Llyr Llywelyn

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

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Llyr Llywelyn


Llyr Llywelyn
Son of Chamadarst
Image
Music

Current Name: Llyr Llywelyn
Previous Names: Zarik | Married: Venora | Paternal: Ki'Enaq.
Alias: Dreamlord, Mister Magpie, Mistress Magpie, Icerink Fedora, West, Ezili, Shay (Shandre).


Sex: Male | Gender: Fluid
Race: Biqaj | Height: 6ft 3in | Weight: 170 lbs
Age: 20 (77 Zi'da, Arc 699)
Face Claim: Lucky Blue Smith


Marks: Xypha
Domain Magic: Transmutation, Becoming, Attunement, Empathy.


Image

Flaws: Bizarre, Impulsive, Meddlesome.
Merits: Resourceful, Passionate, Creative, Persistent.

Favors
Fresh air, sunrises and sunsets, physical activity, hiding, climbing high-up on structures.

Disapproves
Stale death scents, confined small spaces, wilderness, the sounds of people in agony.

Languages
Fluent: Common. Common Sign. Cursive. Vahanic. Ith'ession.
Broken: Rakahi. Xanevic. Scalveen. Ancient.



Appearance & Personality
Awakenings & MB Abilities
Totems
Skills | Skill Knowledge
Thread (Skill Point) Ledger
Renown Ledger
Wealth Ledger | Possessions
Dreamwalking Ledger
Language Ledger
Non-Skill Knowledge
Housing
Approval Link List
History & Mortalborn Story


Last edited by Llyr Llywelyn on Sun May 24, 2020 9:09 pm, edited 2 times in total. word count: 145
User avatar
Llyr Llywelyn
Approved Character
Posts: 1925
Joined: Sat Feb 02, 2019 12:24 am
Race: Mixed Race
Renown: 830
Character Sheet
Character Wiki
Plot Notes
Personal Journal
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 8

Milestones

RP Medals

Miscellaneous

Appearance & Personality


Personality

Llyr is an optimistic young man, with a lust for life, and he is resilient to setbacks or disappointments. He feels a personal resonance to all of the natural elements, especially water and air. While he already knows about the darker elements of a hard life, he stubbornly chooses to believe the best of people.

Llyr's character is built on a Transcendent Prodigy archetype.
The Prodigy side of his theme means: He has a youthful flair for excelling in learning both techniques and theories. What he places his focus on, improves at exponential rates. Sometimes, his prodigy nature results in him "not knowing his own strength" and acting reckless due to unawareness of his increased capabilities. Other times he is able to practically apply certain skills, but finds himself unable to teach others about it.

The Transcendent side of his theme means: He has an inclination for mysticism, otherworldly sensations, and longs for that which is profound. Llyr feels at home in Emea. Ever since he was initiated into Transmutation, he became deeply connected to Emea and that theme has continued with Llyr's lucid relation through Dreamwalking. This side of Llyr creates the ineffable and celestial-like aspects of his character.

Generally, Llyr sincerely enjoys helping people. Despite this, he often has lonely states of mind and struggles to find understanding from others. Almost all his interactions with other people have been through business relations. He believes the world(s) to be awe-inspiring and holds a particular fondness for cities. Though he has been suppressed and browbeaten through-out his life, he is optimistic, hopeful, and appreciates the inherent brilliance in everyone and everything.




Appearance

Llyr is a lean, and towering, Biqaj man at his relatively tall height of 6 ft 3 in. Youth, and a sense of newness to life, sculpts his features into firm skin, sharp angles, and the prim soldiery posture of a young man who has learned how to handle his grown body. He puts on lithe muscle easily, his athleticism naturally well-defined. With silky smooth platinum blond hair. He keeps his hair short at the nape of the neck, trimmed along the sides, and his bangs long.

As a biqaj, his eye colors follow his attuned moods but as he has grown more experienced in the world, the cool colors of ocean and ice blue are the most frequent as they are the color of his neutral focus. His dark brows contrast with his pale skin and fair hair.

He adores perfectly tailored, luxury clothing that functions in whatever station he desires to fulfill, often in monochromatic schemes of white, black, or gray. If he does bother with color, it is usually pale and muted colors with the occasional exception of brighter blue, red, so on.

His preferred choice of attire often creates an aura of aloof superiority, as he covers himself in slender silhouettes of expensive fabrics; with exception to his face, though he is known to wear masks from time to time. He doesn't like to show his silver-tinted skin, and chooses strict formality in his fashion choices. He prefers high collars with expensive clasps, trimmed waists that show off his svelte figure, polished leather boots, and fitted gloves.
Eye Color References

EYE - IRIS - COLOR REFERENCES

Red - Instinct or Danger.
Red
Image

Orange - Enthusiasm or Irritation.
Orange
Image

Yellow - Confidence or Stubbornness.
Yellow
Image

Green - Compassion or Jealousy.
Green
Image

Blue - Focus or Sorrow.
Blue
Image

Indigo - Sensitive or Arrogance.
Indigo
Image

Violet - Curious or Disconnected.
Violet
Image


Ocean Blue - Neutral state, when none of these are active.
Ocean Blue
Image

Copper Brown - Overwhelmed, when there are 4+ active.
Brown
Image


Silver/Gray - Memories/Trauma.
Gray
Image

Gold - External magical influences on his mind.
Gold
Image

White/Iridescent - Ambition/Excitement/Bliss. [Highest Highs]
White
Image
Iridescent
Image

Black - Shame/Guilt/Remorse. [Lowest Lows]
Black
Image
OLD Scars
  • Ear: Along the edge of the inner cartilage of this ear, there are the tiny, narrow white marks of overlapping, healed scars.
  • Center of Forehead: Carved with the Theocratum Mark of Faith (two parallel lines with an triangular arrow point connecting them) in silver-gold shimmer.
  • Center of Chest: A larger version of the Theocratic Mark of Faith design over the center of his chest.
  • Palms of Hands: Horizontal gold scar over the palm of his left hand, and a x-shaped starburst pale gold scar in the center of the palm of his right hand.
  • Wrist and Ankle: Two thick 3" band scars that have darkened the skin to a white-gold hue where cuffs had been latched onto his right ankle and left wrist.
  • Forearm: Gruesome gold scar on his left forearm along the length of the bone near to the inner wrist.
  • Lower Back: Several crisscrossed silver scars from old welts caused by belted whipping.
  • Shins: His crystalline legs have two horizontal splits across his shins that reveal what looks like quartz crystal underneath.
  • Calf: On his left calf, he has a nasty fissure crack that has grown smooth but clearly shows the second layer of crystalline skin rather than the bone-white of his leg.
Mutations
- A halo that hovers above his head that is naturally a ring of iridescent light.
- A pair of gossamer wings that are proportionate to his body, shaped like dragonfly wings, and used most similar to flying ant wings.

Transmutation Witchmark: Based on suggested Transmutation brands/witchmarks and his pure Biqaj blood, when Llyr undergoes intensely dominant emotions (such as heightened rage, sorrow, fear, lust, etc.), the varying pigmented colors of the irises of his eyes become so saturated that they softly glow in the same hue. The white of his orbs shimmer and glitter while the glow is active. If the emotion becomes strong enough, the hue has the potential of breaking past the barrier of the iris and subsuming the entire shape of the eye until the emotion lessens.

Becoming Witchmark: Two iridescent tattoos that are similarly designed to his Gossamer Wings that go along the sides of his waist, up to his ribs.

