Praetorum

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Praetorum
Approved Character
Posts: 1335
Joined: Sun Jan 20, 2019 11:08 am
Race: Frog Person
Profession: Mercenary
Renown: 880
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Point Bank Thread
Storybook
Wealth Tier: Tier 5

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Praetorum

Praetorum
Race: Ithecal (Mixed - Thiussum mother, Paltharnum father)

Date of Birth: 14th of Cylus, Arc 693

Factions: Former Eternal Empire Legion, Currently Skydas Company (mercenary company).

Languages Spoken: Common [Fluent] | Yari Common [Fluent] | Common Sign [Conversational] | Atvian [Conversational] | Scalveen [Broken]


Appearance

To most, Praetorum would appear as any Ithecal; big and tall, with sharp teeth and a leathery hide. Anyone familiar with the Ithecal race, however, might find themselves doing a double take at the sight of him. Praetorum is the product of a mixed subrace pairing, and it shows. Standing at a relatively modest eight feet tall, he has the orange hide and rounded muzzle of the Paltharnum, but his hide is thick as any Thissium's and his jaws nearly as strong, while his claws are thick and blunt. Thick legs corded with muscle suggest an explosive sprinting power, as any who've seen him charge towards a battle can attest to, while webbed digits imply an ease and grace in the water that, in actuality, Prae does not have.

Due to a foray into an etherstorm, Praetorum's tail has been changed, and is now just over eight feet long, and fully prehensile. He typically wears it wrapped around his waist like a belt, but often brings it out during combat.

Most frequently, Praetorum can be found wearing either sorelian steel plate armor, or simple leather armor with the same clawprint on the right shoulder, or a simple green tunic with a black cloak.
Markings
  • A silver circle of Yaralon, over his collarbone
  • A hone witchmark over his sternum
  • A Taithir shield on the back of his right hand
  • A ring of glowing blue runes over both wrists
  • A bright rune, almost like a brand, under his right eye
  • Puzzle Eyes - Very fine lines running through his eyes
  • A lichtenburg figure on the small of his back
Scars
  • Badly healed scar tissue all over his body where patches of hide were stripped from his back and upper tail. Typically hidden under clothing.
  • Light burn scars over his shoulder, torso, upper arms and upper legs.
Last edited by Praetorum on Thu May 19, 2022 9:40 pm, edited 38 times in total. word count: 345
Let's play 'What's Weird About Prae'

Head

  • A fiery rune shines under his right eye
  • A firey glow in the back of his mouth

Arms

  • A ring of blue runes floats over each of Prae's wrists
  • A silver shield marks the back of his right hand
  • A ring of light around his left forearm

Misc

  • His tail is about eight feet long, usually knotted around his waist
  • His body temperature is uncomfortably high

Surroundings

  • Wind gusts with every step he takes
  • The area around him is slightly more static-y than normal
User avatar
Praetorum
Approved Character
Posts: 1335
Joined: Sun Jan 20, 2019 11:08 am
Race: Frog Person
Profession: Mercenary
Renown: 880
Character Sheet
Character Wiki
Plot Notes
Letters
Point Bank Thread
Storybook
Wealth Tier: Tier 5

Featured

Contribution

Milestones

RP Medals

Miscellaneous

Events

Personality



Praetorum is an Ithecal set adrift, no longer certain of who he is or what he believes. Once, he was fully devoted to the Eternal Empire and its cause, the perfect soldier, set to rise up the ranks of the Legion for the glory of Raskalarn. Now, he is a deserter, on the run from his former comrades, bearing the mark of his nation's rival, Ethelynda. There is grief in his eyes, from losses both tangible and not, and buried under his stern exterior, a brittle confusion as to how he got here.

As a soldier of the Empire, Praetorum was determined, hard headed, and almost infuriatingly stubborn, as many of his kind are. Since his desertion, he has grown more withdrawn, and more adverse to social conflict, preferring to stay silent rather than provoke an argument. Faced with something he truly cares about though, his former self emerges, and he is again as strong willed as any Ithecal.

There is still a haughtiness to him, as well as a benevolent condescension. Having grown up taking care of a sickly sibling, he is a protector at heart.

In the arcs since his failure and desertion, Praetorum has recovered some of his old personality, now tempered with a quiet thoughtfulness.


Last edited by Praetorum on Thu Jan 31, 2019 5:53 am, edited 4 times in total. word count: 211
Let's play 'What's Weird About Prae'

Head

  • A fiery rune shines under his right eye
  • A firey glow in the back of his mouth

Arms

  • A ring of blue runes floats over each of Prae's wrists
  • A silver shield marks the back of his right hand
  • A ring of light around his left forearm

Misc

  • His tail is about eight feet long, usually knotted around his waist
  • His body temperature is uncomfortably high

Surroundings

  • Wind gusts with every step he takes
  • The area around him is slightly more static-y than normal
User avatar
Praetorum
Approved Character
Posts: 1335
Joined: Sun Jan 20, 2019 11:08 am
Race: Frog Person
Profession: Mercenary
Renown: 880
Character Sheet
Character Wiki
Plot Notes
Letters
Point Bank Thread
Storybook
Wealth Tier: Tier 5

Featured

Contribution

Milestones

RP Medals

Miscellaneous

Events

History


Beginnings

They were a mated couple, like any other in Korlasir, only Luca and his wife Vitaria were awaiting the hatching of their first clutch. Neither spoke of their worries, but it hung between them all the same; this Cylus had been unusually icy, and a break in had left the clutch of three exposed to the freezing cold for a concerning amount of time. All they could do was curl in closer, trying to share their warmth and life with their unborn children, and pray for the best.

To their relief, the first to hatch was a healthy, hearty little boy, with his father's coloration and his mother's bite, as they discovered while picking him up. Praetorum, they told him, would be his name, and he would bring glory to the Eternal Empire.

The second to hatch was smaller — almost too small — and despite his sharp claws, he hadn't the fight of his brother, silent where Praetorum was already loud and demanding. That was alright, they said to him. His name was Serinus, and he would grow big and strong like his brother. And even if he didn't, they would love him all the same.

The third never hatched. They named her Siva, and promised to hold her in their hearts always.

Their remaining sons, they raised with care and caution, especially the every sicky Serinus. The younger Ithecal never did grow as big as he should have, but that was alright. Almost from birth, Praetorum was there at his side to help him, despite Serinus's frequent complaints. Side by side, they learned and trained under each parent's tutelage in turn. In typical Ithecal fashion, Luca and Vitaria could not come to an agreement on how to raise the two, each wishing for their children to follow in their footsteps. The eventual compromise, grudgingly reached, was for each to teach their craft on alternate days, until the children were old enough to decide for themselves.

Luca, spy and saboteur for the Order, told his children of the world beyond the empire, and taught them how to listen for falsehoods, how to coax others into doing their bidding, how to defend themselves weaponless; Serinus took to these lessons wholeheartedly, while only the last of those lessons stuck with Praetorum. Vitaria, a cavalier, taught them everything a soldier would need to know; riding, basic survival, shield combat, commanding troops, and of course, weaponry. Serinus, who loved swimming, took to the trident like a fish to water, whereas Praetorum found himself drawn to the scythe. Both youths were pushed frequently to test out different mounts, from horses to dogs to, on one notable occasion, a captured kheledzan mount.

By the time the two came of age, the paths their lives would take were obvious. Serinus was his father's son through and through, and would follow him into the realm of spycraft, whereas Praetorum, despite both his parents' complaints, had his heart set on becoming a legionnaire, claiming mounted combat went by too quickly for him to enjoy.

For a time, Praetorum tried to convince Serinus to join the infantry forces as well; he loathed the idea of being separated from the brother he'd always had to protect. He only relented when Serinus pointed out that with his constitution, joining the Legion in any combat capacity would be more dangerous, not less, and that if Praetorum truly cared so strongly, he was welcome to join Serinus in the Order. Declining to participate in what he called "a career talking to people who don't understand the way of the world", Praetorum only made his brother promise to visit before letting them go their separate ways.

It was a decision that haunted him years later, when his brother disappeared.

Serinus had simply never shown up to meet his watcher, he was eventually told. He'd gone missing in a foreign city, far from home, far from anyone who could have protected him.

He'd gone missing because Praetorum hadn't gone with him, because he'd been lax in his duty to Serinus. The guilt of it sank into Praetorum, and never left, even as the years passed and he moved on with his life. It sat with him, all the way up until his desertion in Zi'da of 718.

Turnabout

"There is no need to worry, sir, so long as you have nothing to hide." Praetorum tried to inject as much authority into his voice as he could manage, for all the good it did. To a man, the townsfolk obeyed with stoic caution, all humans too foolish to know they needed to be protected from themselves. They were so obviously hiding something that he almost wondered if it might not be a trap.

Word had come of a foreign agent infiltrating the villages along the southern edge of the Empire, and his team had been sent to this one. He'd expected this to be a trivial, cursory inspection, but trading glances with the other three members of his team, he could see they were all thinking the same thing: something was wrong here.

"Stop you bastard! Legionnaires, to me! The saboteur is escaping!" Their quinctus's voice rang out through the village; without missing a beat all four legionnaires turned and began to run towards their commander. Emerging past the ramshackle buildings out into the open plain, Praetorum spotted his quinctus, down on one knee clutching a bleeding leg wound, and past him, a cloaked Ithecal, sprinting for a nearby river.

"Mine." He barked out, and broke into a sprint, chasing the enemy down like a hound would a rabbit. The rest of his team, humans and thissums, hadn't a chance of matching his speed. Just as the enemy hadn't a chance of escaping him. The ground was uneven near the river, and unusually soft, but Praetorum was determined to catch his quarry. The cloaked Ithecal was almost to the water, but that was alright. He was close enough.

Swinging his scythe from his back, Praetorum dropped his grip to nearly the bottom of the handle, and swung. Not with enough force to cause any real damage, but enough for the blunt side of the blade to catch an ankle. He yanked, and the enemy tripped, so close to the river they could both hear the rushing of water as Praetorum lunged at him.

His scythe, sweeping down, was blocked by the handle of a trident, and the agent looked up at him, the hood falling from his cloak as he did so.

Praetorum froze, looking into the face of his long missing brother. For what felt like an eternity, the brothers stared at each other, weapons still entwined, too stunned to move. Until someone cried Praetorum's name from behind. Jerking his weapon back, Praetorum turned in response, only to see an arrow fly past his face and sink into Serinus's chest.

The rest of his team was racing towards him, while their quinctus, limping behind them, held a longbow in his hand. "Prae..." Serinus pleaded. His brother had always been so annoyed by Praetorum's attempts to help or save him; Praetorum had never heard him beg like this. "Help me."

That was all he needed to hear. With Partharnum speed, Praetorum darted past his team, his scythe lashing out as he did so. A gurgled cry of shock suggested he'd hit his mark, but he didn't give them a second glance. His real target was behind them, where his quinctus was nocking another arrow. His commander was a grizzled veteran, a highly trained soldier who was a match for any one of his legionnaires. But he had never expected a betrayal from one of his own, so when he looked up to find Praetorum lunging for him, scythe raised, a moment of shock sealed his fate.

Praetorum whirled around before the human's head had even hit the ground, his tail whipping around like a counterbalance. Two of his team members were on the ground, throats slashed open, while the third was fighting his brother, spear against trident. It was no contest. His team were all well trained soldiers, and Serinus was injured. He ran to them.

For once, he was too slow. A spear sank into Serinus's gut, moments before Praetorum's scythe took his former teammate's head off.





"It's going to be fine alright you're going to be fine we can— we just need to—" Praetorum's breathing was coming in ragged as he carried his brother to the camp Serinus had directed him to, and he trailed off, carefully laying his brother down on the ground. "Bandages, where are your bandages, please tell me you have some sort of healing kit around here." He rummaged frantically through his brother's pack for something, anything that could staunch the bleeding better than his cloak.

"Nothing"—he coughed—"nothing like that I'm afraid." His tail reached out, curling around Praetorum's ankle, who abandoned his search to kneel at his brother's side.

"I'm so sorry Ri I'm so so sorry." He choked out. Serinus shook his head.

"Not your fault." But it was, how could it not be? The one time in their lives Serinus asked him for help, and he had failed him. If he'd taken him and dove into the river, if he'd stayed close and shielded him, if he'd done anything but gone on the offensive, his brother might not be bleeding out before his eyes right now.

"I was supposed to protect you, Ri."

"You did protect me, all our lives, even when I complained about it. This was my fault, for being dumb enough to come back after deserting." Praetorum swallowed heavily, as his brother confirmed the thought that had been lurking in his mind since they'd recognized each other in the heat of battle. "None of this was your fault." Struggling up, Serinus drew Praetorum into a weak hug. "You were the best brother I could have asked for, Prae. I'm glad—"

"Don't, please don't —"

"— that I got to see you one last time."




He buried his brother just outside of his camp, beside the river. Serinus had always liked the water, more than Praetorum ever did, for all that Prae had been the one born with webbed digits. How long he knelt there, heart numb and heavy, he did not know. He didn't look when a shadow fell over him; a soldier come to take him in for treason, a bandit come to rob him, it hardly mattered. His brother was gone. Again.

He felt someone settle down beside him. "It hurts, doesn't it." A female voice, one he didn't recognize. "Losing someone you were trying to protect." He nodded numbly, eyes blurring with tears. "Everyone, weak or strong, needs protection sometimes, and there's so rarely someone there to give it to them."

He turned then, wiping his eyes. There was no mistaking the woman coiled up by his side, the brown scales and red eyes. Ethelynda herself, come to smite him for having failed as his brother's guardian.

"You have it the wrong way around." She told him quietly. "That you failed doesn't diminish you in my eyes. That you tried at all, one to four, that makes you worthy of my notice."

"It won't bring him back." Praetorum rasped.

"But it could help you stop the next loss." She reached out, grasping his hand. Despite himself, his fingers tightened over hers, taking solace in the small act of comfort. "Will you accept it?"

He hesitated a moment, then nodded. She squeezed his hand then. Her thumb brushed over the back of his hand, and as it passed, the image of a tower shield appeared, as if she'd wiped something away to reveal what was inside him all along.

"Could —" his voice cracked as she drew her hand away, and he looked down, embarrassed. She gave no response, but he felt the comforting weight of her presence at his back as he grieved. She was already gone by the time he looked up again, but that was alright. She'd already given him the strength to go on.

Aftermath

Whether he wanted it or not, Praetorum was a deserter now, and slated for execution for the slaying of his teammates. So, lost and alone, Praetorum made his way south, and settled in Yaralon. He'd been a warrior all his life, and found a sort of solace in the mercenary city, joining up with a small band called the Helping Hand. He expected that perhaps he would stay there for some arcs, earn some nels, figure out what to do with the shell of his life.

The fates had other plans.

Rebirth, 719, was truly the cycle that Praetorum was remade, quite literally. The chain of events began in Cylus, when Praetorum flew out to rescue a shipwreck full of Yari and children (1 2 3 4 5 6 ). It was a harrowing four trials, but at the end of it, Praetorum gained three things: a knife, made from the bones of a lost friend; an improved Taithir mark; and the attention of his commanding officer.

Edyn, one of the captains of the Helping Hand, took Praetorum under her wing, and initiated him into Hone, hoping he would take her place in the company. But the fates had other plans.

Prae took on the spark of Hone, and then of Defiance, and then of Attunement. And still, he was forced to learn that however powerful he grew, he could not save everyone.

Emea shattered before his eyes, Luther slipped once more from his grasp, and his company ran up against a foe they were badly unprepared for.

When the company disbanded, most of the mercenaries signed on with new companies. But two chose to stay with Praetorum, and Praetorum in turn, resolved himself to leave Yaralon, finding himself deeply unfulfilled in the city of mercenaries. He traveled westwards, first to Etzos, and then to Melrath.

Both had been greatly changed by the fall of Emea; Etzos, a city famed for its loathing of immortals, had been enthralled by the Webspinner, while Melrath was drenched in blood by mage hunts.

In the chaos, a rogue Archmage of the Syns seized the opportunity to kidnap as many mages, marked, and mortalborn as possible, bringing them to the tower of Niflheim where she and her subordinates performed their 'experiments'. After a failed escape attempt, Praetorum spent almost three seasons in that place, before he could breath again as a free man.

It took until Ymiden of the 720th arc for he, and a fellow prisoner he'd brought with him, to recover enough to leave Melrath. News had come of a disaster in Rharne, and, so Praetorum and his motley band traveled back to the eastern continent, and join the defense of Storm's Edge
Last edited by Praetorum on Mon Jun 08, 2020 5:58 pm, edited 16 times in total. word count: 2521
Let's play 'What's Weird About Prae'

Head

  • A fiery rune shines under his right eye
  • A firey glow in the back of his mouth

Arms

  • A ring of blue runes floats over each of Prae's wrists
  • A silver shield marks the back of his right hand
  • A ring of light around his left forearm

Misc

  • His tail is about eight feet long, usually knotted around his waist
  • His body temperature is uncomfortably high

Surroundings

  • Wind gusts with every step he takes
  • The area around him is slightly more static-y than normal
User avatar
Praetorum
Approved Character
Posts: 1335
Joined: Sun Jan 20, 2019 11:08 am
Race: Frog Person
Profession: Mercenary
Renown: 880
Character Sheet
Character Wiki
Plot Notes
Letters
Point Bank Thread
Storybook
Wealth Tier: Tier 5

