miscellaneous

Notes: Languages

EMEYAN
THE THINGS IN THE DARK
Darklings

ImageImage
Overview
Known by many names through different cultures and cities, Darklings are an ancient Emeyan type. Before Jesine and Kielik merged into Unity, different Darklings resided on both the side of Dreams and the side of Nightmares. After Unity came into existence, the Darklings united as well... for better or worse.

Darklings have a society built around their respective functions and relations to one another, and the mortals of Idalos. New ranks were made among the darklings in the aftermath. Hierarchies shifted and changed, and now the Darkling society is in a continual process of discovering how best to fulfill their respective purposes.

What is the purpose of Darklings? It depends on the Darkling's rank.

Minor Darklings
Imps
The majority of darklings are Minor Emeyans. Any person on Idalos who has a shadow, has a darkling assigned to them. Their purpose is to witness and observe those dreamy moments that aren't sleeping but yet... altered consciousness. Drug stupors, daydreaming, deprivation, etc.

These moments are meant for the Imp Darklings to coax the individual into proper dreams, to bring the Idalosian into Emea.

Image
Minor Darklings are referred to in Darkling Society as Imps. It is common for them to introduce themselves as "Imp of ____ (the Moderate Emeyan that they report to)" as one of the only things they might be able to communicate... if one can understand darkling-speak that is, which sounds like high-pitched nonsense to any average person on Idalos.

Every Minor Darkling has a symbol branded somewhere on them that is the symbol of the Moderate Darkling they follow.

Appearance of Minor Darklings can range greatly. Most often, Imps will take on a shadow-like mockery of a beloved pet of the assigned individual. They prefer to be small and petite, though not small enough to accidentally squash - but enough to hide under or behind things.

To be large and noticeable would go against their purpose of mostly-unknown observation.

However, Imps are solid beings. An Imp is born when an Idalosian is born, and they develop their shape as that individual grows. When the Idalosian dies, they are eaten by the Moderate Darkling who they follow. They aren't actually made of shadows and sometimes camouflage themselves depending on their surroundings.

Image
Everything that Minor Darklings (Imps) do are based on their reports and any orders that come from the Moderate Darkling they are linked to. Without the Moderate Darkling link, they become feral and frightened - often throwing themselves into danger until they are returned to the body of their Major Darkling.

Sometimes, at peak feral, Imps will attempt to get their Idalosian to be killed just so they can return to their Moderate Darkling again.

In cases where they lose track of their Idalosian (but the individual hasn't died), they sometimes attempt to steal a different Idalosian from another Minor Darkling. In these cases, a duel to the death takes place between the two Darklings and the victor consumes the loser.

If a Minor Darkling/Imp consumes enough other Minor Darklings, there is a chance they may develop into a Moderate Darkling. Due to their limited sentience and fairly loyal countenances, Imps don't think of this on their own unless driven by feral terror into such acts. An Idalosian who loses their Imp means that there is a purpose going unfulfilled and Darkling Society suffers as a whole because of it.

Key Points:
  • Limited Sentience
  • Minor Traits
    • Fast: The Emeyan is able to move at superhuman speeds and has an impressive reaction speed, moving quick and lithe over the ground (or other surface or lack thereof), requiring a keen and attentive defense from their victims.
    • Chameleon: The Emeyan is able to change the colouring and texture of their flesh subtly in order to blend into their surroundings, effectively camouflaging themselves into the background. It’s not flawless, but nevertheless effective for stealth.
  • Skill Points:
    • Stealth 30/100
    • Detection 30/100
    • Deception 15/100
Moderate Darklings
Shades

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Moderate Darklings keep track of Imps and make sure they are fulfilling their purposes, as well as handling anything that goes off or wrong. Their purpose is purely the management of Minor Darklings. Roughly for about every 1000 Minor Darklings, 1 Moderate Darkling supervises them.

Because they hide through other methods, and often remain in Emea, shades don't care to maintain petite or small appearances. They often will go the opposite and take large, towering, and intimidating forms to dwarf any Idalosians who have the misfortune of actually witnessing them.

Sometimes Moderate Darklings will take over the role of a Minor Darkling, temporarily, and it is also common for Moderate Darklings to choose an Idalosian to stalk. They let the Imps continue to fulfill their purpose with the individual, but they are there for another reason.

Because Moderate Darklings are drawn to the power of ether, they are frequently lured to stalk powerful mages in Idalos - especially through Emea if the mage ever wanders in. They also sometimes attach themselves to Mortalborns (and more rarely, Blessed) for similar reasons. Moderate Darklings can vary in personality and what other kind of aspects they look for in an individual to stalk.

The Symptoms of having a Shade stalking you is...
  • A persistent sense of paranoia.
  • Looking over your shoulder, even though nothing is there.
  • Frequently feeling cold, no matter the actual temperature.
  • Waves of drowsiness to actual narcolepsy.
  • Lost swaths of time to black-outs.
Most Idalosians stalked by Shades never become aware of this, not even after their death! When the individual stalked by the Shade dies, the Shade simply moves on to another individual to do the same with.

Some Shades like to increase the power, or help the individual along in their pursuits. Others like to simply observe. And others like to try and hinder and create obstacles, or tempt an individual away from their set paths.

Moderate Darklings defer to Major Darklings, and they always have the branded mark of faction loyalty somewhere. Before the time of Unity, these factions varied a great deal more and were hostile toward each other. This would result in Moderate Darkling duels over certain individuals, but now there is just tense encounters from those Shades that remember the old factions... but for now, there is peace and compromise of the new hierarchies.

If one ever happens to visit Darkling Society, they will find that most of the areas are maintained by Shades instructing Imps about.

Key Points:
  • Sentient.
  • Minor Traits
    • Fast: The Emeyan is able to move at superhuman speeds and has an impressive reaction speed, moving quick and lithe over the ground (or other surface or lack thereof), requiring a keen and attentive defense from their victims.
    • Chameleon: The Emeyan is able to change the colouring and texture of their flesh subtly in order to blend into their surroundings, effectively camouflaging themselves into the background. It’s not flawless, but nevertheless effective for stealth.
    • Levitation: The Emeyan is capable of levitation, giving them a permanent state of weightlessness where they float harmlessly off otherwise deadly heights, traverse over liquid surfaces and may elevate themselves slowly into the air, maintaining altitude for a few moments before descending again to floating a few inches above ground level.
    • Malleable: The Emeyan has a physiology that enables them to flatten themselves, bend their joints dramatically out of place, or otherwise readjust their bodies for the purposes of accomplishing impressive feats of contortionism and agility.
  • Major Traits
    • Invisibility: The Emeyan is capable of rendering itself completely invisible to the physical eye. It is a visual illusory effect and as such has no effect on other senses, and the creature still physically impacts the world around them as they normally would. They do not cast a shadow from light sources, however. They are still vulnerable to physical interaction and may be perceived by magical means.
    • Commander: Setting themselves truly apart from their lesser brethren, the Commander is a Emeyan with the ability to command and dominate other creatures and Emeyans of lesser rank than itself. It is able to impose its authority on creatures around it, commanding them according to its own will. This authority is executed in the form of direct verbal or telepathic commands (based on the Commander's communicative abilities), independent of if the creature in question possesses the ability to understand their language. The commanded creature will be compelled to execute the command, as long as it does not go against their Purpose, and unless they possess natural resistances to mental magics and control or high Meditation or Discipline, they must obey.
  • Skill Points:
    • Stealth 50/100
    • Detection 50/100
    • Tactics 50/100
Major Darklings
The Unseen

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Major Darklings are completely different than Imps or Shades. The Unseen rarely visit the physical world of Idalos - and if for some reason they do end up on the mortal's side... they are incredibly dangerous and must be sent back to Emea as soon as possible, to limit possible damage. Not because they purposefully seek to kill, but because mortals cannot comprehend witnessing them.

They are even more dangerous within their home of Emea.

Major Darklings are few and rare. It is rumored that there are only six in total, though because of their secretive nature, it's hardly something that can be confirmed.

Despite the secrecy surrounding them, The Unseen do enjoy exploring Emea. It is unknown if Major Darklings were ever Shades, or if they came into existence as Major Darklings already.

They truly do not care about appearing like humans or anything close to resembling humanoids. They do not care to understand mortal beings nor the way they operate, nor how to seduce, tempt, persuade, or otherwise socialize with them.

One of the most dangerous aspects of The Unseen is that their very presence can cause ordinary mortals to go sheer mad with terror... to the point that those miserable souls unfortunate enough to witness them - whether accidentally, brought into Darkling Society by a Shade, or an Emean explorer who got too ambitious - often return to Idalos in complete gibbering, drooling states of inability. Such victims almost never recover from such madness.

The Unseen have learned about the mannerisms of the mortals over the centuries, and they are aware of what they cause... but they don't care. They don't derive any enjoyment from it, but they also don't consider it something bad. It just is.

The sole purpose of Major Darklings is to consume the other Darklings and continue the cycle of maintaining the Darkling Society.

As such, they don't have any need or purpose to interact with Idalosians directly. They only care about the other Darklings.

Before Unity, The Unseen were split into separate factions based on Nightmares and Dreams.

Now they've joined into an unified council. There is no bickering, nor underhanded planning, or anything of the like. The hierarchy has changed. They chose it to be so. The Unseen do not operate with human-like tendencies, so they are incapable of emotional logic. What is practical, in terms of their Emean logic, is what they follow through with.

If one truly goes looking for Major Darklings... at least one of them can always be found within the terrifying habitats of Darkling Society, but the risk makes it a suicidal mission for any Idalosian. Only certain Immortals can enter the heart of these habitats with a fair amount of ease and security.

The Unseen worship the Immortals, as well, and encourage this worship in the Shades.

Key Points:
  • Intelligent.
  • 6 Minor Traits
    • Fast: The Emeyan is able to move at superhuman speeds and has an impressive reaction speed, moving quick and lithe over the ground (or other surface or lack thereof), requiring a keen and attentive defense from their victims.
    • Painless: An Emeyan that is Painless suffers no pain and is therefore not deterred by taking damage or by effects that specifically aim to cause pain. It continues to take damage as normal, but will not be distracted by the pain of their injuries.
    • Levitation: The Emeyan is capable of levitation, giving them a permanent state of weightlessness where they float harmlessly off otherwise deadly heights, traverse over liquid surfaces and may elevate themselves slowly into the air, maintaining altitude for a few moments before descending again to floating a few inches above ground level.
    • Malleable: The Emeyan has a physiology that enables them to flatten themselves, bend their joints dramatically out of place, or otherwise readjust their bodies for the purposes of accomplishing impressive feats of contortionism and agility.
    • Breathless: A creature who is breathless doesn’t need to breathe. While other creatures are normally susceptible to this by virtue of possessing organs like other creatures, the Breathless do not have this restriction and are able to exist underwater or in inhospitable air conditions indefinitely, and are immune to gasses and similar effects.
    • Keen Sense: A single one of the Emeyan’s existing senses are keen and improved over the normal, giving them increased benefits. This can account for any of their natural, normal senses, or any acquired through other Traits.
  • Major Traits
    • Extreme Biology: An Emeyan possessing this trait possesses a biology that defies all reason. They may be entirely made up of stone, crystal or metal or even partially be composed of them, or have several of their organs replicated or replaced by others. Any other beast would not be able to survive with this type of biological make-up.
    • Commander: Setting themselves truly apart from their lesser brethren, the Commander is a Emeyan with the ability to command and dominate other creatures and Emeyans of lesser rank than itself. It is able to impose its authority on creatures around it, commanding them according to its own will. This authority is executed in the form of direct verbal or telepathic commands (based on the Commander's communicative abilities), independent of if the creature in question possesses the ability to understand their language. The commanded creature will be compelled to execute the command, as long as it does not go against their Purpose, and unless they possess natural resistances to mental magics and control or high Meditation or Discipline, they must obey.
    • Telepathic: The Emeyan is capable of communicating with thought, and to a limited degree perceive the surface thoughts of those they focus on in their vicinity. Their communications are limited to images and emotions unless they possess proficiency with any language.
    • Conjurer: Perhaps more impressive still than the commanders of their kind, the Conjurers take their ability to dominate and command the step further, gaining the unique ability amongst Emeyans to create more of its own kind. Designing their own personal vanguard, they are able to create and subsequently control three Minor, or one Moderate Emeyan, following all the normal rules of creation but tailored to the needs and desires of the Conjurer.
  • Skill Points: 300 (max 90)
    • Intimidation 90/100
    • Logistics 90/100
    • Leadership 90/100
    • Basketweaving 30/100
Last edited by Llyr Llywelyn on Mon Dec 16, 2019 12:33 am, edited 4 times in total. word count: 2511
Please — consider me a dream.
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Llyr Llywelyn
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Renown: 830
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Wealth Tier: Tier 8

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Notes: Religion

Quacia - Theocratum
Immortals = Parasites
Last edited by Llyr Llywelyn on Mon Aug 05, 2019 2:43 pm, edited 3 times in total. word count: 4
Please — consider me a dream.
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Llyr Llywelyn
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Posts: 1925
Joined: Sat Feb 02, 2019 12:24 am
Race: Mixed Race
Renown: 830
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Point Bank Thread
Wealth Tier: Tier 8

Milestones

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Archive: Cylus/Ashan 719 Threads

Saun 719
▁ ▂ ▃ ▄ ▅ ▆ ▇ ▌ 
Saun
  ▌ ▇ ▆ ▅ ▄ ▃ ▂ ▁

[Saun 719]

[1 Saun | Emea]
This Heart, My World I (Sybil)

[2 Saun | Emea]
Iota Divinitas (Kasoria, Sybil)

[3 Saun 719 | Emea]
Rota Fortunae
Identity Shoppe (Kaltorah)
The Little Man (Rabu)

[4 Saun 719 | Emea + Viden]
Stargazer (Chance)
Visit in Viden (Chance)

[5 Saun 719 | Kata's Domain]
5. A Fool of Heart
Down the Rabbit Hole (Tio; Kata's Domain)

[6 Saun 719 || Emea + Rynmere]
Strangers tell no secrets (Finn)

[8-12 Saun 719 | Rhakros]
From the West

[28 Saun 719 | Etzos]
II. The Lords

[30 Saun 719 | Etzos]
III. Thieves and Killers
IV. White Wine

[32 Saun 719 | Etzos]
V. The House
VI. The Basement
VII. The Catacombs
VIII. Sybil Thread
IX. sybil Thread

[34 Saun 719 | Etzos]
X. This is Fine

[Saun | Etzos]
Oceta PH



Ymiden 719
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▁ ▂ ▃ ▄ ▅ ▆ ▇ ▌ 
Ymiden
  ▌ ▇ ▆ ▅ ▄ ▃ ▂ ▁

[Ymiden 719]

[15 25 Ymiden 719 | Foster's Landing]
Harboring Hope (Mauro)
1. Tragic Ambiguity (Kasoria)

[33 Ymiden 719 | Farmer Plains, Etzos Territory]
2. But They're in the Dark Too (Kasoria)

[36 Ymiden 719 | Nearing Westguard]
3. An Ordinary World (Kasoria)

[40 Ymiden 719 | Westguard]
Burnt Out (Mads)

[41 Ymiden 719 | Westguard]
Men and Their Daggers Pt. 1 (Mads)
AF: Men and Their Daggers Pt. 2
AF: Men and Their Daggers Pt. 3
AF: Men and Their Daggers Pt. 4

[42 Ymiden 719 | Westguard]
Eight Reasons to Run Pt. 1 (Mads)
Eight Reasons to Run Pt. 2
Eight Reasons to Run Pt. 3 (RIP Mads & Hazel)
Eight Reasons to Run Pt. 4 (solo)
Desperate Times (Duncan, Mauro, Kasoria, Oceta)
AF: Desperate Remedies (Duncan)

[44 Ymiden 719]
Traveling On (Duncan)

[47 Ymiden 719]
4. Crimes Committed by Others (Kasoria)

[52 Ymiden 719 | Great Pahrn Gate, Etzos]
Desperate Measures (Duncan, Oceta, Kasoria)

[57 Ymiden 719 | Etzos]
Guidance and Ghosts (Tagley, Brogen)

[67 Ymiden 719 | Etzos]
Your Hands Only (solo)

[68 Ymiden 719 | Etzos]
Ymiden Correspondence

[69 Ymiden 719]
What's New Pussy Cat?

[70 Ymiden 719 | Etzos]
Which Way (Fur)

[72 Ymiden 719 | Etzos]
First Step (first day on the job at Trust & Fair)

[75 Ymiden 719 | Etzos]
Only a Cat

[82 Ymiden 719 | Etzos]
Out of the Blue (Oberan)

[83 Ymiden 719 | Etzos]
I. The Promised
Ashan 719
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timeline

▁ ▂ ▃ ▄ ▅ ▆ ▇ ▌ 
THE LL ARC
  ▌ ▇ ▆ ▅ ▄ ▃ ▂ ▁

[Ashan 719]
Wan Duk?

[66 Ashan 719]
Wan Fak
No Longer Dreaming
Fak Plz
Partners?

[67 Ashan 719]
Pretty Words
A Bird in Hand

[69 Ashan 719]
Two Etherists and a Kiwi

[70 Ashan 719]
Shirts vs. Skins

[71 Ashan 719]
Care to Watch?
The Queen of Hearts

[72 Ashan 719]
The Price of a Life
A Kind Master
From Rags to... Better Rags

[73 Ashan 719]
Start Out Slow

[74+ Ashan 719]
Side Tracked

[94 Ashan 719]
Do you Know the Raggedy man?

[96 Ashan 719]
Go to Sleep
Stay Asleep

[99 Ashan 719]
Dollhouse

[100 Ashan 719]
Novice Basket Weaving

[101 Ashan 719]
Not Truth, But Intent
This World, My Heart

[111 Ashan 719]
Valediction
The Zarik Arc Timeline
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timeline

▁ ▂ ▃ ▄ ▅ ▆ ▇ ▌ 
THE ZARIK ARC
  ▌ ▇ ▆ ▅ ▄ ▃ ▂ ▁

[13 Cylus 719]
First Come, First Served

[26 Cylus 719]
A Few Nels Short (Wealth Thread)

[1 Ashan 719]
A Sun Over Stone
[3 Ashan 719]
A New Day: Snapshot 1

[5 Ashan 719]
Smuggle Buddies
11 Ashan 719
Rising Tide [AF]
Blood in the Rudders [combat]
What Remains
The Eclipse [Transmutation Initiation]
[13 Ashan 719]
Asher to Ashes
[16 Ashan 719]
Nightingale, Blackbird
A Feeling
Serene Devotion

[17 - 26 Ashan 719]
In Travel to Ne'haer

[27 Ashan 719]
My Sister's Creeper

[28 Ashan 719]
Another Attempt
AF: Chokehold
30 Ashan 719
[35 Ashan 719]
This Crazy Thing Called Life
meaning
In the Middle of the Night

Dream: Pesants and Lords

[36 Ashan 719]
intention
[38 Ashan 719]
Special delivery: Thesonyourekindameanto

[39 Ashan 719]
AF: Skoteini
Things Better Left Unsaid
I. Grazia
II. Basic Defense One

[40 Ashan 719]
Where It Begins (Part One)
Where It Begins (Part Two) (magic mentor)
Where It Begins (Part Three)
[43 Ashan 719]
Put some pants on!
broken
hooked

[44 Ashan 719]
where the heart calls home
Another Door Opens
Be Careful

[45 Ashan 719]
A Thousand Sons
Epitaph [Becoming Initiation]
The Loyal Do Not Reap

[46 Ashan 719]
Dream: I Met a Traveler

[47 Ashan 719]
First Transformation
Something New
Transmogrification I
Transmogrification II

[48 Ashan 719]
A Meeting of Minds
The Simple Things

[51 Ashan 719]
pride

[52 Ashan 719]
Arrangement

[53 Ashan 719]
Bedside

[54 Ashan 719]
AF: Our Origin Story
AF: Swan Song

[55 Ashan 719]
Labyrinth I

[56 Ashan 719]
Labyrinth II

[57 Ashan 719]
The Start

[61 Ashan 719]
Flawed Blueprint

[62 Ashan 719]
A Thousand Pieces

[63 Ashan 719]
PENDING
Last edited by Llyr Llywelyn on Mon Sep 30, 2019 3:31 am, edited 10 times in total. word count: 1066
Please — consider me a dream.
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Llyr Llywelyn
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Archive: Discarded Dev Ideas

Clothing Stuff

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“You can never be overdressed or overeducated.”

~ Oscar Wilde

QUACIA
Description Only: Outfit 3 & 4 (wealth tier 5).
OUTFIT 1
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OUTFIT 2
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ARMOR 1 (Wealth Tier 5 | Steel and Leather)
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COAT 1 (HIGH QUALITY)
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ARMOR WIP
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WIP OUTFITS
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Becomer Themes

THEME: Mustela Nivalis
Becoming

Becomer's Spark | Mustela Nivalis

Llyr's Becomer Spark, Mustela Nivalis, formed unlike most other sparks, accepted into his soul despite extreme reservations and his inherent distaste for the magic domain. It underwent rapid acceleration from initiation to higher prowess. These combined caused an immense amount of extreme side effects (e.g. insatiable hunger, eating odd things / bloody meats, animal-like behaviors, evolutionary instincts to dominate, breed, etc.) until his spark got cut off from ether due to events of the Fall.

In Ymiden of Arc 719, the Becomer spark's progression halted due to the Fall of Emea and remained so, during the etherstorms of the Etzos territory. With the disconnect to Emea, his side effects subsided. When it returned to even greater power in Saun of 719, the spark took on sudden awakenings.

The Mustela Nivalis spark is defined by ferocity and agility. It is driven to present its fierce nature through a series of animal-like behaviors, from showing off its physical capabilities to various displays of dominance. The spark enjoys swift motion. It likes to "dance", be in motion, and physical, whether in combat or simply in frolic. Yet, it also is capable of predator behavior - prowling and waiting to strike.

-
Witchmark:
Llyr has received a Becomer's witchmark on both sides of his torso along his waist and ribcage, translucent and iridescent in color, they shimmer in branching spirals of morphic design that resemble the interlaced (veins) of his gossamer wings.