Attunement Witchmark: The Witchmark is seen in the eyes and only if one looks closely. They will find that the pupil and sclera are divided by a myriad of proportionate lines, almost as though the eyes were deconstructed and places back together. These ‘Puzzle Eyes’ are the only way to identify an Attuner without magic or their own admission.

Empathy Witchmark: Due to the unique nature of how Llyr received this spark, his witchmark blended with Mortalborn fracturing on each of his fingertips (including thumbs). This resulted instead of an emotional color, iridescent ether fissures occurred along the skin between his fingerprints to the nearest knuckle. He still has fingernails. The fissures glow, have traces of both domain and divine ether, and are highly noticeable. They can effectively be covered with opaque gloves.



Last edited by Llyr Llywelyn on Sun May 24, 2020 9:23 pm, edited 2 times in total. word count: 1135
User avatar
Llyr Llywelyn
Approved Character
Posts: 1925
Joined: Sat Feb 02, 2019 12:24 am
Race: Mixed Race
Renown: 830
Character Sheet
Character Wiki
Plot Notes
Personal Journal
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 8

Milestones

RP Medals

Miscellaneous

Awakenings & MB Abilities


Mortalborn Domains


Civilization

Approval here.
Civilization Ability I | Accelerate
ACCELERATE
Llyr has an aura effect that creates a milieu within which individuals feel their personal ambitions and pursuits heightened. He cannot control what these ambitions or pursuits are, only that his presence causes people to advance whatever their aspirations are. People will feel driven to immediately act on these ambitions, often looking to somehow work toward it within the same trial.

There is a slight compound effect that the longer a person spends time near Llyr, or the closer they get to him, the more compulsive it will feel to do something in pursuit of whatever ambition is considered the highest priority for that individual.

Those with Expert Meditation or Discipline can resist this ability, but they are still made aware of those ambitions like a glimmered reminder in the forefront of their mind. Llyr cannot turn this area of effect off. When within established city or town borders, the area of effect extends as far as his line of sight (but never past the farthest perimeter). When in unsettled wilderness, his area of effect is limited to only twice his arm's reach but no further.

Contracts

Approval here.
Approval here
Contracts Ability I | Blood-Sealed
Blood-Sealed
Whenever Llyr either exchanges blood with another (such as in a handshake), or has another imprint their blood along with their signature on a written contract, he is able to manifest perfect copies of that agreement no matter what. Even if the original is destroyed, he is able to summon a copy whether he remembers the exact details or not. These documents are as accurate as the original. In the case of verbal agreements, the documents will have a transcription of what was discussed leading to the exchange of blood, often with some sort of signature from both parties included. These contracts transcend potential legal barriers, so that the documents are considered valid by civilized courts of law - whatever is required for that to be the case.
Contracts Ability II | Speech to Ink
Speech to Ink
Llyr is able to speak and have his writing utensil of choice autonomously write what he says, to whatever surface he links to the writing utensil. This allows him to draft lengthy contracts, proposals, notes, letters, etc. at much faster speeds, while also leaving his hands free to do whatever he wishes. This ability never lasts longer than six breaks, at the end of which he will need to fully rest at least four breaks before he is able to use it again (eat, drink, wash, relax, and sleep). Additionally, this ability can only be used once a trial.

It requires Logistics, Rhetoric, and Discipline skills, as it will transcribe any speech mistakes he makes - or conversations, if he gets distracted and speaks to someone and forgets to pause the writing utensil. He activates the ability by pricking his finger with the chosen writing utensil's tip, then placing the same fingertip on the surface of choice. He deactivates it by snapping his fingers with the same fingertip.

Cultivation

Approval here.
Cultivation Ability I | Refinement
Refinement
Preparation for, working toward improvement, devoting oneself to, and fostering; cultivation can be applied to a great many things but for this ability, it is the aim to refine culture that Llyr is drawn to. He is capable of feeding off sophistication, refined mannerisms, intellectual studies, pursuits of mastery, and aesthetic experience. He has acute perception toward these, as embodiment of cultivation between the individual and their society.

By feeding (a conscious choice on his part), he gains greater mental clarity, focus, and refinement of his own skills. Up to 72 total breaks of this effect can be stored, utilized however by Llyr's conscious control. If the stored energy hasn't been used within roughly 60 trials of its feeding, then it vanishes. He will feel attached to the person or thing and thus seek to help continue their/its cultivation however he can. When he succeeds by the target progressing further in that cultivation, this causes joy and enthusiasm in Llyr. Those with higher discipline may resist this ability, though his feeding will not negatively affect them beyond a slight drowsiness akin to intense relaxation.

Effect Tracker

Thread Domain Ability Description Date Unit Total
AF: Mystic Mystery Cultivation Refinement Environment Feeding 21 Vhalar 719 +25 breaks 25 breaks
AF: Mystic Mystery Cultivation Refinement Individual Feeding (Doran) 21 Vhalar 719 +5 breaks 30 breaks
You Can't Cultivation Refinement Spent Feeding 29 Vhalar 719 -25 breaks 5 breaks
You Can't Non-MB Effect The Thirst Thirst from Flaying 29 Vhalar 719 Until Rebirth ~100 days
Continue Cultivation Refinement Individual Feeding (Doran) 35 Vhalar 719 +5 breaks 10 breaks
Thread domain ability descr date unit total
Thread domain ability descr date unit total
Thread domain ability descr date unit total
Thread domain ability descr date unit total
Thread domain ability descr date unit total
Magic Awakenings
Transmutation: Ether Acrobat
From the darkness of ignorance, raised up through the illumination of a greater world provided to him by his mentor, Llyr has spiritually extended himself to become flexible in body, heart, mind, and soul. He has witnessed the dreamscape of Emea, he has spoken idealistic visions of the future, and he has challenged his body past its limits to bend further and further, yet never break.

Elegance defines the Ether Acrobat spark, an expression of grandiose beauty through swift adaptation. Defined by an unquenchable desire to reach lofty heights and contort in all ways unimaginable, limitations and obstacles merely represent stimulating challenges to surpass and overcome for the Ether Acrobat.

Approval here.
Updated + Approval here
Competent Awakening I | Crystalline Legs
CRYSTALLINE LEGS - Competent

Llyr’s legs have mutated with the appearance of quartz crystal and white marble instead of actual skin. They glitter with iridescent hue from the midpoint of his thighs down to his toes. The mutation results in greater momentum when it comes to jumps and increased resistance when it comes to landing, kicking; or anything in similar use of his legs. If he extends his legs beyond his endurance, the crystalline specks spread into thin, flat cracks. Beneath this split skin, it appears as if there is a second skin underneath made from pure crystal similar to quartz.

If his legs break, they take twice as long to recover. Once recovered, the limbs will have the appearance of heavy cracking (smooth to the touch, similar to glazed ceramic that has cracks under the glaze) in the place where the pressure/break occurred, thus exposing more of the crystal-like underskin. He still bleeds silver if sliced/cut, but the cuts must be deeper than on the rest of his body to break through the second layer of mutated skin.
Competent Awakening II | The Shape of Things
THE SHAPE OF THINGS - Competent

Llyr's ether is more than simple color or light. His unique iridescent ether is not only multicolored, but also consists of complex minuscule symbols and shapes that have the potential to give him insight into the science of material existence.