Featured

Contribution

Milestones

RP Medals

Miscellaneous

Events

Skills & Knowledges

Trained Skills

Skill Points Bonus Adjusted Rank
Animal Husbandry (16)
  1. Animal Husbandry: Feeding a stray barghest to get it to trust you
  2. Animal Husbandry: Not all animals can eat the same things
  3. Animal Husbandry: Loud noises will spook a stray
  4. Animal Husbandry: Approach a new animal slowly
  5. Animal Husbandry: Signs of suspicion in a barghest
  6. Animal Husbandry: Whale eye in dogs and barghests
  7. Animal Husbandry: Social grooming in barghests
  8. Animal Husbandry: Breaking down food for a Kheledzan to easily consume
  9. Animal Husbandry: Yes kittens really are that small
  10. Animal Husbandry: Can tell a cats gender by color
  11. Animal Husbandry: Kittens don’t open their eyes for seven to ten trials
  12. Animal Husbandry: Kittens drink milk when they’re babies
  13. Animal Husbandry: Cats do not like strangers
  14. Animal Husbandry: Cats can have up to six kittens in a litter
  15. Animal Husbandry: Checking for chipped claws
  16. Animal Husbandry: Soothing an animal spooked by blood.
(30/250) +0 Competent
Animal Training (14)
  1. Animal Training: Acclimating a stray animal to people again
  2. Animal Training: Learning how not to scare a skittish animal
  3. Animal Training: Estimating amount of food needed
  4. Animal Training: Avoiding getting bitten
  5. Animal Training: The importance of a name
  6. Animal Training: Bonding through feeding
  7. Animal Training: Feeding treats to bond with an animal
  8. Animal Training: Responding appropriately to animal body language
  9. Animal Training: Covering food in your scent to endear yourself to an animal
  10. Animal Training: Properly petting a barghest
  11. Animal Training: Slowly acclimating a mount to hone runes
  12. Animal Training: Mounts and Menaces [1/3]
  13. Animal Training: Mounts and Menaces [2/3]
  14. Animal Training: Mounts and Menaces [3/3]
(30/250) +0 Competent
Athletics (34)
  1. *Acrobatics: Leaping a ditch
  2. *Acrobatics: Making a controlled fall
  3. *Acrobatics: Leaping from foothold to foothold
  4. *Acrobatics: Spinning out of the way of a charging enemy
  5. *Acrobatics: Using your tail to avoid being unbalanced
  6. *Acrobatics: Getting the legs out of the way when hurdling
  7. *Running: Maintaining Balance in Uneven Terrain (PR)
  8. *Running: Grabbing someone without stopping
  9. *Running: Transitioning from a run into a leap
  10. *Running: Keeping pace with someone else
  11. *Running: Keeping your breathing even
  12. *Running: Pushing off something to change directions
  13. *Running: Trying not to trip while running downhill
  14. *Running: Using defiance to gain speed
  15. *Running: Don’t stop suddenly
  16. *Running: Sprinting in full armor for short distances
  17. *Running: Dashing past an enemy to attack from behind
  18. *Running: Footwraps of speed and rune of speed stack
  19. *Running: Running a hurdle race
  20. *Running: Take deep breaths while running
  21. *Running: Melrath Cold Cycle 719 Event: Ch 2.
  22. *Running: A New Tune [1/1]
  23. *Running: A Nasty Surprise [1/2]
  24. *Running: A Nasty Surprise [2/2]
  25. Athletics: Dismount
  26. Athletics: Catching yourself on a slippery surface.
  27. Athletics: Preparation is key
  28. Athletics: Ensure that you take into account the environment
  29. Athletics: Lightning Gem [1/3]
  30. Athletics: Lightning Gem [2/3]
  31. Athletics: Lightning Gem [3/3]
  32. Athletics: Praetorum vs The Wall [1/3]
  33. Athletics: Praetorum vs The Wall [2/3]
  34. Athletics: Praetorum vs The Wall [3/3]
(101/250) +0 Expert
Attunement (52)
  1. Attunement: Puzzle Eyes witchmark
  2. Attunement: A gentle magic
  3. Attunement: Frequency - Marken
  4. Attunement: Note - A Mortal Soul
  5. Attunement: Attuning to another
  6. Attunement: Note - Ithecal
  7. Attunement: Note - Human
  8. Attunement: Frequency - Edyn
  9. Attunement: Have to be near to source to read a frequency
  10. Attunement: Compass can be use to find an active frequency
  11. Attunement: Known notes can be picked out immediately
  12. Attunement: Static can affect immortal marks
  13. Attunement: Scrambling your own frequency
  14. Attunement: Note - Tranquility
  15. Attunement: Can use static to change others’ frequencies too
  16. Attunement: Frequency - Ricky Vemont
  17. Attunement: Frequency - Selyin Caers
  18. Attunement: Note - Deception
  19. Attunement: Using changes in frequencies to guess at an opponent’s next move
  20. Attunement: Note - Starvation
  21. Attunement: Checking if an enemy spotted a trap
  22. Attunement: Frequency - Balthazar
  23. Attunement: Listening to an opponent's frequency during combat
  24. Attunement: Using Omnivision to reorient yourself
  25. Attunement: Separating out two notes that are close together
  26. Attunement: Keeping omnivision active
  27. Attunement: Frequency - Kierwyl
  28. Attunement: Note - Grief
  29. Attunement: Frequency: Woe: Is at least part human.
  30. Attunement: Note: Danger
  31. Attunement: Note: Marked
  32. Attunement: Ruby Blood on Emerald Grass (1/3)
  33. Attunement: Ruby Blood on Emerald Grass (2/3)
  34. Attunement: Ruby Blood on Emerald Grass (3/3)
  35. Attunement: Note - Heat
  36. Attunement: Note - Magic
  37. Attunement: Note - Attunement Spark
  38. Attunement: Note - Defiance Spark
  39. Attunement: Note - Hone Spark
  40. Attunement: Projecting - no distance limit
  41. Attunement: Soothing your own sparks
  42. Attunement: Jamming
  43. Attunement: Dousing for multiple notes
  44. Attunement:A Stranger’s Kindness [1/3]
  45. Attunement:A Stranger’s Kindness [2/3]
  46. Attunement:A Stranger’s Kindness [3/3]
  47. Attunement: Tracking with Attunement
  48. Attunement - Note: Elisabeth
  49. Attunement: Using only Omnivision to fight
  50. Attunement: Attunement has a size limit
  51. Attunement: Lightning Gem [1/1]
  52. Attunement: what an Immortal's frequency would sound like
(150/250) +0 Expert
Axes & Bludgeons (One Handed) (11)
  1. Axes & Bludgeons: Something Gold, Something New I. [1/3]
  2. Axes & Bludgeons: Something Gold, Something New I. [2/3]
  3. Axes & Bludgeons: Something Gold, Something New I. [3/3]
  4. Axes & Bludgeons: Starting Package Update [1/5]
  5. Axes & Bludgeons: Starting Package Update [2/5]
  6. Axes & Bludgeons: Starting Package Update [3/5]
  7. Axes & Bludgeons: Starting Package Update [4/5]
  8. Axes & Bludgeons: Starting Package Update [5/5]
  9. Axes & Bludgeons: New Tricks for an Old Dog [1/3]
  10. Axes & Bludgeons: New Tricks for an Old Dog [2/3]
  11. Axes & Bludgeons: New Tricks for an Old Dog [3/3]
(30/250) +5 (35/250) Competent
Axes & Bludgeons (Two Handed) (3)
  1. Axes & Bludgeons: Starting Package Update [1/3]
  2. Axes & Bludgeons: Starting Package Update [2/3]
  3. Axes & Bludgeons: Starting Package Update [3/3]
----- ----- (35/250) Competent
Blades (One Handed) (16)
  1. Blades: Something Gold, Something New I. [1/3]
  2. Blades: Something Gold, Something New I. [2/3]
  3. Blades: Something Gold, Something New I. [3/3]
  4. Blades: Starting Package Update [1/5]
  5. Blades: Starting Package Update [2/5]
  6. Blades: Starting Package Update [3/5]
  7. Blades: Starting Package Update [4/5]
  8. Blades: Starting Package Update [5/5]
  9. Blade - Tips and Tricks [1/5]
  10. Blade - Tips and Tricks [2/5]
  11. Blade - Tips and Tricks [3/5]
  12. Blade - Tips and Tricks [4/5]
  13. Blade - Tips and Tricks [5/5]
  14. Blade: New Tricks for an Old Dog [1/3]
  15. Blade: New Tricks for an Old Dog [2/3]
  16. Blade: New Tricks for an Old Dog [3/3]
(30/250) +5 (35/250) Competent
Blades (Two Handed) (3)
  1. Blades: Starting Package Update [1/3]
  2. Blades: Starting Package Update [2/3]
  3. Blades: Starting Package Update [3/3]
----- ----- (35/250) Competent
Business Management (3)
  1. Business Management: Swords and Shipments [1/3]
  2. Business Management: Swords and Shipments [2/3]
  3. Business Management: Swords and Shipments [3/3]
(25/250) +0 Novice
Defiance (67)
  1. Defiance: A powerful defier can be carried by the wind itself
  2. Defiance: Initiation involves getting immersed in the elements
  3. Defiance: Asking the element for help is vital
  4. Defiance: Can’t be a one sided relationship
  5. Defiance: Softening rock
  6. Defiance: Undertow mutation allows for easier swimming
  7. Defiance: Undertow mutation will not allow me to be still in the water for long
  8. Defiance: Using defiance to ask the water to be still
  9. Defiance: Listening to the water to find a stream
  10. Defiance: Softening then hardening earth to trap an enemy
  11. Defiance: Changing the direction of a breeze so you’re downwind of an animal
  12. Defiance: Air is uncomfortable with not moving in a storm
  13. Defiance: Witchmark causes wind when walking
  14. Defiance: Getting wind to ease up in a storm
  15. Defiance: Kin elements become your closest friends
  16. Defiance: A master of defiance can name a second kin element
  17. Defiance: Wind can carry you when you run
  18. Defiance: Using the wind to sweep away projectiles
  19. Defiance: Controlling a whip of flame
  20. Defiance: Sensing when an element is reluctant
  21. Defiance: Passing fire between your hands so neither get burned
  22. Defiance: Air is my kin element
  23. Defiance: Enhancing weapons with the elements
  24. Defiance: You don’t have to use your kin element for everything
  25. Defiance: Kin element can act without prompting to protect you
  26. Defiance: Using elemental caress to fling projectiles at a foe
  27. Defiance: Creating a ring of roiling earth around you
  28. Defiance: Using Caress to have stone coat a weapon
  29. Defiance: Letting the wind embrace you to fly
  30. Defiance: Knowing your limits
  31. Defiance: Catching an existing wind
  32. Defiance: Summoning a spark from nothing
  33. Defiance: Can be used to bolster mundane combat styles
  34. Defiance: Rocks can be propelled through defiance alone
  35. Defiance: Flaying Specialization - Fire
  36. Defiance: Reigniting a fire that has just gone out
  37. Defiance: Slinging stone with a scythe
  38. Defiance: Using wind to deflect an opponent’s blow
  39. Defiance: Softening stone in midair
  40. Defiance: Using fire as a smokescreen
  41. Defiance: Spotting a fellow defier
  42. Defiance: Melding with the earth to chase someone
  43. Defiance: Dragging yourself out of freefall
  44. Defiance: Rooting yourself to dance the earth
  45. Defiance: Altering your movements to synergise with the elements
  46. Defiance: Circling hands to gather the wind to strike
  47. Defiance: Using wind to help aim a projectile
  48. Defiance: Making a bolt of flame burst in motion
  49. Defiance: Conjuring water from nothing
  50. Defiance: Using Embrace to avoid an obstacle
  51. Defiance: Don’t run out of ether mid flight
  52. Defiance: Using a stone pillar to send an enemy flying
  53. Defiance: Adding stone spikes to a shield
  54. Defiance: Finding a spot that balances the elements
  55. Defiance: Using your tail to whip air at a foe
  56. Defiance: Using Ceaseless Dance to detect someone hiding
  57. Defiance: Using wind to knock a flier out of the air
  58. Defiance: Beneath The Open Sky (1/1)
  59. Defiance: Scale and Shadow (1/1)
  60. Defiance: If a tree burns in the forest... [1/1]
  61. Defiance: Lighting fires can be very specific work
  62. Defiance: Diving into the earth
  63. Defiance: Lightning Gem [1/5]
  64. Defiance: Lightning Gem [2/5]
  65. Defiance: Lightning Gem [3/5]
  66. Defiance: Lightning Gem [4/5]
  67. Defiance: Lightning Gem [5/5]
(250/250) +0 Master
Detection (84)
  1. Detection: Noticing when someone is acting oddly in conversation
  2. Detection: The usefulness of the Rune of Sight and the Rune of Sound
  3. Detection: Recognizing someone who looks defenseless.
  4. Detection: Remember to look up above.
  5. Detection: Figuring out relationships between people
  6. Detection: Catching someone contradicting themselves
  7. Detection: Spotting when someone is choosing their words carefully
  8. Detection: Catching an implied threat
  9. Detection: Recognizing a disguised face
  10. Detection: Identifying when someone's trying to con you
  11. Detection: Spotting a trap through the behavior of an enemy
  12. Detection: Noticing a feint
  13. Detection: Knowing a bluff when you see one
  14. Detection: Finding hidden tracks in the woods
  15. Detection: Reading an opponent’s body language
  16. Detection: Spotting movement from far below
  17. Detection: Searching for an intruder in your home
  18. Detection: Searching someone’s eyes for a witchmark
  19. Detection: Spotting someone shift attack styles
  20. Detection: Telltale signs of an animal attack
  21. Detection: Spotting an imminent collision
  22. Detection: Spotting figures in the forest
  23. Detection: Noticing the absence of life in a location
  24. Detection: Noticing buildings that are out of the ordinary
  25. Detection: Hearing an attack from behind
  26. Detection: Using the ceaseless dance mutation to find someone you can't see
  27. Detection: Recognizing combat inexperience in a dreamer
  28. Detection: Figuring out what feels wrong about a dream
  29. Detection: Checking for ether drain
  30. Detection: Spotting a the slope of a room
  31. Detection: Spotting signs of time passing
  32. Detection: Melrath Cold Cycle 719 Event: Ch 1.
  33. Detection: 1/3 Melrath Cold Cycle 719 Event: Ch 2.
  34. Detection: 2/3 Melrath Cold Cycle 719 Event: Ch 2.
  35. Detection: 3/3 Melrath Cold Cycle 719 Event: Ch 2.
  36. Detection: The River’s Daughter [1/3]
  37. Detection: The River’s Daughter [2/3]
  38. Detection: The River’s Daughter [3/3]
  39. Detection: Spotting things from a distance while travelling towards them.
  40. Detection: Melancholy Nights [1/3]
  41. Detection: Melancholy Nights [2/3]
  42. Detection: Melancholy Nights [3/3]
  43. Detection:A Stranger’s Kindness [1/3]
  44. Detection:A Stranger’s Kindness [2/3]
  45. Detection:A Stranger’s Kindness [3/3]
  46. Detection: Noticing when half of your group seem "out of reality"
  47. Detection: Spotting changes in the environment.
  48. Detection: Listening to key words in conversations.
  49. Detection: Noticing changes in the air.
  50. Detection: Noting changes in your environment - both obvious and subtle
  51. Detection: Looking for information from tracks which make no sense
  52. Detection: Noticing when aspects of your environment don't fit in.
  53. Detection: Trying to make out details from a distance.
  54. Detection: Lightning Gem [1/5]
  55. Detection: Lightning Gem [2/5]
  56. Detection: Lightning Gem [3/5]
  57. Detection: Lightning Gem [4/5]
  58. Detection: Lightning Gem [5/5]
  59. Detection: Water Table [1/5]
  60. Detection: Water Table [2/5]
  61. Detection: Water Table [3/5]
  62. Detection: Water Table [4/5]
  63. Detection: Water Table [5/5]
  64. Detection: Elemental Questions [1/7]
  65. Detection: Elemental Questions [2/7]
  66. Detection: Elemental Questions [3/7]
  67. Detection: Elemental Questions [4/7]
  68. Detection: Elemental Questions [5/7]
  69. Detection: Elemental Questions [6/7]
  70. Detection: Elemental Questions [7/7]
  71. Detection: Night Market [1/2]
  72. Detection: Night Market [2/2]
  73. Detection: Upon the Waves I. [1/2]
  74. Detection: Upon the Waves I. [2/2]
  75. Detection: Praetorum vs The Wall [1/2]
  76. Detection: Praetorum vs The Wall [2/2]
  77. Detection: Fright Night [1/6]
  78. Detection: Fright Night [2/6]
  79. Detection: Fright Night [3/6]
  80. Detection: Fright Night [4/6]
  81. Detection: Fright Night [5/6]
  82. Detection: Fright Night [6/6]
  83. Detection: Identifying deep pressure points
  84. Detection: Noticing change in your emotions
(80/250) +0 Expert
Discipline (68)
  1. Discipline: Resisting the instinct to go on the offensive
  2. Discipline: Staying calm when you feel mocked
  3. Discipline: Clearing away irrelevant thoughts
  4. Discipline: Using pain to sharpen your focus
  5. Discipline: Ignoring fears you know are irrational
  6. Discipline: Staying resolute in the face of uncertainty
  7. Discipline: Deliberately removing a protective layer to test ones self
  8. Discipline: Analyzing a fight to ignore physical discomfort
  9. Discipline: Keeping still when everything itches
  10. Discipline: Winning a contest of wills
  11. Discipline: Quashing self sacrificial tendencies
  12. Discipline: Facing the fear of magic to survive
  13. Discipline: Holding a position in an army formation
  14. Discipline: Keeping a steady expression while being shouted at
  15. Discipline: Marching in Formation
  16. Discipline: Being careful with bulky items
  17. Discipline: Walking willingly into a hail of arrows
  18. Discipline: Make efficient moves, not fun, flashy ones
  19. Discipline: Continuing to fight with a blinding headache
  20. Discipline: Being constantly aggressive in a fight
  21. Discipline: Calming yourself down from frustration
  22. Discipline: Settling fear by reassuring someone else
  23. Discipline: Forcing yourself to focus during a panic attack
  24. Discipline: Willingly putting on a blindfold in a storm
  25. Discipline: Choosing to make a decision you’ve been afraid to make
  26. Discipline: Letting an attack hit you to get into position
  27. Discipline: Removing yourself from temptation
  28. Discipline: Not laughing outwardly at someone’s misfortune
  29. Discipline: Using pain to distract yourself from temptation
  30. Discipline: Take it one step at a time
  31. Discipline: Pushing down your anger
  32. Discipline: 1/2: Melrath Cold Cycle 719 Event: Ch 1.
  33. Discipline: 2/2: Melrath Cold Cycle 719 Event: Ch 1.
  34. Discipline: Find Your Way Part 6 [1/2]
  35. Discipline: Find Your Way Part 6 [2/2]
  36. Discipline: The River’s Daughter [1/3]
  37. Discipline: The River’s Daughter [2/3]
  38. Discipline: The River’s Daughter [3/3]
  39. Discipline: The Way [1/4]
  40. Discipline: The Way [2/4]
  41. Discipline: The Way [3/4]
  42. Discipline: The Way [4/4]
  43. Discipline: Initiationem [1/4]
  44. Discipline: Initiationem [2/4]
  45. Discipline: Initiationem [3/4]
  46. Discipline: Initiationem [4/4]
  47. Discipline: The Rise of Rhaum; The Fall of Rharne [1/1]
  48. Discipline: Well, that’s not good [1/2]
  49. Discipline: Well, that’s not good [2/2]
  50. Discipline: Standing in the presence of Induks
  51. Discipline: Standing in the presence of Immortals
  52. Discipline: Not being overwhelmed by Cassion's story
  53. Discipline: Controlling your spark
  54. Discipline: Not giving in to hunger or desire.
  55. Discipline: Staring down a Diri of Destruction
  56. Discipline: Admitting to your own faults, even when it's dangerous
  57. Discipline: Offering your own head if it aids your allies
  58. Discipline: Standing before an Induk
  59. Discipline: Hearing an Induk chuckle
  60. Discipline: Lightning Gem [1/6]
  61. Discipline: Lightning Gem [2/6]
  62. Discipline: Lightning Gem [3/6]
  63. Discipline: Lightning Gem [4/6]
  64. Discipline: Lightning Gem [5/6]
  65. Discipline: Lightning Gem [6/6]
  66. Discipline: Water Table [1/2]
  67. Discipline: Water Table [2/2]
  68. Discipline: stop giving into his sparks' impulses
(100/250) +0 Expert
Dreamwalking (22)
  1. Dreamwalking Brand: Balthazar Black
  2. Dreamwalking Brand: Ricky
  3. Dreamwalking Brand: Clarissa
  4. Dreamwalking Brand: Sneabru
  1. Dreamwalking: Lets you pass to the space between dreams
  2. Dreamwalking: Skill Grandfathered [1/22]
  3. Dreamwalking: Skill Grandfathered [2/22]
  4. Dreamwalking: Skill Grandfathered [3/22]
  5. Dreamwalking: Skill Grandfathered [4/22]
  6. Dreamwalking: Skill Grandfathered [5/22]
  7. Dreamwalking: Skill Grandfathered [6/22]
  8. Dreamwalking: Skill Grandfathered [7/22]
  9. Dreamwalking: Skill Grandfathered [8/22]
  10. Dreamwalking: Skill Grandfathered [9/22]
  11. Dreamwalking: Skill Grandfathered [10/22]
  12. Dreamwalking: Skill Grandfathered [11/22]
  13. Dreamwalking: Skill Grandfathered [12/22]
  14. Dreamwalking: Skill Grandfathered [13/22]
  15. Dreamwalking: Skill Grandfathered [14/22]
  16. Dreamwalking: Skill Grandfathered [15/22]
  17. Dreamwalking: Skill Grandfathered [16/22]
  18. Dreamwalking: Skill Grandfathered [17/22]
  19. Dreamwalking: Skill Grandfathered [18/22]
  20. Dreamwalking: Skill Grandfathered [19/22]
  21. Dreamwalking: Skill Grandfathered [20/22]
  22. Dreamwalking: Skill Grandfathered [21/22]
  23. Dreamwalking: Skill Grandfathered [22/22]
(78/250) +0 Expert
Endurance (68)
  1. Endurance: Working in a Full Kit is Tough Work (PR)
  2. Endurance: Deliberately pressing into thorns
  3. Endurance: Bearing the full weight of an enemy
  4. Endurance: Dealing with the pain of initiation
  5. Endurance: Standing at the ready when exhausted
  6. Endurance: Suffering through the Saun heat
  7. Endurance: Marching at full Military Pace
  8. Endurance: Carrying a heavy load uphill
  9. Endurance: Holding out for a perfect opportunity
  10. Endurance: Carrying a kill through the underbrush
  11. Endurance: Holding up half a stone wall
  12. Endurance: Headbutting an enemy with a helmet
  13. Endurance: Walking after getting hit in the thigh
  14. Endurance: Getting caught in a riptide
  15. Endurance: Getting stabbed by a boar tusk
  16. Endurance: Experiencing a burn
  17. Endurance: The pains and aches of a long run
  18. Endurance: Holding fire in your palms
  19. Endurance: Taking a Krorros explosion on the arm
  20. Endurance: Getting ribs cracked
  21. Endurance: Getting hit by a Krorros enhanced blow
  22. Endurance: The strain of getting shoved around by someone stronger
  23. Endurance: Scorpion venom hurts like hell
  24. Endurance: Blinded by lightning
  25. Endurance: Getting burned by a flame missile
  26. Endurance: The pain of skin being torn from the inside out
  27. Endurance: Being drained of all ether
  28. Endurance: Knowing your own limits
  29. Endurance: Fighting through a concussion
  30. Endurance: Be aware of what wounds you can't ignore
  31. Endurance: Hiding the pain from foes
  32. Endurance: A slice across the palm hurts
  33. Endurance: Staying awake for trials at a time
  34. Endurance: When exhausted, don't stop moving
  35. Endurance: One last burst of energy
  36. Endurance: Being landed on from above
  37. Endurance: Getting hit from above by a wooden beam
  38. Endurance: Landing on your feet after falling hurts
  39. Endurance: Persevering when there is no other option
  40. Endurance: Taking a left hook to the face
  41. Endurance: The aches of mining
  42. Endurance: Holding your breath underwater
  43. Endurance: Solitary Imprisonment (8 trials).
  44. Endurance: Pride Castle - The Dojo
  45. Endurance: Getting ahead(ernickel) [1/3]
  46. Endurance: Getting ahead(ernickel) [2/3]
  47. Endurance: Getting ahead(ernickel) [3/3]
  48. Endurance: An Unusual Job [1/3]
  49. Endurance: An Unusual Job [2/3]
  50. Endurance: An Unusual Job [3/3]
  51. Endurance: March to the River [1/4]
  52. Endurance: March to the River [2/4]
  53. Endurance: March to the River [3/4]
  54. Endurance: March to the River [4/4]
  55. Endurance: The Price of a Puzzle: Wirework [1/1]
  56. Endurance: The Adventures of Numbnuts McNumpty (1/2)
  57. Endurance: The Adventures of Numbnuts McNumpty (2/2)
  58. Endurance: A Boxful of Nails [1/1]
  59. Endurance: Which Came First… [1/1]
  60. Endurance: The Forging
  61. Endurance: Standing in a maelstrom
  62. Endurance: The wrath of Qylios
  63. Endurance: The toll of a very long day!
  64. Endurance: Body slamming into a wall.
  65. Endurance: Discomfort of climbing with a harness in the freezing cold.
  66. Endurance: Praetorum vs Ground Pounder [1/3]
  67. Endurance: Praetorum vs Ground Pounder [2/3]
  68. Endurance: Praetorum vs Ground Pounder [2/3]
(80/250) +5 (85/250) Expert
Field Craft (30)
  1. Field Craft: Navigating with a pass as a landmark
  2. Field Craft: Identifying Pronghorn Tracks
  3. Field Craft: Checking if tracks are fresh
  4. Field Craft: Difference between Red Huckleberries and Red Baneberries
  5. Field Craft: Finding forage near seasonal rivers
  6. Field Craft: Best forage is in the center of the bush
  7. Field Craft: Push gutting a rabbit
  8. Field Craft: Feed unwanted offal to the animals
  9. Field Craft: Skinning a rabbit
  10. Field Craft: Building a cookfire
  11. Field Craft: Cooking rodent on a stick
  12. Field Craft: Using the coast as a reference point
  13. Field Craft: Oddly angled waves can be evidence of a ship’s recent passing
  14. Field Craft: Accounting for the tides in looking for landmarks
  15. Field Craft: Necessities in an emergency situation
  16. Field Craft: Cleaning and gutting river fish
  17. Field Craft: Spitting fish to roast
  18. Field Craft: Can’t survive on an all rabbit diet
  19. Field Craft: Spotting the difference between bites of different animals
  20. Field Craft: Flies start laying eggs in corpses within about 4-5 hours
  21. Field Craft: A Fine Cut [1/4]
  22. Field Craft: A Fine Cut [2/4]
  23. Field Craft: A Fine Cut [3/4]
  24. Field Craft: A Fine Cut [4/4]
  25. Field Craft: Nothing But Remains [1/3]
  26. Field Craft: Nothing But Remains [2/3]
  27. Field Craft: Nothing But Remains [3/3]
  28. Fieldcraft: Survival in freezing cold
  29. Fieldcraft: Prioritise actions to maximise survival chances
  30. Fieldcraft: Every trill is important.
(35/250) +0 Competent
Hone (68)
  1. Hone: The initiation process
  2. Hone: The bond between initiate and initiator
  3. Hone: The rune of naming
  4. Hone: Strength Rune
  5. Hone: Touch Rune
  6. Hone: Lopsided runes can fizzle out
  7. Hone: Magic in mentality more than motion
  8. Hone: Recovering runes
  9. Hone: Keying runes to a touch trigger
  10. Hone: Minding the amount of ether you use
  11. Hone: Dismissing activated runes doesn’t give back much ether
  12. Hone: Rune of Strength makes weapons more maneuverable
  13. Hone: Rune of Endurance
  14. Hone: Rune of Regeneration
  15. Hone: Rune of Touch could be used to track someone
  16. Hone: Putting the maximum amount of ether in a rune is not very efficient
  17. Hone: Don’t have to touch runes to dismiss them
  18. Hone: Learning to modulate the amount of ether in a rune
  19. Hone: The rune of ethersight
  20. Hone Rune of Regeneration isn’t the best option for healing
  21. Hone Drawing a rune on someone else without a rune of resistance is a bad idea
  22. Hone Chaining Runes
  23. Hone Diffusing Runes
  24. Hone Rune of Endurance eases muscle fatigue