Competent | His Other Half
Llyr is only able to use female totems of any species. If he tries to use a male totem, the totem will simply break and the transformation will revert him to the previous totem he was. The only exception is his self-totem. He cannot blend male totems with his self-totem - only female ones.

Unseen, but related to the spark at this level, Llyr has acquired a general sharpening of his physical senses. He is able to see slightly farther, hear slightly more, tastes and scents are stronger. There is no selective choice in this, the smell of a midden will be as powerful in scent as overly fragrant perfumes and so on.

Expert | All Bite
All bark and no bite! ....well, not anymore. Llyr has grown fangs and now his threats are a little less laughable. This is an obvious and permanent change to his teeth structure. The upper canine-fangs measure around 35mm, and the lower canine-fangs measure around 20mm they are sharp enough to pierce into thick skin and flesh, as well as latch and hold onto prey. His molars have turned to carnassial teeth, and thus are able to slice through meat. His jaw has strengthened for crushing and grinding bones, as well as gained the flexibility to open wider than ordinary humanoids. He now has a biting capacity of PSI 400 (comparable to a Gray Wolf) or 1,500 pounds per square inch (double of a German Shepard).

Master 1
write-up here,

Master 2
write-up here,

Survivor

THEME: S U R V I V O R
Image
Becoming
Initiated by: Kleine Volgatha, servant of Alistair Venora.

Survival Instinct: To do things in a dangerous situation that will prevent them from dying.

Becomer's Spark

Accepted into his soul within a realm outside of time, the Spark of Becoming for Llyr has defined itself around the most primal of instincts: survival.

Together, Llyr and The Survivor resonate with one another on a profound level. For much of Llyr's mortal life, the majority of his decisions have been made in desperate bids for survival - to not be the victim bled out by a merciless blade or torn apart under a furious whip. It could be postulated that every decision Llyr has ever made has been due to a deeply embedded unconscious survival instinct, though made complex in expression by intricacies of the soul.

It is defined by an effort to detect and respond to challenges and opportunities on a frequent basis, through a blend of circuitry involving emotion, motivation, reinforcement, and arousal.

This effort includes, but is not limited to:
  • Defense
  • Energy and Nutrition Management
  • Procreation / Courtship behaviors
  • Internal escape functions
  • Building of nests

Witchmark: Strange, branching, morphic tattoos spread in a brilliant tapestry across their skin. While these tattoos are not necessarily large, they are always colorful.
Witchmark
Zarik has received a Becomer's witchmark on both sides of his torso along his waist and ribcage, translucent and iridescent in color, they shimmer in branching spirals of morphic design that resemble the interlaced (veins) of his gossamer wings.
Competent: Defense Mechanism
write-up here, thematic only.

Expert
write-up here, thematic only.

Master 1
write-up here, thematic only.

Master 2
write-up here, thematic only.

Suggested Mutations
Much like in the Transmutation discipline, drawing magic through the body can result in mutations.

The tragedy with these mutations is that they infect totems, resulting in mutations carrying over between transformations, much like the tattoos. Sometimes the tattoos reach out across the body in a growing tapestry of moving shapes, like another wriggling skin. Sometimes atavistic features will follow a Becomer, features of their base form or transformation will haunt them between new shapes. There has even been word of a Becomer gaining an innate slavering hunger for raw meat, or the inability to consume food they do not hunt and kill. Sometimes, these mutations can be beneficial, skin that exhibits natural camouflage or the permanent growth of ears or nose into something bestial, always blessing the user with the echo of a superior creature's hearing.

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Becoming

THEME: PACK MOTHER
Initiated by: Kleine Volgatha, servant of Alistair Venora.
notes
Nest Building: Some birds, such as different types of wrens, will claim territory by taking advantage of the nesting sites it offers. The males will build multiple nests in suitable locations throughout their territory.
Visual Displays: Visual displays such as puffing up colored feather patches, tail flicking or fanning, wing spreading, and other behaviors are all part of claiming territory.
Chasing: As a last resort, aggressive birds may directly chase intruders or competitors out of their territory.

Territorial behavior is not always about protecting the nest & younglings. Another common example of territorial behavior happens when crows discover particularly valuable food resources like fish or meat.

On a more subtle level, anytime you observe the presence of relaxed crow activity in the same place day after day… this is a good sign that you’re observing a core territory for that crow. Animals communicate a lot just by occupying their space with a feeling of security, comfort & alertness.

What birds do to mark territory is sing. Bird song is performed by males to attract mates and to warn other males. Bird song sounds very pretty to human ears, but here is what a bird might hear:

“This is my bush.”

“This is my tree.”

“I’ll kick your ass!”

“You and whose army?”

Birds are very territorial. They defend the mating and nest area, feeding areas, and even roosting areas.

Potential Themes: Adaptation, Evolution, Territorial, Sacrifice, Parentage, Dominance, Fertility, Nourishment, Identity through Reproduction, Aggression, Teaching offspring.

Meerkats: adults will injure scorpions, disabling their stingers, and give the still living prey to older pups for practice.

The Least Weasel is the world’s smallest carnivora. With the immense size difference, the tiny beast appears more like a parasite than a predator as it latches onto the neck of its larger prey items and drains blood from the jugular vein. The Least Weasel will also kill any small bird, amphibian or mammal it encounters with a bone-crushing bite. The same ferocity may be utilized in territorial defense.

The Northern Goshawk is the largest of the bird eating forest hawks, with a wingspan of 4 feet. Fierce red eyes, dark grey feathers and massive talons to take down large prey add to its terrifying appearance. Its extremely territorial behavior presents danger and incredible displays of feathered ferocity. If a human appears to be a threat to the Goshawk’s nest, this ferocious raptor will swoop down and deliver scalp ripping blows. Their tendency to turn on anything presenting the slightest threat proves they are still very skilled in self defence. Even more disturbingly, Goshawks often begin eating large prey items such as ducks while they are still alive.

Patience is a virtue, especially when it comes to being a cheetah mom. At any given time, females usually have four to six cubs to care for, but these kids aren't born with survival instincts. It's up to mom to teach them how to hunt prey and avoid other predators, and this training can take nearly two years to sink in and stick. Once the cubs learn to fend for themselves, Mom moves on to start a new family, while her offspring left behind form a sibling or "sib" group.

Deathstalker venom: unbearable pain, fever, coma, convulsions, and paralysis before their lungs fill up and they drown in their own fluids.

Juno was the Goddess of marriage, pregnancy and childbirth. This Deity was an embodiment of the traditional female roles of wife and mother. One of her titles was Lucino (meaning light) as she helped to bring children into the light of this world at birth. She was also said to set and strengthen a child's bones.

She was also Goddess of conception, a Goddess to be called upon in labour and one who helped settle disagreements between spouses.

Juno protected the finances of the Roman people. In this role she was the patron Goddess of the royal mint.

This Roman Goddess had a more warlike nature than Hera and was often depicted in a goat skin coat that was favoured among Roman soldiers.
She was also able to throw lightning bolts like her husband Jupiter.

The Queen
In the positive aspect the Queen represents the regal feminine. Using her benevolent authority to protect others. The shadow aspect reflects the tendency to become arrogant, controlling and aggressive when challenged. As Queen of the Roman pantheon Juno has power and authority. Like her Greek counterpart, Hera, she misuses her position when she feels threatened.

The Companion
This stereotype is loyal, tenacious and unselfish in their service to a more figure of authority. In this relationship she provides emotional and practical support to enable her partner to concentrate on his mission. This was long considered the traditional role of the wife. The shadow Companion manifests as betrayal, breaking confidences and identity loss through constantly suppressing your own needs. Despite her husbands numerous affairs Juno remained loyal to her husband.

“Through the blur, I wondered if I was alone or if other parents felt the same way I did - that everything involving our children was painful in some way. The emotions, whether they were joy, sorrow, love or pride, were so deep and sharp that in the end they left you raw, exposed and yes, in pain. The human heart was not designed to beat outside the human body and yet, each child represented just that - a parent's heart bared, beating forever outside its chest.”
― Debra Ginsberg

“Nothing you do for children is ever wasted.”
― Garrison Keillor, Leaving Home
premise
Becomer's Spark

Motherhood for a man is a bizarre concept to behold. Stranger, yet, is the man who chooses to Become in order to manage such a feat. In his ambition to please his lord-husband, spurred by devotional adaption to provide heirs, Zarik has undergone initiation for the sole purpose of bearing Alistair's children.

Gone are the restraints that kept him firmly in the spheres of mundane humanity. The Pack Mother spark compels him to become not only the Caretaker of his household, but also a fierce protector of his blood-related family. Combined with his first spark: Acrobat, this spark understands the truth that it isn't brawn or feats of physical strength that determines true victors in the primal world... but the ability to adapt and evolve.

There are three things that define the Pack Mother Theme (also referred to as "Mother" or "Lucina"):
1. Family: Mate and Offspring are the most important priorities. They will often, if not always, come before anything else - to the detriment of other things - and this often requires continual sacrifices on the part of Zarik. Except for a few rare cases (adoption, mate, etc.), Family is based on blood-relation and does not include non-blood friends unless they are somehow ritualized into being part of Zarik's recognized family by his choice (not even his mate can override this). The production and development of many offspring with his mate overrides almost all other interests.

2. Territory: Beyond mere possessiveness, the Pack Mother Spark seeks to clearly define the boundaries of Zarik's dominions, residences, and spheres of influence. For every location he visits, he is driven by an intense need to create a home (or "nest") that can be utilized by his Family. He requires a certain amount of control for his territories, and often seeks awareness of the people within the bounds of his purview. If his territory is threatened, he will do all that he can to protect and secure it. If he - or his Family - is threatened within his territory, he will become highly aggressive and utilize all of his intimidation and wit to destroy the perceived source of the threat.

3. Adaptation: This is a third trait that is the unique dynamic between his two sparks. The unique dynamic between his Transmuter spark and his Becomer spark results in mutual alignment to evolve, and act as adaptable as possible.

The Territorial Nest: Zarik marks the boundaries of his territories in many various ways, developed over time. These can range from the grand and elegant such as banners, ribbons in his family's colors, sculptures, and so on.... or to the gruesome and horrifying such as fences made from bones, twisted sculptures of warning, scented blood of executed prisoners, and so on.
Witchmark: Strange, branching, morphic tattoos spread in a brilliant tapestry across their skin. While these tattoos are not necessarily large, they are always colorful.
Witchmark
Zarik has received a Becomer's witchmark on both sides of his torso along his waist and ribcage, translucent and iridescent in color, they shimmer in branching spirals of morphic design that resemble the interlaced (veins) of his gossamer wings.
Competent

All bark and no bite! ....well, not anymore. Zarik has grown fangs and now his threats are less laughable. He can bare his teeth to warn both humanoids and beasts alike to back off. This is an obvious and permanent change to his teeth structure. They are able to cut through meat easily and pierce thick skin. When he bares his fangs at animals, he is given an extra boost to primal intimidation against them - striking temporary fear in their instincts that most often registers as "flight" and causes the opponent to flee.

The canines, or "fangs," measure around 2-1/2" long, and the molars have strengthened for crushing and grinding bones. His jaw is extremely powerful, and has a biting capacity of between 1,000 and 1,500 pounds per square inch.

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Expert


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Master
1. ?

2. ?
Eliminated

As Zarik has learned of Becoming, for the sake of bearing his husband's children. In preparation for the inevitable birth of his children, his biqaj body has started to aggressively store nutrients. While carrying the first-borns, he has acquired an undeniable and unavoidable taste for fresh humanoid blood that must be satiated at least once every 30 trials.

If he does not drink 4 Liters of Fresh Blood within a span of 30 days (starting the day after he last drank blood), Zarik starts to show signs of a withdrawal. Every day becomes worse: He loses weight, becoming thinner and gaunt, as well as losing physical strength. His eyes, mouth, and inner ears will spontaneously bleed without control. If he reaches the 30 days of withdrawal, he starts to become confused about reality and who - or what - he is.

At this 30 days of withdrawal mark: He will seek out the nearest child, compelled by his Matriarch Spark, and must keep the First Child within visual sight or else he will start to lose his ability to make conscious decisions - becoming instinctual instead. If this continues, without drinking blood to stop it, Zarik will start to collect any child under the age of 14 - whether they are his or not - and gathering them around him, to care for and protect as if they were his own. If this phase progresses into days, however, Zarik will start to feel compulsions and instincts to drink the blood of the First Child. The longer this lasts for, the stronger the urge becomes.

As soon as he drinks One Goblet's worth of blood, however, the worst of the withdrawal effects all but disappear. The more blood he drinks, the more symptoms recede and vanish until finally once he has had 4 liters (+0.1 liters for every day he had withdrawal), he will return to his previous normal state.

When he has had a full 4 Liters, however, Zarik has the ability to Adapt others, limited so far by those who share blood with him; such as his own children or while they're in the womb specifically. Up to 4 traits. It is most successful when it is a womb transfer while the child is being gestated within one of Zarik's totems.

Blood Drinking: Requires 4 Liters of Fresh Blood once every 30 trials. Must come from a humanoid. This is to supply his body with a certain level of life to nourish those lives growing and being nourished inside of him.


Suggested Mutations
Much like in the Transmutation discipline, drawing magic through the body can result in mutations.

The tragedy with these mutations is that they infect totems, resulting in mutations carrying over between transformations, much like the tattoos. Sometimes the tattoos reach out across the body in a growing tapestry of moving shapes, like another wriggling skin. Sometimes atavistic features will follow a Becomer, features of their base form or transformation will haunt them between new shapes. There has even been word of a Becomer gaining an innate slavering hunger for raw meat, or the inability to consume food they do not hunt and kill. Sometimes, these mutations can be beneficial, skin that exhibits natural camouflage or the permanent growth of ears or nose into something bestial, always blessing the user with the echo of a superior creature's hearing.

Pack Mother
Motherhood for a man is a bizarre concept to behold. Even more unusual is the man who chooses to Become in order to manage such a feat. In his ambition to please his lord-husband, spurred by devotional adaptation to provide heirs of their combined blood, Zarik has Become for the sole purpose of bearing Alistair Venora’s children.

Three aspects define the Pack Mother spark:

1. Family: Zarik’s Mate (Alistair Venora) and subsequent Offspring demand peak priority. Offspring with their combined blood are considered greater priority than those without, and non-blood related children can only be recognized as Family if a ritual ceremony is performed to create an illusionary connection between Zarik and the prospective member. Lesser family such as siblings, parents, so on, are not included in this Family. The production and development of many fit, healthy offspring with his mate overrides almost all other interests.

2. Territory: Beyond mere humanoid possessiveness, the Pack Mother spark seeks to clearly define and control the boundaries of Zarik’s dominions, residences, and spheres of influence. For every location he spends an extended period of time, he is driven by an intense need to create a home (or “nest”) that can be utilized by his Family. If his territory is threatened, he will do all that he can to protect and secure it. If he - or his Family - is threatened within his territory, he will become highly aggressive and utilize all at his disposal to destroy the perceived source of the threat.

3. Adaptation: This is a unique dynamic born between the interplay between the Pack Mother spark and Zarik’s first spark: Ether Acrobat. The two sparks have become acquainted with one another, influencing the other, and have mutually aligned to increase Zarik’s yearning for greater power/ether. The Becomer spark fuels his need to acquire so that he might discover with his Transmuter Spark the limits which he might transform past through experimentation.

HOWLING BITE - Competent

All bark and no bite! ....well, not anymore. Zarik has grown fangs and now his threats are less laughable. He can bare his teeth to warn both humanoids and beasts alike to back off. They are able to cut through meat easily and pierce thick skin. When he bares his fangs at animals, he is given an extra boost to primal intimidation against them - striking temporary fear in their instincts that registers as "flight" and causes the opponent to flee unless they have higher levels of intimidation.

The canines, or "fangs," measure around 2-1/2" long, and the molars have strengthened for crushing and grinding bones. His jaw is extremely powerful, and has a biting capacity of between 1,000 and 1,500 pounds per square inch.

Every member of his "Family" has a bitemark placed on them in a particular spot. For blood-related offspring, the bitemark appears naturally without an actual bite being required. For those who are not blood-related (mate or adopted children), an initial bite must be performed, but then it magically remains after that and is considered not a wound, not a scar, but like a witchmark mutation.

Bite isn't the only thing he's acquired, however, for along with the obvious and permanent change to his teeth structure, Zarik has also developed the capability for a bestial howl. He uses this to signal his territories, especially when he feels someone isn't observing the boundaries of what is his. Wolfish in sound, it can encourage any canines in the area to join in the howl, essentially bringing such creatures into a pack with him recognized as their alpha. His howl can be heard over areas of up to 260 km2 (100 sq mi) and when other canines join in, the howls harmonize to create an illusion that there are more in the pack than there actually are.

MATERNAL - Expert

Influenced by the receptive role of producing offspring with his Mate, Zarik is only able to create Totems from the Females of any species with the only exception being his Self-Totems. Other animals and animalistic types will read Zarik as female, even in his Self-Totem and true form though, through hormones and similar perceptions.

Along with this, he influences his offspring with adaptive maternal effects both in the womb and any time after birth before the child reaches puberty. He is able to relay genetic cues to transfer his desire to adapt to different environments onto his children. Beyond mere animalism, however, Zarik is capable of including social and more humanistic adaptations involving personality, as well as physical changes (such as endurance to the cold if in a frigid environment).

Any effects that occur while in the womb remain unless otherwise removed prior to puberty. However, any effects that are relayed once a child is already born must be done through a fleshy cord that extends from the vein in Zarik's inner wrist and attaches to the child's forehead. These post-womb effects are also temporary and only last for one season's time rather than remaining static.

TERRITORIALITY - Master

Zarik feels an intense need to mark the boundaries of his territories in obvious ways. These can range from the grand and elegant such as banners, sculptures, monuments, and so on… to the gruesome and horrifying such as fences made from bones, twisted warnings, scented blood of executed threats, and so on. He will try to include multiple senses in the marking of perimeters: visual, scent, auditory such as in the form of wind chimes.

He has an tripwire intuition when a severe threat enters his marked territory: knowing so far as to the general location and a notion of the threat’s level (such as how many, how powerful, etc.)

Along with this, he has an intuitive sense of each Family member (within a 50 ft range of their body) when they are threatened or in mortal peril. He will feel compelled to go to them immediately. If injury or worse occurs to a Family Member, he will feel gut-wrenching pain and must endure through it.

If enough of his Family is harmed - or worse, killed - at the same time, this can send him into shock until his body and mind processes it all.

If multiple Family are in duress in different areas, he will prioritize by: Mate -> First Born to Last Born (Blood of Mate and Zarik) -> Offspring (Blood of Zarik) -> Offspring (Blood of Mate) -> Non-Blood-related Dependents (Children) -> any others.

Threats are defined as ill harm / menacing intent directed toward his Family.

XXXXXX - Master


xxxxxx


Empathy
Application to Zarik:
Empathy
Courtier (Empathy Spark): Control and Manipulation. a little mean-spirited, controlling, emotional, crafty, intrusive, and conniving. Driven by ambition, and the need to interact with a wide range of people, this Spark has started to teach Zarik how to recognize and control his own emotions. In the name of deception for greater purpose, he seeks to control many people at once and to achieve conclusions that are beneficial to him through doing so.
Theme Examples

Empathy: Control- The Empathy Spark that desires control will often reach out to dive into the tangles of others in order to exert control over their emotions. It is a difficult and contrary Spark to deal with, but potent when turned to the art of manipulating others. This can include mutations where the Spark will pre-empt an emotional tying in the tangle of people the mage subconsciously perceives as a threat, or a mutation wherein the mage is prohibited from using their magic on someone who has command over them. Another example along this theme might be manifesting an appetite for confidence, driving the Empath to strike confidence from the tangles they encounter in order to better facilitate their control.

Spark Personas

Empathy: Empathy is a Spark of control and manipulation. Primarily non-physical, its interactions with emotions and the Tangles make it one of the more curious Sparks in domain magic. This curiosity, however, is geared entirely toward other sapient beings. Empathy tries to forge connections with others. The more Tangles it has to interact with, the more control it tends to believe it has. The Spark seeks to temper fake but powerful emotional bonds with others and can be a little mean-spirited, controlling, emotional, crafty, intrusive, and conniving.

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Empathy


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EMPATHY
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NOVICE
At Novice, Empathy is new and can sometimes feel overwhelming.

The novice is not yet capable of Severing. Instead they learn to sew the emotions they feel into someone else. An empath must feel the emotion first, bringing the strand up into their own Tangle before replicating it in another. Empaths at this level need a consistent contact to aid their Empathic magic.

Whether this is touch, through conversation, or eye contact, the Empath is not yet capable of influencing without being personally invested in the sphere of communication.

Only one target may be designated at a time at this level, but learning Strum, Knot, and Tapestry can make a remarkable difference between ordinary manipulation and the skilled encouraging of an Empath. An Empath's range to manipulate is somewhat small at Novice, able to sense and weave emotions within twenty feet of the mage.

Most emotions seen in the Tangle are strong ones that lurk near the surface. An Empath is capable of reading the emotions tied to the thoughts on someone's mind at the moment, and have trouble differentiating between the minor threads that wrap the major emotional threads in a Tangle. Manipulations at this level are sweeping, dealing with the strongest emotional strand understood.


Knowledge:
Strum. Knot. Tapestry.
To Initiate a mage into Empathy is an intimate affair.

The teacher must carefully transmit their spark, wrapped in their own emotional threads, into the mind of the student.

This is a delicate and complicated process, although only Empaths would be able to observe it. To any outsider, it appears as though the teacher and the student sit across from each other for hours, maintaining unblinking eye contact.

If the teacher successfully weaves in the spark deep enough in a student's Tangle, they will emerge from the experience an Empath.

Unlike other magics that can be initiated at competency, it is recommended an Empath wait till expertise or higher to initiate another student into the art.

There is a far greater chance of success at expertise than competency, far more than other domain magics. Failure in initiation destroys the Tangle of the student and leaves them Frayed, virtually emotionless, forever.

Basics of Empathy.