For those able to see his ether, these shapes will remain nearly imperceptible because they are so small (like trying to see individual water droplets in an ocean). They give his ether an exceptional quality of perpetual motion and is far more substantial than a common mage’s ether.

Llyr is aware of these symbols and shapes, and the more he uses his ether, the more he develops an obsessive need to discover what he can about them - which in turn, encourages a desire to use his ether more so he can study it. This mutation applies to any magical casting from Llyr that has to do with ether, even if it isn’t of the Transmutation domain.
Expert Awakening I | Gossamer Wings
GOSSAMER WINGS - Expert
Llyr’s spark has mutated further into the bound control of ether. He, now, has permanent gossamer wings that extend out from his shoulder blades. Through ether expenditure, he can temporarily expand the size, and adjust the shape, to adapt to what is needed.

By default shape, they extend into four transparent, narrow wings similar to a cross between flying ant wings and dragonfly wings with 2 fore wings and 2 hind wings with thin crossveins. They act as wings would, correctly proportioned to Llyr’s body, and controlled by conscious thought as any other limb. They can be folded similar to how flying-ant wings fold while resting.

He is capable of controlling each wing individually for a greater range of adaptive motion, similar to dragonflies. This provides him greater control in the speed of his momentum as well as adaptability in pivots and abrupt changes in his direction.

With Flying Skill directly related, he can properly fly with these wings as well as the potential to levitate and hover up to six feet. Both flying and levitation requires discipline and endurance to maintain. Actual flying tires him out the same as running would.

If his wings are severely damaged or torn, they will reconfigure slowly over several trials through reconstruction. In non-hostile interactions, just as his wings always go through his clothing without the need for alteration to the fabric, objects can pass through his wings due to being made of ether (e.g. during a hug, a person's arms passes through and the wings reform after).
Expert Awakening II | Sense of Wealth
SENSE OF WEALTH
Compelled to discover the world in all possible sensory ways, Llyr experiences impulses and cravings to explore and study the material world through hearing, scent, taste, touch, and otherwise.

Specifics depend on the material, but the more attention he places on a target, the more he derives sensory connections to the materials that make up the object. For instance, emerald gemstones might sing a different melody than rubies, silks might smell like mint, onyx might taste sweeter than candy while copper tastes bitter, etc.

The higher quality and refined a material is, the more pleasant the sensations will be. The cruder and more unrefined a material, the more distasteful and repulsive the sensations might be. (i.e. coal would be far more distasteful than a diamond).
Master Awakening I | Halo
HALO - Master
This master level mutation appears as an iridescent, bordering on translucent, ring halo that floats above Llyr's head (reference). It is both permanent and obvious. On its own, the halo only acts as a signal to others that Llyr is likely a mage.

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

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

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

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

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

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

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

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

There is a downside to using the limbs however; an emotional consequence wherein extended or extensive use causes him to lose touch with his humanity. The longer he maintains the limbs, and the more there are, the more pronounced this becomes. Where he would be kind, he becomes cruel. Where he might show mercy, he becomes ruthless. Where he might maintain patience, he becomes berserk. This can lead to a great deal of danger which limits his willingness to use them for extended periods, or to use too many, as theoretically if he overextends this ability – everyone around him becomes threatened, not just his enemies.
Becoming: Mistress Magpie
Image
Aware of the greater worlds, Llyr - also known as Mister Magpie - has encountered acts of primitive conflict, territorial possession, and experienced the instincts of savage men. By trying to blend his body to act as a vessel for legacy, the spark has defined its purpose around creating indelible material change within Idalos.

Mistress Magpie seeks to originate, transform, propagate, and subsequently evolve the design of her creations.

Approval here.
Competent Awakening I | Crossbreed
Competent: Crossbreed
Swayed by the concept of blending totems together to create entirely new beings/creatures, Llyr acquires totems specifically for the purpose of blending them into something new, and then to propagate the successfully blended creatures for further evolutionary research and improvement.
Competent Awakening II | False Eyes
Competent: False Eyes
Along the back of the mage's neck, there are colorful shimmer markings that resemble iridescent tattoos in a fan shape, mimicking the spread and colors of feathers in a peacock train. The shape of the fan ends at the spot where neck meets shoulders, with the highest point at the nape of the neck. Within these markings, the design includes many false eyespots. These tend to be read by animals as predatory eyes. The yellow and blues are especially vibrant, often signaling a venomous warning to creatures that recognize toxic coloration.
Expert Awakening I | The Magpie's Collection
Expert: The Magpie's Collection
Llyr not only seeks to collect totems and blended forms but is driven by an intense need to collect things he considers resourceful and/or valuable. This starts with totems, then extends to objects such as jewelry, accessories, trinkets, and so on. The more refined, the better. This personality habit extends to a lot of his lifestyle and thus, he's on the constant search for enough space to keep all his various treasures both safe and on display for the enjoyment of viewing his collections.
Expert Awakening II | Embellishment
Expert: Embellishment
All markings that come from the Becomer's spark have spread farther and that of simpler design has developed into further complexity. The gossamer witchmark tattoos, mirrored along the sides of Llyr's waist, now extends down over his hips, pelvic bones, and the top of his thighs. The spiral venation design now includes a mosaic of arcane symbols unique to him. The False Eyes marking has identical markings, but of downward-pointed fans over the round of both shoulders.
Master Awakening I | Bioluminescence
Master: Bioluminescence
All of the Becoming Spark's markings, such as the Witchmark and the False Eyes, are bioluminescent. This usually looks like a low-light illumination of glitter, but when the markings touch something (or are touched), the illumination quickly brightens. As the pressure fades, so does the illumination back to the usual dim sparkle. The color of this bioluminescence depends on the color of Llyr's eyes. His blood has also taken on the quality of bioluminescence, which causes a perpetual shimmer of silver under his skin and brightens with blue and silver coloration whenever touched (or in darkness).
Master Awakening II | Presentation
Master: Presentation
The importance of appearance and sense signals has become paramount to the Becomer. Not limited to visual appearance, but anything to do with general senses (scent, taste, hearing, etc.); the presentation of the mage is formed around perceptions of status and attraction. The Becomer's spark wants people to be drawn toward the mage's presence, and thus potentially acquire voluntary totems from them.

This desire leads the spark to compel the mage to use a wide collection of attire, accessories, perfumes, cosmetics, voices to echo, and so on. It, also, perceives certain totems similar to how a person might regard a hairstyle - in that if a totemic figure suits a particular outfit and setting more, then the Becomer will be driven to choose that form over any established consistent form.
Master Awakening III | The Magpie's Nest
Master: The Magpie's Nest
Llyr doesn't only need space to keep The Magpie's Collection but now the interior space of his residence has become an essential part of the spark's expressions. His need of Presentation goes beyond his physical body, and extends to where he resides (this includes all the senses as well as visual). Along with this, he is compelled to display unique items/collections out in the open.

Magical artifacts and items as decor especially please the spark, and when he finds new pieces for his collection, he often feels sensations of elation about it. He enjoys letting others observe these, but he does not want anyone to take them from him. Losing certain key pieces of his collections, whether through destruction, theft, or voluntary trade/gifting, causes him to feel as much grief equal to the elation he felt when he got the item in question.
Master Awakening IV | Multifold Identity
Master: Multifold Identity
At the pinnacle of mastery, Llyr has come to realize an identity that transcends ordinary boundaries and limitations. Names, faces, and even surface-level personalities mean little to the mage's attachment of self. Like anything they (mage and spark) collect, so do they acquire collections of totems, names, and even positions in different areas of society.