  25. Hone: Keying runes to a sound trigger other than a phrase
  26. Hone: Diffusing a rune of regeneration on someone else
  27. Hone: Rune of Savoring
  28. Hone: Half strength rune of savoring is worse than a hunting hound’s sense of smell
  29. Hone: Dispersing a rune on someone else so the boost is manageable without practice
  30. Hone: Past a point, the power of hone surpasses the mind’s ability to use it
  31. Hone: Flaying Specialization - Fire
  32. Hone: Core runes have simpler designs
  33. Hone: Rune of Sound
  34. Hone: Rune of Sight
  35. Hone: Rune of Ethersight
  36. Hone: Runes can be drawn less precisely with more experience
  37. Hone: Grimoires are meant to help fix runes in your mind
  38. Hone: Using overload against a foe
  39. Hone: The rune of sound can distract an opponent at a critical moment
  40. Hone: The importance of listening to your spark
  41. Hone: The toll powerful runes take on your body
  42. Hone: Even Lucis runes can be used offensively
  43. Hone: The Savior Spark craves glory
  44. Hone: Avoiding poison with the rune of taste
  45. Hone: Heightening senses is a double edged sword
  46. Hone: Some runewrights switch dialects later in life
  47. Hone: 'Duty Calls' mutation is insistent
  48. Hone: Using a sight-sound chain to keep watch
  49. Hone: Bestowment mutation draws runes on allies
  50. Hone: Overloading the rune of sight to hurt an enemy
  51. Hone: Enhancing a mount's speed
  52. Hone: Rune of Speed helps with maneuverability
  53. Hone: Affects individual limbs regardless of use
  54. Hone: Rune of Focus
  55. Hone: Meditate to learn new runes
  56. Hone: Beneath The Open Sky (1/1)
  57. Hone: Taking adjustment time into account
  58. Hone: Rune of Speed
  59. Hone: Rune of Prediction
  60. Hone: Rune of Rebound
  61. Hone: The Rise of Rhaum; The Fall of Rharne [1/4]
  62. Hone: The Rise of Rhaum; The Fall of Rharne [2/4]
  63. Hone: The Rise of Rhaum; The Fall of Rharne [3/4]
  64. Hone: The Rise of Rhaum; The Fall of Rharne [4/4]
  65. Hone: Even the most simple runes can go wrong
  66. Hone: Backlash does not always only affect you.
  67. Hone: Lightning Gem [1/3]
  68. Hone: Lightning Gem [2/3]
  69. Hone: Lightning Gem [3/3]
(250/250) +0 Master
Hunting (22)
  1. Hunting: Tying a basic rabbit snare
  2. Hunting: Flying low to get a better angle to shoot
  3. Hunting: The importance of staying downwind of prey
  4. Hunting: Chasing prey on the back of a mount
  5. Hunting: Following someone else’s tracks
  6. Hunting: Setting up an ambush
  7. Hunting: Using a bush for cover
  8. Hunting: Disguising your natural scent to hide
  9. Hunting: The difference between a stag and an elk
  10. Hunting: Quartering an elk
  11. Hunting: Don’t puncture the stomach
  12. Hunting: Barghest are pursuit predators
  13. Hunting: Cats are ambush predators
  14. Hunting: Identifying boar tracks
  15. Hunting: Boar vitals are further forwards and downwards
  16. Hunting: Identifying tracks.
  17. Hunting: Works of Darles Charwin [1/3]
  18. Hunting: Works of Darles Charwin [2/3]
  19. Hunting: Works of Darles Charwin [3/3]
  20. Hunting - The Harmless Hunt [1/3]
  21. Hunting - The Harmless Hunt [2/3]
  22. Hunting - The Harmless Hunt [3/3]
(26/250) +0 Competent
Intimidation (20)
  1. Intimidation: A Big Lizard gets its Point Across (PR)
  2. Intimidation: Melrath Cold Cycle 719 Event: Ch 1.
  3. Intimidation: Being intimidating by being you.
  4. Intimidation: A Close Call [1/2]
  5. Intimidation: A Close Call [2/2]
  6. Intimidation: Lightning Gem [1/2]
  7. Intimidation: Lightning Gem [2/2]
  8. Intimidation: Starting Package Update [1/8]
  9. Intimidation: Starting Package Update [2/8]
  10. Intimidation: Starting Package Update [3/8]
  11. Intimidation: Starting Package Update [4/8]
  12. Intimidation: Starting Package Update [5/8]
  13. Intimidation: Starting Package Update [6/8]
  14. Intimidation: Starting Package Update [7/8]
  15. Intimidation: Starting Package Update [8/8]
  16. Intimidation: The Tragedy of the Magic Toad [1/3]
  17. Intimidation: The Tragedy of the Magic Toad [2/3]
  18. Intimidation: The Tragedy of the Magic Toad [3/3]
  19. Intimidation: Upon the Waves II. [1/1]
  20. Intimidation - Rat Catching I. [1/1]
(26/250) +0 Competent
Leadership (89)
  1. Leadership: Letting others keep their pride while following your suggestions
  2. Leadership: Sometimes people don’t follow orders, and that’s okay
  3. Leadership: Delegating tasks
  4. Leadership: Explaining your reasoning to convince someone to follow orders they don’t want to
  5. Leadership: Deciding when to turn back
  6. Leadership: Knowing whose opinion you have to care about
  7. Leadership: Delegating tasks
  8. Leadership: Being able to share a language with subordinates is important
  9. Leadership: A ship is only as good as its captain
  10. Leadership: Getting compatriots to safety
  11. Leadership: Coaching an offer so the other can save their pride
  12. Leadership: Coming up with a plan and communicating it to others
  13. Leadership: Asking for feedback on a plan before executing it.
  14. Leadership: Understanding why others would be reticent about you
  15. Leadership: Sitting in a commanding way
  16. Leadership: Loudly communicating tactics.
  17. Leadership: Can’t let others question your authority
  18. Leadership: Stare them down
  19. Leadership: Calling a friend back from the brink
  20. Leadership: Knowing beforehand how orders will be taken
  21. Leadership: Identifying insubordinate elements
  22. Leadership: Setting a strong example for your followers
  23. Leadership: Boost morale by leading the charge
  24. Leadership: Knowing when to stay silent
  25. Leadership: Delegating tasks for efficiency
  26. Leadership: Knowing who you can trust with what
  27. Leadership: The importance of clarity in orders
  28. Leadership: Taking responsibility for mistakes made
  29. Leadership: Talking someone down from the brink
  30. Leadership: Figuring out who should take point
  31. Leadership: Gesturing to a stranger to give instructions
  32. Leadership: Ordering an ally to circle around to support
  33. Leadership: Trusting in your subordinates
  34. Leadership: 1/2: Melrath Cold Cycle 719 Event: Ch 1.
  35. Leadership: 2/2: Melrath Cold Cycle 719 Event: Ch 1.
  36. Leadership: 1/3 Melrath Cold Cycle 719 Event: Ch 2.
  37. Leadership: 2/3 Melrath Cold Cycle 719 Event: Ch 2.
  38. Leadership: 3/3 Melrath Cold Cycle 719 Event: Ch 2.
  39. Leadership: Find Your Way Part 6 [1/2]
  40. Leadership: Find Your Way Part 6 [2/2]
  41. Leadership: If a tree burns in the forest... [1/3]
  42. Leadership: If a tree burns in the forest... [2/3]
  43. Leadership: If a tree burns in the forest... [3/3]
  44. Leadership: The Way [1/2]
  45. Leadership: The Way [2/2]
  46. Leadership: Making your voice heard in a large group.
  47. Leadership: Working in a team.
  48. Leadership: Ensure that everyone in your group knows what your strengths are.
  49. Leadership: A Close Call [1/2]
  50. Leadership: A Close Call [2/2]
  51. Leadership: Fire on the Water [1/8]
  52. Leadership: Fire on the Water [2/8]
  53. Leadership: Fire on the Water [3/8]
  54. Leadership: Fire on the Water [4/8]
  55. Leadership: Fire on the Water [5/8]
  56. Leadership: Fire on the Water [6/8]
  57. Leadership: Fire on the Water [7/8]
  58. Leadership: Fire on the Water [8/8]
  59. Leadership: Lightning Gem [1/9]
  60. Leadership: Lightning Gem [2/9]
  61. Leadership: Lightning Gem [3/9]
  62. Leadership: Lightning Gem [4/9]
  63. Leadership: Lightning Gem [5/9]
  64. Leadership: Lightning Gem [6/9]
  65. Leadership: Lightning Gem [7/9]
  66. Leadership: Lightning Gem [8/9]
  67. Leadership: Lightning Gem [9/9]
  68. Leadership: Upon the Waves I. [1/3]
  69. Leadership: Upon the Waves I. [2/3]
  70. Leadership: Upon the Waves I. [3/3]
  71. Leadership - Turning over a new leaf [1/5]
  72. Leadership - Turning over a new leaf [2/5]
  73. Leadership - Turning over a new leaf [3/5]
  74. Leadership - Turning over a new leaf [4/5]
  75. Leadership - Turning over a new leaf [5/5]
  76. Leadership: It's a bad sign when your men look to someone else
  77. Leadership: You can always earn their respect
  78. Leadership: Two aspects to a good leader
  79. Leadership: Knowing when to listen, and when to tell
  80. Leadership - Rat Catching I. [1/5]
  81. Leadership - Rat Catching I. [2/5]
  82. Leadership - Rat Catching I. [3/5]
  83. Leadership - Rat Catching I. [4/5]
  84. Leadership - Rat Catching I. [5/5]
  85. Leadership: Of Dragonkin Flight and Fights [1/3]
  86. Leadership: Of Dragonkin Flight and Fights [2/3]
  87. Leadership: Of Dragonkin Flight and Fights [3/3]
  88. Leadership: Ambitious Plans [1/1]
  89. Leadership: Gauging how liked a leader is
(250/250) +17 (267/250) Master
Linguistics (11)
  1. Linguistics: Language: Common (Yari)
  2. Linguistics: Language: Common Sign
  3. Linguistics: Yari Common uses ‘ar’ and ‘or’ sounds
  4. Linguistics: Yari Common uses aye instead of yes
  5. Linguistics: Tongue twisters and rhymes can be helpful
  6. Linguistics: Common Sign uses facial expressions as well
  7. Linguistics: Thumb Placement is important when signing
  8. Linguistics: Language: Rakahi
  9. Linguistics: Rakahi subtle tones for nuance
  10. Linguistics: Language: Atvian
  11. Linguistics: Atvian is a very guttural language
(26/250) +0 Competent
Logistics (57)
  1. Logistics: Extrapolating travel time from experience
  2. Logistics: Raiding in cycles to keep from wiping out prey
  3. Logistics: Figuring out what an enemy would need to expand
  4. Logistics: Supply lines are key to a war
  5. Logistics: Wood is just as vital as food
  6. Logistics: Calculating an army’s intake is a good habit to develop
  7. Logistics: Weighing the pros and cons of repeated flaying
  8. Logistics: If it bleeds, it can die.
  9. Logistics: Taking into account the speed of a group
  10. Logistics: Working out a safe route
  11. Logistics: Melrath Cold Cycle 719 Event: Ch 1.
  12. Logistics: Find Your Way Part 6 [1/3]
  13. Logistics: Find Your Way Part 6 [2/3]
  14. Logistics: Find Your Way Part 6 [3/3]
  15. Logistics: Opening Gambit [1/3]
  16. Logistics: Opening Gambit [2/3]
  17. Logistics: Opening Gambit [3/3]
  18. Logistics: If a tree burns in the forest... [1/2]
  19. Logistics: If a tree burns in the forest... [2/2]
  20. Logistics: Well, that’s not good [1/3]
  21. Logistics: Well, that’s not good [2/3]
  22. Logistics: Well, that’s not good [3/3]
  23. Logistics: Dealing with large groups of people
  24. Logistics: Organising expeditions
  25. Logistics: Ensuring that everyone has appropriate equipment.
  26. Logistics: Swords and Shipments [1/3]
  27. Logistics: Swords and Shipments [2/3]
  28. Logistics: Swords and Shipments [3/3]
  29. Logistics: Trying to arrange a group in a freezing situation
  30. Logistics: Teamwork is important.
  31. Logistics: Planning on the go is often difficult
  32. Logistics: Identify those who are irreplaceable in a group
  33. Logistics: Consider all resources available to you.
  34. Logistics: Identify resources to scale a wall
  35. Logistics: Test out possible solutions to an issue.
  36. Logistics: Balancing speed vs efficiency in a crisis situation.
  37. Logistics: Lightning Gem [1/2]
  38. Logistics: Lightning Gem [2/2]
  39. Logistics: A Nel for Your Thoughts... [1/5]
  40. Logistics: A Nel for Your Thoughts... [2/5]
  41. Logistics: A Nel for Your Thoughts... [3/5]
  42. Logistics: A Nel for Your Thoughts... [4/5]
  43. Logistics: A Nel for Your Thoughts... [5/5]
  44. Logistics: A Ship in the Night [1/4]
  45. Logistics: A Ship in the Night [2/4]
  46. Logistics: A Ship in the Night [3/4]
  47. Logistics: A Ship in the Night [4/4]
  48. Logistics: Scalvoris and the family LeFleur [1/5]
  49. Logistics: Scalvoris and the family LeFleur [1/5]
  50. Logistics: Scalvoris and the family LeFleur [1/5]
  51. Logistics: Scalvoris and the family LeFleur [1/5]
  52. Logistics: Scalvoris and the family LeFleur [1/5]
  53. Logistics: Ambitious Plans [1/5]
  54. Logistics: Ambitious Plans [2/5]
  55. Logistics: Ambitious Plans [3/5]
  56. Logistics: Ambitious Plans [4/5]
  57. Logistics: Ambitious Plans [5/5]
(66/250) +10 (76/250) Expert
Meditation (68)
  1. Meditation: Using breathing to calm down
  2. Meditation: Pacing to meditate
  3. Meditation: Matching footfalls to breaths to calm down
  4. Meditation: Pressing on your chest during breathing exercises
  5. Meditation: The importance of really feeling your breathing
  6. Meditation: Recognizing that you are uneasy
  7. Meditation: Meditating to know your ether reserves
  8. Meditation: The warmth of a fire can help relax you
  9. Meditation: Meditation makes mental pathways easier
  10. Meditation: Well suited for soldiers
  11. Meditation: Want to be in a stable position
  12. Meditation: Letting your thoughts go without engaging with them
  13. Meditation: Not necessary to stay still
  14. Meditation: Thumping a fist to your chest to ground yourself
  15. Meditation: Compartmentalizing the flaying thirst
  16. Meditation: The calming effect of flying
  17. Meditation: Allows one to split their attention and thoughts
  18. Meditation: Fighting and watching for commands
  19. Meditation: Centering yourself now to avoid faltering later
  20. Meditation: Helps to clarify memories
  21. Mediation: Accepting that which you cannot change
  22. Meditation: Not having someone yapping in your ear is helpful
  23. Meditation: Splitting focus between limbs
  24. Meditation: Compartmentalizing away horror
  25. Meditation: Attuning mentally to one of your sparks
  26. Meditation: Finding peace in the flow of combat
  27. Meditation: The tranquility of helplessness
  28. Meditation: Accept that which you cannot change
  29. Meditation: Recognizing peace in another's eyes
  30. Meditation: Preparing yourself to take a leap of faith
  31. Meditation: Meditating beforehand to make an initiation easier
  32. Meditation: Synergises with magic well
  33. Meditation: The benefits of being able to multi-focus
  34. Meditation: Has many combat applications
  35. Meditation: Meditating while you wait
  36. Meditation: Uncluttering your mind
  37. Meditation: Compartmentalizing distracting memories
  38. Meditation: Getting ahead of the grief
  39. Meditation: Disassociating to avoid your emotions
  40. Meditation: Compartmentalizing grief away
  41. Meditation: Meditating to access certain abilities
  42. Meditation: Quickly changed surroundings.
  43. Meditation: Separating instinctive reaction from conscious thought
  44. Meditation: The tranquility of hard work
  45. Meditation: Meditate to pass the time
  46. Meditation: A rest so deep it lasts for breaks
  47. Meditation: Morning calm will carry you through the day
  48. Meditation: Letting a spark’s voice fade away
  49. Meditation: The River’s Daughter [1/3]
  50. Meditation: The River’s Daughter [2/3]
  51. Meditation: The River’s Daughter [3/3]
  52. Meditation: The Way [1/4]
  53. Meditation: The Way [2/4]
  54. Meditation: The Way [3/4]
  55. Meditation: The Way [4/4]
  56. Meditation: A Spark of Understanding [1/1]
  57. Meditation: Initiationem [1/4]
  58. Meditation: Initiationem [2/4]
  59. Meditation: Initiationem [3/4]
  60. Meditation: Initiationem [4/4]
  61. Meditation: Gaining Perspective [1/1]
  62. Meditation: The Fire Within [1/2]
  63. Meditation: The Fire Within [2/2]
  64. Meditation: Calming yourself in a torrent
  65. Meditation: Ensuring that you retain focus, even when in an incredibly busy place.
  66. Meditation: Lightning Gem [1/2]
  67. Meditation: Lightning Gem [2/2]
  68. Meditation: letting the pain slip away
(155/250) +0 Master
Mount (Land) (27)
  1. *Mount (Kheledzan): Using reins with appropriate gentleness
  2. *Mount (Kheledzan): Pay attention to a mount's instincts
  3. *Mount (Kheledzan): Remove equipment at night
  4. *Mount (Kheledzan): Telling when your mount is growing tired
  5. *Mount (Kheledzan): Keeping your mount from snacking on allied mounts
  6. *Mount (Kheledzan): Getting your mount to spit out something they want to eat
  7. *Mount (Kheledzan): Much better sense of smell than people
  8. *Mount (Kheledzan): Using sharp turns to gain ground on pursuers
  9. *Mount (Kheledzan): Barrel roll to deter enemies from attacking from above
  10. *Mount (Kheledzan): Using body weight to force a turn
  11. *Mount (Kheledzan): Reducing weight to increase speed
  12. *Mount (Kheledzan): Flying is slower too low to the ground
  13. *Mount (Kheledzan): Landing on a moving surface
  14. *Mount (Kheledzan): Feeding a mount by hand
  15. *Mount (Kheledzan): Making a tight landing
  16. *Mount (Kheledzan): Using defiance to help take off
  17. *Mount (Kheledzan): Knowing when a mount won’t go further.
  18. *Mount (Kheledzan): A Kheledzan will bite unfamiliar things
  19. *Mount (Kheledzan): Sitting sidesaddle
  20. *Mount (Kheledzan): Holding the reins in your tail
  21. *Mount (Kheledzan): Using lower body commands
  22. *Mount (Kheledzan): Use your knees.
  23. *Mount: Ignis Internum [1/2]
  24. *Mount: Ignis Internum [2/2]
  25. Mount: Mounts and Menaces [1/3]
  26. Mount: Mounts and Menaces [2/3]
  27. Mount: Mounts and Menaces [3/3]
(47/250) +0 Competent
Mount (Air) (10)
  1. *Mount (Kheledzan): How to use a flying saddle
  2. *Mount (Kheledzan): The importance of strapping in before takeoff
  3. *Mount (Kheledzan): Do a barrel roll
  4. *Mount (Kheledzan): Aerial dismount
  5. *Mount (Kheledzan): Flying directly across the path of an oncoming enemy
  6. *Mount (Kheledzan): Use the command 'up' to fly
  7. Mount (Air): Getting on a Sohr Kahl
  8. Mount (Air): Sohr Kahl flight
  9. Mount (Air): Being flown on a Sohr Kahl is different than flying it yourself.
  10. Mount (Air): Sohr Kahl saddles and equipment.
----- ----- (47/250) Competent
Polearm (Two Handed) (79)
  1. Polearm: Spinning Cut (SP)
  2. Polearm: The neck is a Human Weakpoint (PR)
  3. Polearm: Non-Lethal Take Down Technique (PR)
  4. Polearm: Handling an unbalanced weapon (SP)
  5. Polearm: Catching an enemy midair
  6. Polearm: Redirecting a parried strike into a slash
  7. Polearm: The danger of overextending your reach
  8. Polearm: Hooking an enemy and dragging them close
  9. Polearm: Decapitating a pinned enemy
  10. Polearm: Using a scythe like a machete in the undergrowth
  11. Polearm: Using the scythe from a seated position is a bad idea
  12. Polearm: Feinting from an attack into a hook
  13. Polearm: Fighting with a weighted weapon
  14. Polearm: Using the length of a weapon to increase the force of a swing
  15. Polearm: Stab and slice
  16. Polearm: Use the concave edge to slice, not the convex one
  17. Polearm: Taking a mobile stance
  18. Polearm: The importance of being able to attack from any direction
  19. Polearm: Flurry of jabs
  20. Polearm: Spinning a scythe overhead
  21. Polearm: Making slashing attacks with hone boosted strength
  22. Polearm: Hooking an enemy weapon to disarm them
  23. Polearm: Using a wide sweep to scare opponents into each other
  24. Polearm: Best to keep an enemy just out of effective range
  25. Polearm: Attacking someone behind you over the shoulder
  26. Polearm: Fighting along with fire
  27. Polearm: Catching someone in the ribs with the butt
  28. Polearm: Hitting with the shaft when an enemy is too close
  29. Polearm: Mowing down tiny enemies
  30. Polearm: Bracing against a charging foe
  31. Polearm: Using the hook to launch one enemy at another
  32. Polearm: Twist with the weapon inside an enemy
  33. Polearm: Spears are very effective in countering the scythe
  34. Polearm: Jabbing to probe a foe’s defenses
  35. Polearm: Hooking an enemy overextends the body
  36. Polearm: Maneuvering the scythe over an enemy
  37. Polearm: Sweeping someone off their feet with the shaft
  38. Polearm: Practicing a two handed grip
  39. Polearm: Wielding with one hand and one tail
  40. Polearm: Keeping a looser grip on the front
  41. Polearm: Using twists and spins instead of stabs and slashes
  42. Polearm: Using the butt to disable an opponent
  43. Polearm: The importance of drilling with different armors
  44. Polearm: A macehead is easy to hook
  45. Polearm: Knocking an opponent with the butt of the scythe
  46. Polearm: Dash and slash
  47. Polearm: Deflecting a tail attack
  48. Polearm: A trident can’t use a scythe’s moveset effectively
  49. Polearm: Scale and Shadow (1/2)
  50. Polearm: Scale and Shadow (2/2)
  51. Polearm: Ruby Blood on Emerald Grass (1/3)
  52. Polearm: Ruby Blood on Emerald Grass (2/3)
  53. Polearm: Ruby Blood on Emerald Grass (3/3)
  54. Polearm: Teaching Young Pups New Tricks [1/2]
  55. Polearm: Teaching Young Pups New Tricks [2/2]
  56. Polearm: The Smallest Flame Burns Brightest [1/3]
  57. Polearm: The Smallest Flame Burns Brightest [2/3]
  58. Polearm: The Smallest Flame Burns Brightest [3/3]
  59. Polearm: Multiple opponents in open spaces
  60. Polearm: Using a magically enhanced weapon
  61. Polearm: A Nasty Surprise [1/3]
  62. Polearm: A Nasty Surprise [2/3]
  63. Polearm: A Nasty Surprise [3/3]
  64. Polearm: Preparations [1/3]
  65. Polearm: Preparations [2/3]
  66. Polearm: Preparations [3/3]
  67. Polearm: Pickup [1/3]
  68. Polearm: Pickup [2/3]
  69. Polearm: Pickup [3/3]
  70. Polearm: All v One, and One v All [1/5]
  71. Polearm: All v One, and One v All [2/5]
  72. Polearm: All v One, and One v All [3/5]
  73. Polearm: All v One, and One v All [4/5]
  74. Polearm: All v One, and One v All [5/5]
  75. Polearms: Lightning Gem [1/3]
  76. Polearms: Lightning Gem [2/3]
  77. Polearms: Lightning Gem [3/3]
  78. Polearm - Turning over a new leaf [1/2]
  79. Polearm - Turning over a new leaf [2/2]
(170/250) +0 Master
Polearm (One Handed) (6)
  1. Polearm: Twist to Disarm
  2. Polearm: Front-heavier than most polearms
  3. Polearm: Shorter range than the scythe
  4. Polearm: Tripping an opponent with the head as a counterweight
  5. Polearm: Knowing when to let go
  6. Polearm: Steadying and streamlining attacks with Air Defiance
----- ----- (170/250) Master
Ranged (34)
  1. Ranged: Cocking and loading under duress
  2. Ranged: Shooting from Kheledzan-back
  3. Ranged: Deterring enemies from charging head on
  4. Ranged: Taking a knee to steady your aim
  5. Ranged: Compensating for an arm injury in aiming
  6. Ranged: Don’t aim with the bolt head
  7. Ranged: Handcocking the crossbow with the front stirrup
  8. Ranged: Shooting from one side of a mount might be easier than from the other
  9. Ranged: Using battlements as cover to reload
  10. Ranged: Bracing a crossbow against your shield
  11. Ranged: Shooting a trapped target
  12. Ranged: Reloading midflight
  13. Ranged: Learning to reload smoothly
  14. Ranged: Spanning a crossbow by hand
  15. Ranged: Using a spanning belt
  16. Ranged: The advantages of a lever in spanning
  17. Ranged: Reloading under fire
  18. Ranged: Spanning with a winch is slow, but strong
  19. Ranged: Holding the crossbow steady in flight
  20. Ranged: Adjusting for the wind
  21. Ranged: Adjusting for the wind
  22. Ranged: Shifting your aim at higher distances
  23. Ranged: Using defiance to correct a bolt's flight
  24. Ranged: Using a spanning belt
  25. Ranged: Adjusting for gravity over a long distance
  26. Ranged: A Fine Cut [1/2]
  27. Ranged: A Fine Cut [2/2]
  28. Ranged: March to the River [1/2]
  29. Ranged: March to the River [2/2]
  30. Ranged: The Principle of the Sling [1/5]
  31. Ranged: The Principle of the Sling [2/5]
  32. Ranged: The Principle of the Sling [3/5]
  33. Ranged: The Principle of the Sling [4/5]
  34. Ranged: The Principle of the Sling [5/5]
(45/250) +0 Competent
Shield (85)
  1. Shield: Keeping your feet planted (SP)
  2. Shield: Shield Bash (SP)
  3. Shield: Blocking Projectiles
  4. Shield: Angling a shield to not take a blow head on
  5. Shield: Protecting a mount
  6. Shield: Preemptive Strike
  7. Shield: The importance of keeping your shield up
  8. Shield: Holding a defensive stance
  9. Shield: Deflecting to throw an enemy off balance
  10. Shield: Throwing off an enemy clinging to your shield
  11. Shield: Propping the crossbow up on the top of a shield
  12. Shield: Blocking on instinct
  13. Shield: Can’t block an attack from two sides
  14. Shield: Effective against projectiles
  15. Shield: Good to use in formation fighting
  16. Shield: Can protect the soldier beside you
  17. Shield: Shielding other people
  18. Shield: Hiding from a hail of arrows
  19. Shield: Double fisting shields sucks
  20. Shield:Shielding yourself from something falling on you
  21. Shield: Keeping a shield up while shooting a crossbow
  22. Shield: Bring your shield up under someone’s chin
  23. Shield: Unbalancing an opponent with a shove
  24. Shield: Clipping an enemy under the chin
  25. Shield: Leading from a deflect into a flurry of blows
  26. Shield: Feigning letting the shield drop
  27. Shield: Shield Charge into disoriented enemies
  28. Shield: Tossing someone over your shield
  29. Shield: Air can help a shield maneuver and move
  30. Shield: Catching a blow with the side instead of the front
  31. Shield: Stopping a shield charge short to deflect a blow
  32. Shield: Circling in a direction so you can keep your shield up.
  33. Shield: Deflecting a flame missile
  34. Shield: Shield slam is forceful enough to send a human flying
  35. Shield: Using in conjunction with a two handed weapon
  36. Shield: Keeping an enemy from biting you
  37. Shield: Kicking at a shield to throw an enemy off
  38. Shield: Blocking an attack from the back
  39. Shield: Knocking down an opponent to buy time
  40. Shield: Use your own momentum to swing into a slam
  41. Shield: Dangerous to block against dual wielded weapons
  42. Shield: Hard to use when an opponent is on top of you
  43. Shield: Throwing your shield as a last resort
  44. Shield: Using the shield as a counterweight in spinning
  45. Shield: Most people expect a shield to be slow
  46. Shield: How to tuck behind the tower's cover
  47. Shield: Don't forget your shield while attacking
  48. Shield: Bracing the shield against blunt attacks
  49. Shield: Using the shield for clearance
  50. Shield: Blocking a hail of arrows
  51. Shield: Parrying is basically the same as punching
  52. Shield: Parrying to open up an enemy’s guard
  53. Shield: Deflect instead of blocking
  54. Shield: Angle of deflection is important
  55. Shield: Blocking a projectile reflexively
  56. Shield: Scale and Shadow (1/5)