Empathy is first and foremost a magic of understanding.

Those who do not have the capacity or interest in other people will inevitably be unsuited.

The mind must want to grasp out and understand those around them, feel as they do, for whatever reason. A loathsome manipulator and a truly kindhearted therapist both share similar proclivities aligned with the practice of Empathy and are equally suitable to learn it. Empathy manifests as the Tangle, a word the Empaths use to describe an emotional makeup of another person. The Tangle is the messy and confusing state of emotions most creatures struggle with daily. It isn't often that one feels only one emotion at a time, or views any one event with the clarity of a single feeling. Instead, psyches are a mire of knots, interwoven strands, and impossible snarls. Most often we refresh between days or events, but sometimes those knots are immortalized deeper within us. Empathy is the ability to grasp the strings of ones emotions and influence the Tangle, either for the self or others.

Most of what an Empath does is Weaving. Knowing where to put new strands or remove others is a task that an Empath learns throughout their development as a mage. Within Weaving, the two principle techniques are Sewing and Severing. Sewing is the introduction of a new thread into the Tangle while Severing is the removal. While a novice Empath may only be capable of sewing (and indeed, adding emotions will always be easier than removing them), at competence and beyond the Empath becomes capable of severing emotions entirely from the Tangle. Severing never guarantees an emotion's erasure from a Tangle. As emotional beings, new strands are created often within the Tangle and severing one only temporarily erases the emotion from the mind of the subject. In a situation where a certain emotional stimulus is present and unmitigated, severing only momentarily arrests the feeling from the subject's Tangle, while a new strand begins to weave so long as the cause remains in place. Many advanced techniques can only be utilized by using a mixture of severing and sewing, some Empaths even going so far as to learn their trade in thread. Some say that knowing how to sew as a profession helped them concentrate their efforts as a mage.

In order to begin Weaving, the Empath (especially at early stages of development) must establish some sort of a connection. Many empaths achieve this with conversation or eye contact. Some find that skin to skin contact makes the experience more vibrant. Usually this contact must be direct and the attention of the subject must be on the Empath for the power to truly work best. As one grows in their mastery, these restrictions are relaxed. Regardless, at no point in time will an Empath ever be able to influence the emotions of someone that is not in their range, or at least not with the air of another magic. In addition, an Empath must seek new emotions to become the master of manipulating them. Knowledges of specific emotions become essential for ease of manipulation. Empathy is a deeply personal magic that only works on semi-sentient and sentient beings. While staggering in its capabilities, it is rarely 'seen' more than felt.

Not all emotions are easy to see. Subtle emotions hide behind the stronger ones in the ever twisting Tangle. To most Empaths, emotions have a certain feel to them, a color that their mind learns to quickly recognize the longer they practice their craft.

Below is a suggested wheel to determine the color of emotions, but Empaths from different cultures and even those with different backgrounds can sometimes see things differently.




KNOWLEDGES

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Strum
A novice Empath is fairly adept at understanding their own emotional strands within the Tangle and become quite able to sense those most prominent strands in others. Strum is a fairly simple technique but instrumental in the manipulation of others. Strum vibrates a single emotional strand in either the self or another, temporarily bringing it to the top of the Tangle. While fairly easily dispelled, Strum sets the stage for conversations. Fear can be strummed to bring a slight discomfort into a strong suspicion, or a strand of attraction can be strummed into a humming lust. These emotions are more suggestions than imperatives and both the caster and the subject can easily dismiss the emotions if the situation doesn't merit them. Many manipulators and Empaths will set up a situation so that the emotions they strum to mind walk hand in hand with the situation they are influencing. For a novice, it is merely a way to practice and understand the Tangle. For a master, this simple technique can be frighteningly powerful.


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Knot
At novice, one is only capable of creating new emotional strings rather than severing existing. Although what is a useful ability at novice becomes a powerful ability at later stages of Empathy. Knot is the careful manipulation of an existing emotional thread in the Tangle, tying it so deep within the Tangle that it temporarily is not felt by the individual. Severing does not necessarily guarantee that a new emotional string won't be created, depending on the urgency of the situation, but Knot allows an Empath to recognize an emotion and temporarily withhold it from their own psyche. This ability is temporary as an Empath will be forced to face the emotion later, but often allows a cowardly mage to knot away their fear temporarily when faced with a situation they cannot afford to turn from. Knot can only target a specific instance of fear. Each emotional response must be Knotted individually. Fear of a wild dog in the room and fear of the house additionally being on fire are two different instances of fear and must be treated as such. Empaths can rarely shut off an entire emotion through Knot, but usually choose the most prevalent emotion in response to a stimulus to bind. This ability can be used on others but can be overcome with discipline.


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Tapestry
Tapestry is an ability Empaths treasure. Learned on the cusp between novice and competence, Tapestry assigns some order to the Tangle, creating much needed context between the Empath and the one they observe. For an Empath, this ability manifests while focusing on a thread or a certain bunch of threads in the same place. The threads, under scrutiny, will impart suggestions on what caused them to develop. Strings of rage and sorrow may bend to reveal the clumsy shape of a grave or sword, suggesting grief from loss on the battlefield. Greed and lust may shape the hazy outline of an object or person to whom or to what the strands are connected to. While this is not mind reading, it provides key context clues to guide an Empath into understanding why someone feels as they do. This ability grows stronger as an Empath gains proficiency, as it can be used on every layer of the Tangle as they become available to the Empath.

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CONSEQUENCES
  • Light Overstepping: Headaches, thread-share, dizziness, mania, and depression.
  • Medium Overstepping: Crushing migraines, extreme vertigo, temporary Fraying, temporary loss of sight, hearing, or sense of touch, temporary insanity, crushing depression and Broadcasting
Suggested Mutations
For Empaths, much of the initial mutations are emotional and psychological. As their magic deals primarily with the mind, their own mind becomes muddled and strange. The Witchmark for Empathy are noted by small faintly hued scars on the pads of an Empath’s fingers, or just below their eye if they have no hands. The hue tends to be the color of the most dominant or understood emotion to the Empath at initiation.

Mutations tend to be strange and related to the mind and spirit. An Empath may develop an appetite for certain emotions that drives them to create or influence events to elicit them. Similarly as most Tangles are similar, an Empath may also develop a mutation causing them to contract a kind of racial blindness. Some Empaths see people only as collections of twisting strands woven into the shape of a man. Still other Empaths may develop a specialized synesthesia and both taste and smell the emotions they weave.

An Empath Awakening is often the most alarming transformation an Empath might experience. Beforehand, all their transformations were contained to their psyche, but a Revelation transcends such limitations into the Physical. Awakenings are rare given how few Empaths reach such a level of expertise. Recorded in history, however, is the story of a Queen who lost herself to the magic within. When the Spark had completed Awakening, she appeared to be of finely woven strands, capable of forming and discorporating at will. Meliene, one of the revealed Fallen was the only known Empath to reach Revealed skill in Empathy.

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Empathy

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THEME: COURTIER
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Initiated by: Lucretia Clement.
notes

Potential Themes: Temperance. Etiquette. Negotiation. Deception.
premise
Empathy's spark

From the filthy ranks of peasantry, Zarik has ascended to the role of nobility faster than almost all others. Through his marriage pact, he has sealed a fate of no longer acting as servant to a torturer, but instead, as support to an ambitious ruler. His resourceful intelligence, once spent on survival needs of food, shelter, work, etc, now has completely shifted to focus on training his mind so that he might fit in the noble ranks and provide his lord-husband with tactical advantages rather than being a burden.

In this process, Zarik has become a studious apprentice of books and manuscripts. Access to great libraries in The Gleam have allowed him to explore a wide range of subjects. Most of all, he finds himself interested in politics, philosophies, and theory. It isn't any wonder, then, that he found his initiator and mentor - Lucretia Clement - through these very books. An obsessive researcher, her spark has imbued him with similar inclinations. They have formed a bond of intense study that few others can endure. Together, they can spend upward to 72 hours on reading and writing without pause except for water.

Through this, his spark has developed a strange application of what is mostly theoretical writings about the process of power and rulership. The Courtier Spark encourages Zarik to keep studying, to keep learning, to keep practicing, and to sharpen himself to the interactions of others. Manipulation of how others perceive him is at the very essence of this spark and often he is driven to control others merely for the practice of it.
Witchmark: Small faintly hued scars on the pads of an Empath’s fingers, or just below their eye if they have no hands. The hue tends to be the color of the most dominant or understood emotion to the Empath at initiation.
Witchmark
Zarik likely will have one of the following colors on the pads of his fingers: Amber or White.
Competent: Sprezzatura

Zarik's first mutation, like most Empathy mutations, is almost entirely mental-based and draws from his developed abilities in endurance, discipline, and psychology.

To those who knew Zarik before the courtier Spark started to mutate him, the change will be blatant and obvious. To those who know him afterward, however, it is unlikely they will notice anything at all.

For the Sprezzatura Mutation causes Zarik to act with extreme nonchalance. As long as there are 2+ people around him, no matter the intensity of the situation, he portrays a lack of concern - a disinterest in playing out any needless emotional dramas. The resulting consequence is that when Zarik interacts with groups, he seems to be capable of effortless behaviors and speech. He never stutters and he doesn't hesitate, nor get overwhelmed. He appears calm, always. The more difficult a task, the more effortless it appears for Zarik to handle.

The drawback of this is that - despite what is presented to others - it isn't always the case. Sprezzatura places him in situations where he must deny or disparage his true nature or emotions. He often struggles with disassociation after dissonant interactions. In example, if Zarik watched a beloved, trusted friend be decapitated in a crowd, he would not show any sorrow, anger, or otherwise while directly witnessing the execution... but afterward, when alone or with one other person, he would: struggle to release his calm facade but once he managed, a breakdown occurs where all the withheld emotions consume him at once.

Sprezzatura does not present itself as apathy. He is capable of powerful emotions, but while Sprezzatura is in control of him, he can only portray precisely chosen emotion appropriate to the situation. The appropriateness is based off what the Spark believes other people are feeling - thus compelling Zarik to continue advancing in the magic domain so he can have a greater sample reading. For example, if Zarik were to witness a crime being committed in front of him - such as an attack on a child - he would respond appropriately with grief, if that's what those around him felt and/or expected by others witnessing nearby. However, he might not truly feel this way - and instead deal with the after effects of anger or rage, which were deemed inappropriate by the Courtier Spark and so were repressed until he was alone again.

Not all interactions or expressions are separate from him though, and from time to time, both his Sprezzatura expression and his true expression will align. As time goes on, he will struggle to not become identified with the emotions of his Sprezzatura as who he actually is.
SPREZZATURA notes
"I have found quite a universal rule which in this matter seems to me valid above all other, and in all human affairs whether in word or deed: and that is to avoid affectation in every way possible as though it were some rough and dangerous reef; and (to pronounce a new word perhaps) to practice in all things a certain sprezzatura [nonchalance], so as to conceal all art and make whatever is done or said appear to be without effort and almost without any thought about it."

Sprezzatura was a vital quality for a courtier to have. Courtiers essentially had to put on a performance for their peers and those who employed sprezzatura created the impression that they completely mastered the roles they played. A courtier's sprezzatura made him seem to be fully at ease in court and like someone who was "the total master of self, society's rules, and even physical laws, and [his sprezzatura created] the distinct impression that he [was] unable to err".

However, while the quality of sprezzatura did have its benefits, this quality also had its drawbacks. Since sprezzatura made difficult tasks seem effortless, those who possessed sprezzatura needed to be able to trick people convincingly. In a way, sprezzatura was "the art of acting deviously". This "art" created a "self-fulfilling culture of suspicion" because courtiers had to be diligent in maintaining their façades. "The by-product of the courtier's performance is that the achievement of sprezzatura may require him to deny or disparage his nature". Consequently, sprezzatura also had its downsides, since courtiers who excelled at sprezzatura risked losing themselves to the façade they put on for their peers.

According to the Count, sprezzatura is amongst one of the most important, if not the most important, rhetorical device the courtier needs. Peter Burke describes sprezzatura in The Book of the Courtier as “nonchalance”, “careful negligence”, and “effortless and ease.”[8] The ideal courtier is someone who “conceals art, and presents what is done and said as if it was done without effort and virtually without thought.”.
Expert: Grazia

Zarik's voice has mutated in noticeable change. No longer the simple tenor it once was, it now holds a tempered quality. It is Sonorous, clear, sweet, and well-sounding; neither too effeminate nor too rough. Along with this mutation, and his Sprezzatura mutation, his voice complements a graceful look to his biqaj eyes.

This mutation is especially noticeable whenever he speaks to crowds. He is capable of speaking quite clearly and loudly in wide spaces, able to project his voice in any speeches he gives.

Along with the vocal mutation, Grazia has also affected...
GRAZIA notes
When the courtier speaks he must have a “sonorous, clear, sweet and well sounding” voice that is neither too effeminate nor too rough and be “tempered by a calm face and with a play of the eyes that shall give an effect of grace.” (Castiglione 1.33) This grace, or grazia, becomes an important element in the courtier’s appearance to the audience. Edoardo Saccone states in his analysis of Castiglione, “grazia consists of, or rather is obtained through, sprezzatura.”

that if the courtier wants to attain grazia and be esteemed excellent, it would be in his best interest to have this appearance of nonchalance. By failing to employ sprezzatura, he destroys his opportunity for grace. By applying sprezzatura to his speech and everything else he does, the courtier appears to have grazia and impresses his audience, thereby achieving excellence and perfection. (Saccone 16).
Master
1. FORTITUDE
Another feature of rhetoric which Castiglione discusses is the role of written language and style.

"it is right that greater pains would be taken to make what is written more polished and correct…they should be chosen from the most beautiful of those employed in speech" (Courtier 71).
This is where the style of which the courtier writes encourages the persuasiveness or successfulness of a speech. The success of a written speech, in contrast to the spoken speech, hinges on the notion that "we are willing to tolerate a great deal of improper and even careless usage" in oral rhetoric than written rhetoric. The Count explains that along with proper word usage, an ideal courtier must have a proper sense of style and flow to their words. These words must be factual yet entertaining as the Count states, “then, it is necessary to arrange what is to be said or written in its logical order, and after that to express it well in words that, if I am not mistaken, should be appropriate, carefully chosen, clear and well formed, but above all that are still in popular use" (Courtier 77). This form of emphasis on language is noted by Graham as; "Although the Count is aware that more traditional aspects of the orator (appearance, gestures, voice, etc.)…all this will be futile and of little consequence if the ideas conveyed by these words themselves are not witty or elegant to the requirements of the situation” (Graham 49).

2. TEMPERANCE (Self-Control)

Zarik has obtained mastery of empathy, and as such, through the various study of emotions and his personal relation with the colors that symbolize them - his final mutation has developed from the previous mutations and thusly, grants him the ability to control the color of his biqaj eyes. Like his expression, mannerisms, voice, he is able to control and manipulate the color of his eyes as well.


Suggested Mutations
For Empaths, much of the initial mutations are emotional and psychological.

As their magic deals primarily with the mind, their own mind becomes muddled and strange.

Mutations tend to be strange and related to the mind and spirit. An Empath may develop an appetite for certain emotions that drives them to create or influence events to elicit them. Similarly as most Tangles are similar, an Empath may also develop a mutation causing them to contract a kind of racial blindness. Some Empaths see people only as collections of twisting strands woven into the shape of a man. Still other Empaths may develop a specialized synesthesia and both taste and smell the emotions they weave.

An Empath Awakening is often the most alarming transformation an Empath might experience. Beforehand, all their transformations were contained to their psyche, but a Revelation transcends such limitations into the Physical. Awakenings are rare given how few Empaths reach such a level of expertise. Recorded in history, however, is the story of a Queen who lost herself to the magic within. When the Spark had completed Awakening, she appeared to be of finely woven strands, capable of forming and discorporating at will. Meliene, one of the revealed Fallen was the only known Empath to reach Revealed skill in Empathy.


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Empathy

 
Zarik's Empathy Colors
 
Red (1-4)
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(from left to right)

1. Red: Crimson

2. Red: Vermilion

3. Red: General Red (Scarlet)

4. Red: Coral
Green (5-8)
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5. Green: Emerald

6. Green: General Green (Moss)

7. Green: Mint

8. Green: Sea-Green
Brown (9-12)
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9.

10.

11.

12.
Yellow (13-16)
??
Purple (17-20)
??
Pink (21-24)
??
Blue (25-28)
??
Orange (29-32)
??
Grays (33-38)
??
Other (not listed)
??
Lisirra Hunt

THE HUNT FOR LISIRRA
Scroll down for In-Post References


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BG Music


The West
Referenced X


TEXT
Notes
TBD
The Call

THE CALL
Scroll down for In-Post References


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BG Music


The Pure
Referenced Transmutation


Transmutation: Identity

A technique shared in common with Attunement, Identity allows the mage to use their own ether as a way to identify, catalog, and inform. While not as extensive as an Attuner’s grasp, Identity allows a mage to analyze non-living material and objects. A Transmuter who learns Identity will be able to pick up a sword and identify the different metals used in its construction (provided they are familiar with the metals). They can sense impressions of the function of magical items, innately understand the object’s durability, age, and weak points. Transmuters use this ability throughout their journey as mages to aid them in all manner of tasks and investigations.

Transmutation: Deconstruction

The first step of any Transmutation is deconstruction. Other Transmuters call this process Basing, taking the object in question and immersing it within a field of ether created by the mage. While within this field, the object begins to lose coherence in Idalos. In a process that can take only a few bits for small objects and up to entire breaks for larger objects, the item in the ether field will grow translucent and begin to fade. Ether temporarily destabilizes the existence of the object in the material plane, directed by the will of the Transmuter, allowing a mage to move to the next step. Absolute concentration is vital at this and subsequent stages. If a Transmuter is interrupted or their focus is shaken, the object returns swiftly to reality, but always damaged in some irrevocable way, its durability shattered.

Transmutation: Brilliance

Ether is a miraculous substance. Ordinarily it is completely invisible to the eye. Only with Attunement can one train their senses to actually see the currents of ether that each living being naturally produces. Transmuters, however, have designed another way to bring ether into the physical spectrum. Technically a minor form of Transmutation, a mage with this ability is capable of encouraging his own produced ether to glow. Conjuring and pulling it into a small orb around their hands, Transmuters have used this magic in lieu of torches at times. The light tends to be much more consistent and lasts as long as the Transmuter is willing to supply the ether. As ether stems from the soul, within the body, Transmuters have found that using this ability without projecting ether tends to cause the user’s body to gleam in a dull sort of luminescence. Most haven’t found much use for that particular ability, but some Transmuters have expelled a great quantity of ether, only to ignite it suddenly to distract or blind an opponent. Unfortunately, a Transmuter is only capable of making this change in their own ether, not the ether of others.
Number None
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Above each of the inner doors were runes of old. Each doorway had a different set of runes, a different colored energy swirling within it. And then he appeared. He had no mouth, appeared to be made of gold, or perhaps brass or some other alloy. He walked along, bowing his head at each person he passed, "Welcome Praetorum. Welcome Cervantez. Welcome Zarik."

-

"You are here because It chose you. To save Them." And so, it kept right on walking. Eventually it made its way to Praetorum, and some more questions. It never stopped walking, but it did answer, "I am Number None, Guardian of the Gateways." Looking at the gateways in question, "Those lead to your Trials, of course." And then he kept on his circuit.

-

"Bear, child of Mama Bear, has begun the Trial of the Wild."
"Praetorum, child of the Shield, has begun the Trial of the Weak."
"Hector, child of None, has begun the Trial of the Chaos."

-

Number None hadn't stopped walking, so Prae followed after him, easily keeping pace. "Trials? Why are we being given trials?" 


None answered without ever slowing his pace. "To prove yourself truly worthy of your magic's full power." 


-

"Number None, who is it we've been summoned here to save? Who do you mean by Them?"

"The Eternals." He said, simply. 


Prae had no idea who those were, and didn't hesitate to tell None. But the response he got only brought up more questions.

"I am not able to say." 


-

"Who, or what is it that chose us to come?" Prae asked instead.

"The Eternals chose you."

-

Prae gritted his teeth, and asked his final question. 


"How do we save the Eternals?"

Was it just his imagination? Or had None paused a trill at that? "I don’t know, I assume by doing what they want of you."

-

one of the first souls ever made by the Verses. Zarik helped to complete his soul.
Zarik completed his soul, and allowed him to break free of his circuit. He'd basically been walking around a round room for... ages
Because that was his purpose but Zarik freed him
The purpose isnt completed so he's still walking circles. Just in his own way.
Last edited by Llyr Llywelyn on Sat Nov 23, 2019 4:44 pm, edited 10 times in total. word count: 9279
Please — consider me a dream.
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Llyr Llywelyn
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Posts: 1925
Joined: Sat Feb 02, 2019 12:24 am
Race: Mixed Race
Renown: 830
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Wealth Tier: Tier 8

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Archive: Discarded Dev Ideas 2

NPCs

Zarik's Entourage
Approved Personal NPCs
Zalazar Ki'enaq (father)

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Race: Biqaj

Date of Birth: 62 of Age, 40th day of Ymiden, Arc 657

Skills: Torture 30, Interrogation 30, Intimidation 30, Surgery 10

Relationship to PC Zarik: Father

Occupation: Torturer/Interrogator
Location: Quacia
Appearance: 5’ 8”, 130 lbs.
While Zalazar is on the shorter side, because of his lean weight, it seems like he is much taller than he is (unless he is beside his son, who towers over him). He wears the ravages of age and hardship clearly on his face, the most notable being the heavy dark rings around his eyes, the pale rough skin that no longer basks in sun, and a mostly bald head except for a ring of stringy blond hair that hangs limp and unwashed around his gaunt face. His posture is awful, shoulders curled forward as if stuck in a permanent state of bent-over work. He wears dark clothes, often frayed, unkempt, and sometimes dirty.
FC: Richard O’ Brien

Personality: Zalazar had a rough life, starting with being orphaned at an early age, and then a tumultuous journey between ship crews. After he left the sea, betrayed by Zarik’s mother, he headed onto land to travel with his only son. Zalazar is shrewd, unethical, and sadistic… but despite this, he has a fierce dependency toward his son. He is easily frustrated, his humor leaning more toward the morbid and uncouth rather than for jokes or frivolity. He is skilled at his current profession of being a for-hire Torturer/Interrogator, taking pride in his work. Zalazar firmly believes that Zarik will take over the business, to help him when his hands start to lose their grip in old age.