While the spark likes to be recognized within the powerful host, Llyr's original self-identity isn't required for that. As such, the spark does not need to let others know that the form is "Llyr" and encourages new identities around different totems. The spark sees itself as Mistress Magpie, a particular persona that literally manifests itself through specific totems in attempts to develop beyond the mage and hijack the host entirely.

The mage, however, has created a complex internal mechanism that allows for these varied identities to still be considered part of a cohesive individual. In metaphor, each identity is perceived as an individual petal but Llyr sees himself as the flower, stem, and roots rather than getting confused by trying to identify with just one or two of the many petals that make up the blatantly visible part. Llyr's perception of self has become fractal, in which he understands himself as the whole of infinite identities.
Attunement: Orbit
Orbit spark seeks to balance the other two sparks in a harmonious orbit gravitated around Llyr’s soul. It keeps the sparks from conflict/collisions and getting spun out while immersed in desire for power. Through Orbit's influence, his soul remains the central force and Llyr is able to feel centered. Cyclical in nature, Orbit is always in motion within his soul.

Approval here.
Windowpane Eyes
Overstep from The Call's Initiation: Windowpane Eyes -
Eyes are the windows to the soul.

An awakening from the stabilizing influence of the spark on his soul. Rather than a complex mess of conflicted mental, physical, and emotional overlapping triggers, Llyr’s biqaj eyes have a new color schematic.

This is a permanent change to the structure of his biqaj physiology and individual psychology, which means that this remains even if his spark is removed or suppressed. Only another mutation could potentially change it.

His eyes follow a 9-color schematic, centered on the following chart (with a high and a low expression). Specific tints/shades may vary within the monochromatic color to contextually suggest which it is:

Red - Instinct or Danger.
Orange - Enthusiasm or Irritation.
Yellow - Confidence or Stubbornness.
Green - Compassion or Jealousy.
Blue - Focus or Sorrow.
Indigo - Sensitive or Arrogance.
Violet - Curious or Disconnected.

Ocean Blue - Neutral state, when none of these are active.
Copper Brown - Overwhelmed, when there are 4+ active.

Misc:
Silver/Gray - Memories/Trauma.
Gold - External magical influences on his mind.
White/Iridescent - Ambition/Excitement/Bliss. [Highest Highs]
Black - Shame/Guilt/Remorse. [Lowest Lows]
Empathy: Tiferet
Image
Sublime Love (Tiferet)

Witchmark
Due to the unique nature of how Llyr received this spark, his witchmark blended with Mortalborn fracturing on each of his fingertips (including thumbs). This resulted instead of an emotional color, iridescent ether fissures occurred along the skin between his fingerprints to the nearest knuckle. He still has fingernails. The fissures glow, have traces of both domain and divine ether, and are highly noticeable. They can effectively be covered with opaque gloves.

Approval here.
Competent I | The Look of Love
The Look of Love

When Llyr either makes eye contact, speaks, or directly touches another person while actively using Empathy to observe or influence their tangle, the target is filled with a powerful sense of loving acceptance from him. He cannot control this awakening, and it doesn’t discriminate between individuals, so it happens for potential rivals as much as strangers or allies.
Competent II | Tears of Sympathy
Tears of Sympathy

Driven by his Empathy spark, when other people cry around Llyr, he is compelled to comfort them. Tears will also fall from his eyes in a detached, echoed reaction.
Expert I | Euphoria
Euphoria

Llyr and his spark, compelled together, seek those in trouble and burdened by negative emotions. The mage searches for these events to transform the emotions through Empathy. Many times he will seek to replace dominant emotions such as anger, despair, sadness with threads of bliss, awe, and contentment to create a blended sensation of ecstasy in the target.
Expert II | Angelic Grace
Angelic Grace

When Llyr channels ether, for any magic or abilities, he appears calm and peaceful to others in all detectable traits - no matter how he actually feels.



Capstones


Intelligence

Approval here.

Intelligence I | Disinformation Campaign
Llyr has mastered the art of seeding falsities everywhere he goes; by targeting himself and anyone around him, Llyr can use his network to breed multiple false accounts of past and recent events to obfuscate, create convoluted stories and false witnesses, falsify or redact evidence and muddle accounts. As long as this facade is regularly maintained, at least once a season and specifying each individual covered by the Campaign, it becomes incredibly difficult to recount the true events of their recent activity with 100% certainty. For those targeted, to mitigate the damage requires an expert or higher skill level of persuasion. To convince people otherwise, effectively dismantling the Campaign, requires a master level of persuasion. For those not targeted, but looking to seek the truth, expert or higher skill levels of investigation and intelligence can be used to find it. In either case of mitigation or investigating, Llyr will be made aware of their actions against the Campaign.

Intelligence II | Risk Management
With an international Intelligence network, Llyr operates with a vast range of contacts through constant assessment of risk management. Actively seeking weaknesses and possible exploitation of his own network, he is able to assure greater security among his operations. Purposefully chosen Exploits trap spies and alert him to their presence in his network. What he does with this information can depend, and the spy is not automatically made aware that their spying has been discovered unless they also have expert or higher level Intelligence. In addition to these traps, once a season, Llyr can order a routine maintenance to find spies and double/secret agents within his network and thus root out any unwanted external intelligence operations.



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

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Miscellaneous

Totems


Totems

Lucretia Totem (Female - Biqaj)
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Known Names: Shandre "Shay" / Llyr
Totem: Ring
Race: Biqaj
Date of Birth: Cylus 13, 677
FC: Lydia Graham
Appearance: 5' 4"; Weight: 110 lbs.
Noticeable Features: Rynmerian Posh Accent. Tan Skin. Violet-gold-ruddy coloration. Freckles. Different eye color schematic.
Unlike the current Lucretia, this is the biqaj woman at the state of her body before she received any of her mutations. She has tanned, freckled skin, a petite body, and short black hair.
Kiara Totem (Female - Biqaj)
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Known Names: Ezili
Totem: Ring
Race: Biqaj
Date of Birth: 77th of Zi’da, Arc 699.
FC: Daisy Clementine Smith
Appearance: 5’ 10”
Noticeable Features: Seafaring accent. Triplet sister to Llyr. Feels emotions less acutely, kind of numb. Wonderful singer.

Kiara has an elegance to her features with high cheekbones and alluring bedroom eyes. Her hair, while pale blond, holds less white to it than her siblings and can often seem more golden in the sunlight. Still, she has similar pale-toned skin and thin stature. She is the shortest of the triplets, but she carries herself like she is the tallest. Like her sister, Kiara wears feminine clothing. However, she despises dark colors. She will choose white, beige, and pale pastel-like tones over anything else. Her most commonly worn outfit is a short white dress with neutral-colored sandals. She often has her hair pinned in an updo.
Tyara Totem (Female - Biqaj)
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Totem: Ring
Race: Biqaj
Date of Birth: 77th of Zi’da, Arc 699.
FC: Pyper America Smith
Appearance: 5’ 11”
Noticeable Features: Seafaring accent. Triplet sister to Llyr. Alcoholic dependency. Deals with chronic pain in joints.