  57. Shield: Scale and Shadow (2/5)
  58. Shield: Scale and Shadow (3/5)
  59. Shield: Scale and Shadow (4/5)
  60. Shield: Scale and Shadow (5/5)
  61. Shield: The Smallest Flame Burns Brightest [1/3]
  62. Shield: The Smallest Flame Burns Brightest [2/3]
  63. Shield: The Smallest Flame Burns Brightest [3/3]
  64. Shield: Snakes and Shields [1/2]
  65. Shield: Snakes and Shields [2/2]
  66. Shield: Hook... [1/5]
  67. Shield: Hook... [2/5]
  68. Shield: Hook... [3/5]
  69. Shield: Hook... [4/5]
  70. Shield: Hook... [5/5]
  71. Shield: The Rise of Rhaum; The Fall of Rharne [1/3]
  72. Shield: The Rise of Rhaum; The Fall of Rharne [2/3]
  73. Shield: The Rise of Rhaum; The Fall of Rharne [3/3]
  74. Shield: Lightning Gem [1/3]
  75. Shield: Lightning Gem [2/3]
  76. Shield: Lightning Gem [3/3]
  77. Shield: The Tragedy of the Magic Toad [1/3]
  78. Shield: The Tragedy of the Magic Toad [2/3]
  79. Shield: The Tragedy of the Magic Toad [3/3]
  80. Shield: Ambush [1/1]
  81. Shield: Upon the Waves II. [1/5]
  82. Shield: Upon the Waves II. [2/5]
  83. Shield: Upon the Waves II. [3/5]
  84. Shield: Upon the Waves II. [4/5]
  85. Shield: Upon the Waves II. [5/5]
(100/100) +10 (110/100) Grandmaster
Smithing (49)
  1. Smithing: The Price of a Puzzle [1/4]
  2. Smithing: The Price of a Puzzle [2/4]
  3. Smithing: The Price of a Puzzle [3/4]
  4. Smithing: The Price of a Puzzle [4/4]
  5. Smithing: The Price of a Puzzle: Calibration [1/2]
  6. Smithing: The Price of a Puzzle: Calibration [2/2]
  7. Smithing: The Price of a Puzzle: Wirework [1/4]
  8. Smithing: The Price of a Puzzle: Wirework [2/4]
  9. Smithing: The Price of a Puzzle: Wirework [3/4]
  10. Smithing: The Price of a Puzzle: Wirework [4/4]
  11. Smithing: The Price of a Puzzle: Experimentation [1/3]
  12. Smithing: The Price of a Puzzle: Experimentation [2/3]
  13. Smithing: The Price of a Puzzle: Experimentation [3/3]
  14. Smithing: Pickup [1/3]
  15. Smithing: Pickup [2/3]
  16. Smithing: Pickup [3/3]
  17. Smithing: For Want of a Nail [1/5]
  18. Smithing: For Want of a Nail [2/5]
  19. Smithing: For Want of a Nail [3/5]
  20. Smithing: For Want of a Nail [4/5]
  21. Smithing: For Want of a Nail [5/5]
  22. Smithing: An Apprentice's Due [1/5]
  23. Smithing: An Apprentice's Due [2/5]
  24. Smithing: An Apprentice's Due [3/5]
  25. Smithing: An Apprentice's Due [4/5]
  26. Smithing: An Apprentice's Due [5/5]
  27. Smithing: A Boxful of Nails [1/5]
  28. Smithing: A Boxful of Nails [2/5]
  29. Smithing: A Boxful of Nails [3/5]
  30. Smithing: A Boxful of Nails [4/5]
  31. Smithing: A Boxful of Nails [5/5]
  32. Smithing: Which Came First… [1/5]
  33. Smithing: Which Came First… [2/5]
  34. Smithing: Which Came First… [3/5]
  35. Smithing: Which Came First… [4/5]
  36. Smithing: Which Came First… [5/5]
  37. Smithing: Tools of the Trade [1/3]
  38. Smithing: Tools of the Trade [2/3]
  39. Smithing: Tools of the Trade [3/3]
  40. Smithing: Let Me Axe You A Question [1/3]
  41. Smithing: Let Me Axe You A Question [2/3]
  42. Smithing: Let Me Axe You A Question [3/3]
  43. Smithing: Lightning Gem [1/1]
  44. Smithing: Works of Darles Charwin [1/3]
  45. Smithing: Works of Darles Charwin [2/3]
  46. Smithing: Works of Darles Charwin [3/3]
  47. Smithing: A Father's Memory [1/3]
  48. Smithing: A Father's Memory [2/3]
  49. Smithing: A Father's Memory [3/3]
(95/250) +0 Expert
Socialization (73)
  1. Socialization: Let’s Attune [1/3]
  2. Socialization: Let’s Attune [2/3]
  3. Socialization: Let’s Attune [3/3]
  4. *Negotiation: Getting a larger share of the loot
  5. *Negotiation: Knowing when you have no other options
  6. *Negotiation: Offering a trade of information
  7. *Negotiation: The Price of a Puzzle [1/2]
  8. *Negotiation: The Price of a Puzzle [2/2]
  9. *Negotiation: Planning [1/3]
  10. *Negotiation: Planning [2/3]
  11. *Negotiation: Planning [3/3]
  12. *Persuasion: Melrath Cold Cycle 719 Event: Ch 1.
  13. *Rhetoric: Use blunt honesty to demand the same
  14. *Rhetoric: Projecting confidence
  15. *Rhetoric: Comforting children
  16. *Rhetoric: Using jokes to put someone at ease
  17. *Rhetoric: Making promises to reassure
  18. *Rhetoric: Getting someone to keep their cool
  19. *Rhetoric: Quoting other people to convince someone
  20. *Rhetoric: Getting someone to take it easy
  21. *Rhetoric: Giving an unexpected response to diffuse hostility
  22. *Rhetoric: Expressing camaraderie to get people to lower their guard
  23. *Rhetoric: Making promises to convince someone not to worry about you
  24. *Rhetoric: Speaking to one person to subtly reassure another
  25. *Rhetoric: Convincing someone you’re harmless
  26. *Rhetoric: Pointing out danger to get them to see things your way
  27. *Rhetoric: Asking questions to make them give answers that support your point
  28. *Rhetoric: Trying to get out of learning a new language
  29. *Rhetoric: Tricking someone into looking where you want to distract them
  30. *Rhetoric: Deflecting a question you don’t want to answer
  31. *Rhetoric: Using display of ability to prove your value
  32. *Rhetoric: Talking yourself into a higher position
  33. *Rhetoric: Deflecting from having to admit that you were wrong
  34. *Rhetoric: Let’s Attune [1/3]
  35. *Rhetoric: Let’s Attune [2/3]
  36. *Rhetoric: Let’s Attune [3/3]
  37. *Rhetoric: Planning [1/3]
  38. *Rhetoric: Planning [2/3]
  39. *Rhetoric: Planning [3/3]
  40. Socialization: A Close Call [1/1]
  41. Socialization [1/9]
  42. Socialization [2/9]
  43. Socialization [3/9]
  44. Socialization [4/9]
  45. Socialization [5/9]
  46. Socialization [6/9]
  47. Socialization [7/9]
  48. Socialization [8/9]
  49. Socialization [9/9]
  50. Socialization: Fun with Funds and Finances [1/3]
  51. Socialization: Fun with Funds and Finances [2/3]
  52. Socialization: Fun with Funds and Finances [3/3]
  53. Socialization : Putting forward an argument for magic.
  54. Socialization: Clearly explaining why you think what you do.
  55. Socialization: Constructing a clear and lucid argument.
  56. Socialization: Making deals with an Immortal
  57. Socialization: Having a quiet talk with an Immortal
  58. Socialization: Lightning Gem [1/2]
  59. Socialization: Lightning Gem [2/2]
  60. Socialization: Water Table [1/5]
  61. Socialization: Water Table [2/5]
  62. Socialization: Water Table [3/5]
  63. Socialization: Water Table [4/5]
  64. Socialization: Water Table [5/5]
  65. Socialization: Night Market [1/1]
  66. Socialization: Saoire’s Heroes [1/3]
  67. Socialization: Saoire’s Heroes [2/3]
  68. Socialization: Saoire’s Heroes [3/3]
  69. Socialization: Working in a large group can be very frantic.
  70. Socialization: Fright Night [1/4]
  71. Socialization: Fright Night [2/4]
  72. Socialization: Fright Night [3/4]
  73. Socialization: Fright Night [4/4]
(35/250) +0 Competent
Strength (77)
  1. Strength: Planting your feet to throw off a weight
  2. Strength: Arm Wrestling
  3. Strength: Hauling a wheelbarrow up a ditch
  4. Strength: Using heavy training weapons is a good work out
  5. Strength: Rolling a carcass over
  6. Strength: Cracking open ribs
  7. Strength: Lifting involves the core and legs as much as the arms
  8. Strength: Lifting in unison
  9. Strength: Unsticking a wheel from mud
  10. Strength: Doing pushups with someone on your back
  11. Strength: Military pushups
  12. Strength: Holding your arm straight out in a windstorm
  13. Strength: Pulling yourself up onto a rock
  14. Strength: Holding tight as an opponent tries to grab your weapon
  15. Strength: Digging in to stop a moving target
  16. Strength: Lifting a massive skull from the earth
  17. Strength: Tearing an opponent's weapon from their hands
  18. Strength: Moving a boulder out of the way
  19. Strength: Got to plant your feet to push properly
  20. Strength: Pushing is a full body exercise
  21. Strength: Tackling someone to the ground
  22. Strength: Exercises for the core muscles
  23. Strength: The importance of training all muscle groups
  24. Strength: Core muscles are used in most actions
  25. Strength: Exertion works the tendons as much as muscle
  26. Strength: The importance of joint support during exercise
  27. Strength: Throwing a ghost as far as possible
  28. Strength: How to plant your feet firmly
  29. Strength: Squat to lift things
  30. Strength: Interval training to build up power
  31. Strength: The effectiveness of resistance training
  32. Strength: Swinging a pickaxe into solid stone
  33. Strength: Levering rock from a wall
  34. Strength: Shoveling stone chips
  35. Strength: Properly picking up a prone body
  36. Strength: It’s difficult to tuck a body under your arm
  37. Strength: Pulling yourself with a rope into the sea
  38. Strength: Melrath Cold Cycle 719 Event: Ch 1.
  39. Strength: 1/2 Melrath Cold Cycle 719 Event: Ch 2.
  40. Strength: 2/2 Melrath Cold Cycle 719 Event: Ch 2.
  41. Strength: Pride Castle - The Dojo [1/4]
  42. Strength: Pride Castle - The Dojo [2/4]
  43. Strength: Pride Castle - The Dojo [3/4]
  44. Strength: Pride Castle - The Dojo [4/4]
  45. Strength: What Roots [1/3]
  46. Strength: What Roots [2/3]
  47. Strength: What Roots [3/3]
  48. Strength: Teaching Young Pups New Tricks [1/3]
  49. Strength: Teaching Young Pups New Tricks [2/3]
  50. Strength: Teaching Young Pups New Tricks [3/3]
  51. Strength: An Unusual Job [1/3]
  52. Strength: An Unusual Job [2/3]
  53. Strength: An Unusual Job [3/3]
  54. Strength: The Price of a Puzzle: Calibration [1/1]
  55. Strength: Nothing But Remains [1/3]
  56. Strength: Nothing But Remains [2/3]
  57. Strength: Nothing But Remains [3/3]
  58. Strength: The Price of a Puzzle: Wirework [1/1]
  59. Strength: Lifting things in the kitchen
  60. Strength: The Price of a Puzzle: Experimentation [1/3]
  61. Strength: The Price of a Puzzle: Experimentation [2/3]
  62. Strength: The Price of a Puzzle: Experimentation [3/3]
  63. Strength: Battle Buddies [1/1]
  64. Strength: Preparations [1/3]
  65. Strength: Preparations [2/3]
  66. Strength: Preparations [3/3]
  67. Strength: The Rise of Rhaum; The Fall of Rharne [1/2]
  68. Strength: The Rise of Rhaum; The Fall of Rharne [2/2]
  69. Strength: For Want of a Nail [1/1]
  70. Strength: An Apprentice's Due [1/1]
  71. Strength: Lightning Gem [1/2]
  72. Strength: Lightning Gem [2/2]
  73. Strength: Praetorum vs The Wall [1/2]
  74. Strength: Praetorum vs The Wall [2/2]
  75. Strength: A Father's Memory [1/3]
  76. Strength: A Father's Memory [2/3]
  77. Strength: A Father's Memory [3/3]
(80/250) +0 Expert
Swimming (6)
  1. Swimming: Making good use of Thiussum webbing
  2. Swimming: Swimming is easier with new mutation
  3. Swimming: Turning requires some delicacy now
  4. Swimming: Using a barrel else to hold yourself above the water
  5. Swimming: Diving to avoid getting hit
  6. Swimming: Lightning Gem [1/1]
(10/250) +0 Novice
Tactics (187)
  1. Tactics: Planning with enemy physiology in mind
  2. Tactics: Tricking enemies towards an ally
  3. Tactics: Determining tactics from weapons
  4. Tactics: Sometimes splitting up is a good idea
  5. Tactics: Drawing enemy attention to give allies some breathing room
  6. Tactics: Arial pincer formation
  7. Tactics: Coaxing an enemy into overextending themselves
  8. Tactics: Considering the reach of weapons when deciding how to move
  9. Tactics: Magic opens up many new possibilities
  10. Tactics: Talking through hypothetical scenarios
  11. Tactics: Heavy protection allows for aggressive tactics
  12. Tactics: Tiring out your enemies
  13. Tactics: Enhanced hearing could help in combat
  14. Tactics: Rapid blows force an enemy to retreat without giving them a chance to fight back
  15. Tactics: It’s important to consider uses beyond combat
  16. Tactics: Don’t underestimate an opponent
  17. Tactics: Utilizing the difference in sizes between different races
  18. Tactics: Shoot the exposed target, not the closest one
  19. Tactics: Escalades are meant to open the way for the rest of the army
  20. Tactics: Don’t give your enemy space to breath
  21. Tactics: Knowing what your advantages are
  22. Tactics: Not walking into a bad situation
  23. Tactics: Spotting strange behavior from an enemy
  24. Tactics: Knowing when you’re being targeted
  25. Tactics: Destroying tracks to hide ones base camp
  26. Tactics: Cut off the money, and the mercs disappear
  27. Tactics: Baiting an enemy into attacking
  28. Tactics: Talking through an enemy’s tactics with others to figure them out
  29. Tactics: The small can band together to defeat the strong
  30. Tactics: Prisoners can be shaken down for information
  31. Tactics: Remembering tactics seen in passing
  32. Tactics: Herding enemies with fire
  33. Tactics: Earth defiance is good for battlefield control
  34. Tactics: Weighing pros and cons of different elements in different scenarios
  35. Tactics: Small differences can change the tide of a battle
  36. Tactics: Using the weather to your advantage
  37. Tactics: Pitting two foes against each other
  38. Tactics: Figuring out what tactic an enemy used against you
  39. Tactics: Leaping attacks have lower manuverability
  40. Tactics: If an enemy is too fast, stop them
  41. Tactics: Using defiance to isolate yourself and an opponent from a larger battle
  42. Tactics: Working out on an unknown creature what the most dangerous part is
  43. Tactics: Buying time to prepare hone runes before a duel
  44. Tactics: Spotting a feint when you see one
  45. Tactics: Using any breathing space you can get
  46. Tactics: Keeping an enemy in the dark about your full strength
  47. Tactics: Tactical implications of tournament rules
  48. Tactics: Swarming can bring down a superior foe
  49. Tactics: Unarmed combatants will dodge close if they can
  50. Tactics: It’s important to know your opponent’s first instincts
  51. Tactics: Flying opens up the possibility of aerial tactics
  52. Tactics: Protection of the defenseless.
  53. Tactics: Spill their blood!
  54. Tactics: Using a projectile as a distraction to advance
  55. Tactics: Turning your opponent’s tricks against them
  56. Tactics: Most important thing in combat is information
  57. Tactics: Using Static at the beginning of combat
  58. Tactics: Narrowing down what magic an enemy has used
  59. Tactics: Guess an ally’s orders from troop movements
  60. Tactics: Realizing you're being separated
  61. Tactics: Luring enemies away from allies
  62. Tactics: Using a large projectile to hide your approach
  63. Tactics: Launching a surprise attack from underground
  64. Tactics: Being able to drain an enemy of strength opens up many options
  65. Tactics: Precise use of Marked abilities.
  66. Tactics: Infantry vs Cavalry
  67. Tactics: Hollow Circle formation
  68. Tactics: There’s a time and place for the turtle formation
  69. Tactics: 1/3: Melrath Cold Cycle 719 Event: Ch 1.
  70. Tactics: 2/3: Melrath Cold Cycle 719 Event: Ch 1.
  71. Tactics: 3/3: Melrath Cold Cycle 719 Event: Ch 1.
  72. Tactics: 1/4 Melrath Cold Cycle 719 Event: Ch 2.
  73. Tactics: 2/4 Melrath Cold Cycle 719 Event: Ch 2.
  74. Tactics: 3/4 Melrath Cold Cycle 719 Event: Ch 2.
  75. Tactics: 4/4 Melrath Cold Cycle 719 Event: Ch 2.
  76. Tactics: Pride Castle - The Dojo [1/4]
  77. Tactics: Pride Castle - The Dojo [2/4]
  78. Tactics: Pride Castle - The Dojo [3/4]
  79. Tactics: Pride Castle - The Dojo [4/4]
  80. Tactics: Find Your Way Part 6 [1/4]
  81. Tactics: Find Your Way Part 6 [2/4]
  82. Tactics: Find Your Way Part 6 [3/4]
  83. Tactics: Find Your Way Part 6 [4/4]
  84. Tactics: Beneath The Open Sky (1/2)
  85. Tactics: Beneath The Open Sky (2/2)
  86. Tactics: Scale and Shadow (1/3)
  87. Tactics: Scale and Shadow (2/3)
  88. Tactics: Scale and Shadow (3/3)
  89. Tactics: Teaching Young Pups New Tricks
  90. Tactics: Getting ahead(ernickel) [1/3]
  91. Tactics: Getting ahead(ernickel) [2/3]
  92. Tactics: Getting ahead(ernickel) [3/3]
  93. Tactics: The Smallest Flame Burns Brightest [1/3]
  94. Tactics: The Smallest Flame Burns Brightest [2/3]
  95. Tactics: The Smallest Flame Burns Brightest [3/3]
  96. Tactics: Opening Gambit [1/3]
  97. Tactics: Opening Gambit [2/3]
  98. Tactics: Opening Gambit [3/3]
  99. Tactics: The Way [1/2]
  100. Tactics: The Way [2/2]
  101. Tactics: Be prepared. No, really, really prepared.
  102. Tactics: Use everything you can
  103. Tactics: Being sped up allows you to think
  104. Tactics: Trap the ground in front of you.
  105. Tactics: Sea Legs [1/1]
  106. Tactics: A Nasty Surprise [1/5]
  107. Tactics: A Nasty Surprise [2/5]
  108. Tactics: A Nasty Surprise [3/5]
  109. Tactics: A Nasty Surprise [4/5]
  110. Tactics: A Nasty Surprise [5/5]
  111. Tactics: Battle Buddies [1/4]
  112. Tactics: Battle Buddies [2/4]
  113. Tactics: Battle Buddies [3/4]
  114. Tactics: Battle Buddies [4/4]
  115. Tactics: Snakes and Shields [1/2]
  116. Tactics: Snakes and Shields [2/2]
  117. Tactics: Light it up [1/2]
  118. Tactics: Light it up [2/2]
  119. Tactics: The Rise of Rhaum; The Fall of Rharne [1/3]
  120. Tactics: The Rise of Rhaum; The Fall of Rharne [2/3]
  121. Tactics: The Rise of Rhaum; The Fall of Rharne [3/3]
  122. Tactics: Gaining Perspective [1/5]
  123. Tactics: Gaining Perspective [2/5]
  124. Tactics: Gaining Perspective [3/5]
  125. Tactics: Gaining Perspective [4/5]
  126. Tactics: Gaining Perspective [5/5]
  127. Tactics: Well, that’s not good [1/3]
  128. Tactics: Well, that’s not good [2/3]
  129. Tactics: Well, that’s not good [3/3]
  130. Tactics: The Adventures of Numbnuts McNumpty (1/4)
  131. Tactics: The Adventures of Numbnuts McNumpty (2/4)
  132. Tactics: The Adventures of Numbnuts McNumpty (3/4)
  133. Tactics: The Adventures of Numbnuts McNumpty (4/4)
  134. Tactics: Similarities [1/4]
  135. Tactics: Similarities [2/4]
  136. Tactics: Similarities [3/4]
  137. Tactics: Similarities [4/4]
  138. Tactics: New Alliances [1/5]
  139. Tactics: New Alliances [2/5]
  140. Tactics: New Alliances [3/5]
  141. Tactics: New Alliances [4/5]
  142. Tactics: New Alliances [5/5]
  143. Tactics: The Fire Within [1/3]
  144. Tactics: The Fire Within [2/3]
  145. Tactics: The Fire Within [3/3]
  146. Tactics: Ignis Internum [1/3]
  147. Tactics: Ignis Internum [2/3]
  148. Tactics: Ignis Internum [3/3]
  149. Tactics: Fire on the Water [1/2]
  150. Tactics: Fire on the Water [2/2]
  151. Tactics: Fight Without Sight [1/3]
  152. Tactics: Fight Without Sight [2/3]
  153. Tactics: Fight Without Sight [3/3]
  154. Tactics: Covering New Ground [1/3]
  155. Tactics: Covering New Ground [2/3]
  156. Tactics: Covering New Ground [3/3]
  157. Tactics: Back to Basics [1/4]
  158. Tactics: Back to Basics [2/4]
  159. Tactics: Back to Basics [3/4]
  160. Tactics: Back to Basics [4/4]
  161. Tactics: Taking individual parts and making them into a whole.
  162. Tactics: Aiming for peace.
  163. Tactics: Creation balances a Diri of Destruction
  164. Tactics: Focus on the big goal
  165. Tactics: Do not allow individual power to overwhelm the group goal.
  166. Tactics: Taking risks when told not to can lead to tricky situations
  167. Tactics: Magic can behave in ways which are unusual for it.
  168. Tactics: Know your own weakness when it comes to scaling walls.
  169. Tactics: Take samples to study later.
  170. Tactics: Aim to do the unexpected
  171. Tactics: Prioritise what you have to achieve
  172. Tactics: Don't get distracted.
  173. Tactics: Lightning Gem [1/7]
  174. Tactics: Lightning Gem [2/7]
  175. Tactics: Lightning Gem [3/7]
  176. Tactics: Lightning Gem [4/7]
  177. Tactics: Lightning Gem [5/7]
  178. Tactics: Lightning Gem [6/7]
  179. Tactics: Lightning Gem [7/7]
  180. Tactics: Upon the Waves I. [1/1]
  181. Tactics: Ambush [1/5]
  182. Tactics: Ambush [2/5]
  183. Tactics: Ambush [3/5]
  184. Tactics: Ambush [4/5]
  185. Tactics: Ambush [5/5]
  186. Tactics: In times of conflict, you should have a central command.
  187. Tactics: Communication is vital to good tactics.
(250/250) +0 Grandmaster
Teaching (53)
  1. Teaching: Snakes and Shields [1/7]
  2. Teaching: Snakes and Shields [2/7]
  3. Teaching: Snakes and Shields [3/7]
  4. Teaching: Snakes and Shields [4/7]
  5. Teaching: Snakes and Shields [5/7]
  6. Teaching: Snakes and Shields [6/7]
  7. Teaching: Snakes and Shields [7/7]
  8. Teaching: Light it up [1/9]
  9. Teaching: Light it up [2/9]
  10. Teaching: Light it up [3/9]
  11. Teaching: Light it up [4/9]
  12. Teaching: Light it up [5/9]
  13. Teaching: Light it up [6/9]
  14. Teaching: Light it up [7/9]
  15. Teaching: Light it up [8/9]
  16. Teaching: Light it up [9/9]
  17. Teaching: Ignis Internum [1/5]
  18. Teaching: Ignis Internum [2/5]
  19. Teaching: Ignis Internum [3/5]
  20. Teaching: Ignis Internum [4/5]
  21. Teaching: Ignis Internum [5/5]
  22. Teaching: All v One, and One v All [1/5]
  23. Teaching: All v One, and One v All [2/5]
  24. Teaching: All v One, and One v All [3/5]
  25. Teaching: All v One, and One v All [4/5]
  26. Teaching: All v One, and One v All [5/5]
  27. Teaching: Covering New Ground [1/2]
  28. Teaching: Covering New Ground [2/2]
  29. Teaching: Back to Basics [1/8]
  30. Teaching: Back to Basics [2/8]
  31. Teaching: Back to Basics [3/8]
  32. Teaching: Back to Basics [4/8]
  33. Teaching: Back to Basics [5/8]
  34. Teaching: Back to Basics [6/8]
  35. Teaching: Back to Basics [7/8]
  36. Teaching: Back to Basics [8/8]
  37. Teaching: Elemental Questions [1/7]
  38. Teaching: Elemental Questions [2/7]
  39. Teaching: Elemental Questions [3/7]
  40. Teaching: Elemental Questions [4/7]
  41. Teaching: Elemental Questions [5/7]
  42. Teaching: Elemental Questions [6/7]
  43. Teaching: Elemental Questions [7/7]
  44. Teaching - Turning over a new leaf [1/4]
  45. Teaching - Turning over a new leaf [2/4]
  46. Teaching - Turning over a new leaf [3/4]
  47. Teaching - Turning over a new leaf [4/4]
  48. Teaching - Tips and Tricks [1/3]
  49. Teaching - Tips and Tricks [2/3]
  50. Teaching - Tips and Tricks [3/3]
  51. Teaching: Starting with a practical exercise
  52. Teaching: Praise helps with confidence
  53. Teaching: You didn't put live steel in the hands of someone who didn't know what they were doing
(85/250) +0 Expert
Unarmed Combat (70)
  1. Unarmed Combat: The importance of a steady stance
  2. Unarmed Combat: An incorrect stomp can unbalance you
  3. Unarmed Combat: Using your tail for the opening move
  4. Unarmed Combat: Shifting from a rooted stance into a run
  5. Unarmed Combat: Using stone to enhance punches
  6. Unarmed Combat: Using Solum with a shield
  7. Unarmed Combat: Turning a defensive wall into a projectile
  8. Unarmed Combat: More limbs makes you more balanced
  9. Unarmed Combat: Blocking an attack with a forearm
  10. Unarmed Combat: Using your tail to guard
  11. Unarmed Combat: Attacking leaves you open
  12. Unarmed Combat: Parrying a blow with your hand
  13. Unarmed Combat: A form meant for defense
  14. Unarmed Combat: Thinking instead of reacting takes valuable time
  15. Unarmed Combat: Most important to practice defending
  16. Unarmed Combat: Slipping past a blow
  17. Unarmed Combat: Unarmed combat moves at a fast pace
  18. Unarmed Combat: Using your tail to replace an arm in defense
  19. Unarmed Combat: Good starter if you don’t know your opponent’s skills
  20. Unarmed Combat: Ducking and weaving to avoid getting hit
  21. Unarmed Combat: Slipping into an opponent’s range to counterattack
  22. Unarmed Combat: Dodging to lure an opponent somewhere
  23. Unarmed Combat: Very focused on offense
  24. Unarmed Combat: Important to figure out which foot to lead with
  25. Unarmed Combat: Flowing from one move to another
  26. Unarmed Combat: Using wind to perform a faster spinning kick
  27. Unarmed Combat: Using a spinning kick to propel a bolt of flame
  28. Unarmed Combat: Using existing momentum to help fling an attack
  29. Unarmed Combat: Unbalancing a foe with a flurry of blows
  30. Unarmed Combat: Using a sweeping kick against a charging enemy
  31. Unarmed Combat: Following a kick with a tail whip
  32. Unarmed Combat: Using a kick to put distance between you and an enemy
  33. Unarmed Combat: Feinting to keep an enemy at bay
  34. Unarmed Combat: Sweeping an enemy off their feet
  35. Unarmed Combat: Pride Castle - The Dojo [1/5]
  36. Unarmed Combat: Pride Castle - The Dojo [2/5]
  37. Unarmed Combat: Pride Castle - The Dojo [3/5]
  38. Unarmed Combat: Pride Castle - The Dojo [4/5]
  39. Unarmed Combat: Pride Castle - The Dojo [5/5]
  40. Unarmed Combat: What Roots [1/3]
  41. Unarmed Combat: What Roots [2/3]
  42. Unarmed Combat: What Roots [3/3]
  43. Unarmed: A Spark of Understanding [1/2]
  44. Unarmed: A Spark of Understanding [2/2]
  45. Unarmed Combat: Sea Legs [1/5]
  46. Unarmed Combat: Sea Legs [2/5]
  47. Unarmed Combat: Sea Legs [3/5]
  48. Unarmed Combat: Sea Legs [4/5]
  49. Unarmed Combat: Sea Legs [5/5]
  50. Unarmed Combat: Battle Buddies [1/6]
  51. Unarmed Combat: Battle Buddies [2/6]
  52. Unarmed Combat: Battle Buddies [3/6]
  53. Unarmed Combat: Battle Buddies [4/6]
  54. Unarmed Combat: Battle Buddies [5/6]
  55. Unarmed Combat: Battle Buddies [6/6]
  56. Unarmed Combat: Similarities [1/4]
  57. Unarmed Combat: Similarities [2/4]
  58. Unarmed Combat: Similarities [3/4]
  59. Unarmed Combat: Similarities [4/4]
  60. Unarmed Combat: The Fire Within [1/4]
  61. Unarmed Combat: The Fire Within [2/4]
  62. Unarmed Combat: The Fire Within [3/4]
  63. Unarmed Combat: The Fire Within [4/4]
  64. Unarmed Combat: Fight Without Sight [1/2]
  65. Unarmed Combat: Fight Without Sight [2/2]
  66. Combat: Unarmed: Praetorum vs The Wall [1/2]
  67. Combat: Unarmed: Praetorum vs The Wall [2/2]
  68. Unarmed Combat: Praetorum vs Ground Pounder [1/3]
  69. Unarmed Combat: Praetorum vs Ground Pounder [2/3]
  70. Unarmed Combat: Praetorum vs Ground Pounder [2/3]
(160/250) +0 Master
Whips & Flails (One Handed) (4)
  1. Whips & Flails: Starting Package Update [1/4]
  2. Whips & Flails: Starting Package Update [2/4]
  3. Whips & Flails: Starting Package Update [3/4]
  4. Whips & Flails: Starting Package Update [4/4]
(30/250) +0 Novice
Woodworking (9)
  1. Woodworking: Tools of the Trade [1/3]
  2. Woodworking: Tools of the Trade [2/3]
  3. Woodworking: Tools of the Trade [3/3]
  4. Woodworking: Let Me Axe You A Question [1/3]
  5. Woodworking: Let Me Axe You A Question [2/3]
  6. Woodworking: Let Me Axe You A Question [3/3]
  7. Woodworking - The Harmless Hunt [1/3]
  8. Woodworking - The Harmless Hunt [2/3]
  9. Woodworking - The Harmless Hunt [3/3]
(25/250) +0 Novice