Flavor/Pending NPCs

Burke (Consultant)

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Race: Human.
Age: Ymiden 20, Arc 669 (49)
Birthplace: Etzos
Height: 5' 11"
Weight: 195 lbs
Gender: Male

PSF Approval Link: Pending
Status: Point Bank NPC

Skills: (300)
50 Tactics
50 Logistics
25 Mount
50 Strength
50 Endurance
50 Blades (Gladius)
25 Shield (kite)

Based in: Quacia, Fortress
Occupation: Military Consultant
Description: Burke is a man with a long life behind him, though coming from a mediocre family. He joined the Army of the Etzori at a young age. Respected for his militaristic instincts, the highest command he held was as a Braxton... but he retired his post in his mid-30s, after the unfortunate murder of his wife and five children.

He turned to mercenary work instead, to help fund his travels through Idalos to search for his family's murderers in a journey of vengeance.

His journey led him south to the decrepit city of Quacia for he followed the path of foul necromancers. After arriving, he quickly joined the Dragoons in a consulting support position. He acts as a reserve commander, in the case that the Captains require assistance in their division, whether an extra set of eyes to keep watch of the city while they are fighting the Creep or otherwise.

Burke has lived in Fortress for over an entire decade now. He has a respected reputation for being an expert fighter, but also a sharp-mind in logistics and tactics. He is frequently requested by Dukes/Duchesses and Barons/Baronesses for consultations on how they should handle threats to their ruled territory's safety.







Secrets


Prince Tammuz

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Prince of Dusk



Through an Action, a Man becomes a Hero.
Through Death, a Hero becomes Legend.
Through Time, a Legend becomes Myth.
Through hearing a Myth, a Man takes an Action....
- Eiichiro Oda



Born: 337 Arcs.
Died: 301 Arcs at age 36.

In a time long before what is known in current-day Idalos, before the kingdoms within dusty history books on academy shelves in Viden or Rharne or Rynmere, humans existed. Primitive, yet cultivated, they sought to build civilizations of their own. The treacherous world around them seemed to want nothing more than to destroy their fledgling species. While Immortals waged war in their primordial home, humans persevered and created societies, which would pave the path for their descendants to continue the evolution of Idalos as it would one day become.

Tammuz, who would be known by many as the Prince of Dusk, was never a modest man. Modesty had no part in the role he was born to play. The second son of a powerful conqueror king, he'd been born on the same day as the first son - though to a different mother - and later in the day at sunset. From an early age, he was taught about the means of maintaining civilization as well as tactics and combat. The empire that his father ruled was based on brutal conquest and in all things, this was what he was raised to know.

The prophecies of his father's seers, the court of oracles that deemed most actions of the empire with favor or disfavor, proclaimed the two first-born sons as being expected to fulfill grand roles of power.



Tammuz was raised with these prophecies repeated to him, frequently by many people. He was to be a great man, to lead armies and protect his future city-state from the crossfire of the Immortals. Greater still, however, was his brother who'd been born earlier in the day before him. Together, they learned and trained their minds and bodies. They fought in battles from a young age, learning to stay alive while also cultivating their spirits. In time, they received Sparks to further their individual power.

In Tammuz's early-20s, his father had become old - and battle-weary. While the king remained in court, on the throne of a massive stone fortress, Tammuz commanded nearly half of their forces. His brother commandeered the other half. Together, they waged war with threats against their fledgling empire and redirected their settlements away from the destruction reeked by the Immortals' skirmishes with one another.

They fought humans and monsters alike. They protected settlements, and fell great villains of their time through their combined force and power. Both princes became known as great warriors and heroes, and as many slaves did they have those who freely offered their loyalty to the brothers. For they were great men, capable of magnificent deeds that protected their pocket of humankind from extinction to malevolent forces and the chaotic fury of the warring Immortals.

Though their accomplishments were great, the methods in which they maintained control came into question: for the people with less power did not appreciate the constant brutal executions - both of prisoners of war and citizens alike. Slavery also ran rampant through the empire, a necessary means to an end. It was Tammuz's reign alongside his brother that led to ancient myths long forgotten in time...

Such as The Road of Hearts: a long stone path stained with the blood of the slaves who built it and lined with pikes of skulls where those beheaded had been left to rot over time. This networked road was used for mounted units to make quick time of distances. From up above, it often looked like crimson veins flowing through the blackened and bone-filled wastes of an old Immortal battlefield that the brothers had reclaimed.

Both Tammuz and his brother had their own estates, in addition to their father's fortress in the capitol city. Tammuz took the western side of their territory, and built what the people called simply in translated language to: "Hell". It was his own growing city that he ruled over, and contrasted greatly with his brother's eastern side territory.

As they expanded their borders - Tammuz taking on the West and the North, and his brother taking on the East and the South - the empire grew, but so did their enemies. What had once been prophecies of grand proclamation to their father's belief in them became ominous forewarning to the other kingdoms conquered underneath their iron fists. Soon, an Order was formed. One with the express purpose to stop the prophecy of their ascent to a massive empire that spanned even beyond the seas. It seemed to those in this Order - known as The Order of [Eternity] - the two princes had to be stopped before they claimed the continental land for themselves.

And so it was that deception lurked in the imperial courts. The Order infiltrated the princely estates and finally the King's Court itself. As Tammuz and his brother busied themselves with their conquest, they underestimated this Order a great deal - for it was an organization made up mostly of peasants. Over time, however, their willful ignoring of the Order waned as time and time again, the organization caused issues for them and hindered their ability to claim victories. The Order even seeded their elderly father with doubt about them, making him question how much power he'd handed over to mere princes versus the potential to choose one of the older nobility to take on such crucial responsibilities.

The Battle of the Wastes in 306 Arcs was a defining moment in this conflict, however. Everything rose to the surface when the Order launched an actual overt assault on Tammuz's forces while his brother was busy across the land at another border. Tammuz lost a great many of his soldiers that day, due to an internal mutiny that caused his forces to fight against one another. While this Battle raged, Tammuz's wives - of which he had 3 - and his young children were captured. He became infuriated by this loss. It was Tammuz who captured every member of the Order he could find. He had them strung up in "Hell", in torturous positions, but not to die - to slowly wither away in front of everyone.

By the time his brother arrived to his side, he'd already strung up nearly 200 people. In response, some of the Order fled to an unconquered land and publicly executed Tammuz's family. Rage and grief blinded Tammuz and he couldn't discriminate between who was of the Order and who was not. It seemed safer, to him, to kill anyone even potentially suspicious and be done with it. He started to kill his city's people by the droves, in mass executions, closing the gates to any who tried to flee.

His brother tried to talk him down - which led to a fight between the two - until the Order's cell on the eastern side attacked his brother's estate while he was away. His brother's young family were immediately murdered during the incursion, despite the immense precautions that'd been set in place for one of his brother's most trusted commanders - bodyguard to his first born son - had betrayed them and performed the execution himself.

The two siblings were now mutually joined in their rage and grief. With neither of them to hold the other back, their growing families murdered, and their aging old father starting to attempt reclamation of the power he'd given over to the princes, they gathered what forces they had left - and went on a spree to destroy the Order from the face of history.

For three years, they spread terror and death through the imperial borderlands. Mercy, if it ever did in their primitive world, no longer existed. They enslaved, tortured, and defeated in non-stop momentum. Until finally, they returned to the capitol in 301 Arcs and refused to bend a knee to their own father.

It was then, however, that their father betrayed the both of them. For he revealed that while they'd been off, exacting mad vengeance upon the world, he'd been swayed to accept the Order's renditions of the prophecies. He proclaimed that he refused to see his empire become one of such darkness - of his disappointment in his two sons and their blackened hearts - and all of the rest of the brainwashing that he'd undergone from a member of the Order who'd been instrumental in such conversion: one of the king's consorts. It was clear what had happened. The woman wished to wield the throne herself.

Tammuz and his brother were separated from one another, then, in a massive skirmish that broke out in the castle. His brother got launched through a portal that closed before Tammuz could reach it. It was, after all, a known fact the two princes were much stronger when together. Left in the throne room, though, was a mistake for the Order as Tammuz claimed his father's life. But it wasn't as if the Order hadn't been prepared for such a thing, in fact, the consort seemed pleased by it. She had Tammuz captured and bound through overwhelming force.

For many days and nights, he underwent the torture of his Sparks being removed and of the humiliation of the Order announcing victory over the princes. He knew not where his brother was, or if he were still alive.

So it remained for a season, until his brother returned for him. They fought their way out of the Order-controlled capitol, under the rulership of the new Queen-consort, and fled the imperial territories. On their journey of escape, Tammuz accepted what Sparks his brother was able to give him - though it proved difficult and soon, pointless.

It was a fleeting escape, however. On a place known as The Cliffs of Pathos, a place of jagged stones in a great ravine cut through the earth by an Immortal's lash, that the brothers faced off with the Order for one last time. During the fight, Tammuz was flung over the edge. His brother barely caught onto him, but it was a precarious position and one that couldn't be kept. As the Order didn't relent, Tammuz sent the last of whatever remained of his ether to strengthen his brother. He demanded to be let go, so that his brother could potentially win and take vengeance on the woman who'd stolen the throne from them.

And so it was, whether by accident or Tammuz's force or his brother's acceptance, that Tammuz fell the far distance into the depths of the ravine - his body covered by the shadows of the cliffs long before he finally hit the ground.


Yet this was not to be the end.

For the Order had become fanatical enough in their hatred for the princes, that they enacted a rite of grand effect - and took oaths of lineage fealty to forever assure that the princes wouldn't return to Idalos in any way. They wrote great myths about the Prince of Dusk and the Prince of Dawn, but most of all, they taught their descendants born into the Order to keep as Guardians to assure that the Princes would never again reunite.

So while the Prince of Dawn reincarnated, many times over, through the arcs... the Prince of Dusk remained trapped by the bindings of the Order's generations. Painted as truly reprehensible, the deeds of his life became that of legends that far outweighed his actual behaviors and actions - at least how he saw it. But he learned of much during his time in Emea, of the changing world around him, through the Great Restoration, and though he tried again and again to convince Thetros to provide him another life, the Order foiled each attempt before it took root.

However, Tammuz never wavered in this desire. He knew his brother remained in the world of the living - again and again...

For a thousand years, Tammuz remained in Emea... until finally, his chance presented itself. The last surviving bloodline of the Order died in Arc 698. Tammuz tried again, like he always did, beseeching the Immortals to grant him another incarnation so that he might learn what it was to live again... and this time, he succeeded.

Lore Notes
600 Arcs - The Shattering - The Originals and Shay are wiped out, Humans come into existence

500 Arcs - The Age of Immortals - Immortals begin to rule the world, war was fought.

Arc 0-700 - The Great Restoration - The Immortals made their Oath, begin restoring the world

600 Arcs before the Oath

What the Immortals failed to see beneath them as they searched for answers beyond were the humans that spawned from the places the Originals had perished. Beneath the radiance of the Grand Fractures created by their Shattering, Humans were born into reality. The Emean connection the Originals had to the Shay fomented the desire to perpetuate that inventiveness, that ingenuity, that resilience the Originals had come to admire so completely. The Shay and the Humans both inherited the will to create and the freedom to choose.

Their connection to Emea made their belief and faith power to the Originals and those of their ilk, just as the Shay’s belief had powered the Originals ages before. Although the humans were only a little like the Shay in appearance, they better resembled the Immortals and the Originals themselves, born from the remnants of the Shay and remade in the images of the Originals now lost from Idalos.

When the Immortals finally became aware of them, the people had begun to build civilizations, like the Shay had done long before, and were building their own legends, ideas, stories.

500 Arcs before the Oath

The Shay were long gone but from the bones of their ruined society came Man, born of dirt and Original power.

Many arcs had past in the world of Idalos before any of the Immortals took notice of mankind, but when they did, fear drove tensions high as they observed the mortal beings. Some of the Immortals were fascinated by the humans; they were thankful for the mortals' existence and for providing purpose to the Immortals. But other Immortals were far from pleased, as mankind had introduced a dangerous new element to their society once more.

To some, the memory of the Shay was still fresh and the ways the worship and power it gave had divided even their creators from each other. Some even viewed the mortal scum as the sole reason why their creators shattered. With no clues to understand the Shattering, only the creation of these mortals seemed to coincide with the event. For centuries the Immortals remained divided on the fate of humans, but never enough so that they came to blows. An uneasy peace had settled on Idalos as the mortals began to build their society, but the peace was fragile and did not hold.

It was only when the Immortal, Daia, was slain at the hands of a human did the Immortals reach physical conflict. The weapon used to slay her reached through Emea in a way no weapon before could, mortally wounding her essence, as well as slaying her mortal form. The Immortals, who had thought themselves above danger from humanity, were shaken to their core. Faldrun was among the first of the Immortals to threaten them into submission, commanding his brothers and sisters to rid the human scum from Idalos lest the other Immortals wanted to meet the same fate as Daia.

Out of fear, some of them succumbed to his will. Out of noncompliance, others left, choosing to remain silent but observant to the rest. And out of moral obligation and love of the mortals, others rose up against Faldrun. It was then, when wrath and righteousness collided, that their heavenly world began to crumble along with the lands of Idalos and the humans that resided within it.

War was unleashed. Immortal against Immortal, fighting for the existence of a race that provided power and purpose for the Immortals. As they fought, the Immortals quickly realized that no matter how they tried, they could not kill one another. Their creators had made them to support the world they ruled, not to tear it apart. Together they only made each other stronger.

Only through pulling out the heart of their brother or sister could an Immortal incapacitate their brethren. As their war entered a stalemate, some Immortals returned to the mortals in order to recruit or coerce their aid. But the long Immortal war had scarred the face of Idalos, which raged, boiled, and withered without the Immortal attention. Without the Verses, who once held order, the Immortals maintained the balance of the world. Among the wreckage of the home they had been tasked to protect, lay the shattered bones of countless humans, sown into the soil by the wrath of their battle.



LEARNING VAHANIC

Rakahi Spoken Biqaj Ne'haer/Rynmere Easy Common
Vahanic Spoken/Written Anyone Quacia Medium Common
Common Sign Gestured Anyone Everywhere Easy Common

LINGUSITICS
0/250 XP
Knowledges: 4/11
4 NS Knowledges

Competent Linguistics: Select 2 easy or medium level languages. You may rank up to 'Broken' in these languages for free. If you have a language/languages of the rank 'Broken' already, you may level it/them to 'Conversational'. As another option, you may choose 1 language to level to 'Fluent' for free. You may learn a maximum of 8 languages.



COMMON
Starter
Current Status: Fluent

RAKAHI
XP Spent: 0 (Starter broken)
Current status: Broken
Next level: 2 Specific Knowledge, 30 XP
Current knowledges: 3 NS

Easy: To level an easily learned language to 'Conversational', you must have purchased the 'Broken' rank, acquire 2 Specific Knowledge gained practicing the language, and you must spend 30 skill points to purchase this rank.




VAHANIC
XP Spent: 0
Current Status: None
Next Level: Broken - 2 knowledge, 35 XP
Current Knowledges: 1 NS, 1


Medium: To level a medium learned language to 'Broken', you must have 2 Knowledge gained from practicing/learning about the language, and you must spend 35 skill points to purchase this rank.

In addition to the bonuses listed above, the Linguistics skill also confers an additional bonus. For each Skill Level of Linguistics, the PC gains the ability to buy points for languages at a discount. At Novice, each skill point purchased towards a languages counts only as one skill point, but at Competent, they get two skill points for every one they spend. At Expert, they get three skill points for every one they spend, and at Master, they get four. At the highest tier, their skill points count for five times the normal amount, meaning it takes the PC one-fifth the skill points to master a language.

As an example: If the PC wants to buy a language that costs 35 points to level from nothing to Broken, the advantages would be thus:

Novice = 35 points. Competent = 18 (17.5 rounded up). Expert = 12 (11.6 rounded up). Master = 9 (8.75 rounded up) Grandmaster = 7.



Broken

Easy: To level an easily learned language to 'Broken', you must have 1 Knowledge gained from practicing/learning about the language, and you must spend 25 skill points to purchase this rank.

Medium: To level a medium learned language to 'Broken', you must have 2 Knowledge gained from practicing/learning about the language, and you must spend 35 skill points to purchase this rank.

Hard: To level a hard learned language to 'Broken', you must have 3 Knowledge gained from practicing/learning about the language, and you must spend 40 skill points to purchase this rank.

Conversational


Easy: To level an easily learned language to 'Conversational', you must have purchased the 'Broken' rank, acquire 2 Specific Knowledge gained practicing the language, and you must spend 30 skill points to purchase this rank.

Medium: To level a medium learned language to 'Conversational', you must have purchased the 'Broken' rank, acquire 3 Specific Knowledge gained practicing the language, and you must spend 40 skill points to purchase this rank.

Hard: To level a hard learned language to 'Conversational', you must have purchased the 'Broken' rank, acquire 4 Specific Knowledge gained practicing the language, and you must spend 50 skill points to purchase this rank.

Fluent


Easy: To level an easily learned language to 'Fluent', you must have purchased the 'Conversational' rank, acquire 3 Specific Knowledge gained practicing the language, and you must spend 35 skill points to purchase this rank.

Medium: To level a medium learned language to 'Fluent', you must have purchased the 'Conversational' rank, acquire 4 Specific Knowledge gained practicing the language, and you must spend 45 skill points to purchase this rank.

Hard: To level a hard learned language to 'Fluent', you must have purchased the 'Conversational' rank, acquire 5 Specific Knowledge gained practicing the language, and you must spend 55 skill points to purchase this rank.

Benefit of the Skill, Linguistics


Having and using the Linguistics skill goes hand in hand with languages. Therefore, characters benefit from not only learning languages but studying the rhetoric, dialect, origins, and similarities between languages.

Novice Linguistics: Select 2 easy level languages. You may rank up to 'Broken' in these languages for free. You may learn a maximum of 4 languages.

Competent Linguistics: Select 2 easy or medium level languages. You may rank up to 'Broken' in these languages for free. If you have a language/languages of the rank 'Broken' already, you may level it/them to 'Conversational'. As another option, you may choose 1 language to level to 'Fluent' for free. You may learn a maximum of 8 languages.

Expert Linguistics: Select any 2 languages to level to 'Broken' for free. As an option, you may choose 2 languages you've learned already to level from 'Broken' to 'Conversational' or 'Conversational' to 'Fluent' for free. You may learn a maximum of 12 languages.

Master Linguistics: Select any 2 languages to level to 'Broken' for free. As an option, you may choose 2 languages you've learned already to level from 'Broken' to 'Conversational' or 'Conversational' to 'Fluent' for free. You may learn a maximum of 16 languages.

Legendary Linguistics: Select any 2 languages to level to 'Broken' for free. As an option, you may choose 2 languages you've learned already to level from 'Broken' to 'Conversational' or 'Conversational' to 'Fluent' for free. You may learn a maximum of 20 languages.

In addition to the bonuses listed above, the Linguistics skill also confers an additional bonus. For each Skill Level of Linguistics, the PC gains the ability to buy points for languages at a discount. At Novice, each skill point purchased towards a languages counts only as one skill point, but at Competent, they get two skill points for every one they spend. At Expert, they get three skill points for every one they spend, and at Master, they get four. At the highest tier, their skill points count for five times the normal amount, meaning it takes the PC one-fifth the skill points to master a language.

As an example: If the PC wants to buy a language that costs 35 points to level from nothing to Broken, the advantages would be thus:

Novice = 35 points. Competent = 18 (17.5 rounded up). Expert = 12 (11.6 rounded up). Master = 9 (8.75 rounded up) Grandmaster = 7.


Q. Can players assume there are NPCs in cities to teach languages they're looking for, regardless of whether the language is listed or not with the city and/or NPC?
A. Yes, players can assume this, however, it is recommended that players send the prophets of that city a PM or post in that city's OOC forum or questions forum regarding which NPC may know the language or if it needs to be moderated.

Q. Can I learn more than 2 languages without the linguistics skill?
A. No, unfortunately not. You must put points into linguistics if you wish to learn more languages.

template temporarily borrowed from Navyri for reference:

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Known Languages

Language Difficulty Profeciency
Common Easy Fluent
Vahanic Medium Broken
Rakahi Easy Broken
Linguistics Level: Novice
Language Capacity: 2


Language Requirements

Language Broken..... Conversational..... Fluent.....Required Knowledges
Common (SP) N/A N/A N/A N/A
Rakahi N/A x/30 /35 x/2
Vahanic N/A x/30 /35 x/2


Linguistic Knowledge
Linguistics (10)
• Linguistics: Reading with a partner to learn a language together.
• Linguistics: Practice makes perfect.
• Linguistics: Language: Vahanic
• Linguistics: Listening to a Conversation Helps to Learn a Language
• Linguistics: Vahanic: Introductions
• Linguistics: Vahanic: Talking about the Weather
• Linguistics: The burden of trying to learn a language while busy.
• Linguistics: Vahanic is easier to learn than Rakahi when in Quacia.
• Linguistics: The correct order of words in a sentence.
• Linguistics: Switching between two languages while learning a new one.

Language Specific Knowledge
Language:

Language: Rakahi
• Rakahi: Has Its Own Pidgin
• Rakahi: Language of Biqaj
• Rakahi: Family Vocabulary

Intimidation
Name: Intimidation
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Overview

Intimidation is a skill that has a variety of applications. It is the art and craft of bringing others into submission, compliance, and/or acquiescence. This skill is far more than crude bullying, and the finesse of a master at intimidation is paramount for those who wish to conquer, rule, and bend other people to their ambitions as well as maintain control in leadership during peak moments of conflict. Negotiators and Politicians are as likely to make use of this skill as Thugs and Military Commanders are. There are many ways that one can intimidate from the blatantly overt to more subtle mindgames, the different ways to use this skill can be focused through combined use of many other skills.