Tyara is a rail-thin biqaj woman. Like her siblings, she has white-blond hair, expressive biqaj eyes, and effeminate structure to her sharply angled face. Her hair is past her shoulders, but the ends are frayed from being pinned up, violently brushed, and experimented on. She is the frailest looking of the triplets. Often Tyara wears feminine clothing and her favorite color is red. She wears strange makeup most of the time. Her favorite, most commonly worn outfit is a scarlet dress and gold sandals. She paints her fingernails and lips red, as well. Tyara is, also, missing one of her toes.

White Cat Totem (Female - Feline)
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Totem: Cat Paw
Race: Feline - Street Cat
Date of Birth: 77th of Ashan, Arc 719
FC: One White Kitty Cat
Appearance: White medium-short fur.


Kitty Cat (yet unnamed) is a teen cat who enjoys hiding and seeking. Finding a thrill to hunting, this cat totem likes to go looking for rodents, bugs, and birds.
Yulia Totem (Female - Eidisi/Biqaj Mixed)
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Totem: Ring
Acquired here: A Ride North
Race: Mixed (Biqaj and Eidisi)
Date of Birth: 23th of Saun, Arc 697
FC: unknown
Appearance: Wavy short white hair, pointed ears, couple large tattoos in blue ink (shoulder and thigh, tribal/runic designs), silvery-blue skin tone.


Yulia is a native to Viden, born to an Eidisi father and a Biqaj mother. She is a student in the Institute of Arcana and is purely theoretical-based in her study of Attunement. She is a social and happy young lady but not the best at discipline.

Companions
Diri of Transformation
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Diri of Transformation (source: We'll Say We're Frightened... and awarded here: The Call Rewards)
Abilities

1: Lead to Gold: One of the most famous quests all those who pursue the art of Transformation is the mythic ability to change lead into gold. As a Transformation Spirit, Zarik's Diri has the ability to manage this sort of Transformation, able to tranform any non-living material into another non-living material. However, this is a direct 1-1 transformation. The Diri cannot, for instance, change one ounce of lead into five pounds of gold. It will only be one one ounce of lead into one ounce of gold. The transformation is also total, you cannot, for instance, change steel into glass but have the glass keep the strength of the steel. It will just be glass. This ability takes five bits of focus on a stationary object no larger than Zarik can hold in his two hands to use, but has unlimited uses.

2: Outline Made Real: Another quest of those who pursue the art of Transformation is the ability to change non-living matter into living matter. This ability allows Zarik's Diri to change any non-living matter that resembles a living creature into an inert version of that living creature. The being isn't alive, but it works with all other Magics and Blessings as though it is. However, it only works when applied to something that looks like a living creature, such a model or a stuffed toy or a taxidermied body.

3: Formshift: There are many abilities that allow one to take on the full form of another creature, and at higher levels, may even allow one to take on partial forms. However, there are limits to the latter, and a Diri of Transformation transcends those limits. Zarik's Diri can transform any one part of Zarik's body into that of an animal that Zarik has at least a passing familiarity with. While this is limited, it allows Zarik use of animalistic traits and abilities hey may not otherwise have access too, and is not bound by the limits of any magic or Blessing.

4: Materialshift: Sometimes, the limits of living matter prevent ones body from being up to the task one needs to perform. Zarik's Diri of Transformation allows him to temporarily overcome that limitation by transforming parts of his body into non-living materials, though they keep the manueverability they had when they were living matter and their weight doesn't change. However, this is ability overclocks the body, and as such, can only be used for a limited time, for a single break once a season. Any damage sustained will be kept once the body returns to normal.
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Last edited by Llyr Llywelyn on Fri Jun 19, 2020 5:58 am, edited 2 times in total. word count: 998
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Llyr Llywelyn
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Posts: 1925
Joined: Sat Feb 02, 2019 12:24 am
Race: Mixed Race
Renown: 830
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Wealth Tier: Tier 8

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Skills


Skills
Skill Total Points Proficiency
Magic: Transmutation (250/250) Maxed
Magic: Becoming (155/250) Master
Magic: Attunement (115/250) Expert
Magic: Empathy (70/250) Competent
Dreamwalking (94/100) Expansion
FT: Climbing (85/100) Master
Intelligence (250/250) Grandmaster (2 Capstones)
Endurance (155/250) Master
Discipline (155/250) Master
Caregiving (155/250) Master
Meditation (155/250) Master
Negotiation (155/250) Master
Detection (155/250) Master
Research (155/250) Master
Linguistics (155/250) Master
Business Mgmt (155/250) Master
Psychology (120/250) Expert
Seduction (110/250) Expert
Intimidation (105/250) Expert
Deception (90/250) Expert
Appraisal (90/250) Expert
Combat: Unarmed (80/250) Expert
Logistics (80/250) Expert
Tactics (80/250) Expert
Torture (80/250) Expert
Etiquette (80/250) Expert
Stealth (80/250) Expert
Combat: Blades (80/250) Expert
Rhetoric (80/250) Expert
Acrobatics (80/250) Expert
Mount (Equine) (75/250) Competent
Resistance (60/250) Competent
Leadership (50/250) Competent
Flying (35/250) Competent
Running (30/250) Competent
Strength (30/250) Competent
Medicine (30/250) Competent
Persuasion (30/250) Competent
Writing (30/250) Competent
Politics (30/250) Competent
Interrogation (30/250) Competent
Acting (30/250) Competent
Swimming (30/250) Competent
Teaching (30/250) Competent
Investigation (30/250) Competent
Dancing (25/250) Novice
Surgery (15/250) Novice
Combat: Thrown (10/250) Novice
Alchemy (6/250) Novice
Lock-Picking (5/250) Novice
Disguise (5/250) Novice
Mathematics (5/250) Novice
Language: Ith'ession (10) Conversational Rank Purchase
Language: Vahanaic (14) Conversational Rank Purchase
Language: Ancient (10) Broken Rank Purchase

Fast Track: Climbing
Racial Bonus: +25 Stealth
Prophet Reward: +5 Torture, +3 Acting, +2 Climbing


Last edited by Llyr Llywelyn on Sat Apr 03, 2021 7:13 am, edited 12 times in total. word count: 260
User avatar
Llyr Llywelyn
Approved Character
Posts: 1925
Joined: Sat Feb 02, 2019 12:24 am
Race: Mixed Race
Renown: 830
Character Sheet
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Point Bank Thread
Wealth Tier: Tier 8