Untrained Skills

Skill Points Bonus Adjusted Rank
Appraisal (8)
  1. Appraisal: Night Market [1/4]
  2. Appraisal: Night Market [2/4]
  3. Appraisal: Night Market [3/4]
  4. Appraisal: Night Market [4/4]
  5. Appraisal: Fright Night [1/4]
  6. Appraisal: Fright Night [2/4]
  7. Appraisal: Fright Night [3/4]
  8. Appraisal: Fright Night [4/4]
(0/250) +0 Untrained
Caregiving (10)
  1. Caregiving: Lightning Gem [1/1]
  2. Caregiving: Water Table [1/4]
  3. Caregiving: Water Table [2/4]
  4. Caregiving: Water Table [3/4]
  5. Caregiving: Water Table [4/4]
  6. Caregiving: A Nel for Your Thoughts... [1/5]
  7. Caregiving: A Nel for Your Thoughts... [2/5]
  8. Caregiving: A Nel for Your Thoughts... [3/5]
  9. Caregiving: A Nel for Your Thoughts... [4/5]
  10. Caregiving: A Nel for Your Thoughts... [5/5]
(0/250) +0 Untrained
Cartography (2)
  1. Cartography: Lightning Gem [1/2]
  2. Cartography: Lightning Gem [2/2]
(0/250) +0 Untrained
Cooking (1)
  1. Cooking: There are types of potato.
(0/250) +0 Untrained
Deception (1)
  1. *Disguise: Importance of hiding symbols and markings
(0/250) +0 Untrained
Engineering (1)
  1. Engineering: Lightning Gem [1/1]
(0/250) +0 Untrained
Ensorcelling (10)
  1. Ensorcelling: Ensorcelling is the art of using and refining wells
  2. Ensorcelling: Wells are dangerous things
  3. Ensorcelling: Wells are solid ether
  4. Ensorcelling: The ether that a raw well is made of is all tangled up
  5. Ensorcelling: Any sort of impurities, even a speck of dirt, could drastically alter the results you get when tapping the well
  6. Ensorcelling: Wells are generally stable, and will not explode if you drop them
  7. Ensorcelling: Tapping a pressure point is dangerous
  8. Ensorcelling: Half of all people who practice ensorcelling die or are crippled through well explosions
  9. Ensorcelling: Through close examination, you can identify surface pressure points though discolorations and irregular patches.
  10. Ensorcelling: The rune of ethersight lets you see pressure points
(0/250) +0 Untrained
Etiquette (28)
  1. Etiquette: Friendly, but cautious.
  2. Etiquette: When to bring up questions - and when not.
  3. Etiquette: Bowing to an Induk.
  4. Etiquette: Properly asking for an Immortal's help
  5. Etiquette: Communication with an Induk.
  6. Etiquette: Lightning Gem [1/4]
  7. Etiquette: Lightning Gem [2/4]
  8. Etiquette: Lightning Gem [3/4]
  9. Etiquette: Lightning Gem [4/4]
  10. Etiquette: Water Table [1/4]
  11. Etiquette: Water Table [2/4]
  12. Etiquette: Water Table [3/4]
  13. Etiquette: Water Table [4/4]
  14. Etiquette: Saoire’s Heroes [1/3]
  15. Etiquette: Saoire’s Heroes [2/3]
  16. Etiquette: Saoire’s Heroes [3/3]
  17. Etiquette: Fright Night [1/4]
  18. Etiquette: Fright Night [2/4]
  19. Etiquette: Fright Night [3/4]
  20. Etiquette: Fright Night [4/4]
  21. Etiquette: Weddings are complicated
  22. Etiquette: Appropriate Wedding Gifts
  23. Etiquette: Seating by size
  24. Etiquette: What does love do [1/5]
  25. Etiquette: What does love do [2/5]
  26. Etiquette: What does love do [3/5]
  27. Etiquette: What does love do [4/5]
  28. Etiquette: What does love do [5/5]
(0/250) +0 Untrained
Intelligence (17)
  1. Intelligence: Identifying co-occuring features
  2. Intelligence: Extrapolating information from known relationships
  3. Intelligence: Spotting logical inconsistencies
  4. Intelligence: Keeping a healthy suspicion of people acting differently towards you than to anyone else
  5. Intelligence: Guessing someone’s profession from appearance
  6. Intelligence: Rumors can be useful intel
  7. Intelligence: Extrapolating information from word choices
  8. Intelligence: Noticing patterns in illegible text
  9. Intelligence: Recognizing somewhere you’ve been before
  10. Intelligence: Knowing a threat when you hear one
  11. Intelligence: Gathering info from neighbors
  12. Intelligence: Weighting the chances of something being a trap
  13. Intelligence: Recognizing a face in very different circumstances
  14. Intelligence: Deducing a magic by its name
  15. Intelligence: Don’t accept a drink from a possible enemy
  16. Intelligence: Spotting a greedy scammer
  17. Intelligence: Lightning Gem [1/1]
(0/250) +0 Untrained
Investigation (44)
  1. Investigation: Asking questions of your cellmate.
  2. Investigation: Figuring out what dream you’ve walked into
  3. Investigation: Trying to figure out how far an ability goes
  4. Investigation: Figuring out if a body has been moved.
  5. Investigation: Find Your Way Part 6 [1/5]
  6. Investigation: Find Your Way Part 6 [2/5]
  7. Investigation: Find Your Way Part 6 [3/5]
  8. Investigation: Find Your Way Part 6 [4/5]
  9. Investigation: Find Your Way Part 6 [5/5]
  10. Investigation: Putting together clues which don't make sense
  11. Investigation: Considering what's most important, and keeping focused
  12. Investigation: Keeping on track with what you need to do.
  13. Investigation: Considering a group of statues.
  14. Investigation: Putting together a story from four daughters of Qylios.
  15. Investigation: Clues from arcs ago can be very relevant
  16. Investigation: Lightning Gem [1/3]
  17. Investigation: Lightning Gem [2/3]
  18. Investigation: Lightning Gem [3/3]
  19. Investigation: Night Market [1/3]
  20. Investigation: Night Market [2/3]
  21. Investigation: Night Market [3/3]
  22. Investigation: A Ship in the Night [1/4]
  23. Investigation: A Ship in the Night [2/4]
  24. Investigation: A Ship in the Night [3/4]
  25. Investigation: A Ship in the Night [4/4]
  26. Investigation: Fright Night [1/6]
  27. Investigation: Fright Night [2/6]
  28. Investigation: Fright Night [3/6]
  29. Investigation: Fright Night [4/6]
  30. Investigation: Fright Night [5/6]
  31. Investigation: Fright Night [6/6]
  32. *Interrogation: Questioning a child
  33. *Interrogation: Hard to get answers from someone crying
  34. *Interrogation: Being gentle with questioning
  35. *Interrogation: Let’s Attune [1/3]
  36. *Interrogation: Let’s Attune [2/3]
  37. *Interrogation: Let’s Attune [3/3]
  38. Investigation: Guessing immortal influence through context
  39. Investigation: Trusting your gut instinct
  40. Investigation: What does love do [1/5]
  41. Investigation: What does love do [2/5]
  42. Investigation: What does love do [3/5]
  43. Investigation: What does love do [4/5]
  44. Investigation: What does love do [5/5]
(0/250) +0 Untrained
Jewelry Crafting (2)
  1. Jewelry Crafting: The Price of a Puzzle: Calibration [1/2]
  2. Jewelry Crafting: The Price of a Puzzle: Calibration [2/2]
(0/250) +0 Untrained
Mathematics (4)
  1. Mathematics: Numbers can go below zero
  2. Mathematics: Fun with Funds and Finances [1/3]
  3. Mathematics: Fun with Funds and Finances [2/3]
  4. Mathematics: Fun with Funds and Finances [3/3]
(0/250) +0 Untrained
Medicine (5)
  1. Medicine: Fixing a dislocated shoulder
  2. Medicine: Guessing time of death of a human corpse from stiffness
  3. Medicine: A Close Call [1/1]
  4. Medicine: Warming up someone with hypothermia
  5. Medicine: Identifying when someone is about to die.
(0/250) +0 Untrained
Navigation (2)
  1. Navigation: Lightning Gem [1/2]
  2. Navigation: Lightning Gem [2/2]
(0/250) +0 Untrained
Politics (9t)
  1. Politics: Recognizing your own position in a group
  2. Politics: The dangers of calling on other’s authority
  3. Politics: Political leaders are not the only type of leaders
  4. Politics: Make sure that everyone knows what is expected of them.
  5. Politics: Tell people what their roles are, and what to expect.
  6. Politics: Treaties often include awkward situations
  7. Politics: Your country's reputation can make offering aid tricky
  8. Politics: Figuring out immortal dynamics
  9. Politics: Noticing signs of immortal favor
(0/250) +0 Untrained
Psychology (8)
  1. Psychology: Identifying suicidal feelings
  2. Psychology: The Way [1/2]
  3. Psychology: The Way [2/2]
  4. Psychology: Induk psychology is different.
  5. Psychology: Immortal psychology
  6. Psychology: Of Dragonkin Flight and Fights [1/3]
  7. Psychology: Of Dragonkin Flight and Fights [2/3]
  8. Psychology: Of Dragonkin Flight and Fights [3/3]
(0/250) +0 Untrained
Resistance (3)
  1. Resistance: Sedatives/drugs/poisons can sometimes be hidden in food and water.
  2. Resistance: Lightning Gem [1/2]
  3. Resistance: Lightning Gem [2/2]
(0/250) +0 Untrained
Science (1)
  1. Science: The Principle of the Sling [1/1]
(0/250) +0 Untrained
Stealth (3)
  1. Stealth: Using grass to muffle your footsteps
  2. Stealth: Bare feet are sneakier than armored ones
  3. Stealth: Using other sounds to mask your footsteps
(0/250) +0 Untrained
Storytelling (3)
  1. Storytelling: Stories have power
  2. Storytelling: Watching Cassion's story
  3. Storytelling: Telling your side of a story
(0/250) +0 Untrained

Languages

Starting Languages:
Common (Fluent), Atvian (Broken)

Novice Linguistics:
Common Sign (Broken)
Cursive (Broken)

Rebirth 719 City Bonus:
Yari Common (Broken)

Crack in the Wall:
Atvian (Memory Erased)

Competent Linguistics:
Common Sign (Conversational)
Yari Common (Conversational)

Point Buy:
Yari Common (Fluent)

The Forging:
Atvian (Conversational)

Cursive Replacement:
Scalveen (Broken)



Knowledges

Marks

Taithir (Serpents Hood): Avoid getting swarmed
Taithir (Serpents Hood): Drawing enemies into a chase
Taithir (Serpents Hood): Opening enemies to an ally’s attack

Taithir (Honor’s Shield): Useful in a group

Taithir (Enduring Scales): Breaking a fall
Taithir (Enduring Scales): Using your body to shield another
Taithir (Enduring Scales): Avoiding damage from debris
Taithir (Enduring Scales): Good against pumpernickels

Taithir (Inspire): Giving reassurance before a dangerous initiation

Taithir (Nobility's Endurance): Activated with a phrase
Taithir (Nobility's Endurance): Reinforces allies
Taithir (Nobility's Endurance): Using Nobility's Endurance on a shield wall

Taithir (Calm Mind): Cutting off a panic attack

Magic

Magic: Defiance is a relationship between mage and elements
Magic: Hone is a runic magic of some sorts
Magic: Hone can heal people
Magic: Rupturing is portal magic
Magic: Sparks change your personality
Magic: Rupture sparks want to travel
Magic: Hone initiation involves overloading the body with runes
Magic: Awakenings are inevitable with growth
Magic: Mutations depend on the spark
Magic: A mage can only initiate 6 times
Magic: Revealing is when a mage and spark merge
Wells: Dreamstones
Wells: Nightmare wells
Wells: Splinterstone

Non Skill

Location: Korlasir (HI)
Location: Yaralon (HI)
The Cut: Dangerous off the path
The Cut - Fauna: Giant cat packs
The Cut - Fauna: Massibex
Yaralon: Tempered Fauna: Spinner
Yaralon: Circle System
Yaralon - Flora: Red Huckleberries
Yaralon - Flora: Red Baneberries
Yaralon - Flora: Salmonberries
Yaralon - Fauna: Lemmingos
Yaralon - Games: Battlefield
Yaralon - Has seasonal rivers
Maiden’s Refuge - Flora: Dreadcap Mushrooms
Maiden's Refuge: Mostly marshes and mangroves
Laws: Korlasir (HI)
History: Korlasir (HI)
Race: Ithecal (HI)
History: Ithecal (HI)
Creation Legends: Ithecal (HI)
Customs & Traditions: Ithecal (HI)
The Helping Hand: Mostly ranged
The Helping Hand: Handprint system
The Helping Hand: Haze newcomers
The Helping Hand: Team System
The Helping Hand: Defensive Formation
Do NOT eat red baneberries
Emean Creatures: Do not eat
Yaralon Location - Raskalarn's Temple
Magic: Dangerous to the user when overused
Yithiral: Corrupt
Yithiral: maybe not the way Ethelynda would have wanted it to be
Brunnsfield: Village near Bastard’s Grove
Falcon’s Shadow: Mercs attached to Brunnsfield
Foxhead Bastards: Organized bandit clan
Foxhead Bastards: At least 120 strong
Foxhead Bastards: Led by someone clever
Foxhead Bastards: Raid every 20 trials in 3 part cycles
Shookspears: Mercenary Group
Candlewives: Mercenary Group
Plate armor can disperse lightning?