Overt vs. Subvert

Overt Intimidation

Intimidation can be obvious. For any witnesses, the act of intimidation is either objective or nearly so. This includes direct and obvious threats to a person, their livelihood and/or loved ones. This can depend on the situation but more often than not, overt intimidation is a crude tactic. Pirates and bandits have been known to illustrate overt intimidation. Shouting, name-calling, swearing, threatening harm, blatantly demeaning and denigrating their targets, especially in the company of others or for an audience. Raised fists, rude gestures, pounding on the chest to try and rile a fight are also forms of open intimidation behavior.

Riding in on a dragon, while it breathes fire in a circle around the target(s), is a form of overt intimidation.

Subtle Intimidation

However, intimidation can also be a great deal more subtle. This is the art of the nobles, the merchant classes, and such. Subtle techniques can be employed such as the sound of the voice, the pressure of speech, timed interruptions, absurd and challenging questions put forth on the target. Physical behaviors are subtle gestures and body placement to corner the target, block exits, or invade personal space. Polarizing and isolating are key methods of subtle intimidation, to make the target(s) feel vulnerable and easier to bend into compliance.

Mentioning you have to take your dragon out for a ride, while in conversation with the target(s) is a form of subtle intimidation (albeit incredibly obvious).

Combination Intimidation

Intimidation can combine both overt and subtle tactics. Frequent in exchanged intimidation and counter-intimidation scenarios. This is most often used when trying to intimidate beyond individuals, but rather groups themselves. Subtly isolating key members of the group in divide-and-conquer methods, then pressuring the targets by forcing responses to rumors and lies.

Not mentioning the dragon, but having it land nearby while you are in polite conversation with the target(s), before getting on it to ride is a combination form of intimidation.

Intimidation Tactics

Isolate Individuals
Threats to specific individuals helps narrow the focus of the intimidation approach. It is easier to focus on a single person at a time since different techniques can have different results due to individual psychologies, especially for subtle intimidation. Effective isolation, in itself, can act as intimidation due to the vulnerability it causes (think of the thieves that corner a target alone in an alley, or the interrogator who sets the target by themselves in a windowless room). This can extend to either established members of factions, businesses, or groups, but also to potential members as well. The purpose of this tactic is to weaken the faction's influence and cast doubt to individual willingness or ability to act.

Refuse to Deal with Leaders
Trivializing and demeaning leaders is a designed tactic to reveal vulnerability and isolate the leadership from their faction. Doubt, and seeding paranoia, goes a long way when trying to intimidate beyond the individual and influence groups or even entire towns/cities. Followed by pressured criticism of leadership actions, this keeps members of the faction too busy defending themselves, doubting or fighting each other to accomplish anything productive.

Counter-Intimidation
Sometimes, intimidation is a two-way street. Most often this is the case in politics and military. Especially in terms of negotiation, subtle intimidation is to be expected as part of political etiquette. Thus, counter-intimidation often involves reducing the opponent's credibility while also validating your own position. It is rare for those already used to intimidation to easily back down from crude tactics, especially when they are able to recognize them as such.

Silent Presentation
Depending on culture and setting, the understanding of what might intimidate through visuals alone is a wonderful subtle tactic. Being impeccably groomed and well-dressed, neutral yet intense in expression (neither warm, receptive, or disapproving) with unwavering eye contact and crossed arms can often silently intimidate most average people. Military uniforms can be designed with this in mind, the way that units are formed and/or appear to the enemies. This is also the initial reason for most public noble attire, as displays of wealth can be used to intimidate those of lesser status within similar classes (such as merchants).

Preparation
Having more information than your target can also create a sense of intimidation. Especially when timed to reveal such information when the target believes they have the upper hand in the exchange. This is key to negotiation, interrogation, and matters of political law. Interrogation especially makes use of this, to the point that an apt interrogator will even pretend to have information they don't actually possess to intimidate the target into compliance.

Related Skills

Detection:
Negotiation:
Persuasion:
Psychology:
Rhetoric:
Seduction:
Tactics:


Novice: 0-25

The novice intimidator often doesn't realize the techniques they use. They tend to act naturally in intimidation rather than methodically. As such, their methods can be crude and seemingly unskilled. Still, they have a knack for it more so than the average person. Maybe it's their appearance, maybe it's the way they talk to people, maybe it's how they gesture or what they do as a profession. Mages often border on this edge simply by nature of visual mutations that can intimidate non-magical people, same with those obviously marked by Immortals.

Competent: 26-75

At competent, the intimidator is able to make individuals timid by a handful of tactics. Depending on the individual, this is likely to be more overt or more subtle rather than a combination of the two. They have started to be able to detect when intimidation is employed by others, and consider counter-tactics to such moments. They only succeed about half the time, and only with individuals or very small groups. However, at this level, they have started to become mindful of when and how to intimidate to achieve the results they want.

Expert: 76-150

An expert, combination tactics are frequent. For the intimidator that also has Competent or Higher in Psychology and Tactics, they are almost always able to succeed when intimidating an individual (as long as that individual doesn't have higher Endurance or Discipline). They are able to extend to tactics with groups of any size, but it is 50/50 whether they succeed and the larger the faction, the less likely they are to accomplish a flawless intimidation. Detection is also important at this level, to recognize others' intimidation attempts and counter them effectively.

Master: 151-250

One might think that a Master at Intimidation would be easy to recognize. In a way, they are. For most people, they get a gut feeling and instinctual sense to be wary around someone at this skill level (unless Stealth and Deception skills are also high). Those intimidators who specialize in overt intimidation might prefer to use a presentation that is intimidating in itself. Meanwhile, emotions don't come into the equation of intimidation unless the master wants them to be. They are able to, instead, choose the tactic most aligned to what they are dealing with, what is likely to be the most successful, and by now they have had a great deal of varied interactions to grant them wisdom and experience in the matter of effective intimidation. These are your high-status politicians, military elite, academics, religious superiors, royalty, emissaries, international-based merchants, and other top ranking roles where being able to acquire submission of others is advantageous.
Last edited by Llyr Llywelyn on Mon Sep 30, 2019 3:23 am, edited 4 times in total. word count: 6131
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Llyr Llywelyn
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Becoming
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“Becoming hurts.”
Kat Howard


“Even a wolf knows how to be polite when animalistic humans have no clue about politeness”
Munia Khan



▁ ▂ ▃ ▄ ▅ ▆ ▇ ▌ 
BECOMING
  ▌ ▇ ▆ ▅ ▄ ▃ ▂ ▁
NOVICE
A Novice at Becoming is just learning to tap into the unique power of new forms.

Knowledge:
Blending. Echo. Devour.

Available Families:
Family - Only the family the Becomer's self form is a part of.

Form Size - Slightly larger than self form.
Animal Communication - Native species will most definitely recognize the Becomer as a fake, and will often turn aggressive or completely ignore the Becomer


Transformation is agonizing and arduous, taking 6-8 bits depending on the complexity of the new form.

Students are told to embrace this change and understand that to Become, one must experience the state between, of primordial nothingness.

There is a sweet moment, teachers say, between what you were and what you are where a Becomer feels nothing at all. That brief moment of oblivion is a focus point for new transformations as it marks the midway point...when you are neither yourself nor what you want to be.

At this stage a Becomer is limited to the Family of animal's their own race belongs to as they most closely mirror the mage's reference of experience. In addition, size can be most animals smaller than the Becomer but only a few that stray much larger.

Large cats are about the size limit of novice Becomers. New forms are often initially clumsy as the mage learns to adapt to new centers of balance, locomotion, and body parts. This initial ineptitude is short lived, but always follows a new form for the first few times a Becomer accesses it.

At this level a Becomer can learn to call upon qualities in their transformations, and unlock Echo.

Some Becomers forget that clothes do not follow them between transformations, a costly lesson if a mage continues to forget. Toward the end of a Novice's journey they start to explore the innate relationship they can form with totems.

Blending is a curious technique but one that absolutely falls within the ability of a Becomer.

Novice and Competent Becomers do not often fit in well with other animals of their type.

Basics of Becoming.

THE WAY

TOTEMS: Totems are the means by which Becoming is possible.

By utilizing what Becomers call "The Three Sovereign Substances" a wizard creates items which act as blueprints for the shape the mage wishes to take.

The Three Sovereign Substances are Bone, Blood, and Hair.

All three Sovereign Substances are variable, for what they are truly representative of is Structure (Bone), Lifeforce (Blood), and Visage (Hair).

This is why scales from reptiles, cartilage from sharks, exoskeletons from insects, feathers from birds can still be used. This material must be harvested from the individual creature the wizard wishes to Become. If this material cannot be gathered, the creature cannot be transformed into.

The shape of a totem is unimportant. Becomers often consider their signature to be in the way they build their totems. Some make art of it while others stress only efficiency. There is no correct way to create a totem, so long as it primarily incorporates the three sovereign substances.

When inducted, the first totem created is the user's own. It emphasizes the most important rule of the magic. One does not Become without sacrifice. Ordinarily a finger or toe is chosen as the bone component of the first totem, and some mages who understand the danger of losing a totem may create multiple totems of themselves and hide them.

Totems are not difficult to create.

Totem creation involves channeling Ether through the totem to awaken its potential. Dedication is simple, involving the Becomer meditating with the totem before attempting its use. Dedicating a totem is not something that can be done on the fly, but rather over the course of a trial. While a totem is more resilient than an ordinary item constructed of blood, hair, and bone, it is not invincible. Totems fall apart with age or when subjected to harsh conditions. Some have thought simply using blood as a bonding agent to set the hair on a bone was enough, only to find that in a heavy rain or just in the space of a season, the totem loses its power. Yludih, Naerikk and Tunawa likewise cannot be used to create totems. Just as they can never learn Becoming, so can a mage never Become them.

A totem ages, just as the Becomer does. Becomers often need to replace totems if they live long enough to see those shapes reach old age and have sometimes taken so long between forms that when they go to access their totem again, they find the creature they would have taken the form of has perished, and they must find another. Time is not denied a Becomer. Although they can wear the shapes of any age, all shapes they wear eventually age.


ANIMAL FAMILIES: For the purpose of this guide, all creatures that a Becomer can transform into will fall into one of the five families of creatures. This is NOT in any way an exact classification system such as we use in real life. Magic is not an exact science, and Becoming is no exception. Some creatures may appear to fall into multiple categories, so in that event, if the Becomer has access to one of those, they can Become that creature. Below are the five families, as well as some examples, though this is hardly an exhaustive list.

Mammals - This is the animals with hair or fur, that give live birth, and nurse their young typically. This includes everything from a mouse to Humans.

Reptiles/Amphibians - These are the scaly or slick skinned reptilian types that often lay eggs. This includes everything from newts to turtles to Ithecal.

Avians - Most of the flying creatures with feathers will fall into this family, usually laying eggs. This includes pigeons to albatrosses to Avriel.

Fish - These are the creatures of the seas and lakes. Often they have gills, lay eggs, scales or slick skin. This includes tuna, shellfish, and Mer.

Insects - These are the creatures who are typically defined by an exoskeleton, often laying eggs and are usually fairly small. This includes bees, spiders, and moths. This Family can only be accessed at Revealed.


Animal Communication: While a Becomer is in an animal transformation, they are able to communicate with the animals of the same type fluently. While most creatures do not "speak" in the way that humans and such do, the spark is able to translate as well as help the Becomer communicate with creatures in a natural way. So while as a house cat, a Becomer will see and hear dialogue with another house cat that might be as complex as the Becomer would understand in a Human form. However, if a third party person were to watch, they might only see standard cat body language with the occasional vocalization. And this translation effect is optional, and can be "turned off" through communication with the spark or to resist its help. This ability does NOT apply to languages spoken by the Sentient Races.

And while a Becomer is able to communicate fluently with the animals, this does not mean that they blend in perfectly. As the Spark grows and the Becomer's bond with their totems grow, so does their ability to immerse themselves into the proper behavior of animals.

Additionally, a Becomer can Echo the ability to communicate with creatures of which they have a totem. This would allow them to speak to a house cat while in Human form. However, this form of communication is much simpler than the true form, for the Becomer lacks the proper body and therefore lacks appropriate body language.

Finally, a Becomer can genuinely learn to speak the language of any animal of which they have a totem. This allows them to understand what is being said by those animals as well as communicate back in a simpler way, without being in the appropriate form as well as not using Echo. Doing so must be learned in the same way any other language is learned IC. These languages must be identified as Becomer (Animal). So an example would be Becomer (House Cat).

INITIATION

For a discipline that involves transforming at the most basic level, it might seem curious that a Becomer's initiation involves marking them in a way that carries over to all shapes. However, for wizards of this practice magic is about the possibility of being all things while also remaining oneself at the core.

When initiating a new student, the teacher places their hands against a student's flesh.

Imparting the new spark into the student immediately begins to twist and melt the skin, although very little pain is felt during the beginning process.

This strange sensation will envelop the student. Only after their entire body warps with the power of Becoming does the danger become apparent.

The Student must keep their own shape and identity firmly in mind while their soul and body adapt to the spark.

Should the student lose control, their body loses cohesion and can mutate into a dangerous monster called a Mimai. To prevent this, the teacher will often help the student create their first totem before true initiation. This is most commonly done by removing a finger from the student and having them concentrate on the totem during the initiation.

When the initiation is complete, the student also gains their very first Witchmark. The Witchmark for Becoming is always the same kind among the wizards.

Strange, branching, morphic tattoos spread in a brilliant tapestry across their skin. While these tattoos are not necessarily large, they are always colorful.


NOTES
Becoming, or Transmogrification as it is known by The Seekers, is a magic that uses totems to guide the transformation of one being into another. It is not simply the mimicry of another life form, it is the exact duplication. Every blemish, flaw, and strength of the source that the totem is made from will be present in a pure Becoming Transformation.

Totems, then, are the guide by which a transformation takes place. Without a guide, Becoming is useless. Without something to Become, there is no magic. Although this restriction exists, Becomers count themselves lucky they do not have to arduously study the feathers of birds or musculature of a jungle cat in order to slip into their body. While study and knowledge is emphasized in this magic, it is a knowledge born of first hand experience rather than dusty study. You will find no Becomer cloistered away in a library, but rather galloping beneath the stars as a stallion to test its endurance, the balance of its gait.

Unlike some magics which eventually require a reversion to one's original shape, Becoming holds no such limitation. Becoming was a name chosen aptly, one Becomes, they do not pretend. If you decide to become a Mer, you will forever be one until motivated to transform again. Some abandon their original form for the excitement of others, but most, especially beginner mages will cling to their old identities like a favored cloak...one that grows far less captivating with age.

Because of this fact that Becomers truly are what they Become, much of their ether use and many of their abilities are "front-loaded". What this means is that while there is a high cost in order to Become a form, there is no cost in maintaining it. So while rapid succession of any of the transformations or abilities will drain their ether, simply existing in a form will not. Many Becomers use this to their advantage if they have a particular plan in place. If they need to Become a particularly draining form, or use multiple abilities across a form in preparation, they often do so in advance of when it is needed, so that they can rest and recharge in that form.


KNOWLEDGES

°。°。°。°。°。°。°。゜。°。°。°。°。°。°。°。°。°。°。゜。°。°。°。°。°。°。°。°。°。°。゜。°。°。
Blending
A technique one learns as a Novice that sets the stage for Borrowing. Blending is simply using two totems from the same animal family to 'blend' features and Become a shape that is neither one nor the other, but a composite of both. Many Becomers use this ability to steal the shapes of the dead and mix it with their own to create entirely new identities. Blending can be used between different species of animal and even those closely related. A dog’s features could be combined with a wolf.

°。°。°。°。°。°。°。゜。°。°。°。°。°。°。°。°。°。°。゜。°。°。°。°。°。°。°。°。°。°。゜。°。°。
Echo
A Novice technique that is a shadow of what eventually becomes Adapt, Echo borrows senses and minor special abilities from a totem and overlays them with your natural form. The changes are always subtle and usually temporary, such as seeing in the dark, leaping with the grace of a gazelle, or tuning into the echolocation of a bat. One trait may be echoed at novice, with two at competence. At expertise, three traits and four at Mastery and six at Revealed. These traits are fairly easy to manifest, costing little ether to summon, and very little to maintain. Upon reaching Expert, they are able to maintain 1 Echo permanently, 2 at Master, and 3 at Revealed.


°。°。°。°。°。°。°。゜。°。°。°。°。°。°。°。°。°。°。゜。°。°。°。°。°。°。°。°。°。°。゜。°。°。
Devour
A Novice ability, Devour is a method of acquiring a temporary becoming form. A Becomer can consume the three sovereign substances of a creature while also mixing their own ether into the consumption. This allows the Becomer to take on a temporary transformation to the creature they Devoured. Because this form has no totem, it cannot be altered with other abilities, nor can it be recalled after changing to another form. It is a one time use transformation. Additionally, without a totem to hold the form together permanently, the form falls apart, reverting the Becomer to the last form they transformed from, assuming they still have the totem. This ability lasts for 1 Trial at Novice, 2 Trials at Competent, 3 Trials at Expert, 4 Trials at Master, and 5 Trials at Revealed.


CONSEQUENCES
  • Light Overstepping: Extreme nausea, migraines, tremors, Atavistic Tendencies, Feral Resistance, and weakness in the body.
  • Medium Overstepping: Temporary paralyses, weakened immune system, Atavistic confusion (Short to medium), Totem corruption, Totem Restriction, Babel tongue
Suggested Mutations
Much like in the Transmutation discipline, drawing magic through the body can result in mutations.

The tragedy with these mutations is that they infect totems, resulting in mutations carrying over between transformations, much like the tattoos. Sometimes the tattoos reach out across the body in a growing tapestry of moving shapes, like another wriggling skin. Sometimes atavistic features will follow a Becomer, features of their base form or transformation will haunt them between new shapes. There has even been word of a Becomer gaining an innate slavering hunger for raw meat, or the inability to consume food they do not hunt and kill. Sometimes, these mutations can be beneficial, skin that exhibits natural camouflage or the permanent growth of ears or nose into something bestial, always blessing the user with the echo of a superior creature's hearing.
Transmutation
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Transmutaton

"Since man cannot live without miracles, he will provide himself with miracles of his own making."
Dostoyevsky


▁ ▂ ▃ ▄ ▅ ▆ ▇ ▌ 
TRANSMUTATION
  ▌ ▇ ▆ ▅ ▄ ▃ ▂ ▁
MASTER
A master in Transmutation is a mage who, save for master Attuners, have the most innate knowledge of ether. At mastery, a Transmuter is aware of spells being cast in their general location, feeling the pressure of ether on the air. This makes them rather adept at handling Empaths as they can become more easily aware of the magic being used on them. For a Transmuter who has also studied Attunement, this ability is overshadowed by the more fine-turned magic of Attunement itself.

Master Transmuters can inscribe up to five qualities on an object during any given transmutation. Although the risk of flaws increases with qualities imbued, a master is capable of learning Formulas to circumvent the risks of flaws and reliably create powerful items in their possession. Likewise at this stage a Transmuter can differentiate where a quality is being transcribed. On one long contiguous pole, they can indicate five different ‘zones’ where an individual quality will manifest. This opens Transmutation to a higher degree of excellence and fine-tuned precision while enchanting. Shapecraft grows easier, as does sculpting as a master has long since adapted themselves to the process of Transmutation down their long road of study. Galvanization is within their grasp at mastery, sacrificing the durability and longevity of a transmuted item for intense speed at creation.

The range for Pathway extends another 100 feet and the master is capable of learning Well-craft, the ability to create their own wells with personal ether. Many master Transmuters will learn Ensorcellment as they tend to be one of the best mages at manipulating and understanding its curious properties.

Knowledge:
Identity. Corrosion. Brilliance. Bolster. Ether Missile. Sculpt. Absorption. Shapecraft. Pathway. Galvanize. Formula. Well-craft.
Novices are given simple materials to memorize the qualities of and then imbue other simple objects.

Care is taken to restrict the size of the object for the safety of the learner.

While their objects do not last long and tend to always have flaws, up to a single quality can be inscribed on anything the Transmuter chooses to work their craft on.

Their range of transmutation remains only that which they can hold in their hands.

Novices notice a small but noticeable increase in the potency of their magic.

While some would misread that, a Transmuter knows that they’re only learning to better utilize the strange Emean substance, moreso than other mages who do not study the components of their spellcraft.

A Competent Transmuter usually strikes out for their own at this stage of the relationship, more than able to fend for themselves in Idalos while pursuing their craft. Corrosion and Bolster become powerful offensive and defensive tools in the Transmuter’s arsenal while Ether Missile creates a surprisingly unexpected weapon in their hands. At competency, the Transmuter begins to hone their own ether, finding that some of their magic tends to have a unique signature in its radiance or feel. A certain smell or color may become associated with the mage’s spellcasting that remains throughout all their magic.

At Competence the Transmuter learns the ability to Sculpt, to reshape the objects they manipulate while in their midway state before reforming them. Their own prowess becomes greater, able to imbue up to two qualities per object created and with a lower frequency of flaws. In addition the Transmuter can now work with steel and other more complex materials. Unfortunately, the item must still be made of one single material before it can be transmuted.

Expert: These are the teachers and artisans, seeking qualities across all of Idalos for their palatte, quickly Transmuting longer lasting objects with even fewer flaws. Their craft continues to evolve as does their understanding of ether in general. Ether Missile begins to take shapes at this level and the manifestations that an Expert Transmuter creates with his ether tend to have a certain individual texture. This can be heavily influenced by any Immortal they are currently marked by, as the ether of both seem to cohabit and join. A Transmuter becomes capable of learning Pathway at this level and their range can extend to nearly one hundred feet around them. Ether becomes easier to use and an expert Transmuter will see another increase in their spell casting efficiency in other disciplines. Although it’s not significant, the change is noticeable as a Transmuter becomes more and more in tune with their natural powers.

Expert Transmuters learn Shapecraft at this stage, turning the battlefield into whatever they desire or conjuring temporary blockades and shelters. An expert Transmuter can now transmute nearly any object they come across, save for those of great magical power or etheric properties. Items created with multiple materials now fall under the purview of the Transmuter.
Basics of Transmutation
Basics of Transmutation.