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Miscellaneous

Skill Knowledge

Grandmaster A-E

Caregiving
  1. Caregiving: Tending to a cough.
  2. Caregiving: Keeping a stone house warm.
  3. Caregiving: Preparing a warm breakfast.
  4. Caregiving: Checking on family's well-being.
  5. Caregiving: Taking care of someone who doesn’t appreciate it.
  6. Caregiving: Fulfilling Alistair’s needs.
  7. Caregiving: Spontaneously cooking to feed a hungry loved one.
  8. Caregiving: Feeding the hungry.
  9. Caregiving: Dressing someone who is dazed.
  10. Caregiving: Helping someone get home.
  11. Caregiving: Distracting a child.
  12. Caregiving: Showing a child various objects.
  13. Caregiving: Teaching a child verbal concepts.
  14. Caregiving: Prioritizing a child’s mood over your own.
  15. Caregiving: Holding a child so that they don't fall.
  16. Caregiving: A clean home is a happy home.
  17. Caregiving: Prioritizing a loved one’s happiness
  18. Caregiving: Including children of different ages in shared playtime
  19. Caregiving: Teaching a child how to use cutlery
  20. Caregiving: Providing toys and games for young children.
  21. Caregiving: Prioritizing an infant’s cries above all else.
  22. Caregiving: Rocking a baby to sleep while in conversation.
  23. Caregiving: Offering a place to stay for family.
  24. Caregiving: Cultivating the biqaj side in a half-blood child.
  25. Caregiving: Offering chewable toys for a teething infant.
  26. Caregiving: The bliss of caring for a child together with your spouse.
  27. Caregiving: Comforting a stressed child.
  28. Caregiving: Giving attention to orphaned children.
  29. Caregiving: Spending hours while entertaining a large group of children.
  30. Caregiving: Noticing the need for more beds.
  31. Caregiving: Taking on the responsibility to provide food for orphaned children.
  32. Caregiving: Soothing Alistair’s worries.
  33. Caregiving: Encouraging language development of a young child.
  34. Caregiving: Patiently allowing a child to act however.
  35. Caregiving: Offering personal financial accounts for Fridgar to use while shopping.
  36. Caregiving: Getting a cup of water for someone who is injured.
  37. Caregiving: Can be used in tandem with endurance.
  38. Caregiving: Putting together an area so an injured person doesn’t have to get up.
  39. Caregiving: Setting up a bed with pillows.
  40. Caregiving: Cooking a warm, filling meal for an injured person.
  41. Caregiving: Preparing hot tea.
  42. Caregiving: Making sure a loved one gets away from the danger.
  43. Caregiving: Fresh air and nature might help recovery.
  44. Caregiving: Trying to comfort a bereaved individual
  45. Caregiving: Reassurance
  46. Caregiving: Physical reassurance
  47. Caregiving: In order to care for someone else, you need to be psychologically robust
  48. Caregiving: Sometimes, looking after yourself is looking after him.
  49. Caregiving: Getting the boys dressed and ready for a walk.
  50. Caregiving: Offering to prepare Alistair a meal, if hungry.
  51. Caregiving: Prioritizing your child over your curiosity of an interesting subject.
  52. Caregiving: Taking care of drinks and food so Alistair can speak with a guest.
  53. Caregiving: Recognizing the source of a child’s distress.
  54. Caregiving: A child's well-being should be accomplished above all else.
  55. Caregiving: Tucking in a child.
  56. Caregiving: Moving a sleeping child to a more comfortable location.
  57. Caregiving: Requesting an older child to watch after a younger child.
  58. Caregiving: Keep Your Child Within View
  59. Caregiving: Helping the sick.
  60. Caregiving: Staying up to care for another.
  61. Caregiving: Recognizing the health of a newly purchased slave.
  62. Caregiving: Ordering food and drink for your slave.
  63. Caregiving: Purchasing medicine for a child under your care.
  64. Caregiving: Making something up to comfort a child.
  65. Caregiving: Allowing for a child's limited understanding of politics
  66. Caregiving: Offering to prepare a bath for a dirty guest.
  67. Caregiving: Can provide a distraction from your own troubles.
  68. Caregiving: The unique challenge of a ghost child.
  69. Caregiving: Wash first, then eat.
  70. Caregiving: Remaining calm even when things don't make sense.
  71. Caregiving: Gentle tone of voice.
  72. Caregiving: Firm tone of voice.
  73. Caregiving: Helping a lost child.
  74. Caregiving: Stopping a child from walking on when danger might be ahead.
  75. Caregiving: Tending to an extremely drunk person.
  76. Caregiving: A sponge bath.
  77. Caregiving: The guardianship of a lost child.
  78. Caregiving: Planning for temporary guardianship.
  79. Caregiving: Accepting an unexpected ward.
  80. Caregiving: Finding something fun to distract a child with.
  81. Caregiving: Can be used in tandem with Logistics.
  82. Caregiving: Fulfilling Emelia’s needs.
  83. Caregiving: Setting a soft blanket for another to lay on.
  84. Caregiving: A gentle touch to guide and comfort.
  85. Caregiving: Preparing your initiate for the pain to come.
  86. Caregiving 1/2: Harboring Hope (25 Ymiden 719)
  87. Caregiving 2/2: Harboring Hope (25 Ymiden 719)
  88. Caregiving 1/3: Unveil (118 Ashan 720)
  89. Caregiving 2/3: Unveil (118 Ashan 720)
  90. Caregiving 3/3: Unveil (118 Ashan 720)
  91. Caregiving: Communication is key.
  92. Caregiving: Fulfilling Doran's needs.
  93. Caregiving: Anticipating beyond essential needs to include comforts as well.
  94. Caregiving: A Warm Bath does wonders.
  95. Caregiving: Wine to help relax and recover.
  96. Caregiving: Managing a household while helping someone recover.
  97. Caregiving: Taking things slow for another's sake.
Climbing
  1. Climbing: Check your footing (SP)
  2. Climbing: Knowing the Ropes on the Boat (PR)
  3. Climbing: Keeping one’s footing before moving up
  4. Climbing: Grabbing onto a hooked ledge
  5. Climbing: Can be used in tandem with acrobatics
  6. Climbing: Familiarity with stone roofs
  7. Climbing: Identifying weaknesses in stone work.
  8. Climbing: Leveraging surroundings for starting height.
  9. Climbing: Sticking a landing after a running leap.
  10. Climbing: Vertical jump and pull up to kneeling posture on a ledge.
  11. Climbing: Identifying distance between anchor points.
  12. Climbing: Using a loft ladder.
  13. Climbing: Using branches to get up a tree.
  14. Climbing: Following the same path to get back down.
  15. Climbing: Wooden roof shingles can fall apart.
  16. Climbing: Scaling up a vertical stone tower.
  17. Climbing: Lifting oneself over battlement parapets.
  18. Climbing: Lowering down from a ledge to shorten distance of a controlled fall.
  19. Climbing: Balancing on a narrow horizontal beam.
  20. Climbing: Finding an easy path down a building's side from a rooftop.
  21. Climbing: Getting to the peak of a tree.
  22. Climbing: Scaling a vine like a rope.
  23. Climbing: Boneturner Legs (mutation) help in balance and speed.
  24. Climbing: Traveling between neighborhoods via rooftops.
  25. Climbing: Landing on a curved surface from an upward leap (wide tree branch).
  26. Climbing: A higher vantage point to say hello from.
  27. Climbing: Jumping down a building via window sills.
  28. Climbing: Used in tandem with Gossamer Wings (mutation).
  29. Climbing: Not being intimidated by the tallest spot in the area.
  30. Climbing: Used in tandem with Shapecrafting (Transmutation).
  31. Climbing: Scaling a building by use of window frames.