Individuals

Immortal: Ethelynda (HI)
Immortal: Raskalarn (HI)
Serinus: Made woodcarvings
Sivan: Meat Eating Mount
Sivan: Loved Serinus
Sivan: Can fly fully equipped
Sivan - Likes to eat enemies in battle
Eva: Mayor of Evonshire
Selyin: Captain of the Helping Hand
Edyn: Captain of the Defensive Division
Edyn: Uses Defiance
Edyn: Hone Spark prioritizes speed
Edyn: Asked to reveal by her mentor
Edyn: Very bad at explaining things
Kathalie - Acolyte at Raskalarn's Temple
The Helping Hand - Rangers: Liv’ana
The Helping Hand - Defenders: Jerrin
The Helping Hand - Rangers: Myron
The Helping Hand - Rangers: Ricky
Aeneas: Priest of Ethelynda
Aeneas: Formerly of Yithiral
Sami: An excellent shot
Sami: Member of Evonshire militia
Hone Spark: Wants Prae to help people
Yoanna: Captain of Falcon’s Shadow
Mastemyr: Has claws????
Mastemyr: Does not want me to eat the kitten
Pythia: Mute
Pythia: Is a polyglot
Velis: Known to the Shookspears
Alora: Defier
Last edited by Praetorum on Thu Jun 16, 2022 8:16 pm, edited 272 times in total. word count: 13337
Let's play 'What's Weird About Prae'

Head

  • A fiery rune shines under his right eye
  • A firey glow in the back of his mouth

Arms

  • A ring of blue runes floats over each of Prae's wrists
  • A silver shield marks the back of his right hand
  • A ring of light around his left forearm

Misc

  • His tail is about eight feet long, usually knotted around his waist
  • His body temperature is uncomfortably high

Surroundings

  • Wind gusts with every step he takes
  • The area around him is slightly more static-y than normal
User avatar
Praetorum
Approved Character
Posts: 1335
Joined: Sun Jan 20, 2019 11:08 am
Race: Frog Person
Profession: Mercenary
Renown: 880
Character Sheet
Character Wiki
Plot Notes
Letters
Point Bank Thread
Storybook
Wealth Tier: Tier 5

Featured

Contribution

Milestones

RP Medals

Miscellaneous

Events

Skill Point Ledger



NO LONGER UPDATED - Ledger is kept on my character profile
Spoiler

Regular

Source Points Adjustment Current Pool Total Earned
Starter XP 50 into Pool 50
Racial Bonus +25 Polearm 50
From Pool +20 Shield, +10 Swimming, +10 Field Craft, +10 Mount 0
CS Approval Reward (Prongs) +3 Running, +5 Endurance 0
Detrius of a Life Unknown 10 into Pool 10 10
High in the sky 10 into Pool 20 20
Serpines and Felines 10 into Pool 30 30
From Pool +15 Mount, +10 Tactics, +5 Endurance 0
Citizenship 10 into Pool 10 40
A Tale of Two Temples: Ethelynda 10 into Pool 20 50
From Pool +20 Strength 0
One of Us: Part 1 10 into Pool 10 60
One of Us: Part 2 10 into Pool 20 70
One of Us: Part 3 10 into Pool 30 80
One of Us: Part 4 10 into Pool 40 90
From Pool +25 Field Craft, +15 Discipline 0
Shield and Solace: Part 1 10 into Pool 10 100
Shield and Solace: Part 2 10 into Pool 20 110
Shield and Solace: Part 3 10 into Pool 30 120
Shield and Solace: Part 4 10 into Pool 40 130
Shield and Solace: Part 5 10 into Pool 50 140
Shield and Solace: Part 6 10 into Pool 60 150
From Pool +27 Shield, +2 Mount, +1 Hunting +20 Polearm, +5 Strength, +5 Endurance 0
Sea and Sky 10 into Pool 10 160
From Pool +10 Discipline 0
A Tale of Two Temples: Raskalarn 10 into Pool 10 170
Target Practice 10 into Pool 20 180
Unexpected Lessons 10 into Pool 30 190
From Pool +5 Endurance, +10 Polearm, +15 Tactics 0
A Proposal of Sorts 10 into Pool 10 200
Pride and Dignity 10 into Pool 20 210
From Pool +20 Polearm 0
Left in the Mud 10 into Pool 10 220
From Pool +10 Discipline 0
Family Bonding 10 into Pool 10 230
From Pool +10 Discipline 0
Over the Ramparts: Part 1 10 into Pool 10 240
From Pool +10 Leadership 0
Fire in the Sky 10 into Pool 10 250
From Pool +10 Hunting 0
First Meetings 10 into Pool 10 260
From Pool +10 Hunting 0
Mistaken Identity 10 into Pool 10 270
Field Dressing 10 into Pool 20 280
Shieldbearer's Guidance 10 into Pool 30 290
From Pool +15 Ranged, +15 Leadership 0
Calling Shotgun 10 into Pool 10 300
Over the Ramparts: Part 2 10 into Pool 20 310
Intractable Differences 10 into Pool 30 320
From Pool +20 Running, +10 Rhetoric 0
Bonding Moments: Part 1 10 into Pool 10 330
Atop the Ramparts: Part 1 10 into Pool 20 340
Atop the Ramparts: Part 2 10 into Pool 30 350
All Downhill From Here 10 into Pool 40 360
From Pool +30 Polearms, +10 Shields 0
Bonding Moments: Part 2 10 into Pool 10 370
The Winds of Change 10 into Pool 20 380
From Pool +5 Hunting, +15 Endurance 0
Bonding Moments: Part 3 10 into Pool 10 390
All as One: Part 1 10 into Pool 20 400
From Pool +15 Animal Husbandry, +15 Animal Training 0
Reconnaisance 10 into Pool 10 410
Goliath 10 into Pool 20 420
Strength in Numbers 15 into Pool 35 435
All as One: Part 2 10 into Pool 45 445
A Choice 10 into Pool 55 455
From Pool +45 Discipline, +10 Ranged 0
Native Tongues: Part 1 10 into Pool 10 465
From Pool +10 Linguistics 0
Trade Secrets: Part 3 10 into Pool 10 475
Inheritance 10 into Pool 20 485
I Do (Not) 10 into Pool 30 495
CitW: The Waiting Place 30 into Pool 60 525
Hobs and Gobs 10 into Pool 70 535
Native Tongues: Part 2 10 into Pool 80 545
I am Shookspear 15 into Pool 95 560
Barrett's Privateers: Part 1 10 into Pool 105 570
The Land Down Under 15 into Pool 120 585
From Pool +65 Polearm, +15 Linguistics, + 10 Endurance, +10 Strength 20
CitW: Imaginings 15 into Pool 35 600
CitW: The Culinary 15 into Pool 50 615
From Pool +25 Meditation, +1 Linguistics, +1 Tactics 23
From Pool +18 (Yari Common to Fluent) 5
CitW: The Dead (2) 15 into Pool 20 630
From Pool +20 Endurance 0
CitW: The Prison (2) 15 into Pool 15 645
In and Out 10 into Pool 25 655
From Pool +20 Meditation 5
The Quest: Part 1 15 into Pool 20 670
Rise of the Fallen 20 into Pool 40 690
The Call 20 into Pool 60 710
From Pool +60 Tactics 0
A Twisting Tail: Part 1 10 into Pool 10 720
A Twisting Tail: Part 2 10 into Pool 20 730
From Pool +20 Shield 0
Breaking Point 10 into Pool 10 740
Another Day, Another Prae 10 into Pool 20 750
Trial of the Weak 20 into Pool 40 770
From Pool +15 Meditation, +25 Unarmed 0
Three's a Crowd 10 into Pool 10 780
Slaughtering Grounds 10 into Pool 20 790
A Twisting Tail: Part 3 10 into Pool 30 800
From Pool +20 Meditation, + 10 Leadership 0
Aerial Maneuvers 10 into Pool 10 810
Who hunts the hunters? 10 into Pool 20 820
The Pure 20 into Pool 40 840
From Pool +20 Ranged, + 20 Mount 0
Wanderer 10 into Pool 10 850
The Trouble with Thinking 10 into Pool 20 860
To Court the Faeries 10 into Pool 30 870
Without Distraction 10 into Pool 40 880
From Pool +40 Unarmed Combat 0
A Series of Emean Excursions I. 10 into Pool 10 890
A Series of Emean Excursions II. 10 into Pool 20 900
From Pool +20 Leadership 0
A Series of Emean Excursions III. 10 into Pool 10 910
Governance 10 into Pool 20 920
From Pool +20 Detection 0
A Series of Emean Excursions IV. 10 into Pool 10 930
A Series of Emean Excursions V. 10 into Pool 20 940
From Pool +20 Unarmed 0
Something Rotten in the State of Melrath I. 10 into Pool 10 950
From Pool +10 Strength 0
of Dying Dreams and Dragon's Wings 15 into Pool 15 965
Find Your Way [Event Chapter 1] 20 into Pool 35 985
From Pool +35 Leadership 0
Find Your Way [Event Chapter 2] 20 into Pool 20 1005
From Pool +10 Logistics, +10 Meditation 0
Let's Attune 15 into Pool 15 1020
Wall Flower of the Crescent Arena 15 into Pool 30 1035
Pride Castle: The Dojo 15 into Pool 45 1050
Find Your Way [Event Chapter 6] 20 into Pool 65 1070
From Pool +65 Leadership 0
All shapes and sizes 15 into Pool 15 1085
Scale and Shadow 10 into Pool 25 1095
From Pool +23 Shield, +2 Running 0
What Roots 10 into Pool 10 1105
From Pool +10 Running 0
Teaching Young Pups New Tricks 10 into Pool 10 1115
Getting ahead(ernickel) 10 into Pool 20 1125
A Fine Cut 10 into Pool 30 1135
The smallest flame burns brightest 5 into Pool 35 1140
An Unusual Job 10 into Pool 45 1150
Opening Gambit 10 into Pool 55 1160
March to the River 10 into Pool 65 1170
From Pool +65 Meditation 0
The Way 15 into Pool 15 1185
The Price of a Puzzle 10 into Pool 25 1195
From Pool +15 Smithing, +10 Teaching 0
The Principle of the Sling 10 into Pool 10 1215
From Pool +10 Teaching 0
Nothing But Remains 10 into Pool 10 1225
The Price of a Puzzle: Wirework 10 into Pool 20 1235
From Pool +10 Acrobatics 10
Sea Legs 10 into Pool 20 1245
Melancholy Nights 10 into Pool 30 1255
A Nasty Surprise 15 into Pool 45 1270
The Price of a Puzzle: Experimentation 10 into Pool 55 1280
Battle Buddies 15 into Pool 70 1295
From Pool +70 Tactics 0
The Dungeon: Treasure Hunter, Floor 1 10 into Pool 10 1305
Initiationem 15 into Pool 25 1320
Snakes and Shields 15 into Pool 40 1335
Light it up 15 into Pool 55 1350
Planning 10 into Pool 65 1360
Preparations 10 into Pool 75 1370
Pickup 10 into Pool 85 1380
Gaining Perspective 10 into Pool 95 1390
From Pool +94 Tactics, +1 Running 0
Well, that’s not good 15 into Pool 15 1405
From Pool +15 Smithing 0
New Alliances 10 into Pool 10 1415
The Fire Within 20 into Pool 30 1435
A Stranger’s Kindness 5 into Pool 35 1440
Ignis Internum 10 into Pool 45 1450
An Apprentice's Due 10 into Pool 55 1460
For want of a nail 10 into Pool 65 1470
From Pool +35 Strength, +30 Detection 0
All v One, and One v All 15 into Pool 15 1485
Skill Update - Acrobatics 10 into Athletics 15
Skill Update - Running 36 into Athletics 15
Skill Update - Rhetoric 10 into Socialization 15
From Pool +15 Athletics 0
Exposition 4 20 into Pool 20 1505
A Boxful of Nails 10 into Pool 30 1515
A Close Call 10 into Pool 40 1525
From Pool +25 Business Management, +15 Intimidation 0
Fire on the Water 15 into Pool 15 1540
From Pool +15 Teaching 0
While You Were Sleeping... 15 into Pool 15 1555
Fight Without Sight 5 into Pool 20 1560
Fun with Funds and Finances 10 into Pool 30 1570
From Pool +25 Woodworking 5
Which Came First… 10 into Pool 15 1580
Tools of the Trade 10 into Pool 25 1590
Swords and Shipments 10 into Pool 35 1600
Back to Basics 15 into Pool 50 1615
Let Me Axe You A Question 10 into Pool 60 1625
From Pool +30 Detection 30
Life Forged, Death Forged 20 into Pool 50 1645
Long Overdue 20 into Pool 70 1665
From Pool +50 Teaching, +10 Blades, +10 Axes & Bludgeons 0
Ice 20 into Pool 20 1685
Ishallr 20 into Pool 40 1705
Something Gold, Something New I. 10 into Pool 50 1715
From Pool +10 Discipline, +20 Blades, +20 Axes & Bludgeons 0
The Water Table 20 into Pool 20 1735
Lightning Gem 50 into Pool 70 1785
From Pool +15 Animal Husbandry, +15 Animal Training, +40 Athletics 0
From Starting Package Update +11 Intimidation + 16 Logistics +5 Socialization 0
Elemental Questions 15 into Pool 15 1800
A Nel for Your Thoughts... 15 into Pool 30 1815
Night Market 20 into Pool 50 1835
Upon the Waves I. 10 into Pool 60 1845
A Ship in the Night 15 into Pool 75 1860
From Pool +75 Unarmed 0
The Dungeon: Treasure Hunter, Floor 2.1 10 into Pool 10 1870
Ambush 10 into Pool 20 1880
Mounts and Menaces 10 into Pool 30 1890
From Pool +30 Whips & Flails 0
Upon the Waves II. 10 into Pool 10 1900
Fright Night 15 into Pool 25 1915
Praetorum vs The Wall 15 into Pool 40 1930
Saoire's Heros 15 into Pool 55 1945
The Forging: Life & Death 10 into Pool 65 1955
From Pool +65 Smithing 0
All Tavern’s Tournament 20 into Pool 20 1975
Prae vs Ground Pounder 15 into Pool 35 1990
From Pool +20 Socialization 15
Turning Over a New Leaf 15 into Pool 30 2005
Tips and Tricks 15 into Pool 45 2020
From Pool -35 From the Maths Monster 10
End Points























Hone

Source Points Adjustment Total
Initiation: Take One 10 into Hone 10
Lines in the Dirt 10 into Hone 20
A Pattern of Behavior 10 into Hone 30
Two roads diverged in a yellow wood 10 into Hone 40
I shall be telling this with a sigh 10 into Hone 50
And that has made all the difference 10 into Hone 60
Trade Secrets: Part 1 10 into Hone 70
Wisps in the Woods 10 into Hone 80
What doesn't kill you makes you hungry 10 into Hone 90
Questions? 10 into Hone 100
Feral 10 into Hone 110
Brushing up 10 into Hone 120
Guts and Glory 15 into Hone 135
Self Study 10 into Hone 145
Beneath The Open Sky 10 into Hone 155
Scale and Shadow 10 into Hone 165
The smallest flame burns brightest 10 into Hone 175
Answers, Burned Away 5 into Hone 180
A Spark of Understanding 10 into Hone 190
The Rise of Rhaum; The Fall of Rharne 20 into Hone 210
The Adventures of Numbnuts McNumpty 15 into Hone 225
Need for Speed 10 into Hone 235
Similarities 15 into Hone 250
End Hone










Defiance

Source Points Adjustment Total
Initiation: Take Two 10 into Defiance 10
Undertow 10 into Defiance 20
A Good Camp is Hard to Find 10 into Defiance 30
Hog Hunting 10 into Defiance 40
New Friends: Air 10 into Defiance 50
Learning to Dance 10 into Defiance 60
Waves and Whips 10 into Defiance 70
Kith... 10 into Defiance 80
...and Kin 10 into Defiance 90
Trade Secrets: Part 2 10 into Defiance 100
The Empty Bag 10 into Defiance 110
We’re soaring, flying 10 into Defiance 120
A Friend Of Flame Is A Friend Of Mine 15 into Defiance 135
Answers 10 into Defiance 145
Elemental Exercises 15 into Defiance 160
Receiving Head 15 into Defiance 175
Balthazar's School of The Elements 15 into Defiance 190
Deepest Shadow, Darkest Night 10 into Defiance 200
Song of the Elements: Prelude 15 into Defiance 215
Strength and Weakness 10 into Defiance 225
If a tree burns in the forest... 10 into Defiance 235
Answers, Burned Away 15 into Defiance 250
End Defiance











Attunement

Source Points Adjustment Total
Learning to Listen: Part 1 10 into Attunement 10
Learning to Listen: Part 2 10 into Attunement 20
Learning to Listen: Part 3 10 into Attunement 30
Final Preparations 10 into Attunement 40
Trial of the Sated 20 into Attunement 60
Something Rotten in the State of Melrath II. 10 into Attunement 70
Ruby Blood on Emerald Grass 10 into Attunement 80
The River’s Daughter 15 into Attunement 95
The Price of a Puzzle: Calibration 10 into Attunement 105
A New Tune 10 into Attunement 115
Hook... 10 into Attunement 125
New Alliances 5 into Attunement 130
A Stranger’s Kindness 5 into Attunement 135
Fight Without Sight 5 into Attunement 140
Covering New Ground 10 into Attunement 150
End Attunement











Dreamwalking

Source Points Adjustment Total
Sea and Sky 2 into Dreamwalking 2
Fire in the Sky 2 into Dreamwalking 4
CitW: The Waiting Place 5 into Dreamwalking 9
Barrett's Privateers: Part 1 2 into Dreamwalking 11
The Land Down Under 2 into Dreamwalking 13
The Quest: Part 1 2 into Dreamwalking 15
Trial of the Weak 2 into Dreamwalking 17
The Pure 2 into Dreamwalking 19
Wanderer 2 into Dreamwalking 21
Trial of the Sated 2 into Dreamwalking 23
A Series of Emean Excursions I. 2 into Dreamwalking 25
A Series of Emean Excursions II. 2 into Dreamwalking 27
A Series of Emean Excursions III. 2 into Dreamwalking 29
Governance 2 into Dreamwalking 31
A Series of Emean Excursions IV. 2 into Dreamwalking 33
A Series of Emean Excursions V. 2 into Dreamwalking 35
Let's Attune 2 into Dreamwalking 37
Pride Castle: The Dojo 2 into Dreamwalking 39
Opening Gambit 2 into Dreamwalking 41
March to the River 2 into Dreamwalking 43
Melancholy Nights 2 into Dreamwalking 45
The Dungeon: Treasure Hunter, Floor 1 2 into Dreamwalking 47
The Dungeon: Treasure Hunter, Floor 2.1 2 into Dreamwalking 49
The Dungeon: Treasure Hunter, Floor 2.2 2 into Dreamwalking 51
End Dreamwalking

Skill Bonuses

Source Bonus
Taithir: Protective Skills 1 +3 Shield
Renown Bonus +3 Shield, +3 Endurance
Taithir: Protective Skills 2 +2 Endurance, +4 Shield
Celarion: Illustrious Skills 1 +3 Leadership
Taithir: Protective Skills 3 +5 Axes and Bludgeons, +4 Blades
Celarion: Illustrious Skills 2 +5 Leadership, +1 Blades
Renown Bonus +6 Leadership
Scalvoris and the family LeFleur (Book) +10 Logistics

Last edited by Praetorum on Fri May 27, 2022 4:08 pm, edited 197 times in total. word count: 2654
Let's play 'What's Weird About Prae'

Head

  • A fiery rune shines under his right eye
  • A firey glow in the back of his mouth

Arms

  • A ring of blue runes floats over each of Prae's wrists
  • A silver shield marks the back of his right hand
  • A ring of light around his left forearm

Misc

  • His tail is about eight feet long, usually knotted around his waist
  • His body temperature is uncomfortably high

Surroundings

  • Wind gusts with every step he takes
  • The area around him is slightly more static-y than normal
User avatar
Praetorum
Approved Character
Posts: 1335
Joined: Sun Jan 20, 2019 11:08 am
Race: Frog Person
Profession: Mercenary
Renown: 880
Character Sheet
Character Wiki
Plot Notes
Letters
Point Bank Thread
Storybook
Wealth Tier: Tier 5

Featured

Contribution

Milestones

RP Medals

Miscellaneous

Events

Marks

Capstones

Shield
Stalwart Protector - Praetorum never fights without thinking of the safety of the warriors at his back, and has learned to use his shield to protect them instead. If there are allies within melee range of Prae, he is able to block or parry attacks aimed at them as easily as if they were aimed at himself, without getting in his ally's way. This does not affect the total area Prae can block at once—his shield remains the same size as ever, and while he is blocking here, he is not blocking there—but rather, increases the range at which he can effectively and unobtrusively block attacks. This capstone works with the capstone Turtle Shell
Approval

Parry & Riposte - After catching a melee attack on his shield, Praetorum is now able to consistently force his opponent off balance by parrying, making an opening for himself or an ally to attack. His own ability to utilize this opening is unchanged by this capstone, and while Prae is parrying one attack, he cannot use that shield to defend against other attacks made at that same time.

The weapon skill of an opponent affects the efficacy of this skill: broadly speaking, a novice will lose their weapon and balance entirely, a competent opponent will stumble and leave themselves wide open for a time, an expert will stagger and recover their balance within several seconds, a master and above will be able to stand their ground and make openings of a second or less, and an opponent whose weapon skill is equal to or higher than Praetorum's shield skill will be able to avoid making an opening at all.

This capstone applies to all shield types.
Approval

Turtle Shell - Prae can consistently and tactically use a shield slung over his back in combat as deftly as he could use it on his arm. Shield capstones and abilities cannot be used while Prae is wearing his shield like this, unless otherwise stated. He is also capable of shifting his shield between his back and his left arm quickly enough to be useful in combat.

The Best Offense... - For Praetorum, combat is combat, whether he's on the defense or offense. Using his shield to block enemy attacks counts as attacking that enemy for the purpose of any abilities or capstones that key off of Prae attacking someone.
Tactics
Watchful Gaze - After arcs of combat, Prae has turned rapid tactical analysis into an art form, and learned the logic behind the ebb and flow of fights and wars. As he watches an enemy maneuver, he gets a better feel for the own tactical style the more information he has, and can make educated guesses on their next actions. The efficacy of this capstone depends on the tactics skill of his opponent—against a novice and competent tactician, Prae is able to understand their plans almost completely; against an expert, he is able to grasp the general idea, but not the specific details, against masters and grandmasters, he is able to confidently grasp the broad strokes, but has to guess the rest.


Friendly Fire - Praetorum has learned to use enemies against each other, and can consistently set up situations where two or more of his opponents, whether they are allied with each other or not, will get in each others way while trying to attack him. Each opponent in this case might be a single person, or might be a group of any size, from a gang to a battalion to an army; as long as they are following the same set of orders while acting against Prae, they count as a single opponent.


Shoulder to Shoulder - Praetorum rarely ever fights alone, and has learned how to anticipate not only his enemy's movements, but his allies as well. By observing them and predicting their movements, Prae is able to move and fight through the battlefield without interfering with his allies despite his size.

Not only that, he can also synchronize his attacks with anyone attacking the same enemy as him, his movements complimenting theirs as if they had trained for years to fight together. Anyone attacking the same enemy as him can increase their weapon/unarmed skill by one skill level, as he creates openings and opportunities for them to take advantage of, as well as locking down his opponent's options.

This capstone requires that Prae use a weapon, unarmed or offensive magic skill he is at least expert in to attack; it only allows Prae to analyze and plan, and requires actual combat skill to execute.

Tactical Retreat - The experience of being on both the winning, and the losing side of many battles has given Prae a keen eye for avenues of retreat, not only for his own side, but for his enemies and allies as well. In any combat situation, whether a war or a duel, Prae can see all the ways in which every participant in the combat could retreat, and accurately gauge their pros and cons, as well as how to keep them open and close them off (his ability to act on this knowledge is unchanged). This capstone also always allows him to create escape routes for any party, although it might come at a heavy cost. The efficacy of this capstone depends on Prae's accurate understanding of the terrain and surroundings. If an enemy were to hide an escape tunnel, for instance, this capstone would not allow Prae to learn that on its own.

To the Point of Formlessness - Praetorum knows what signs or hints might give away his plans, and has learned to obscure them, either by hiding them or by drowning them in false information. As a result, his tactical maneuvers are nearly impossible to discern until they are executed. This capstone alone does not allow him to feign what he's doing at a moment but allows him to render inscrutable the steps he will take to where he's headed in his overall strategy.

Ease of Use - Praetorum has learned how to develop plans that are easy to execute and explain, even for non tacticians. The details of his tactical plans will not degrade as they are handed from one messenger to another, or even translated into different languages, as the simplicity of the tactical plan's explanation is such that it doesn't leave room for errors in understanding. Note that this does not affect the quality of the plan itself—a flawed plan perfectly executed as Prae envisioned it will still fall apart.

Marks


Marked by Ethelynda, Praetorum bears the symbol of a silver tower shield with elaborate gilded edges on the back of his right hand.
Favored
Awarded Here
Serpents Hood - Named for the technique many snakes use to appear more threatening, Serpents Hood generates an aura around the user that makes them appear like significantly bigger threat than the people around them, drawing the attention of enemy combatants towards the Shield-Bearer and away from more vulnerable targets. This ability lasts until the Shield-Bearer deactivates it or is rendered unconscious or dead.

Enduring Scales - The Shield-Bearer's skin takes on a scale pattern, allowing them to absorb more physical damage than they could before. Poisons and toxins also take longer to effect the Shield-Bearer. The effect only lasts for a single Bit, and takes a Break to recharge before it can be used again.

Protective Skills I - Add an extra three skill points to one of the following skills: Any Weapons Skill, Shield Use, or Endurance. Any skill points granted by this Mark can break the 100 point cap on skills.

Awarded Here
Honor's Shield - A skill that serves as a boost to the Shield-Bearer and their allies, Honor's Shield boosts the capabilities of the users own shield and those of their allies with a fifty yard radius, allowing them to block abilities that might otherwise shatter, pass through, or go around their shields, allowing them to defend against skills and techniques that would otherwise be much more dangerous.

Inspire - When this skill is activated, those around the user find themselves able to resist the fears and doubts that plague their minds, allowing them to act in spite of them when they might otherwise be unable to do so. This does not only apply to martial fears and doubts, but to fears and doubts in all facets of life.

Awarded Here
Nobility's Endurance - A skill that requires a short sentence, of the Shield-Bearers own design, to activate, Nobility's Endurance grants all allies within hearing range of the Shield-Bearer, as well as the Shield-Bearer themselves, a boost to their endurance, allowing them to take more punishment than usual. The effect lasts three Bits and can't be used again for a Break. [Activation Phrase - 'Stand Fast!']