THE PROCESS

STEP ONE. DECONSTRUCTION [Basing] : taking the object in question and immersing it within a field of ether created by the mage.

While within this field, the object begins to lose coherence in Idalos.

In a process that can take only a few bits for small objects and up to entire breaks for larger objects, the item in the ether field will grow translucent and begin to fade.

Ether temporarily destabilizes the existence of the object in the material plane, directed by the will of the Transmuter, allowing a mage to move to the next step.

Absolute concentration is vital at this and subsequent stages.

If a Transmuter is interrupted or their focus is shaken, the object returns swiftly to reality, but always damaged in some irrevocable way, its durability shattered.


STEP TWO. ALTERATION [Detailing/Painting]: the idea of inscribing new qualities into the object.

At this stage, the Transmuter directs the ether into the very fabric of the item in question, carrying with it the Transmuters instructions.

This process can be much shorter depending on the complexity of the qualities a Transmuter is imparting or the details of where and when these qualities might manifest.

Typically no more than a break is used encoding these instructions.


STEP THREE. REFORMATION [Finishing]: to bring the object back to Idalos in its new state.

For novices, this is always a recreation of the original piece.

The true creativity of the art is lost to them at such a low threshold of understanding.

This process is usually twice as long as it takes to deconstruct the item.

For practitioners at a higher level of understanding, this stage can be used to reform the object, into an entirely different shape...or make minor alterations on the original.

When the ether field is finally dispelled, the object needs a moment to Firm or ‘Dry’, as the last vestiges of ether firm into reality within the object in question.

If done correctly, the Transmuted object will be largely the same, save for a number of new qualities the Transmuter has designed.

TRANSMUTED OBJECT LIFESPAN
Limited. Fleeting.
  • As a Transmuted object degrades, it begins to lose its magical effects and, worse, shows signs of advanced deterioration.
  • The process that makes the objects also limits their lifespan without magical intervention.
  • Many Transmuters will renew the process on their favored items before the magic completely fades to avoid purchasing new ones.
  • Regrettably this makes Transmutation only of limited useful in commerce.
  • The base lifespan of a Transmuted object is six trials. Each new quality decreases this by 10% the base duration.
  • The base lifespan of a transmuted object grows with expertise, twelve trials at competence and 30 trials at expertise.
FLAWS
Generally, a flaw is an accepted reality of Transmutation.

Flaws are more common when ascribing qualities to an object that defy its shape.

Creating a ‘sharp’ club, for instance. Mostly, flaws can significantly lower the lifespan of the object created but sometimes can cause unexpected qualities or attributes to awaken within the new object, much to the detriment of the wielder. The aforementioned club might release an etheric discharge when used, damaging the wielder as the magic explodes out of the club created.

Creativity is encouraged with these flaws and sometimes, rarely, a flaw is an unexpected blessing Transmuters will look to capitalize and learn for future creations.

Most Transmuted items have Flaws in cosmetic appearance. Cracks of light or a curious shimmering radiance will emit from objects created this way, a side effect of ether, which cannot be erased while the object is in existence. Transmuters accept these flaws, however, understanding that any process has a learning curb and that as time goes on, their mastery will grow.

Knowledges of Transmutation
KNOWLEDGES

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Identity
A technique shared in common with Attunement, Identity allows the mage to use their own ether as a way to identify, catalog, and inform.

While not as extensive as an Attuner’s grasp, Identity allows a mage to analyze non-living material and objects.

A Transmuter who learns Identity will be able to pick up a sword and identify the different metals used in its construction (provided they are familiar with the metals).

They can sense impressions of the function of magical items, innately understand the object’s durability, age, and weak points.

Transmuters use this ability throughout their journey as mages to aid them in all manner of tasks and investigations.


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Corrosion
The most basic step of Transmutation, Destruction, necessitates damaging an object with ether in order to recreate it.

Corrosion is the accelerated version of that principle, forcing ether into small explosions of magic designed to compromise the integrity of non-living objects.

While ordinary Transmutation is a much slower process, Corrosion destroys without any intention of recreation, allowing the magic to work quicker.

Transmuters have used this, transmitted by touch, to destroy locks, bars, and doors with enough effort and concentrated ether.

Damage from Corrosion takes the form of advanced wear and tear on the objects at first, but something destroyed by Corrosion is eerily ‘melted’ despite its actual composition.

Curiously, while Transmuters seem to have no trouble extending this principle to doors, dead flesh is not something Corrosion seems to effect.

Some have compared the basic element of Corrosion to the necromatic Decay in necromancy and certainly the principles are similar...but ‘what’ the ether is capable of decaying seems to be the main difference. When pressured for a reason, Transmuters cite that it must have to do with the natures of the Necromancy and Transmutation Spark.


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Brilliance
Ether is a miraculous substance. Ordinarily it is completely invisible to the eye. Only with Attunement can one train their senses to actually see the currents of ether that each living being naturally produces. Transmuters, however, have designed another way to bring ether into the physical spectrum.

Technically a minor form of Transmutation, a mage with this ability is capable of encouraging his own produced ether to glow.

Conjuring and pulling it into a small orb around their hands, Transmuters have used this magic in lieu of torches at times.

The light tends to be much more consistent and lasts as long as the Transmuter is willing to supply the ether.

As ether stems from the soul, within the body, Transmuters have found that using this ability without projecting ether tends to cause the user’s body to gleam in a dull sort of luminescence.

Most haven’t found much use for that particular ability, but some Transmuters have expelled a great quantity of ether, only to ignite it suddenly to distract or blind an opponent.

Unfortunately, a Transmuter is only capable of making this change in their own ether, not the ether of others.

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Bolstering
Bolstering is a competent technique Transmuters learn that allow them to use the ether they produce to reinforce the reality of an object.

The ether, rather than corroding, protectively forces the object to be stronger and less likely to break.

The durability of the object and how long it remains so depends entirely upon the mage...as the process is only continuous as long as fresh ether it supplied to catalyze the new resilience. Transmuters have used Bolstering to hold barriers that should have fallen or take simple sticks to defend themselves from swords without having them snap. Some Transmusters will Bolster their own clothes as a kind of armor, although so much bolstering over a period of time can leave the mage spent, if not encourage Overstepping. Overwhelming force will still shatter the object in question. A Transmuter cannot bolster something into an impregnable shield, as that's more the properties of Abrogation.

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Ether Missile
Ether is simply a tool, something to be shaped, tasked, purposed.

An Ether Missile is a pocket of ether produced by the Transmuter and then energized.

Hurled like a javelin or throw like a stone, an ether missile is force and crackling magic, pure. Those struck by an ether missile describe the sensation as both burning and eerily cold.

Ether is a fairly destructive force and an ether missile often carries the properties of Corrosion when tasked to do so, degrading objects it crashes against.

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Scultping
Sculpting is a principle learned in competence that allows a Transmuter to reshape the object they are currently working with. Rather than firm it in reality as it was before, the Transmuter has the option of making alterations to its shape.

Sculpting can also be used in repair as well, Transmuting a broken item back into a whole one. By gathering the pieces and transmuting them all at once, sculpting can reforge a broken blade or restore something shattered, although some of the finer manipulation for the complexity of the object may be tricky and take much more time.

Sculpting requires no additional expenditure of ether, it simply comes as an enlightenment of understanding the creative power by which Transmutation can be applied.

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Absorption
Developed for use against other mages and as a defensive measure when approaching Fractures, Absorption allows a Transmuter to redirect the ambient ether generated by others. While not as powerful as an Abberant’s flaying (or any Flaying), Absorption is not meant to be a fatal technique. Instead it steals power from magical constructs and mages, redirects it through the caster and out again. Mostly Absorption does little to augment the power of the mage using it.

While Absorbed ether can be redirected to spells, generally it simply extends a mage’s stamina in spellcasting rather than adding to their raw ability. Absorption is triggered when a Transmuter interacts with another magic or mage. Most often this has to be done by touch. Transmuters risk great bodily harm by leaping straight into the way of spells, but the principle of Absorption is to rob the spell of its ether content and force it unmade.

A Transmuter can cancel any spell they can get their hands on that is at a competency lower than them, and steal some of the power of the spell from anything at their level and above. Sometimes it’s enough to simply weaken the spell. With this ability, Transmuters have been remarkably effective against necromancers and Aberrants.

When a Transmuter touches a thrall, they can steal the ether that animates it. Granted, if the thrall has an implanted well this technique is not effective, only momentarily arresting the thrall in its progress or control. Absorption has been used in a multitude of situations involving magic, making Transmuters one of the more effective duelists among mage-kind.

That said, Abrogation is a unique challenge for Transmuters. Abrogator shields harden ether, making it difficult to conventionally absorb or destroy. A Transmuter must redouble their efforts or risk no damage to an enemy mage's shields.

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Shapecraft
Shapecraft is an expert technique in Transmutation, involving the instant deconstruction and reconstruction of objects. Shapecraft can only be used on a single material at a time and is generally most effective on simple material like wood, dirt, and stone. Channeled from the hand, Shapecraft allows a Transmuter to nearly instantly reshape the substance around them into whatever their minds can imagine. Raising a dirt wall, constructing a fist made of stone to leap from the wall they’re touching, a Transmuter’s mind is the only limit in what they can create. Anything transmuted in this way does not last long in its state. After only a break, the new shape breaks down and crumbles to dust, unable to handle the rapid reshaping process.

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Pathway
As a Transmuter progresses in their understanding of the magic, they come to realize that their own ether grows in range as they do in mastery. Many magics employ an effective range where magic is capable of working and Transmutation is no different.

An expert Transmuter becomes capable of using their techniques within an area of distance, so long as they establish a Pathway. A Transmuter Pathway is built of two components, first being the transmuter’s own flesh and the second being a common substance.

A Transmuter could, within their range, channel a transmutation through the dirt to react at the edge of their range...so long as the Pathway did not need to pass through a different material to get there. If there was a statue in the way of the reaction, as ether moves in a straight line (unless directed differently) from one place to another, the Pathway would end at the statue rather than past it. Likewise a reaction could be sent across a wood floor, but not into the dirt past the edge of the floor. All ether can naturally be conducted through the substance it is traveling through, but only one at a time.

Still, Pathway allows a Transmuter the sort of range and area that allows them to be terrifying in combat.

Consequences of Transmutation
CONSEQUENCES
  • Light Overstepping: Sudden pain, Spontaneous bleeding, Ether Explosion, Dizziness, Nausea, Weakness, and Numbness
  • Medium Overstepping: Agonizing pain (especially centered around the head and hands), Reopening of old scars, Domain Corruption, Ether Intolerance (minor), Complete loss of balance (a few trials), Spontaneous Transmutation
Suggested Mutations
For Transmutation, Mutations tend to be a curious sort.

As the magic most aligned to the raw nature of ether, transmutation mutations tend to follow that ethereal and fantastical quality.

Brands tend to be simple things, a soft glow to the eyes in the darkness, a glow that envelops the mage when they are casting magic, or curious glimmering cracks that grace parts of their body.

Mutations, however, tend to be more dramatic.

Sometimes a Transmuter will accidentally end up with part of their body transmuted with a new ‘attribute’. This would inevitably come with both flaws and qualities from the transformation.

Some Transmuters begin to glow in darkness, the etheric radiance of their personal energy.
Others develop a curious taste for only complex foods, meals that have been prepared through chemical or physical transformations.

Change, Ether, and Transformation are the properties of a Transmuter’s mutations and they can tend to be unexpected and grand. *✧・゚
Transmutaton Lists

Basics of Transmutation.

QUALITIES
PHYSICAL SENSATIONS

Qualities are specialized Knowledge a Transmuter picks up as they explore the world around them. In order to guide a transmutation to success, a practitioner must wholly understand the kind of qualities they hope to inscribe.

Without knowing the heft and feel of steel, how could one impart it to the woven shirt they wanted to make into armor?
  • Transmutation: The Rigidity of Steel
  • Transmutation: The Quality of a Fire’s Heat
  • Transmutation: The Slipperiness of Ice
are qualities that can be memorized by a Transmuter through intense study and then projected into their work.

Qualities are memorized instructions a Transmuter encodes into the ether during Alteration.

While no Transmuter can create a sword that bursts into flame, they can create one that burns to the touch along the blade.
Qualities are parts of a reality. Colors, touch-based stimuli, sounds.

A Transmuter does not imbue electricity into a glove, they imbue the sensation of being shocked, which is mimicked through the ether when touching a target.

Many Transmuters appear over-curious, experimenting the sensation of item and substance qualities on themselves to teach their minds and flesh the memory of sensation.

While more existential sensations such as fear or the certainty of death are not qualities, the color gold or the sound of silence is.

Unlike Mirage which has a much wider array of sensations and memories to weave into illusion, a Transmutation is not an illusion.
If the sensation is one of burning, the item will use its inner ether to burn all and any that touch it.

Although true elements cannot be called of transmuted items, the ether within them will mimic the sensation the Transmuter wants to impart.

Often manifesting as eccentric behavior, Transmuters would argue they truly understand the world, as their art requires constant exposure to its myriads of states.
Most of Transmutation is guess-work.
Ether, for all its ways of being measured and channeled is still a primal form of creative energy.

It is not always clear how ether will react when mixed into an object through Transmutation. This is often how flaws develop, a tangible example of ether’s unpredictability. A master, however, has studied these permutations and begins to understand the nature of how ether truly interacts, enough to even predict and speed certain reactions. Formula is a memorized process of imbuing a specific kind of object with specific attributes. In order to become a Formula, it must be practiced several times. Eventually, the master becomes capable of Transmuting a Formulaic item in half the time it would ordinarily take to Transmute an object. In addition, Formula Transmutations last half again as long as they ordinarily would. Unless a flaw is desired in the item’s construction, a Formula Transmutation rarely has any flaw to contend with.
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Transmutaton Theme

“Metamorphosis is the most profound of all acts.”
Catherynne M. Valente


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MUTATION THEME
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THEME: ETHER ACROBAT
Official PSF Approval

Transmuter's Spark
Notes
Awakenings are very personal to both your PC AND your PC's Spark. They are often connected very intimately to the storyline around your PC and their Spark. And this will often drive the mutations, as mutations are the Spark's expression of itself upon the mage. Heavy Thematics.

Potential Thematics: Freedom. Beauty. Truth. Love. Aesthetic value. Crystalline, Minerals, Gemstones, The Moon. Light within the Dark. Rhythm of Time and Movement. Secrets. Mystery. Yin/effeminate nature. Elegance. LUMINARY. Reliance on the Sun. Subtle Arts. Passivity - fluidity. Gossamer glow. Illumination (luminary illumination). Psyche. Shadow. Wonder. Balance.Receptivity. Perception. Reflection of Beauty. Climbing. Magic. Hidden Meanings. Fresh Air.

The Hermetic sciences use the symbol to represent the liquid, passive and feminine. The symbol also signifies the three main aspects of life, which are birth, growth, and death.
titles "Embracer", "Pathfinder", and "Defender", as he was thought to watch over those who travel at night. As the god of light in the night, Khonsu was invoked to protect against wild animals, and aid with healing.

♦Waning Moon:
Symbolic of letting go, surrender, release, quiet time, contemplation, and a time of incubation.
♦ New Moons:
Symbolic of new beginnings, a fresh start, rebirth
♦ Waxing Moon:
Symbolic of growth, manifestation, attainment, gravidity (heavy with child – both philosophical and literal).
♦ Full Moon:
Symbolic of the height of power, the peak of clarity, fullness and obtainment of desire.
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Quotes
“Don't tell me the moon is shining; show me the glint of light on broken glass.”
― Anton Chekhov

“The moon is a loyal companion.
It never leaves. It’s always there, watching, steadfast, knowing us in our light and dark moments, changing forever just as we do. Every day it’s a different version of itself. Sometimes weak and wan, sometimes strong and full of light. The moon understands what it means to be human.
Uncertain. Alone. Cratered by imperfections.”
― Tahereh Mafi, Shatter Me

“The moon is friend for the lonesome to talk to.”
― carl sandburg

“She didn't quite know what the relationship was between lunatics and the moon, but it must be a strong one, if they used a word like that to describe the insane.”
― Paulo Coelho

“But even when the moon looks like it's waning...it's actually never changing shape. Don't ever forget that.”
― Ai Yazawa, Nana, Vol. 14

“Tell me the story..
About how the sun loved the moon so much..
That she died every night..
Just to let him breathe...”
― Hanako Ishii

“I feel a little like the moon who took possession of you for a moment and then returned your soul to you. You should not love me. One ought not to love the moon. If you come too near me, I will hurt you.”
― Anaïs Nin, Delta of Venus

“The moon will guide you through the night with her brightness, but she will always dwell in the darkness, in order to be seen.”
― Shannon L. Alder

“And he beholds the moon; like a rounded fragment of ice filled with motionless light.”
― Gustave Flaubert, The Temptation of St. Antony

“The moon does not fight. It attacks no one. It does not worry. It does not try to crush others. It keeps to its course, but by its very nature, it gently influences. What other body could pull an entire ocean from shore to shore? The moon is faithful to its nature and its power is never diminished.”
~Ming-Dao Deng
Old Notes
Premise
Transmutation Spark Theme: Ether Acrobat

From the darkness of ignorance, through the illumination of a greater world provided to him by his mentor, Zarik has spiritually extended himself to become flexible in body, heart, mind, and soul. He has witnessed the dreamscape of Emea, he has spoken visions of the future, and he has pressed his body at its very limits only to bend further and further, but never break.

Elegance defines the Ether Acrobat, expressions of beauty through swift adaptation. An unquenched desire to reach higher heights and contort in all ways unimaginable, limitations and obstacles merely represent a challenge to overcome for the Ether Acrobat.
Boneturner Legs
Named after his mentor’s mutation, it is an homage to where his spark originated from.
Zarik’s legs have mutated with the appearance of crystalline light in the skin. They glitter with iridescent hue from the midpoint of his thighs down to his toes. This results in greater momentum when it comes to jumps and increased resistance when it comes to landing, kicking; or anything in similar use of his legs. If he extends his legs beyond his endurance or strength, however, the crystalline specks spread into thin, flat cracks.

Beneath the split skin, it appears as if there is a second skin underneath made from pure iridescent crystal. The surface skin around these fissures pale to the color of bleached bone. If his legs shatter or break, they take twice as long to recover. Once recovered, the limbs will have the appearance of heavy cracking (smooth to the touch, similar to glazed ceramic that has cracks under the glaze) in the place where the pressure/break occurred, thus exposing more of the crystalline-like flesh. He still bleeds silver if sliced/cut, but the cuts must be deeper than on the rest of his body to break through the second layer of ethereal skin.
Prophet Notes
"If his legs shatter or break, they take twice as long to recover." Does this mean he's able to heal his legs beyond what normal legs can heal from? If his legs shatter into a million pieces, will it still recover or? Because that seems a bit over the top ofor such a thing as a competent mutation.
Gossamer Wings
Zarik’s spark has mutated further into the bound control of ether. He, now, has gossamer wings that extend out from his shoulder blades. They cost ether to produce and as such, he doesn’t maintain them continually. Through light ether expenditure, he can temporarily expand the size, and adjust the shape, to adapt to what is needed.

By default shape, they extend into four transparent, narrow wings similar to a cross between flying ant wings and dragonfly wings with 2 fore wings and 2 hind wings with thin crossveins. They act as wings would, correctly proportioned to Zarik’s body, and controlled by conscious thought as any other limb. They are capable of folding. The most noticeable difference is that he is capable of controlling each wing individually for a greater range of adaptive motion. This provides him greater control in the speed of his momentum and adaptability in pivots, abrupt changes in his direction.

If his wings are injured or harmed, he must recover the portion of his ether he expended. They are always there, unless severely damaged and needing to reconfigure slowly over several trials through reconstruction. If he doesn’t summon his wings, even if simply to let them flutter, within 60 trials, an additional ether expenditure is required on his first initial summon after that period and the wings may not extend beyond their default shape and size for the first summon.
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Prophet Notes
Hmm, this one is near to a mutation but is reading mostly like an ability. I think you need to look at adding a level of permanence to the presence of the wings in order to be a true mutation. The ether can be expended, say, on their actual use to help him fly, but I feel the wings should *always* be there unless severely damaged and needing to recuperate.
Shadow/Light Skin
Through the twists and turns of life, Zarik’s spark has come to understand that different situations call for different approaches. As such, he has become capable of dualistic appearance. The entirety of his skin appears to reflect light or absorb it.

Luminous Mode: Luminary Reflection – his skin becomes incandescent, and iridescent like opal, and blindingly bright with rays akin to sunlight bouncing off quartz crystal.
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Shadow Mode: Dark Side Absorption – his skin becomes glossy dark like obsidian, and creates an aura of darkness around him that dims all light within a close radius.
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His skin becomes more resilient to injury in these states and it requires a great deal of strength to pierce through either mode.

This includes his legs, as the mutated skin is still recognized as his skin. If Zarik is injured during these states, the skin covers up the injury from sight, but the wounds still exist. Thus, in order to be attended to for healing, he must deactivate the mode so the injury can be seen.

If Zarik passes out while either of these modes are active, then the mode immediately disappears, and his entire surface appearance (skin, hair, visual secondaries) with the exception of his eyes and internal appearances, turns monochromatic gray for one trials for every bit he was unconscious. (Unconscious for three minutes = gray for three trials) During this gray mode, the cracks in his skin change from being iridescent glitter in visual to resembling decayed corpse veins and he is unable to use either skin mode.

Prophet Notes
Just as with Gossamer Wings, I feel you need to add a level of permanence to this. I'm happy with how it reads, it just needs to be ever present in one of the states I feel.
Halo
This master level mutation appears as an iridescent, bordering on translucent, ring halo that floats above Zarik's head (reference image). It is both permanent and obvious. On its own, the halo only acts as a signal to others that Zarik is likely a mage.