  32. Climbing: Using upward momentum.
  33. Climbing: The run and jump.
  34. Climbing: Sometimes you need a bit of faith.
  35. Climbing: Sprinting along eaves.
  36. Climbing: Finding Solid Handholds.
  37. Climbing: Hauling yourself up a wall.
  38. Climbing: Scaling a building in the dark.
  39. Climbing: Guiding another person up.
  40. Climbing: Choosing a spot that someone less skilled can also get to.
  41. Climbing: Window sills make for good rest spots.
  42. Climbing: Maneuvering around a shutter.
  43. Climbing: Take the force of wind into account.
  44. Climbing: Etzos: The Veterinary Station (Eastern Tower).
  45. Climbing: Technique: Edging.
  46. Climbing: Technique: Smearing.
  47. Climbing: Technique: Twist Lock and Backstep.
  48. Climbing: Technique: Mantel.
  49. Climbing: Technique: Undercling.
  50. Climbing: Technique: Side Pull and Gaston (inverse side pull).
  51. Climbing: Technique: Layback.
  52. Climbing: Technique: Flagging.
  53. Climbing: Technique: Stemming.
  54. Climbing: Don’t square hips, keep one side to the wall.
  55. Climbing: Technique: Parkour!
  56. Climbing: Can be used in tandem with Stealth.
  57. Climbing: The surety of feet more than hands
  58. Climbing: The use of mountain-climbing gear
  59. Climbing: Perching atop a tower.
  60. Climbing: Using decorative spires to navigate.
Deception
  1. Deception: Upcharging the Wealthy
  2. Deception: Confusing a person's sense of direction.
  3. Deception: Pretending to be hard at work.
  4. Deception: Lying to a loved one.
  5. Deception: Lying while making eye contact.
  6. Deception: Lying can be more pragmatic than truth.
  7. Deception: Lies are more believable when included with truths.
  8. Deception: Saying you don’t mind when you do.
  9. Deception: It’s not always actually okay.
  10. Deception: Can be used in tandem with Seduction.
  11. Deception: Hiding a surprise from a loved one.
  12. Deception: Hiding the signs of pain.
  13. Deception: Fooling yourself makes deception more believable.
  14. Deception: Using half truths to avoid further questioning
  15. Deception: The Courier, Ral'faldo.
  16. Deception: The truth can wait.
  17. Deception: Pretending to be a devout follower of a religion.
  18. Deception: Suppressing pain when recent injuries are unknowingly touched.
  19. Deception: Keeping secret Tyara’s requests for money.
  20. Deception: Agreement to keep a secret.
  21. Deception: Hiding a smile.
  22. Deception: Can be used in tandem with Caregiving.
  23. Deception: Withholding information until timing is convenient
  24. Deception: Acting as if an injury is worse than it is.
  25. Deception: Successfully hiding injuries.
  26. Deception: Lying about being sick as the reason you can't go.
  27. Deception: Taking advantage of circumstances to lower the agreed payment amount.
  28. Deception: Harder to accomplish when anxious.
  29. Deception: Agreeing with any easy explanation offered by the other person.
  30. Deception: Not sharing what you're thinking.
  31. Deception: Fake gratitude.
  32. Deception: Bluffing that you know something you don't.
  33. Deception: Pretending you are alone.
  34. Deception: Acting as if you don't know the language.
  35. Deception: Pretending you're going to do the same thing.
  36. Deception: Common may be used to avoid revealing where you're from
  37. Deception: Pretending to surrender.
  38. Deception: Exaggerating potential power.
  39. Deception: Lying about your financial worth.
  40. Deception: Offering to help so you can find something first.
  41. Deception: Pretending to be distracted.
  42. Deception: Hiding that you tried to flay Duncan.
  43. Deception: Lucretia’s Totem, Llyr.
  44. Deception: No behaviors that suggest your past.
  45. Deception: Pretending you don’t know what you do know.
  46. Deception: Body language can give you away.
  47. Deception: The Dreamwalker, Mr. Magpie.
  48. Deception: Offering liquor mixed with truth serum.
  49. Deception: Setting a number higher than actual desired payment.
  50. Deception: Fake family relations.
  51. Deception: Know when to keep quiet
  52. Deception: The Family Woman, Shandre (Shay - Lucretia Totem).
  53. Deception: Trickery won't be reliable against the insane
  54. Deception: People may use the plague as an excuse to go missing
  55. Deception: A bluff to distract attention.
  56. Deception: Hazel posing as the Leviathan's reborn love
  57. Deception: Lies planted in the past to expose liars in the future
  58. Deception 1/3: Down the Rabbit Hole (5 Saun 719)
  59. Deception 2/3: Down the Rabbit Hole (5 Saun 719)
  60. Deception 3/3: Down the Rabbit Hole (5 Saun 719)
  61. Deception 1/3: Say the Word (20 Vhalar 719)
  62. Deception 2/3: Say the Word (20 Vhalar 719)
  63. Deception 3/3: Say the Word (20 Vhalar 719)
  64. Deception: From the West (Saun 719)
  65. Deception: Knowing far more than you let on.
  66. Deception: Hiding truths from Kasoria.
  67. Deception: The Drug is the Reason.
  68. Deception: An Offered Favor (33 Vhalar 719)
  69. Deception: Recognizing disinterest.
  70. Deception 1/2: Webs Upon Webbs (92 Vhalar 719)
  71. Deception 2/2: Webs Upon Webbs (92 Vhalar 719)
  72. Deception 1/2: 1. Ars Magna Lucis et Umbrae (48 Ymiden 720)
  73. Deception 2/2: 1. Ars Magna Lucis et Umbrae (48 Ymiden 720)
Detection
  1. Detection: Listening to inflection in tone.
  2. Detection: Noting the feeling of being watched.
  3. Detection: Assessing the situation.
  4. Detection: Tracking the cries of a child in danger.
  5. Detection: Perceiving intention behind symbolic inscriptions.
  6. Detection: The unmistakable smell of corpses
  7. Detection: Hearing an approach through the rain.
  8. Detection: Recognizing a recently familiar face in a crowd.
  9. Detection: How to notice small details in nature
  10. Detection: Recognizing the physical signs of recent crying.
  11. Detection: The sensation of your ether bond to your mentor being activated.
  12. Detection: Analyzing another’s reaction through mixed expressions.
  13. Detection: Realizing your partner has left the bed.
  14. Detection: Which way to go in a confusing layout.
  15. Detection: Remember the way you came in.
  16. Detection: Spotting tattoos
  17. Detection: Pay attention to the words used
  18. Detection: Recognizing physical strength by sight.
  19. Detection: Noticing inconsistencies.
  20. Detection: Recognizing when someone doesn’t respect you.
  21. Detection: Identifying Alistair’s liaison with another, before it’s admitted.
  22. Detection: Making sense of movement in the dark.
  23. Detection: Checking for anything out of place.
  24. Detection: Comparing things to how you left them last.
  25. Detection: Identifying a mage's witchmark.
  26. Detection: Bloodlust
  27. Detection: The sound of a whip
  28. Detection: A tripwire trap below the knee.
  29. Detection: Someone searching for someone you know.
  30. Detection: A slavers' trap.
  31. Detection: Watching an army's approach through a forest.
  32. Detection: Spotting torchlight in the darkness.
  33. Detection: Noticing something is wrong while in a dream.
  34. Detection: The intuitive sense that something is wrong.
  35. Detection: A visitor to your dreamscape.
  36. Detection: Recognizing the voice behind you.
  37. Detection: Touching someone to check they are physically there.
  38. Detection: Don't forget to look above.
  39. Detection: The cough of illness.
  40. Detection: Noticing someone struggling with nightmares.