Awarded Here
Calm Mind : For a short period of time, the wielder of this skill is able to calm themselves completely, leaving them immune to taunts or other attempts to anger them or otherwise knock them off balance.

Noble's Shield: As the shield of the helpless and weak, no Shield-Bearer should be without their own shield. Noble's Shield will generate a golden tower shield when used and will last until shattered or deactivated, ensuring no Shield-Bearer is without this defense. However, these shields are no substitute for a real shield, as they cannot take too many heavy blows before shattering. In exchange, however, these shields have a cooldown of only a single bit.

Awarded Here
Second Wind: A skill that activates when the bearer is on their last legs, this gives them a burst of sudden energy at the moment when they need it most. However, this ability has a large drawback in that it can leave the bearer bedridden for several Breaks.
Adored
Awarded Here
Iron Scales: The shield bearers skin literally becomes hard and scaly, giving them a significant boost to the level of physical damage they can take to their bodies. In addition, poisons and toxins are slowed to an high degree and weak poisons and toxins will halt their progress completely while this ability is in effect. The ability lasts for three Bits and takes two Breaks to recharge. This ability does not share a cooldown with Enduring Scales.

Serpent Manifestation: A skill that allows the bearer to summon a Taithir Serpent familiar, a serpentine spirit that aids the user in battle. This familiar has no real mind of its own but follows the directions of the summoner, though it will act to defend its summoner in extreme situations. The appearance of this familiar is unique to each Shield-Bearer, but each is the size of an anaconda and can take significant punishment.

Protective Skills II: The character is granted an extra six skill points which may be spent only on the following skills: Any Weapons Skill, Shield Use, or Endurance. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.

Serpent Tongue: This skill is seemingly useless at first, as it only allows the bearer to understand the language of snakes. However, this gives the bearer access to all the information that snakes can gather undetected, allowing those who know how to listen to find information they might never have otherwise learned. There are myriad other uses to this ability, depending on the ingenuity of the Shield-Bearer.

Serpents Interception: Referencing the blinding speed of a striking snake, Serpents Interception creates a dome around the Shield-Bearer that extends in a five foot radius around them. This dome blocks all physical projectiles, no matter how strong. An opponent could, however, walk right through this shield to engage the Shield-Bearer close range. It is worth noting that this dome does not prevent ranged attacks from inside the dome. The dome lasts for three Bits and can't be used again for a full Break.

Serpentine Awareness: This ability allows the Shield-Bearer to detect the heat signatures of other people, causing them to appear fiery red in their vision. The real benefit to this ability, however, is mental in nature, as it also gives the Shield-Bearer an automatic awareness of everyone around them through this detection, even those who would normally be out of sight. This ability lasts until deactivated, but causes a migraine with sustained use.)

Detect Threat: An ability that is passive in nature, Detect Threat allows the Shield-Bearer to know when harm is intended to them or their allies. This makes it difficult, though not impossible, to be caught off guard or backstabbed. However, knowing there is a threat doesn't allow the Shield-Bearer to know when or where it's going to come from, so it does not pay for them to get complacent and rely too much on this ability.

Serpentine Venom: A skill that seems out of place with the majority of Taithir's skills, Serpentine Venom is a skill that gives the bearer the same paralytic venom found within the bite of the Ithecal, however, instead of being limited to a bite this skill allows the bearer to coat their weapons in this venom. The potency of the venom and how long it lasts varies on how and where it is being used and the how familiar the user is with this skill.

Protective Ward: An ability that applies to both the Shield-Bearer and their allies, Protective Ward coats those affected in golden scales. These scales will endure any attack, no matter how potent. However, after enduring this one attack, the effect will fade. This ability can only be used once a Break.
Exalted
Coiled Strike: A skill that feeds off the damage the exalted has endured, Coiled Strike turns all the pain and suffering the bearer of Taithir has endured and turns it into strength to empower the user, giving them strength to rival the crushing power of the mightiest serpents coils. The skill only lasts a short time and can't be used more than once in a Trial.

Immortal Scales: The Shield-Bearers skin becomes the exact same chocolate brown scales that cover the tail of the Noble Serpent herself, allowing them to take an extreme amount of physical punishment. In addition, the progress of poisons and toxins slows to a crawl, while weak poisons and toxins will be cured. This ability lasts for five Bits and takes three Breaks to recharge. This ability does not share a cooldown with Iron Scales or Enduring Scales.

Protective Skills III: The character is granted an extra nine skill points which may be spent only on the following skills: Any Weapons Skill, Shield Use, or Endurance. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.

Protect the Flanks: An ability that affects only the Shield-Bearer, Protect the Flanks creates three golden tower shields, one on each side of the Shield-Bearer and one at his back. These shields have the same durability as the Shield-Bearers own shield and will last five bits or until broken. This ability has a cooldown of one break.

Scales of the Noble Serpent: The Shield-Bearer is surrounded by an aura that takes the form of scales when struck. Any magic that comes in contact with the outer edge this field is instantly nullified, however this aura is useless against physical attacks. This ability lasts for five Bits and can't be used again for a full Trial. It should be noted that while it makes the Shield-Bearer all but immune to most magic, it also makes most magic completely useless to them while the aura is in place.

Great Wall: Considered one of the most spectacular skills in a Shield-Bearers arsenal, Great Wall triggers when the Shield-Bearer invokes it and slams their shield into the ground in front of them. The ability then creates a chest-high wall on either side of the Shield-Bearer that goes until it either hits another solid object or reaches a point 150 feet away from the Shield-Bearer. This wall is impenetrable to all but the most powerful attacks and will last for as long as the Shield-Bearer stays anchored at the center of the wall. If the Shield-Bearer is moved from that spot by so much as an inch, the wall will dissipate instantly. This ability can only be used once a Trial.



Marked by Qylios, Praetorum wears three bands of light around his left arm.
Favored
Bond (Minor): The Favored can Bond with 1 other person. In doing so the Bonded individual gains a single glowing band around their left forearm. The Bond remains as long as both the Favored and the Bonded allow it. The Bond only functions within 300 feet of the Favored, and dissipates shortly beyond that distance.

Illustrious Skills I : The character is granted an extra three skill points which may be spent only on the following skills: Blades, Leadership, Discipline, or Endurance. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.

Bound in Battle: The Favored and those Bonded with them are better able to fight together. Their tactics and movements flow almost seamlessly with little-to-no spoken communication. The Bond passes insights and slight thoughts between those Bonded while in combat together.

Brilliant Weapons (Minor): The Favored is able to create weapons out of solid light. The Favored can only generate one melee weapon at a time. To produce a weapon, the Favored must be in an area of substantial illumination (ie. Outside during the day, in a well-lit room, or at night during a full moon).

Bound Tongue (Minor): The Favored is able to understand one Fluent Language of those they have Bonded. The selected language can be changed once per trial.

"Hold the Line!": The Favored is able to bolster the morale of any who stand with them. The call rings out and dispels fear in the defenders, whether mundane or magical. Those affected by the shout gain a small boost in stamina and the use of a shield. The effects of this ability last for ten bits, and can only overcome magical fear effects from other Marks of the same tier or lower. Any fear effects caused by Domain Magic can be overcome as follows: Favored can overcome Magic at a Competent level or lower, Adored can overcome Expert level or lower, and Exalted can overcome Master level or lower.

Guiding Light: The Favored is able to summon a free floating orb of light to brighten their surroundings. The color and intensity of the light can be controlled, though it doesn't get any brighter than daylight. The orb has no physical form and can't be touched. The light generated by the orb cannot be used by the Brilliant Weapon ability.

Radiant Mantel (Minor): Once per trial, the Blessed can call upon their inner light and shroud themselves in an aura of light. The aura draws those around the Blessed to them and holds them in awe. Those bathed in its light are more willing to listen to what the Blessed says and are willing to follow the Blessed in actions that are only slightly against their nature.

"Fall Back!": The Blessed calls for a tactical retreat. Those within earshot of the call, or if a signal is given via horn or other means, are filled with renewed vigor as they retreat. Those bonded to the Blessed move quicker and only need to be within functioning range of their Bond to take effect of this ability upon activation.
Adored
Bond (Moderate): The Adored can Bond with up to 3 other people. In doing so all Bonded individuals gain the single glowing band around their left forearm. The Bond remains as long as both the Adored and those Bonded allow it. The Bond only functions within 1000 feet of the Adored, and dissipates shortly beyond that distance. Images and feeling can be willed across the Bond. The higher the sender’s Discipline, the more details can be relayed.

Illustrious Skills II: The character is granted an extra six skill points which may be spent only on the following skills: Blades, Leadership, Discipline, or Endurance. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.

Bound Beyond Blood: The Adored can share in the Racial Bonus' of those whom they have Bonded, and share their own Racial Bonus with the Bonded. 10 points of the Adored's Racial Bonus are shared with those they have Bonded, and 10 points of each Bonded’s Racial Bonus is shared with the Adored.

Brilliant Weapons (Moderate): The Adored is able to create weapons out of solid light. The Adored can generate one melee weapon and one shield, or one ranged weapon at a time. To produce a weapon, the Adored must be in an area of decent illumination (ie. Outside during sunrise or sunset, near a campfire or other light source during the night, or in a dimly lit room).

Bound Tongues (Moderate): The Adored is able to understand and speak one Fluent Language of those they have Bonded. The selected language can be changed once per trial.

Lead the Charge: The Adored is able to empower and bolster the morale of those who follow them. If the Adored is at the head of any group of individuals, they and any mounts they ride are less likely to flinch during a charge. The number of targets affected by the aura is equal to the Adored's Leadership skill.









Magic

Hone - Savior
The hone spark is fairly well suited to its mage, with a strong propensity for rescuing or protecting people. This spark doesn't care much whether its effects are used to help people directly, or if it can boost its mage's power so he can help people. One thing it will absolutely not accept is inaction in the face of people in need.

Awakenings
Rune of Naming (Witchmark): Praetorum's rune of naming is on his chest, and glows a clear, icy blue.

Duty Calls (Competent): A ring of flickering Lucis runes, glowing that same frosty blue, floats around the wrist of Praetorum's shield arm. Whenever someone requests aid, or he notices someone in need of help, the runes flash and spin until he at least makes a good faith attempt to help. As his spark grows, these runes become more and more insistent, and demand that he give more to help.

Bestowment (Expert): A second ring of runes encircles Praetorum's right wrist, identical to the one from his competent mutation, with the same effect. Praetorum is able to transfer each of them to any person that needs saving within his sight, which draw four runes on them; resistance on the back, focus on the head, endurance and speed drawn on each arm and dispersed over the whole body. Each ring reforms overnight once transferred, draining the ether required from him over that period of time. Praetorum can also reform each ring while he has the ether to spare, in the amount of time it would take for him to draw a single rune.

Those who wear his rings are marked as under his protection while the runes still linger on them, a responsibility his Savior spark takes very seriously. Should any of them die (as far as he knows) while still under his protection, a ring of black runes will appear around his throat. This ring compels him to self flagellate over his failure, and will not dissipate until he places himself in a state of painful sensory overload for at least 10 bits with the runes of sound, sight, or touch. Though Praetorum is capable of resisting this urge for short periods of time, the compulsion grows stronger the longer he resists.

Ebb and Flow (Master): Having been influenced by Praetorum's master defiance spark, Praetorum's runes have taken on the visual appearance of blue lightning, seeming to constantly crackle with electricity. And like electricity, the power in Praetorum's runes has learned to flow. Where normally, chained runes split the power of each rune equally, Praetorum is now capable of drawing chained runes with uneven power levels, but with the same overall strength and ether cost as before. For instance, he could now have a three rune chain where the strength rune is at 50% power, the endurance rune is at 30%, and the speed rune is at 20%. However, no rune can go below 20% or above 80% in power.

This mutation broadens Praetorum's options, in many respects. But it also narrows them. As this mutation takes effect, he will find he is no longer capable of drawing unchained runes, either on himself or on others.

There are only a few exceptions to this, where the nature of the rune itself prevents the flow of power. The runes of prediction and rebound burn up far quicker than any other, while the rune of resistance naturally disperses through the body in a way other runes don't. Their unique nature means that these three runes cannot be chained at all, and must be used alone. Additionally, while Prae is still only capable of drawing overloaded runes chained, the nature of the technique shatters the chain, and only overloads one of the runes at full power while dismissing the other(s). Which rune is overloaded is random.

Born for Glory (Master): The Savior spark, hungering for glory, has a particular penchant for the most awe inspiring of Runewright techniques, the Lucis Bond. When using this technique, Praetorum is able to double the casting time to halve the ether cost of this ability.

This mutation has two additional effects as the spark craves more and more attention:

First, Praetorum's runes can no longer be hidden under clothing or armor; even if drawn on bare skin and covered up, the runes will emerge through those layers and sit where they can be seen. This includes the rings of runes from his competent & expert mutations.

Second, it is not enough, for the Savior spark, that its host should rescue those in need; it desires to be used, and to be seen being used to help others. Praetorum will find himself compelled to, where possible, use Hone while saving or helping people, even if it might not be necessary, or when other skills may be more suited. Other magics and skills can be used, of course, but the Savior spark demands the spotlight.
Grimoire
Core Runes
Learned: Strength, Touch, Endurance, Savouring, Sight, Sound, Speed


Lucis Runes
Learned: Regeneration, Resistance, Ethersight, Focus, Prediction, Rebound


Defiance - Flow
Perhaps because the mage who initiated Prae into defiance was also a rupturer, or perhaps some part of his once dragon soul recalls flying unfettered by gravity, or perhaps just out of sheer chance, his defiance spark has a strong affinity for movement, mobility and freedom. This is on a much smaller scale than a rupturing spark, and doesn't compel him to move from city to city, but does mean that he has difficulty staying still.

Awakenings
Borne on the Winds (Witchmark): Every step Praetorum takes is accompanied with a slight gust of wind in the direction he's moving, as if the air itself is trying to help him fly as he walks. The strength of the gust varies, and is always just a little stronger than the ambient wind at the moment. Indoors, it is barely more than a puff, whereas in the midst of a storm, it could be quite strong indeed.

Still as a Shark (Competent): When swimming, Praetorum will find the water becomes much thicker under his hands and feet and around his tail, allowing him to propel himself far better with his webbed fingers and toes and use his tail more effectively as a rudder. On the flip side, if he stops moving while mostly submerged, whether its because he's treading water or floating on the surface or trying to take a bath, the water will start to flow randomly of its own volition, turning into a riptide that drags him wherever the water wants. The riptide will stop short of trying to drown him, but it will make it very difficult for him to get away as it buffets him to and fro.

Ceaseless Dance (Expert): Praetorum's Flow spark finds its greatest joy in movement and motion, and as it grows stronger, has less and less patience for stillness. When Dancing the elements, Praetorum will find he is no longer able to dance them into complex static shapes, and when the elements still for more than a few trills, he loses control of them. Even something as simple as a pillar of earth will crumble into a pile of dirt once it ceases to rise. In exchange though, his awareness of the elements in motion has become much defter. The ripples a fish leaves as it swims through a lake, the dirt shifting under the paw of a hound, the currents of hot and cold air in the sky; by entering a meditative state, Praetorum is able to use one train of thought to detect movement in, and through the elements around him. His range for this ability is the same as his range for defiance in general, and its use incurs a passive ether cost while active.

Inner Flame (Master): The fire Praetorum has always had in his heart has become somewhat less metaphorical now. When he opens his mouth, a flickering glow can be seen in the back of his throat. His body temperature has risen noticeably as well, enough for most humans to feel uncomfortably warm when they touch his bare scales. He can also produce small candle sized flames on the tips of his claws and tail, although using this too frequently will leave him rather hungry. And while Praetorum can eat food without issue, he will soon find his hunger can only be sated by embers, charcoal, and other burning or burnt materials.

Speed of Lightning (Master): Under the influence of Praetorum's flow spark, his chosen refinement, lightning, has learned to Embrace him as the other core elements have. When shooting a bolt of lightning from his person, Praetorum is able to travel along that bolt, emerging anywhere along its path in a moment. This act has its own ether cost, equivalent to using Embrace on any other element along a comparable distance.

Because he travels along the bolt immediately after its creation, his ability to dance it into an unnatural shape is even more limited than before, and the bolt is essentially limited to traveling in a straight line in the direction Praetorum pointed it.

This means that he cannot cross barriers, even conductive ones, as the bolt will disperse upon striking it and deposit him right in front of it. It also means that if the bolt’s path can be altered, whether through electromagnetic interference, or the power of another defier, Praetorum will be forced to emerge somewhere other than where he had expected.

This mutation electrifies Prae constantly to some small degree: magnets and compasses fail unpredictably around him, animals that rely on electromagnetic senses will avoid the area around him, and there is a slight static discharge whenever he brings two claws together.

The final mark this mutation leaves on him is a small lichtenburg figure on the small of his back, still thick with static as if lightning is trying to crawl out of his hide. Each time he travels along a lightning bolt, it grows in size (relative to the distance Praetorum has travelled), branching out in a random direction. While on his back, this figure has no effect. But when the branches reach his limbs, the growing tide of electricity within him begins to take its toll on them. When they reach his shoulder or hips, the respective limb will grow numb and tingly, the effect increasing as the figure grows until it reaches the elbow or knee, whereupon that limb deadens. Anyone who touches that limb while it is deadened will receive a painful electric shock.

This adds an element of risk when Praetorum overuses this ability: after making a very long jump, he might be lucky and find himself more or less in fighting form, with only a slight tingle in each limb, or he might land to find one arm completely useless.

This is not a permanent effect, as the lichtenburg figure slowly shrinks over time, and function returns to his limbs as the branches retreat. But though the overall rate of shrinkage is constant over time, which parts shrink is also random.

Overall, the rate of shrinkage would be three trials to remove all effect from one entire limb (fingertip to elbow, elbow to shoulder, shoulder to back each taking a trial each.)

Mutations
Brand of Burning Hunger - A bright rune that shines with the light of a fiery brand becomes evident beneath Praetorum's right eye. This rune doesn't do much, but whenever Praetorum manipulates fire from here onwards, it flares up.

Attunement - Suspicion
Just as dreams hold up a dark mirror to reality, so too is this mysterious new magic, planted in him during a strange collective dream, a warped reflection to his other sparks. Where Flow and Savior stride forwards, as befitting a mage raised by a warrior, Suspicion holds back, watching and gauging. It brings to life a part of Praetorum almost forgotten, the part of that Ithecal that had been raised, too, by a spy. It is not a spark of inaction, but rather, the calm before the storm, the calibration before a pounce, the plan before a war.
Witchmark
Puzzle Eyes - Praetorum's eyes have numerous fine lines running through them, as if they have been disassembled and then carefully put together
Mutations
Snap Judgement - All it took was one betrayal, one instance of laxness, for Prae and Suspicion to be forced into overstepping after fighting for breaks. As a result of this, Suspicion will no longer allow strangers to be unknown to him for long. Whenever Praetorum meets someone new from now on, his spark compels him to use attunement and other observational skills to make a quick assessment of that person's combat & magical abilities, as well as seeking out any signs of deception. This puts the spark in conflict with Prae, who is generally trusting and prefers to think the best of the people around him.
Known Frequencies
Can attune to - People, Animals, Objects, Locations, Ether, Sparks
Active Frequencies (3/9) - Ricky (NPC), Clarissa (NPC), Sivan (Mount), Sneabru (NPC)
Known Frequencies - Marken (NPC), Edyn (NPC), Selyin (NPC), Balthazar (PC), Silk Scabbard (Object)








Spirits

Sap - Diri of Weakness
Dragged into a mysterious dream, Praetorum underwent a trial most peculiar. And when he woke, he found something dwelling within him that was not there before; a spirit, the dark mirror of his first spark. Where the spark named Savior empowers, the spirit named Sap depletes.

When manifesting outside of Praetorum's body, Sap takes on the appearance of a dark, indistinct shadow attached to Prae's tail, with a somewhat birdlike head. Most frequently though, Sap simply stays within Praetorum, watching and waiting.

The bond between Prae and Sap has given the Ithecal access to a number of the diri's powers:
Sapping Spirit
1) Trapping Spirit: Sap feeds off the strengths of others by leeching off those strengths, leaving them weak. The easiest way for it to do this is to lay in wait of a potential victim, creating a trapped zone exactly five feet long, wide, and tall. Any living thing that even partialy enters this trapped zone is something that the spirit can begin feeding from. This ability doesn't have any draining effects itself, but rather allows Praetorum and his spirit to drain a target at a distance, as otherwise Praetorum has to be touching the victim for the spirit to be able to drain them. Only one such trapped zone can exist at a time, but until the trap has been triggered, Praetorum can move it at will, with a delay of only a few moments. After the trap has been activated, it cannot be used for another break. The connection between diri and prey will break at a miles distance.

2) Physical Drain: Sap can drain the strengths from a person (including Praetorum), one physical strength at a time per person. This drain is not permanent, as the victim will slowly recover over a trial. However, the Diri can, over 10 bits, drain up 3/5ths of the victim's speed, strength, endurance, sight, hearing, or any other physical ability (average 1% per 10 seconds).

3) Transfer: As a mark of the symbiotic nature of the relationship between Spirit-Bonded and their Diri, Sap is willing to give up some of its meal to Praetorum, using what it drained from its victim to enhance that same ability of Praetorum's by up to half again what it already is—the amount given scales with the amount taken. This boost takes into account any magic or Blessings that are already boosting Praetorum's strength, and can last up to half a trial.

4) Rapid Drain: Using a large burst of power, Praetorums' Diri can drain all the physical ability of a target within two bits. This ability hits all the physical abilities of the victim, but can only drain 2/5ths of their ability(average 1% per 3 seconds). The Diri also doesn't get anything out of this, and will go into a semi-dormant state, slowly feeding off Praetorum over the course of the next trial, taking 1/3rd of his strength across the board. Once a trial has passed, the Diri will wake up, and Praetorum's strength will return over the course of the following trial.




Aurien - Ice Forged Diri
Appearance
Image
As an Ice Forged of Scalvoris, Praetorum has a diri companion that allows him to use his Ice Forged powers.

Shy and inquisitive, Aurien prefers to stay hidden from mortals, all the better to watch them go about their lives. To strangers, Aurien is quiet, cold and reserved; to their friends, Aurien is curious and playful, though still somewhat placid. The icy diri's anger is slow to rouse—but once it emerges, it strikes with all the force of an avalanche.
Powers
  • Reforged: Forged are not named as they are for no reason. By accepting an Induk's deal their body is filled with their power and tempered by it, making it tougher than it was before. A Forged will find that their skin is like a leather armour and their bones like iron rods, making them more resistant to blunt physical damage.
  • Frozen Heart: Sometimes a guardian must make tough choices in order to do their duty. They must be able to put aside their own personal desires and act in the best interests of many. Ishallr understands this better than most, and with this ability allows his Iceforged to ease the burden of such a difficult decision. Frozen Heart is an ability that can be activated by the user at will, or triggered by Ishallr or the Iceforged's diri. With it the Iceforged's emotions are temporarily removed, allowing them to act with cool dispassion and focus in any situation, and make the most logical decisions without taking into account individual emotions.
  • Identify: As someone who has developed a close bond with a spirit themselves, the forged in partially connected to the spiritual realm. Not only can the forged see spirits of all kinds, but when they look upon a spirit they will recieve a fairly close, if not entirely accurate, impression of what that spirit's concept is. Please note that this is not a passive ability and must be activated by the Forged in order to work. Care should be taken not to overwhelm the senses, as spirits are everywhere in the world.
  • Ice Spear: An old classic. The Iceforged can conjure a levitating spear of ice in their hand. This ice is suprisingly tough, and sharp enough to pierce through a grown man's body with ease provided it has enough momentum. The Iceforged can fire this spear in any direction to a speed of up to 6 meters per second. One ice spear can be created per trial for every five points they possess in the Order of the Forged.

Others

Never Lost Again
Prae was lost in the Call - and it was something that his Spark didn't like. Prae's Spark has shifted, changed slightly and now he finds himself just ... never lost. He always knows which way is North and - more than that - he knows where he is. If he suddenly appears in the Beneath - he'd know it was the Beneath, etc.
Staunch Ally
Prae must designate one person his "ally" - there may only ever be one ally, and who this is may only be changed once in a cycle. Then, once a trial, Prae is able to copy one skill from his ally, and also give one of his skills to that ally. Any non-Domain-Magic skill may be copied in its entirety for up to 2 hours. This does not "steal" the skill from the person who has it - but they must be willing. Equally, Prae is able to "give" one of his skills to that person only. Both parties must be willing and aware - the process takes approximately 1 minute to perform.
Framilia's Fearful Gaze
Praetorum can inflict a sense of intense dread and loss of morale on a dozen enemies within close proximity with a mere gaze. He can call upon this ability once a season. It can be resisted by those with a significant level of discipline skill.
The More the Merrier
Praetorum's Lovalus boon is a mirror of one of Rhaum Sunless's domains, realigned to fit Praetorum better.