At Zarik's discretion, ether can be channeled into the halo which allows him to transmute the qualities of light itself. He has discovered two simple uses for this:

Light Illumination: By focusing on the qualities of shine, he can transmute light around him into bright bursts of light. Similar to looking at a snow field for too long, or the sun on a clear day, this creates a disorienting visual that temporarily makes vision difficult for those looking at Zarik. This could also be used similar to Brilliance in darker locations to make Zarik a beacon for others to find.

Light Absorption: By focusing on the qualities of shade, he can bend light around him making him appear as if he's covered in darkness itself (the absence of light). This 'cloud of darkness' originates from the halo like a shroud or fog of darkness that comes down from it, obscuring him. On a sunny day, or in a well lit area, Zarik would stick out like... well, a pillar of darkness in a well-lit area. In darker locations though, this use of ether through the mutation would make him near-invisible to those with regular sight (those that can see through the dark would be unaffected).
Rorschach Limbs
For his final master mutation, Zarik has gained the appearance of something both glorious and terrifying.

On its own, the mutation looks like a mesmerizing tattoo along the length of his spine. It is clearly visible, permanent, and inky-black. However, this tattoo marks him clearly as either a marked or mage for any random observer because the pattern is not static. While there is often a vertical design along his spine, the ink-black moves outward over the entire back in constant, perpetual movement of changing designs (reference). These designs, if stared at and meditated on by the observer for more than 15 minutes, will begin to reveal certain things about Zarik and for the most disciplined and keen of minds, if they continue to observe the designs, they will be able to uncover Zarik's inner-most thoughts and emotions.

But when Zarik channels ether through his spine, the inky-black tattoo gathers in a vertical pillar. Fissure cracking occurs and spindly insectoid leg-like limbs extend outward. (reference)

The length of these limbs are dependent on what is needed and the ether expended. These legs can be duplicated into many, and multiple variations of size simultaneously. By default, he is able to maintain four pairs of legs at a balanced use of ether. Beyond the initial four, every additional leg requires an increased expenditure of ether. Dependent on his ether capabilities, theoretically, the amount of limbs and size dimensions are infinite.

The legs are strong, able to lift his entire body up from the ground, fast, and can be used as weapons as they can pierce through flesh, bone, and skewer hard materials like stone for grip in steep environments. He is able to consciously control them, but they also are able to act based on his instincts without conscious thought. Zarik has the capability to apply any known Quality of his (up to 3 simultaneously) to these legs as well. This includes Light Illumination (the limbs take on the appearance of glittering bounded light. While moving fast, they leave streaks of rainbow-light in thin trails behind their path) and Light Absorption (the limbs take on the appearance of bounded darkness, absorbing any light that touches them. While moving fast, they leave shadows in dense trails behind their path).

If these legs are severed or injured, they retract and are replaced with another – requiring an additional expenditure of ether. Zarik’s nerves have mild connections to these legs, so he is capable of feeling pain through them but not as much as his own limbs. For instance, if someone grabs onto one of the legs, it will feel much as if his hair is being pulled (only through his spine rather than his scalp), and then he can retract the ether to recreate the leg, but freed.

The more Zarik multiplies the legs, however, there is an emotional consequence in that he starts to lose touch with his humanity. The longer he maintains the legs, and the more there are, the more pronounced this becomes. Where he would be kind, he becomes cruel. Where he might show mercy, he becomes ruthless. Where he might maintain patience, he becomes berserk. This can lead to a great deal of danger which limits his willingness to use them for extended periods, or to use too many, as theoretically if he overextends this ability – everyone around him becomes threatened, not just his enemies.
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Prophet Notes
Again, happy with the overall feel of this, just looking for that level of permanence. Mutations are meant to be permanent and obvious. If you can make that happen, we can get these closed out.

QUALITIES
Visual, Auditory, Taste, Scent, and Tactile
Discovered List
  • Olfactory: The Putrid Scent of Decaying Corpses
  • Auditory: The Sound of Silence
  • Visual: Shadows in Pitch-black Darkness
Possible List
  • Auditory: The Sound of Silence
  • Tactile: The Chill of Ice
  • Tactile: The Smoothness of Polished Stone
  • Tactile: The ache of sore muscles
  • Tactile: The pleasure of a caress
  • Visual: The color Gold
  • Visual: The color Red
  • Taste: Sourness of an unripe grape
  • Taste: Sugar Sweet
Lucretia
"The naïve men are easily fooled."
"Most people are evil."
"All men are wicked."
"It is difficult to bear a change of fortune for the worse with magnanimity."
"Choose the course which you adopt with deliberation; but when you have adopted it, then persevere in it with firmness."
"Do not speak fast, for that shows folly."
"Love prudence."
"Speak of the Gods as they are."
"Do not praise an undeserving man because of his riches."
"Gain your point by persuasion, not by force."
"Cherish wisdom as a means of traveling from youth to old age, for it is more lasting than any other possession."
"So order your affairs as if you were to live long, or die soon."
"I carry all my effects with me."
"Take by persuasion, not by force."

a poem of 2000 lines on Ionia and the way to make it prosperous.

Bias of Priene.
https://en.wikipedia.org/wiki/Seven_Sages_of_Greece
https://en.wikipedia.org/wiki/De_Clementia
https://en.wikipedia.org/wiki/Cyropaedia

TOTEMS
WIP

LUCINA [Blend Kiara + Lucretia]
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Ether is the dream-like potential of Emea.

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S E C R E T S
WIP

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Ether is the dream-like potential of Emea.

Before it manifests, coalesces, becomes, it has no established identity.

Ether is just a word for the energy, a way to name the power where Domain draws its strength.

Near and within Fractures (Where the distance between Idalos and Emea is thinnest), a mage's power is increased but at the real risk of overwhelming their bodies and minds.

It is not known what a mage would be capable of in Emea, but if Fractures are any indication a mage would likely burn themselves out.

In especially powerful magic, Ether manifests as the physical sensation of cool wind, somewhat electrified and carrying unique smell.

For the purpose of this outline, Ether is like our mana equivalent. It exists. It can be used, and it is largely unknown...even by the mages who practice with it.

Emea is boundless creativity, the Ether is untasked clay. Disciplines are the crafting hands and magic are the shapes.
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Old NPCs

Kyanós
Champion Team of Agaperos

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Alpha: Eros
Age: 25
Race: Biqaj
Singing Role: Falsetto
Years in Team Kyanós: 6

Younger brother to Menelaos, Eros is beloved by almost the entire island of Tyros and is known beyond in cities like Delias. Him and his blood-brother are often the subjects of grandiose gossip and bardic performances. Whether in the conflict of sport or under the attention of performance, he tends to stand out due to pure charismatic talent. He comes from a family of Argonis champions. Eros constantly has to rise to the expectations set by his paternal generations and Menelaos.

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Beta: Valsis
Age: 37
Race: Mixed-Blood (Biqaj/Human)
Singing Role: Tenor
Years in Team Kyanós: 18

The most experienced player of the champion teams, Valsis has announced that this arc will be his last in the Games. He is actively looking for his replacement, but so far no one has especially impressed him. He has to be very careful in who he chooses as well due to the team dynamics between the other three being extremely bonded. He is a patient man, though with little tolerance for laziness or cowardice.

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Gamma: Panos
Age: 33
Race: Human
Singing Role: Baritone
Years in Team Kyanós: 12

Best friend of Menelaos, the two joined Kyanós at the same time - though not as friends back then. They'd been terrible rivals in their younger years, but over the course of training and working together in the games, they've fostered an intense brotherly bond. Panos is from an extremely wealthy family located in Agaperos, though he is the youngest son of six brothers. He has a great deal of ambition and he funnels it into his performance as a player. He is known for being diplomatic and well-spoken, as well as being the designer for the armors and costumes that Kyanós wears. It is often rumored that he also writes the unique dramas that the team performs, which tends to bring them victory over the audience.

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Delta: Menelaos
Age: 31
Race: Biqaj
Singing Role: Bass
Years in Team Kyanós: 12

Older brother to Eros, Menelaos has been part of Kyanós for nearly twice as long. He has a strong relation with his younger brother, and as such, is more beloved by the audiences. He is a favorite for many visitors to the island, with craftworkers making various things in his image to sell for those who come to attend the Chariot Games. It isn't uncommon to find a household that has a small wooden statue of Menelaos or a tapestry of his visage on the bedroom wall of a child seeking to become one of the Argonis in the future. He has a tough time going out in public due to this, but he does it anyway as he tends to enjoy the attention.

Prásinos
Champion Team of Pyrgonas

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Alpha: Androniko
Age: 29
Race: Biqaj
Singing Role: Falsetto
Years in Team Prásinos: 8

Androniko, usually referred to as "Niko", is a man who seems to have been crafted by poets. He is a gentle soul in personality, and in performance he is capable of the range required of an Alpha: both able to draw the extreme of comedy and the depths of tragedy for an audience. Compared to the other team Alphas, his strength falters behind somewhat. He makes up for this through his teammates combined strength. He relies on them a great deal, both in the games and otherwise.

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Beta: Trifonas
Age: 30
Race: Mixed-Blood (Biqaj/Human)
Singing Role: Tenor
Years in Team Prásinos: 10

Trifonas is the known lover of Omiron and is an environmentalist obsessed with nature. He often uses his performances to make some sweeping statement about the importance of natural life, and he uses the Games as a platform to lecture people about various issues he believes are important. Some like this, others... don't. He often seeks out ways to help his township, a leader in his initiative to make it a pleasant place to live for everyone. He is incredibly strong in muscle.

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Gamma: Omiron
Age: 24
Race: Mixed-Blood (Biqaj/Human)
Singing Role: Baritone
Years in Team Prásinos: 5

Omiron is the known lover of Trifonas, though he isn't as obsessed about the environment as his partner is. However, he is intensely committed to various endeavors regarding the progress of knowledge and discovery. He is an engineer-at-heart and spends much of his free time tinkering away with various physics and hand-crafted unique tools. He designs and upgrades the chariots the team uses, which often are what place this team in the champion tier of the games. His voice is also very soothing and he is densely packed with muscle.

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Delta: Evripidis
Age: 32
Race: Human
Singing Role: Bass
Years in Team Prásinos: 12

The oldest player of Prásinos, Evripidis is a sensitive soul. He used to be cruel as a younger man, but over the years and through the help of his team-brothers, he has recognized that he does have a heart. He has worked extremely hard for everything he's gotten in life and is often regarded by audiences as the folk hero who pulled himself up into the Argonis without the help of familial connections or otherwise. A lot of families regard him with honor, and many villagers root for him (and thus Prásinos) in the games.

Kókkinos
Champion Team of Miletos

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Alpha: Demetrion
Age: 20
Race: Mixed-Blood (Biqaj/Human)
Singing Role: Falsetto
Years in Team Kókkinos: 3

The youngest player in the three champion teams, and also the most inexperienced, Demetrion is a highly ambitious Alpha. He is best known for his manipulation of logistics when it comes to maneuvering around opponents, as well as his borderline sociopathic control of his emotions. When in the hippodrome, he paints his face with the Tiranos symbols for predatory felines.

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Beta: Tylema
Age: 27
Race: Human
Singing Role: Tenor
Years in Team Kókkinos: 8

Often referred to as "Ty", he is Demetrion's best friend. He is a great contrast to Demetrion and they play off each other wonderfully. Even off-stage and away from the games, they have a dynamic chemistry that draws people to pay attention. It is Tylema who makes Demetrion's apathy entertaining since Tylema tends to be extremely energetic. He is known for initiating physical fights and being rougher around the edges than is common among the Argonis. As such, some players tip-toe around his sparkfire attitude. But Tylema isn't callous. He cares a lot for other people, and brings this through in his dramatic performances. Among audiences, he is well-regarded due to a famously provocative soliloquy in which he portrayed Arsinos during an Arsinaeus Medea on Theros.

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Gamma: Kyriakos
Age: 29
Race: Mixed Blood (Biqaj/Human)
Singing Role: Baritone
Years in Team Kókkinos: 10

Referred to as "Ky", he is a shy and quiet player. He is known for being forgotten until pivotal moments when he suddenly makes an action or performs with such vigor that it seemingly comes out of nowhere and takes everyone by surprise. Not much is known about Kyriakos either, he comes from a mysterious past with unheard-of parentage. In private spaces, such as the homes of patrons, he is extremely close with Tylema but he tends to keep his distance in public areas. He commonly portrays Hargalis, though not as well known due to being consistently outshined by Tylema's performances - especially at the Arsinaeus Medea. Until Demetrion joined the team, he usually played counter to Tylema. Now he tends to play other roles instead.

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Delta: Arios
Age: 38
Race: Mixed-Blood (Biqaj/Human)
Singing Role: Bass
Years in Team Kókkinos: 16

The oldest player among the champion teams, though only by a year. Arios is uncommon in that he hasn't announced his plan to retire yet. He is also the mentor for the Kókkinos team, serving as coach for the other three. He is a tough-love guy, but sees his teammates not just as brothers - but as sons too. Though they are on opposing teams, he is fairly close friends with Valsis from Team Kyanós and corresponds regularly with him. Sometimes, they get the two teams together to practice and keep each other sharp.

Credit to Zarik for the Argonis teams and their players.
Last edited by Llyr Llywelyn on Tue Aug 06, 2019 2:58 pm, edited 2 times in total. word count: 10508
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Llyr Llywelyn
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Renown: 830
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Wealth Tier: Tier 8

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Re: Llyr's Plot Notes

COLD CYCLE 719
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NPC CAST
 
Curious Constellations Employees

Secretary

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Name: Sonja Mlynárik
Nickname: Madam Miller
Race: Human.
Date of birth: 32 Saun 658
Citizenship: Etzos. (Born in Melrath)
Job Role: Head Secretary
Skills: 30 Intelligence, 30 Research, 20 Tactics, 20 Seduction.

Appearance: 5ft 6in. Average weight. No visible scars. White and gray-streaked, once blond, hair. Blue eyes. Often wears a woolen knit shawl and lots of skirt layers to her long dress.
FC: Julie Christie

Personality: Madam Miller is a pleasant older woman most of the time. She believes entirely in the adage: You get more flies with honey than vinegar. And even flies seem useful to her as no person is too lowly or scrubby to consider as a potential source of information. She speaks in adages a lot, and plays up her age far more than she needs to as she's still sharp of mind and fairly active in body, but she'll still complain about aches and gripe and get the younger people to do things for her instead.

Other information: One of the most public faces of Curious Constellations, this is the most likely NPC for a potential client to run into. She corrals a handful of younger secretaries under her tutelage, but if anyone wants to speak with the owner, they have to make an appointment through her. It can sometimes be off-putting and scary how much Madam Miller seems to know about people and their dealings, though she doesn't let on unless she feels it is necessary. Don't be surprised if she knows that one secret of your's... you know, that one.

Current Status: Alive

Listener

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Name: Snorri Steingrímr
Nickname: Snorri
Race: Mixed (Human/Biqaj)
Date of birth: 19 Zi'da 665
Citizenship: Nomadic (Born in Yaralon)
Job Role: Head Listener
Skills: 30 Linguistics, 30 Socialization, 30 Interrogation, 10 Torture.

Appearance: 5ft 7in, above average weight with a plump build, got lash scars on his hands and back of shoulders, gray-streaked hair that used to be brown, hazel eyes. Often wears cotton, breathable tunics and trousers, usually looking like he belongs down on the docks lifting cargo. He has a bow-legged stance from too much time spent at sea.

Personality: Snorri is a happy man. He is grateful for the life he has and the people around him. He is incredibly loyal to Madam Miller and would seemingly do just about anything for her. He can be gruff with others, depending on how early in the day it is as he isn't a morning person. He enjoys heavily drinking in the evenings and swears on his mother's life that he doesn't have the guts to bother with torture. He interrogates compassionately, if he ever is brought to say it. But Snorri doesn't like to talk much about himself. He doesn't like to talk at all. He much prefers to listen, and he has unending patience for those who will talk to him.

Other information: The second most public face of C.C. Snorri is a well-known man, with a reputation for being a wonderful listener. He'll listen to all your troubles and woes, he is always open to conversation and will even let you cry on his shoulder. He's such a good guy. It is rumored that he is either involved or related to Sonja (Madam Miller) depending on who you ask.

Current Status: Alive

Courier

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Name: Georgette "Gigi" Marguerite
Race: Mixed (Biqaj/Human)
Date of Birth: 12 Ashan 693
Skills: 30 Logistics, 20 Tactics, 20 Combat (Switchblade), 10 Deception, 10 Etiquette, 10 Dancing.

Appearance: 6' 1", slender.
Hair is usually curly or wavy, messy or tied up in some sort of bun.
Eye color is hazel. Skin is lightly tanned, rougher complexion on her hands and face than the rest of her.
FC: Ondria Hardin.

Personality:
Gigi is a self-sufficient woman from Rynmere who is used to traveling alone. She started work as a courier at a younger age, having fallen into a group of friends that wanted an excuse to travel out from their little corner of the world. It soon became smuggling, and Gigi isn't averse to illegal activities. She is bold, even wild at times, but isn't crass as she was raised in an extended family of well-renowned academics and scholars. Gigi has a natural enthusiastic energy to her, proactive in everything she does. The last thing one would ever catch Gigi doing is lying about or being lazy (unless she's pretending). Gigi is the type of woman who has a few tricks up her sleeves, but ultimately when things look bleak, she looks out for herself first and usually bolts. It is as pointless to try and pin her down as it is to nail pudding to a wall. She likes to keep on the move, and boasts of having delivered something to every city in Idalos. Her clients are frequently of higher status, nobles and the wealthy, rather than the average folk.

Relationship to PC (Llyr): Courier and paramour. Niece of Lucretia Clement (Quacian mentor of Llyr/Zarik).

Current Status: Alive

Watcher

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Name: Watcher.
Nickname: Watcher.
Race: Human
Date of birth: 37 Vhalar 696
Citizenship: Quacia.
Job Role: Head Watcher
Skills: 30 Detection, 30 Investigation, 30 Stealth, 10 Climbing.

Appearance: 5ft 8in, average build with average weight, no visible scars, muddy brown and curly hair, blue eyes.
FC: Tom Payne

Personality: A solitary Quacian fellow, he often comes across as either stoic, sullen, or a mix of the two. He usually has his hands in his pockets or his arms crossed. His posture isn't great, a constant slouch to his shoulders and a darting gaze about unless something in particular catches his eye. He can go for a very long time without blinking. In this way, he can sometimes be intimidating, but most often, he just seems like an ordinary guy who doesn't want to talk with you.

Other information: The namesake for this position. Watcher keeps to himself and well, he tends to watch. He can sometimes be found on rooftops, balconies, etc... but only if he wants to be. He is a professional eavesdropper and witness, and under C.C. now trains/leads a division network of similarly skilled watchers. He cannot be found outside of this. He does not seem to have a life beyond his work and being a perpetual shadow among the city streets.

Current Status: Alive

Fixer

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Name: Lochlann O' Ruanaidh
Nickname: O'no (pronounced: Oh... no!)
Race: Mixed (Human/Avriel)
Date of birth: 12 Cylus 680
Citizenship: Etzos
Job Role: Head Fixer
Skills: 30 Combat (Thrown), 30 Combat (Bludgeon), 30 Intimidation, 10 Combat (Unarmed).

Appearance: 6ft 1in, muscular and heavy weight, plenty of scars on his body and yet none on his face, black-brown hair in waves to his shoulders, blue eyes, and often wears beaten-up leathers.
FC: Henry Cavil

Personality: Lochlann is a wonderful guy when you're in good with him. He's an awful scare when you're not. He has a lot of patience though and enough discipline to work under someone else without letting himself get too carried away. His little gang of thugs that follow him around mean a lot to him and he won't sacrifice them if put to the test. He enjoys drinking and can sometimes be found with Snorri at taverns in the late evenings. He spends his mornings with Madam Miller, helping her out and such. He believes it's very important to help old ladies, otherwise you're just a heartless chump.

Other information: Pray you never meet Lochlann on the wrong side of things. He works at C.C. as the Fixer, with a gang of ...less than reputable sorts under his command. What exactly he fixes? Well, that depends on the client... and the payment. Whatever it is, you can assure the problem will be solved once he's done with it. He only follows orders directly from the owner, but if you ask either of them, they'll both deny that to the very end. Lochlann, of course, officially follows jobs given to him by Madam Miller. If you run into him while he's off the job, though, he tends to be a down-to-earth fellow... and by that, it means he's as grimy as he is grounded in practicality.

Current Status: Alive

Upper

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Name: Emeline Holt
Nickname: Princess
Race: Human
Date of birth: 102 Ymiden 699
Citizenship: Etzos
Job Role: Head Upper
Skills: 30 Politics, 30 Etiquette, 30 Rhetoric, 10 Writing.

Appearance: 5ft 2in, thin underweight, no scars, long black hair, brown eyes, often wears expensive outfits.
FC: Raudha Athif

Personality: Emeline hates most people. She considers herself superior to almost everyone she deigns to acknowledge. She hasn't much experience with the outside world but she has a streak of curiosity in her. Emeline is capable of smiling, but she's awful when it comes to hiding how she feels because she simply doesn't care enough to deceive people who are so beneath her anyway.

Other information: Emeline, better regarded as Princess, is known for her high status in Etzori society. She is a socialite, through and through. The youngest daughter of extremely wealthy gem merchants, she knows the ins and out of The Tower and Citadel, and everything to do with anything of worth or importance. She is haughty, rude when she doesn't think a person matters, and always draped in finery. As her father expects of her, she has her eye on marrying well. In the meantime, she finds it intriguing to provide assistance to C.C... though she doesn't get along with Lochlann in the slightest, yet somehow they always seem to run into each other!

Current Status: Alive

Assistant L

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Name: Gerolf Vymont
Nickname: The Crimson
Race: Human
Date of birth: 4 Saun 682
Citizenship: Rharne
Job Role: Assistant/Bodyguard L
Skills: 30 Combat (Blades), 30 Endurance, 30 Strength, 10 Mount (Equine).

Appearance: 6ft 4in, muscular and heavy weight, a few scars, copper-red hair, gray eyes, and sometimes gets mistaken for a Lotharro, but he's strictly human. He wears his one set of red-dusted steel armor that he owns, and he wears it almost all the time.

Personality: Gerolf is a man who tries for honor when he can, but slips up from time to time. He tries to be discipline, but he... slips up from time to time. He tries to be faithful and well... he has a tough time with consistency. Still, most of the time, he has a loyal and good heart with a strong arm.

Other information: Direct assistant, and bodyguard, to the owner of C.C., Gerolf moved to Etzos from Rharne to take care of his sister's family after she passed away from plague. He is now the guardian for five children, and his elderly in-laws. He used to have a fairly free-spirited guard's life in Rharne, but found the Etzori guards to be much different than what he was used to. He's gone into private hiring of his capabilities as such.

Current Status: Alive

Assistant R

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Name: Jacquelle d'Amboise
Nickname: Jacq (pronounced: Jack), Jackal
Race: Biqaj
Date of birth: 34 Vhalar 698
Citizenship: Scalvoris
Job Role: Assistant/Bodyguard R
Skills: 30 Combat (Thrown), 30 Combat (Unarmed), 30 Stealth, 10 Mount (Avian).

Appearance: 5ft 7in, lithe muscular weight, some scars on her body from old sparring matches, short curly black hair, brown eyes that change colors. She wears a mixture of cotton and leather for easy mobility. She keeps a lot of knives in different hidden spots on her person.
FC: aiyana lewis

Personality: A tomboy, she tends to wear boyish clothing and doesn't seem to care about what others think of her. She is energetic and moves quick. She doesn't laugh easy, if at all and tends to glare about her instead. She's always on the look-out for her scum of a brother who she's currently hunting down along with some associates from Scalvoris that she'd like to pay back for certain grudges held. This occupies most of her thoughts.

Other information: Second assistant, and bodyguard, to the owner of C.C. The panther to Gerolf's lion, the cat to his dog, Jacq comes from the damper and dingier parts of Scalvoris. She came to Etzos to hunt down her brother, and in the meantime, needs to make coin. She has a distaste for overtly criminal types, and an unfounded superiority when it comes to most things. She doesn't dislike Gerolf, but they don't necessarily get along either. Not yet, anyhow.

Current Status: Alive

Holbret Holdings

Holbret

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Name: Lord Jeremiah Holbret
City Location: Etzos
DoB: 83 Ashan, Arc 671
Race: Biqaj
Organization: Holbret Holdings.

Skills:
Abrogation 76/100 [3 Nemesis: Becoming, Necromancy, Defiance].
Rupturing 51/100.
Empathy 26/100.
Deception 76/100.
Tactics 21/100.

Bio: Hailing from a rural swath of land in Rynmere, Lord Holbret is a mage with plenty of mystery around him. If he has mutations, they are mostly hidden from easy recognition and thus he is able to pass as an ordinary person. He seems to be exceptionally rich, highly cultured, and has a handful of loyal companions. What exactly his business is? Well, that depends on who you ask. Whatever it is, it seems to be profitable and seems to have to do with leases, deeds, and records... and no small amount of forgery.

He came from Rynmere to Etzos specifically to acquire large portions of land during the population decline in the aftermath of Lisirra's assault of 719.

However, Jeremiah has lots of secrets behind him - unknown to almost all except those he keeps closest - such as, his real name isn't Jeremiah Holbret. He isn't technically a lord. He isn't even Rynmerian, though he is perfectly exceptional in appearing and sounding like one.

Appearance: Jeremiah is a pure-blood biqaj so he has pointed ears, a silver-like sheen to his skin (especially in moonlight), and eyes that occasionally change colors though often they remain in the cold colors of blue and green hues. He is 6ft 2in, has blond hair, groomed facial hair in Rynmere style, and is in his late-40s, though he keeps good care of himself. He is always well-dressed.
FC: Rhys Ifans

Relationship: This mentor is not for initiation purposes, but for greater understanding of magic and domains in theory as well as non-magic mentorship. He will be interwoven into a long-range plot, won't always act favorably toward Llyr (a conflict mentorship), and it may or may not be revealed IRP that he also happens to be Llyr's uncle.

Current Status: Alive

Danny

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Name: Danny Ray
Nickname: Danny Ray
Race: Human (Avriel-blooded)
Date of Birth: 12 Saun, 697
Citizenship: Etzos.
Skills: 30 Combat (Switchblade), 30 Stealth, 30 Poisons, 10 Intelligence.

Appearance: 6ft, thin and gangly with slight muscle, numerous small scars, dark brunet hair, brown eyes.

Personality: Crass, crude, to call Danny Ray rough around the edges is to be incredibly generous. He is a scrapper, and willing to kill for as little as a punch thrown his way or even just a look. He is a thrill-seeker, constantly searching for a high feeling of being alive. He's also easily crushed by failure and compensates with drugs.

Other Information: Danny Ray is a junkie. He's always on the prowl for intoxicants and usually, high on things that make him twitchy and aggressive. When in a fight, he'll use anything and everything at his disposal. Honor isn't even a word in his vocabulary. He has a very heavy Etzori accent. His switchblade is always coated in a mid-grade poison that paralyzes whatever portion of the body it touches and then sedates for upward of 1 break if it gets in the bloodstream.

He is loyal to Jeremiah Holbret because the man saved him from being executed by hanging.

Current Status: Alive

Haroon

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Name: Haroon Pearson
Nickname: n/a
Race: Human (Sev'ryn-blooded)
Date of Birth: 74 Ymiden, 674
Citizenship: Etzos.
Skills: 30 Forgery, 30 Deception, 30 Writing, 10 Persuasion.

Appearance: 5' 11", stocky build with some muscle, few large scars on his body, red-orange hair, brown eyes, wears a range of different clothes depending on what is needed. He'll wear armor to look intimidating, even if he tries to avoid a fight.

Personality: If there was anyone the opposite of Danny Ray, it'd be Haroon Pearson. He seems to actively avoid anything that might make him feel alive. He refuses to engage in fights. He is flat, dull, and has a dead look in his eyes most of the time. Haroon is an exceptional worker though.

Other Information: Haroon's been working for Jeremiah Holbret for the past 10 arcs.

Current Status: Alive

Owain

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Name: Owain Winters
Nickname: Chicken.
Race: Human.
Date of Birth: 19 Vhalar, 688
Citizenship: Etzos.
Skills: 30 Forgery, 30 Research, 30 Writing, 10 Basketweaving.

Appearance: 5ft 7in, average build, no scars, dirt brown curly hair, brown eyes. Usually wears scholarly/academic styled attire.

Personality: If Haroon avoids fights because he simply doesn't care to engage, Owain avoids them because he's frightened of dying in a brawl. He's also scared of dying in general. And of brawling too. And of most things, for that matter. Owain is a skitterish man who avoids confrontation of all kinds and won't stand up for himself in the slightest. He goes along with what everyone else is doing.

Other Information: Owain is loyal to Lord Holbret because he's scared of what might happened to him if he isn't.

Current Status: Alive

Layton

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Name: Layton Pruitt
Nickname: Casanova
Race: Human.
Date of Birth: 3 Ashan, 679
Citizenship: Etzos.
Skills: 30 Seduction, 30 Intelligence, 30 Investigation, 10 Psychology.

Appearance: 5ft 7in, average weight slightly plump, few scars, black hair, brown eyes, well-maintained grooming, often wears mid-class lounge wear.

Personality: Layton is supposedly in charge of the forgery that Holbret Holdings does, but he tends to just follow whatever Lord Foix tells him to do. He is a paranoid figure, with a great deal of mistrust for his fellows when it comes to if they have his back. He is a tad unstable and it shows in his mannerisms when push comes to shove. He takes out his emotions and failures on others. He has a thing for the ladies and will spend most of his money and time on them while the others do the work.

Other Information: Layton was brought in to the group by Lord Foix and his loyalties seem uncertain.

Current Status: Alive

Lyssa

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Name: Lyssa Mag Raith
Nickname: Lackadaisy
Race: Human
Date of Birth: 20 Cylus, 694
Citizenship: Unknown.
Skills: 30 Dreamwalking, 30 Meditation, 30 Seduction, 10 Psychology.

Appearance: 5ft 6in., light weight, no scars, pale blond hair, blue eyes, wears rather... flattering dresses.
FC: Léa Seydoux

Personality: Lyssa is an aloof dreamwalker. She has a serene countenance and often seems completely detached from what is going on around her. She appears cut off and often drifts away to spend time on her own, or in Emea. She is distant in all ways and it's a real wonder what exactly Lord Holbret has her around for... She seems to hold a loyalty to him though, and follows his directions more or less whenever she gets around to it.

Other Information: none.

Current Status: Alive

Foix

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Name: Lord Gethin Foix.
Nickname: Foxlord.
Race: Mixed (Biqaj/Human).
Date of Birth: 9 Zi'da, 676
Citizenship: Rynmere.
Skills: 30 Defiance (Fire Kin), 30 Deception, 30 Torture, 10 Politics.

Appearance: 5ft 9in, slightly muscular-average build, few small scars, long wavy-curly dark brown hair, facial hair with mustache, gray eyes.
FC: Tygh Runyan

Personality: Foix is a greedy man who believes that there is only so much wealth and power, and he wants to steal it from as many people as he can. He believes himself the superior of the entire group, save for Lord Holbret and even then, it is a tenuous string that he plucks at when out of hearing range. He demands respect and if he doesn't get it, he'll force it out of the person. The ends always justify the means for the supremely arrogant and dastardly Foix. He takes foolish risks at times.

Other Information: The second-in-command, the right-hand man, the conman's wingman, Foix is essential to Holbret Holdings.

Current Status: Alive

Elsie

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Name: Bettina Vazquez
Nickname: Elsie
Race: Biqaj
Date of Birth: 40 Ymiden, 689
Citizenship: Quacia.
Skills: 30 Forgery, 30 Rupturing, 30 Combat (Crossbow), 10 Acting.

Appearance: 5ft 4in, average weight and slightly muscular, few scars, dark brunette hair, eye color changes due to biqaj blood but often gray or brown. She tends to wear whatever the situation calls for.
FC: Poppy Drayton

Personality: Brash and with a sharp tongue, Elsie has a lot of fire in her attitude. She is no lady and though she sometimes pretends to be one, it never lasts long. She frequently questions Lord Holbret to his face, and is the only one who will do so to such extents. There are often consequences for it, but she moves on quick enough. She is willing to fight and sometimes, even looking for it.

Other Information: Competent in Rupturing, initiated by Lord Holbret. She is also sworn to him, though not by any official ceremony. They have a turbulent romantic history. She can also speak Vahanic and Common.

Current Status: Alive

Visitors & Family

Simone

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Name: Simone Paredes
Race: Human.
Date of Birth: 43 Zi'da 687
Skills:
26 Intimidation
26 Linguistics
26 Discipline
16 Etiquette
6 Interrogation.
Languages: Fluent in Vahanic and Common. Broken in Ith'ession.
Citizenship: Quacia.

Appearance: 5ft 8in, athletic-slender. Hair is long, dark brunette-black. Eye color is dark brown. Skin is light-brown with olive tones, a smooth complexion. Scars on her hands, arms, legs, waist, Mark of Faith on her right thigh, covered by her black-and-red Tribunal robes and gloves. She wears other conservative attire if needed, but usually robes/dresses with long sleeves and high collars. She does not usually partake in accessories except earrings.
FC: Shay Mitchell

Personality: Simone is an intimidating woman, with an aura to her like the calm before a storm. She performs the role of a Tribunal for the Theocratum, church of Quacia. She's polite, but more than willing to ask the awkward questions that would otherwise go unspoken. Her belief in the Wounded God is strong and she has a bite to her when her faith is doubted by others. Still, she doesn't consider herself evangelical and knows when to let certain things go rather than pressure things into too much conflict.

Relationship to PC (Llyr): Theocratum-appointed Handler to spiritually guide him while he lives in Etzos. She was instrumental in Llyr receiving his Mark of Faith scars and his legal citizenship with Quacia in Ashan 719. Reports to Herald Vatia.

Current Status: Alive

Horacio

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Name: Horacio Da Costa
Race: Human.
Date of Birth: 82 Ymiden 684
Skills:
28 Discipline
26 Interrogation
26 Linguistics
20 Etiquette.
Languages: Fluent in Vahanic. Conversational in Common. Broken in Ith'ession.
Citizenship: Quacia.

Appearance: 6ft 1in, athletic-muscular. Hair is cropped black, Facial hair is shaven or stubble. Eye color is dark brown. Skin is light-brown with a golden-sheen tan. Scars on his hands, arms, mostly on his legs, covered by his black-and-red Tribunal robes and gloves. Mark of faith on his left pectoral. He wears conservative attire, though he has a preference for breathable attire with low-plunging V necklines. He does not tend to choose high collars if he can help it.
FC: Justin Baldoni

Personality: Horacio is a stern, stoic man. He doesn't say any more than he needs to. As a Tribunal for the Theocratum, he abstains from all vices as much as he can manage (not to say he can't be tempted if one puts their mind to it), is fairly disciplined, and prefers to spend most of his time in prayer. His serious nature can often come across as aloof, upset, or considering himself superior, though rarely are any of those actually the case.

Relationship to PC (Llyr): Theocratum-appointed Handler to spiritually guide him while he lives in Etzos. He was instrumental in Llyr receiving his Mark of Faith scars in Ashan 719. Reports to Herald Vatia.

Current Status: Alive

Aksinya

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Name: Aksinya
Alias: Choker
Race: Naerikk
Date of Birth: 24 Cylus, Arc 613
Skills: 30 Unarmed Combat (Garrote), 30 Poisons, 30 Disguise, 10 Stealth.

Relationship to PC: Older Sister to Diarne (deceased contact). Former Associate of his father, Zalazar Ki'enaq.
Appearance: 5' 8", light weight.
Hair color is uncertain to most observers as she uses wigs constantly, most likely to be dark blue.
Eye color is bright blue-green.
A bladed scar along her right-side hip and a stab scar on left shoulder blade.
Multiple Ancient Language tattoos, along her torso, hips, back, the soles of her feet, the back of her neck.
Extremely pale and smooth complexion. Thin and agile.
Age is indiscernible, appears 25 arcs old.
FC: Jovana Mitrovic (aka Obsidian Kerttu).

Personality:
Aksinya is a corrupter. Nothing makes her happier than leading someone to break their code of ethics or violate their moralities... well, other than a first-rate execution. Her loyalties are questionable, at best, even to her sisters or her clients. Both have proven tenuous in the past. She cares a great deal for her beauty as it is the basis for her manipulations. Ultimately, Aksinya is demoniac, incredibly violent, and has a long history as an international assassin known by a few different names. The most infamous alias is the succinct "Choker" for her signature style of assassination by garrote, which leaves a lace pattern around the target's neck.

Current Status: Deceased (Assassinated by Kasoria)

Tyara

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Name: Tyara Raj’nacj
Race: Biqaj
Date of Birth: 77th of Zi’da, Arc 699.
Skills: 40 Gambling, 30 Detection, 20 Seafaring, 20 Cosmetology.

Relationship to PC: Sister (Triplet)
From: Ne’haer
Appearance: 5’ 11”
Tyara is a rail-thin biqaj woman. Like her siblings, she has white-blond hair, expressive biqaj eyes, and effeminate structure to her sharply angled face. Her hair is past her shoulders, but the ends are frayed from being pinned up, violently brushed, and experimented on. She is the frailest looking of the triplets. Often Tyara wears feminine clothing and her favorite color is red. She wears strange makeup most of the time. Her favorite, most commonly worn outfit is a scarlet dress and gold sandals. She paints her fingernails and lips red, as well. Tyara is, also, missing one of her toes.
FC: Pyper America Smith

Personality:
At first meet, Tyara is an incredibly upbeat young woman. She is easy to befriend… at first. However, Tyara has an unrelenting shrewdness that makes her not only irritating after extended periods of interaction, but also dangerous to allow too close. She uses this keen ability of discernment to her advantage in the one thing that is the most important to her: Gambling. Tyara is addicted to gambling, a habit that started early on as she would gamble with shipmates back when she lived on the sea. She prefers dice or cards, or entertaining unique set-ups. She loves the thrill that losing and winning both give her, opposites in outcome and yet few other things make her heart pulse so fast as the lead-up to such a conclusion. Tyara is easily carried away with making bets and is always in need of money to continue her habit. The only other thing that Tyara spends her time on – these days - is learning how to do hair, makeup, fashion, those sorts of things, but it is a new hobby that her sister is trying to encourage to get her away from the reckless gambling lifestyle. As such, Tyara’s hair is often in various stages of mess and overdone style and she does strange things with her makeup.

Current Status: Alive

Kiara

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Name: Kiara Raj’nacj
Race: Biqaj
Date of Birth: 77th of Zi’da, Arc 699.
Skills: 40 Singing, 30 Etiquette, 20 Seafaring, 10 Seduction, 10 Caregiving

Relationship to PC: Sister (Triplet)
From: Ne’haer
Appearance: 5’ 10”
Kiara has an elegance to her features with high cheekbones and alluring bedroom eyes. Her hair, while pale blond, holds less white to it than her siblings and can often seem more golden in the sunlight. Still, she has similar pale-toned skin and thin stature. She is the shortest of the triplets, but she carries herself like she is the tallest. Like her sister, Kiara wears feminine clothing. However, she despises dark colors. She will choose white, beige, and pale pastel-like tones over anything else. Her most commonly worn outfit is a short white dress with neutral-colored sandals. She often has her hair pinned in an updo.
FC: Daisy Clementine Smith

Personality:
Kiara was the first-born of the triplets, and she often acts like an older sister to Tyara. In comparison to her sister, who she is close with, Kiara can seem like an elegant young woman. The truth is, however, that Kiara is not a passionate person. Excitement, enthusiasm, thrilling adventure… all are rare things that come infrequently for her. She is not romantic, she does not think highly of dreamy states or lyrical songs, and yet despite all this: Kiara has a magnificently beautiful singing voice that can evoke people to tears. She sings other people’s songs for coin, for shelter, and upon request because while she is often apathetic to the optimistic romanticism in life, she is just as uncaring for the darker pessimism in the world. She finds cynicism as boring and tedious as eagerness. If anything, Kiara’s personality can be summed up as truly neutral. As such, she has a handful of few things she feels obligated toward: her sister being the primary one. Ever since they lost their ship-family in a terrible monster attack during a sea storm, and were rescued by pirates who proceeded to hold them hostage until they escaped to Ne’haer, Kiara’s sole purpose in life has revolved around Tyara’s safety.

Current Status: Alive

Hazel

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Name: Hazel
Race: Human (Ghost - Echo)
Date of Birth: 23rd of Saun, 710 (8)
Date of Death: 42nd of Ymiden, 719

Locked Living Skills:
Climbing: 20
Running: 20
Hunting: 20
Trap Making: 20
Ranged Combat (Short Bow): 20

Ghost Skills:
30 - Possession
10 - Materialization
10 - Hex

Ability:
Death Remnant - can cause feverish chills, physical aches and pains through muscles and joints, phlegmatic lungs, and coughing up portions of flesh that appear like internal organs. The affected will temporarily feel inflicted with the worst illness they'd ever experienced before.

Appearance: Long blond hair, pale eyes, blackened lips that bleed when she opens them, a round face with a sad look to her expression, scrawny.

Personality: After her death, Hazel has become intensely shy. She is a melancholy ghost who often feels sorrowful because she is unable to find her dead family, instead anchored to Idalos. She likes to stay near her anchor, however, and tries to assure his safety if possible. She finds slight enjoyment from startling/scaring people before retreating to hide.

Death: Killed by one of Lisirra's plagues.

Relationship to PC (Llyr): Adopted daughter
Anchor: Llyr Llywelyn.

Current Status: Ghost

Etzos City Acquaintances

Clover Hale

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Name: Clover Hale
Works at: Trust & Fair Appraisal and Valuation Services
Studies at: Etzos Academy
Age, Race, Gender: 20-Arc-Old, Human (1/4 Biqaj) Female.
Skills: 76 Research, 35 Appraisal, 34 Writing, 25 Rhetoric, 15 Bookbinding, 15 Etiquette.

Biography: The daughter of Spring Hale, father unknown, she started as a messenger and courier when younger, but now has taken on a lot of various work. Clover is recognized as a pleasantly ambitious girl. She currently attends the Academy and is working for her Charter in Diplomacy and Law, focused on Etzos Law, though she hopes to expand to Trade & Commerce coursework soon. However, most of her time is spent handling the administrative upkeep of Trust & Fair.
FC: Elle Fanning.

Relation to PC: Co-workers in Ymiden/Saun.
PC Feels: Favorably Towards.

Current Status: Alive

Marlin Tagley

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Name: MARLIN TAGLEY
Works at: Office of the Citizen's Committee
Position: Guidance
Age, Race, Gender: 71-arc-old human male

Skills:
Politics - 57 / Linguistics - 34
Observation - 50 / Caravan - 44
Investigation - 60 / Bribery - 58



Met here: viewtopic.php?f=169&t=19126
PC Feels: Favorably Towards.

Current Status: Alive

Brogen Pahrn

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Name: High Marshall Brogen Pahrn
Position: High Marshall
Race, Gender: Human male.

Pahrn is essentially an honorable man, whose policies are consistent with his genuine viewpoints. He feels the Immortals to be a scourge upon Idalos, reminding his opponents that even the supposedly "beneficial" ones have distorted humans into monstrous travesties of nature, intended to be nothing more than tools to further their arrogant whims. But he did not always include all deities beneath this umbrella of harsh judgement. It is difficult to place exactly when this opinion became so all-inclusive, but it has steadily grown to an unwavering hatred of all Immortals.

Nonetheless, Etzos is run in an orderly and profitable manner. This has been the case since the city was first established and ruled by his ancestor, Morgan Pahrn, whose likeness guards the gate in the form of a monolithic statue. Anything that disrupts the smooth running of this city is immediately attributed to the influence or outright interference of these deities.

Met here: viewtopic.php?f=169&t=19126
PC Feels: Favorably Towards.

Current Status: Alive
Last edited by Llyr Llywelyn on Wed Feb 12, 2020 2:18 am, edited 3 times in total. word count: 5690
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