Where Rhaum grew in strength as the number of enemies he faced increased, Praetorum's power allows him to boost the skills and abilities of the allies around him based on how many stands with him. He cannot boost a skill beyond master level.

This ability can be triggered up to six times a season, and lasts for a full trial. During this trial, whenever Prae has a group of five allies fighting the same battle with him, he is able to buff each of his allies in a skill up to a maximum of Master. Every 5 people he has with him beyond that add another person to the total that he can buff, while every fifteen contributes to a 1 skill increase, up to a total of 5 skill increases for no more than 20 people.
Sevrath's Will Deux
Similar to Sevrath's Will, the user is capable of focusing divine energy into a minor injury (abrasion, small cut/puncture, etc.) and coax the cells into healing. This ability does not weaken the character as another, more powerful healing ability would, however, the character is unable to heal major injuries. When this ability is in use, a pale green/yellow light emits from the character's skin like a mist and is focused towards the palms and fingers where it is released upon contact of another individual's flesh.

This ability can be used once per trial.
Vielkrontier's Scale
You find a single, large scale left behind by Vielkrontier. The moment Praetorum touches it, it vanishes and Prae feels his own scales harden and toughen. From that trial forward, Praetorum's armor tier is always one tier higher than it would otherwise be.
Rising Lightning
Praetorum is able to direct a bolt of lightning beneath their feet, giving them an added boost to a jump. He is able to use this ability to increase the height of their jump up to 15 meters.
Conduit
The Favored is able to send lightning flowing through any metal object they are in direct contact with. Depending on the distance and the amount of direct contact, the charge can cause anything from discomfort to numbness in the limb that was in contact with the object.
Blue Lightning
From now on, whenever Praetorum controls elemental lightning in any form, he can toggle its color, to blue.
Last edited by Praetorum on Mon Jun 06, 2022 4:22 pm, edited 34 times in total. word count: 7491
Let's play 'What's Weird About Prae'

Head

  • A fiery rune shines under his right eye
  • A firey glow in the back of his mouth

Arms

  • A ring of blue runes floats over each of Prae's wrists
  • A silver shield marks the back of his right hand
  • A ring of light around his left forearm

Misc

  • His tail is about eight feet long, usually knotted around his waist
  • His body temperature is uncomfortably high

Surroundings

  • Wind gusts with every step he takes
  • The area around him is slightly more static-y than normal
User avatar
Praetorum
Approved Character
Posts: 1335
Joined: Sun Jan 20, 2019 11:08 am
Race: Frog Person
Profession: Mercenary
Renown: 880
Character Sheet
Character Wiki
Plot Notes
Letters
Point Bank Thread
Storybook
Wealth Tier: Tier 5

Featured

Contribution

Milestones

RP Medals

Miscellaneous

Events

Possessions


Combat

  • The Silk Scabbard
    ► Show Spoiler
    • Quarterstaff [Masterwork+]
    • Halberd [Masterwork+]
    • Adamantite Glaive [Masterwork+]
    • Crossbow [Good]
  • You Same Bolt?
    • Four crossbow bolts which deal extra damage by exploding on impact. This adds roughly the same damage again to them. Once they have exploded (they make a loud bang) then you find that the used bolt is safely back in your crossbow.
  • Cobalt War Scythe [Masterwork] (Heirloom)
  • Steel Trident [Masterwork](SP)
  • Longsword [Average] *
  • Quarterstaff [Masterwork+]
  • Black Plate Armour [Average](SP)
  • Sorelian Steel Plate Armor [Masterwork]
  • Sorelian Steel Tower Shield [Tier 8, Masterwork]
  • Tower Shield [Tier 8, Good] (SP)
  • Round Shield [Tier 6, Good]
  • Sling (Basic+)
  • Leather Armour [Masterwork]
    • The weird events of the Call seem to have sort of ..oozed into your armour. Prae will find that, from this point onwards, his leather armour is now as effective as masterwork fullplate, whilst still allowing him the freedom of movement of leather.
  • Buckler Shield [Tier 3, Good]
  • Copperhead: A small copper figurine in the shape of a dragonling. Four times a cycle, the character can command the figurine to reshape itself into a weapon head. When activated thus, the figurine will transform into molten copper, which will flow and coat itself over any weapon head of the character's choice. The enchantment will last for one break before the item will revert to figurine form. It cannot be activated more than once on any given trial. The weapon thus coated will be quality tier 8 for the duration of the enchantment, regardless of how high or low is its quality normally.
  • This bracelet works with any shield (including those granted by Taithir) and allows Prae to strengthen his shield. Twice a cycle, he can activate the bracelet and it wraps around Prae's shield, affording protection against all but revealed-level magic and making whatever shield he is carrying to be at least equivalent of a masterwork level item, or boosting the strength of it, if his shield was already masterwork.

Magical/Mystical

  • Hone Grimoire
  • Running Footwraps
  • Domain Bag
  • Coin Purse
  • Ring of Reversal
  • Echo Scroll (Skydas Keep)
  • Echo Scroll (Ricky/Clarissa)
  • A small pair of pince nez spectacles. When he wears them, he can see ghosts and communicate with them.
  • Wells
    • 1 Dreamstone *
    • 5 Imedyte *(Talk to piggles before using)
  • Mental Map *
    • When open, this book unfolds into a 3d paper representation of any landscape Praetorum knows. This map can be any size between a normal book and a large table. Because this book is attuned to Prae's mind, he can change the map as he desires, creating miniatures or changing the topography.

      The book has no predictive or divination effect of its own, and does not accurately reflect the landscape it depicts, only Praetorum's understanding of it.
  • Gate-ring
    • These Gate-rings also work similar to Rupturing, allowing any individual holding them to 'blink' to a destination within 5m that they can see in exchange for one charge of the ring. The ring holds three charges, replenishing one charge every minute. The ring can also blinks all inorganic material that the individual is holding (allowing the person to blink carrying items only as large and as heavy as they can carry). *
  • Bound Banners
    • A pair of rectangular cloth banners. When both are set upright, they link to each other as portals, allowing Praetorum and up to his body weight in equipment (but not other people) to enter one and come out the other instantly, no matter the distance (only applies if the two banners are in the same plane of existence). The banners will not function if torn or broken, but will repair any damage done to them over the course of a trial. Both banners can be moved at any time, but must remain still and upright to function. Praetorum can make four one way trips every trial
  • Messenger Bird
    • A piece of parchment. Four times a season, you may activate this and it folds itself into a small origami bird. You speak to the bird and give it a message - it "records" that message and then flies off to find the person the message is for. The message may be no longer than 50 words (contractions count for the correct number of words) and the bird will take the required amount of time to fly to the recipient. Upon arriving, the bird speaks your message (in your voice) and then flies back. If the recipient is dead or hidden by magical / immortal means - the bird will circle overhead when you summon it and not fly in any direction.
  • Homing Beacon
    • A large flagpole that can be moved with some difficulty. When placed in a settlement owned by Praetorum, anyone who spends a night in that settlement can, on the next day, teleport themselves and up to their body weight in non living items back to the beacon exactly once. If they have a mount or pet with them that has also spent a night in the settlement, they can activate this ability for that animal as well, allowing that animal to also return to the beacon with up to its body weight in items.

Animals

  • Sivan - Legendary Kheledzan Mount (SP)
    • Excellent Condition
    • Excellent Training
    • Good Accessories
    • Armour [Tier 6, Good]
    • Two Heads
    • Three Pairs of Wings
  • Erasmus - Zahkron Dragonling (Vielkrontier)
  • Redge - Kletier Dragonet (Vielkrontier)

Immortals

  • A metallic bracelet with a lightning symbol on it, given to you by Ilaren for being such a good sport about being put in harm's way. While worn, it confers to Praetorum the following two Adored level abilities from Ilaren's Palemon mark:
    • Tolerance. This is a passive that will always be in effect as long as the bracelet is worn.
      • The character's indulgence of alcohol has strengthened their disgestive system and made them less prone to suffering any ill effects. The character no longer suffers any aftereffects from the over-drinking of beers and wines, and has a slight resistance to any imbibed poisons.
    • Lightning Manipulation (Moderate). - Can be activated up to three times a trial
      • The character is able to control more lightning, and at longer distances. Their limit is extended to a distance of 100 feet before the lightning dissipates, and can be bounced up to two times, to strike a total of three targets. Capable of throwing two lightning bolts a bit. If the bolt hits it can cause lingering pains, numbness, and slight burns to any struck body parts. Those hit by the bounce effects of this ability are dealt damage as though hit by a bolt of the Minor version. Alcohol intoxication diminishes the power of this ability.
    .
  • Cassion's Coin
    • A single disc marked like a chainstone. It allows Prae to use the Cassion-granted ability of Safecamp three times a season.
  • Calling Coin
    • A seemingly normal coin, but with the insignia of Ilaren, three lightning bolts clutched in a fist, printed upon one side. At his time of greatest need, clutching the coin in his fist and offering a prayer to Ilaren has a chance to draw her to answer his call, and perform an act to rescue him from danger. This will only work if Ilaren is not otherwise indisposed at that moment - and Ilaren will only answer this call once, upon which time it becomes an ordinary, if pretty, coin. *
  • Star of Hope
    • A single crystal star, glowing with hope. It is a single use item from Xiur which has 1 ability from his mark - it can be Adored level or below. It's single use - but you don't have to decide which ability till the moment it's used. Once the ability is used, the crystal star always glows and makes a beautiful nightlight.
  • Daia's favour: The Immortal of Prosperity is impressed with Praetorum's part in this. You have 1 favour from her, should you call on her.

Survival/Healing

  • Tier 7 Survival Kit(SP)
  • A bone handled hunting knife *
  • Spring Decanter
    • A beautiful and very delicate-looking decanter which, once a trial, will create pure, clear water. The decanter is actually very tough and will hold up to four servings. Those who drink this water will have any negative effects from tiredness, tension etc, washed away with the drink. It leaves you feeling refreshed and clear-headed. It does not, however, heal wounds etc and will not combat magical effects.
  • The Very Pineapple of Usefulness.
    • A small cut-glass pineapple which would fit in the palm of your hand. When placed on the ground it functions as a campfire in terms of warmth and providing a place to cook.
  • Alarm Statues
    • An ornamental doorstop-like figure. Made from what seems to be ice, it is the creature Praetorum saw (Blue Maned Scalvwing Steed). It can be placed at a perimeter or point where it acts as an alarm. When there is movement within a 40ft radius of it, Prae will hear an alarm. The alarm can only be heard by Prae and up to four other people he designates. He can remove access to hearing the alarm at any time, but can only give access twice a cycle.
    • A small toad figurine made of garishly-colored soapstone. It can be placed at a perimeter or point where it acts as an alarm. When there is movement within a 40ft radius of it, Praetorum will hear an alarm. The alarm can only be heard by Praetorum and up to four other people he designates. He can remove access to hearing the alarm at any time, but can only give access twice a cycle.
  • Each crystal turtle allows you to have a home. Twice a cycle it will transform into a turtle-shell shelter (shellter). Up to four adults can comfortable shelter in the Shellter. No matter what the weather is, the Shellter is warm and comfortable and dry.
  • Health Pack! Two times a season, this small box will produce enough emergency rations for up to four people for one trial. This will appear in the form of nutrition bars and clean water. The rations can be split further but this will lower the effectiveness of the rations.
  • Saoire’s Sweets - A small box of your favorite chocolates / candies (10/10 total). You find yourself unable to eat more than 1 on any trial. But each one provides the following to whoever eats it for the next 6 hours: "Saoire's domain of Gifts is not merely one of physical goods, but of the happiness and joy that comes with both giving and receiving a well-meant gift. This ability allows the Blessed to give both themselves and anyone they're with a feeling of joy and good cheer, banishing negative feelings like sorrow, anger, and fear."
  • Grapes of Healing
    • A small bunch of 10 grapes. Each one is wonderfully sweet - eating 1 grape will heal you of minor injuries. This is cuts and bruises, scrapes and grazes etc. If you have moderate injuries (deeper cuts etc) then it will take 3 grapes. Major injuries take 6 grapes and someone can be brought back from a critical condition with 9 grapes. Please note, though - if you gave (for example) 1 grape to someone with moderate injuries, it would do nothing. You have an all-or-nothing grape situation.
  • You are given a small bag of flour. It is enough to bake 4 cakes which would feed 6 people each - basically there are 24 uses, but only if used in cooking). Anyone who eats something made with it will have any minor cuts / abrasions dealt with (minor stuff only) and will feel as refreshed as if they'd slept a full night's sleep and just woken up!
  • Life-Time Supply of Beer - a flask or other convenient (and mostly indestructible container) of beer that never runs dry on beer. When you need more beer, just pour more water. Set it and forget it. This cask or container of alcohol can be shared with as many people as you wish. Great for parties!

Clothing

  • Average Outdoor Outfit(SP)
    • Hooded Cloak
    • White Handwraps
    • Wool Scarf
    • Grey Footwraps
  • Average Indoor Outfit(SP)
    • Tunic
    • Breeches
    • Underclothes
  • Basic Nightwear Outfit(SP)
    • Loose Smock
  • Blue Spotted Pajamas
  • Armadillo Ears Headband
  • A small pin which mirrors exactly the fish you saw (An orange koi with white speckles like it’s front half had been sprinkled in flour). It's beautiful, really well made.
  • 2 Brooches (Snake coiled around a greatsword with its head resting on the crossguard)
    • Bloodmetal snake with tiny rubies for eyes around a silver sword
    • Tienite snake with tiny sapphires for eyes around a grave-gold sword
  • Gloves that are akin to a duplicity suit and will simply blend in with whatever else Praetorum is wearing.
  • Formal Outfit
    • A longcoat in the empire style, navy blue with gold accents
    • Dark red shirt
    • Black trousers

Misc

  • A book containing the knowledge of Atvian and Eternal Empire history that Prae gave up in CitW
  • Order of the Adunih Sigil: Showing it at any branch of the Order will get him a positive reception and assistance if needed
  • Box of Nails *
  • Shovels x2 *
  • Iron Axe *
Knick Knacks
  • One piece of glowing ice. It's always cold and always glows. It also never melts.
  • 1 Crystal Sculpture from your little boxes. While not magical, there is something very lovely about these and they just have a bit of a 'feel good' about them.
  • A story book, entitled "The Princess of Fection" - it is the tale of a princess who traveled the world but ends up back home (in Fection.....). It tells of all the many different languages she has learned on her travels and the glorious food she ate and the many adventures she had. When you read this it imparts one languages (your choice) to your pc. This language is at Conversational level and does not count towards your Linguistics maximum number of languages. You may assume that you have the base requirements for this language and may progress it as usual if you choose to.
    • Atvian to Conversational
  • A story book entitled "The Tragedy of the Magic Toad". Praetorum will find that reading his copy confers three knowledges each in Intimidation and Shield. Once he reads it, the book will simply function as an ordinary storybook for anybody else.
  • Works of Darles Charwin: Evolution themed book for those who met Vielkrontier: Prae's copy (The Descent of Mortals) confers three knowledges each in Hunting and Smithing.
  • A small crystal glass made from rainbow sand. It swirls constantly with different colours.
  • A small statue of a woodpecker. Once a cycle it can be animated with a command word (you must include this word in your inventory / link to it and your PC chooses it now) and will then fly to the nearest piece of wood and attempt to bore a hole through it. It will stay active for 1 hour and can bore through a piece of wood approximately 4 inches (10 cm) deep and roughly the same diameter in that time. However. It is activated on use of that word the first time it is spoken in it's "earshot" each cycle. So, if someone else happens to say it, it'll fly and find the nearest piece of wood and start pecking.
  • A small bird-whistle. It makes sounds like birds
  • A gold coin which is most odd-looking and not a nel (it looks like a florin, OOC) - when you flip it for heads or tails -it always lands on the opposite of what was called. Always.
  • A set of books, detailing great investigations and puzzles related to Scalvoris and the family LeFleur. They are a copy (so the accompanying note says) of a set of books which are entirely unique. They're detailed and rich in information. Reading them gives you +5 Knowledge and +10 XP in 1 non-magic, non-combat skill from a choice of Cryptography, Investigation, Logistics, Politics and Research.
  • A feather quill. It will never need to be dipped in ink, and will change colour of ink on command, once a trial.
  • A small children's puzzle made of wood and brightly coloured. It draws attention, should you be trying to solve it. People will stop what they're doing and watch you, they'll be intrigued. It isn't massively powerful (Discipline, etc, will be able to resist it) but it's very useful for de-escalating situations.

Housing

T10 Castle - Skydas Keep outside of Rharne, near the Mistral Woods.

Last edited by Praetorum on Fri Jun 10, 2022 3:33 am, edited 56 times in total. word count: 2882
Let's play 'What's Weird About Prae'

Head

  • A fiery rune shines under his right eye
  • A firey glow in the back of his mouth

Arms

  • A ring of blue runes floats over each of Prae's wrists
  • A silver shield marks the back of his right hand
  • A ring of light around his left forearm

Misc

  • His tail is about eight feet long, usually knotted around his waist
  • His body temperature is uncomfortably high

Surroundings

  • Wind gusts with every step he takes
  • The area around him is slightly more static-y than normal
User avatar
Praetorum
Approved Character
Posts: 1335
Joined: Sun Jan 20, 2019 11:08 am
Race: Frog Person
Profession: Mercenary
Renown: 880
Character Sheet
Character Wiki
Plot Notes
Letters
Point Bank Thread
Storybook
Wealth Tier: Tier 5

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Wealth Ledger



Current Wealth Tier: 7
  • 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.
Spoiler
Rharne Bank Savings Account Adjustment Total
Bank Deposit (Ymiden 721) 20 20
Interest (Saun 721) 1 21
Interest (Vhalar 721) 1 22
Interest (Zi'da 721) 1 23
Interest (Cylus 721) 1 24
Interest (Ashan 721) 1 25
Base Salary = 13 WP/season
Skill Bonus
Expert - 1
Master - 3
GM - 5
T2 - 10
Last edited by Praetorum on Fri May 27, 2022 4:09 pm, edited 16 times in total. word count: 319
Let's play 'What's Weird About Prae'

Head

  • A fiery rune shines under his right eye
  • A firey glow in the back of his mouth

Arms

  • A ring of blue runes floats over each of Prae's wrists
  • A silver shield marks the back of his right hand
  • A ring of light around his left forearm

Misc

  • His tail is about eight feet long, usually knotted around his waist
  • His body temperature is uncomfortably high

Surroundings

  • Wind gusts with every step he takes
  • The area around him is slightly more static-y than normal
User avatar
Praetorum
Approved Character
Posts: 1335
Joined: Sun Jan 20, 2019 11:08 am
Race: Frog Person
Profession: Mercenary
Renown: 880
Character Sheet
Character Wiki
Plot Notes
Letters
Point Bank Thread
Storybook
Wealth Tier: Tier 5

Featured

Contribution

Milestones

RP Medals

Miscellaneous

Events

Renown Ledger



NO LONGER UPDATED - Look to Character Profile
Spoiler
Item/ Thread Renown Total
Starting Renown (Deserting, Killing Legionnaires) 30 30
Fighting off bandits & completing the Run 5 35
Stepping up to rescue people 5 40
Rescuing a literal boatload of children 20 60
Target Practice 5 65
Winning a spar in Raskalarn's Temple 5 70
Driving off bandits 10 80
Rescuing a villager 5 85
Being a big shouty boi 5 90
Initiated into Defiance 5 95
Whirling around in a hurricane 10 105
Losing control of water in public 5 110
Promoted in Company 10 120
Winning against a priest of Raskalarn 10 130
Dueling a priest of Raskalarn 5 135
Rejecting a proposal 10 145
Participating in an inheritance tournament 10 155
CitW: The Waiting Place 20 175
Taking Down a Hobgoblin 5 180
Getting Struck by Lightning 10 190
We’re soaring, flying 5 195
CitW: Imaginings 20 215
CitW: The Culinary 5 220
CitW: The Dead (2) 5 225
CitW: The Prison (2) 5 230
Fighting off an undead invasion 15 245
Running into an Etherstorm to save a kid 10 255
Discovering a dragon skull 15 270
Sparring with defiance 5 275
Being seen in an aerial chase 5 280
Investigating a Slaughter 5 285
Emerging from an etherstorm changed 10 295
Stopping a charging herd 5 300
Raskalarn Tourney 10 310
Interfering with a mugging 5 315
Trying to stop a bread thief 5 320
Zourvy will remember this 5 325
Near escape from Niflheim 20 345
Starting a big battle 5 350
Surviving a fight with the Raggedy Man 10 360
Taking down a pack of Drexion 10 370
The River’s Daughter 10 380
3v1 in public 5 385
Catching a nickel 5 390
Killing a magnim 10 400
Helping others with training 5 405
Volunteer Firefighting 10 415
The Way 15 430
The Price of a Puzzle 5 435
The Price of a Puzzle: Calibration 5 440
Answers, Burned Away 20 460
A Nasty Surprise 15 475
New Armor & Weapon 5 480
The Rise of Rhaum; The Fall of Rharne 25 505
Well, that’s not good 10 515
New Alliances 10 525
The Fire Within 10 535
Ignis Internum 5 540
For want of a nail 5 545
All v One, and One v All 5 550
Exposition 4 20 570
A Close Call 10 580
Order of the Adunih Sigil 10 590
Fire on the Water 5 595
Covering New Ground 5 600
Life Forged, Death Forged 25 625
Long Overdue 10 635
Ishallr 10 645
Ice 15 660
The Water Table 30 690
Lightning Gem 60 750
Night Market 5 755
Upon the Waves I. 10 765
Ambush 10 775
Upon the Waves II. 10 785
Fright Night 10 795
Praetorum vs the Wall 10 805
Life & Death 5 810
Saoire's Heroes 5 815
All Tavern’s Tournament 20 835
Prae vs Ground Pounder 10 845
Turning Over a New Leaf 5 850
Last edited by Praetorum on Fri May 27, 2022 4:08 pm, edited 46 times in total. word count: 498
Let's play 'What's Weird About Prae'

Head

  • A fiery rune shines under his right eye
  • A firey glow in the back of his mouth

Arms

  • A ring of blue runes floats over each of Prae's wrists
  • A silver shield marks the back of his right hand
  • A ring of light around his left forearm

Misc

  • His tail is about eight feet long, usually knotted around his waist
  • His body temperature is uncomfortably high

Surroundings

  • Wind gusts with every step he takes
  • The area around him is slightly more static-y than normal
User avatar
Praetorum
Approved Character
Posts: 1335
Joined: Sun Jan 20, 2019 11:08 am
Race: Frog Person
Profession: Mercenary
Renown: 880
Character Sheet
Character Wiki
Plot Notes
Letters
Point Bank Thread
Storybook
Wealth Tier: Tier 5

Featured

Contribution

Milestones

RP Medals

Miscellaneous

Events

Threads


Old Threads
Arc 718 Arc 719
Arc 720
Ymiden
3rd - Salt and Smoke [In Progress]
5th - Beneath The Open Sky
5th - Ruby Blood on Emerald Grass
6th - The Fire Within [In Progress]
13th - Battle Buddies [In Progress]
15th -Sea Legs [In Progress]
23rd - The Smallest Flame Burns Brightest [In Progress]
30th - What Roots
30th - What Blows
30th - What Sears
30th - What Flows
81st - Answers, Burned Away[In Progress]


Arc 721
Saun
3rd - Covering New Ground
18th - Ambush
35th - Ruin's Dawn
Vhalar
Zi'da
2nd - A Father’s Memory
8th - All Tavern's Tournament
Arc 722
Saun
Last edited by Praetorum on Tue Jun 14, 2022 4:03 am, edited 112 times in total. word count: 1315
Let's play 'What's Weird About Prae'

Head

  • A fiery rune shines under his right eye
  • A firey glow in the back of his mouth

Arms

  • A ring of blue runes floats over each of Prae's wrists
  • A silver shield marks the back of his right hand
  • A ring of light around his left forearm

Misc

  • His tail is about eight feet long, usually knotted around his waist
  • His body temperature is uncomfortably high

Surroundings

  • Wind gusts with every step he takes
  • The area around him is slightly more static-y than normal
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