  41. Detection: A Mind of Suspicion.
  42. Detection: An echo scroll will be watched but unused while drying
  43. Detection: Eye reactions to questions are a giveaway
  44. Detection: Familiarity with the Etzori accent
  45. Detection: Your face on someone else' echo scroll clearly involves you
  46. Detection: Being followed through dreams.
  47. Detection: Tuning into senses to locate a stalker.
  48. Detection: Not taste-testing the food is a sign of trust
  49. Detection: The Signet Ring is leading to a lot of assumptions
  50. Detection: Subjects that keep coming up are clearly important
  51. Detection: Recognizing the smallest out-of-place noise.
  52. Detection: Heightened senses from adrenaline.
  53. Detection: Keeping an eye out.
  54. Detection: Listening closely to surroundings.
  55. Detection: This drink tastes funny.
  56. Detection: Noticing a threat in the distant landscape.
  57. Detection: What tripped you...
  58. Detection: Determining when to go along rather than resist.
  59. Detection: A possible inconsistency in a deception.
  60. Detection: Finding the Dreamer in their dreamscape.
  61. Detection: A nearby hidden mechanism.
  62. Detection: The sound of water against stone.
  63. Detection: Placing the location of someone you can't see.
  64. Detection: Quiet noises become loud when it's silent.
  65. Detection: The sound of another's breathing.
  66. Detection: Subtle angles in architecture.
  67. Detection: A Child in Emea
  68. Detection: Visual cues to determine an opponent's fighting style.
  69. Detection: Suspicious Behavior.
  70. Detection: Graeslin's genuine terror of the Gestalte Leviathan
  71. Detection: Kasoria is afraid of the Gestalte Leviathan too
  72. Detection: The clear signs from the sea of inland war
  73. Detection: The total loss of all outside stimuli: The Naerikk Gift of Shadow
  74. Detection: Say the Word (20 Vhalar 719)
  75. Detection: Magic: Ether being cast in general location.
  76. Detection: Light coming from inside the mountain means a presence.
  77. Detection: From the West (Saun 719)
  78. Detection 1/3: Harboring Hope (25 Ymiden 719)
  79. Detection 2/3: Harboring Hope (25 Ymiden 719)
  80. Detection 3/3: Harboring Hope (25 Ymiden 719)
  81. Detection 1/2: Strangers tell no secrets (5 Saun 719)
  82. Detection 2/2: Strangers tell no secrets (5 Saun 719)
  83. Detection 1/2: IX. Everything is Fine (32 Saun 719)
  84. Detection 2/2: IX. Everything is Fine (32 Saun 719)
  85. Detection: Grand Opening (48 Vhalar 719)
  86. Detection 1/2: We'll Say We're Frightened...
  87. Detection 2/2: We'll Say We're Frightened...
  88. Detection 1/2: 1. Like a Snowflake in a Fiery Grip (2 Ymiden 720)
  89. Detection 2/2: 1. Like a Snowflake in a Fiery Grip (2 Ymiden 720)
  90. Detection: 5. S E P E R A T E (3 Ymiden 720)
Discipline
  1. Discipline: Accepting an Unwanted Assignment
  2. Discipline: Waiting at Beck and Call
  3. Discipline: Calmly accepting unexpected information.
  4. Discipline: Patience for a belligerent parent.
  5. Discipline: Remaining quiet during a rite.
  6. Discipline: Listening to a powerful, intimate story without interruption.
  7. Discipline: Not giving up despite ignorance
  8. Discipline: Mimicking to learn
  9. Discipline: Easy does it when getting started
  10. Discipline: Trusting Another Person
  11. Discipline: Submission toward a noble
  12. Discipline: Following Instruction
  13. Discipline: Persisting despite embarrassment.
  14. Discipline: Concentrating on doing your best.
  15. Discipline: Feeling overwhelmed, but not letting it get the better of you.
  16. Discipline: Rejecting the tranquility of death.
  17. Discipline: Not letting jealousy take over.
  18. Discipline: Remaining focused on reading a book.
  19. Discipline: Staying away despite wanting to be near.
  20. Discipline: Remaining motionless aids in meditation.
  21. Discipline: Agreeing for the sake of another
  22. Discipline: Stopping an intuitive act of magic as a novice before it is noticed.
  23. Discipline: Waiting to get to a private room before crying.
  24. Discipline: Not reacting to being spit in the face.
  25. Discipline: Holding back a snide response.
  26. Discipline: Focus on long term goals.
  27. Discipline: Keeping a polite façade, even when you don’t want to.
  28. Discipline: Maintaining trained habits.
  29. Discipline: Waiting patiently for someone's attention.
  30. Discipline: Remaining calm while flying on a mount without saddle or reins.
  31. Discipline: It's tough to act disciplined while intoxicated.
  32. Discipline: Just keep sawing.
  33. Discipline: Not giving in to lustful desire.
  34. Discipline: Not giving away the surprise despite excitement.
  35. Discipline: Accepting the worst about yourself.
  36. Discipline: Restraining oneself despite extreme emotions.
  37. Discipline: Maintaining awareness of your own emotions.
  38. Discipline: Not sharing sudden and confusing thoughts with others.
  39. Discipline: Handling logistics despite emotion.
  40. Discipline: Separating from your son.
  41. Discipline: Letting an attuner explore your soul.
  42. Discipline: Focusing on one question at a time.
  43. Discipline: Restraining a lot of questions.
  44. Discipline: Trying to be a good student.
  45. Discipline: Not throwing a dagger into the face of someone who snuck up on you.
  46. Discipline: The delayed onset of buyer's remorse.
  47. Discipline: Reading letters while someone dances in front of you.
  48. Discipline: Don't let the children see you intimidated
  49. Discipline: Authority contingencies when some are separated from the rest
  50. Discipline: Stopping the desire to flay.
  51. Discipline: Negotiating despite pent-up desire.
  52. Discipline: Accepting another's warning.
  53. Discipline: Attending to someone else.
  54. Discipline: Not forcing your initiate awake.
  55. Discipline: Remaining thoughtful of the other person.
  56. Discipline: Holding yourself back.
  57. Discipline: My initiates require more patience than other people.
  58. Discipline: Don't let the Naerikk "gift" upset your reason
  59. Discipline: Letting Hazel be used as a lie to possibly save lives
  60. Discipline: The Frustrations of Teaching.
  61. Discipline: Split Attention while Teaching.
  62. Discipline: Not arguing when you know they’ve already thought about the risks.
  63. Discipline 1/2: VIII. Succor (32 Saun 719)
  64. Discipline 2/2: VIII. Succor (32 Saun 719)
  65. Discipline: Obey orders, don't rush off and fall for the lure.
  66. Discipline 1/2: Conspiracies and Cubes (10 Vhalar 719)
  67. Discipline 2/2: Conspiracies and Cubes (10 Vhalar 719)
  68. Discipline 1/3: The Trial Ahead (21 Vhalar 719)
  69. Discipline 2/3: The Trial Ahead (21 Vhalar 719)
  70. Discipline 3/3: The Trial Ahead (21 Vhalar 719)
  71. Discipline: Surgical Precision with Ether.
  72. Discipline 1/3: Continue (35 Vhalar 719)
  73. Discipline 2/3: Continue (35 Vhalar 719)
  74. Discipline 3/3: Continue (35 Vhalar 719)
  75. Discipline: Not Folding Under Pressure.
  76. Discipline: Focusing on practical matters.
  77. Discipline 1/2: IX. Everything is Fine (32 Saun 719)
  78. Discipline 2/2: IX. Everything is Fine (32 Saun 719)
  79. Discipline 1/4: Fate or Choice (35 Vhalar 719)
  80. Discipline 2/4: Fate or Choice (35 Vhalar 719)
  81. Discipline 3/4: Fate or Choice (35 Vhalar 719)
  82. Discipline 4/4: Fate or Choice (35 Vhalar 719)
  83. Discipline: Not Shoving Oberan Off the Spire.
  84. Discipline: Not Flaying Oberan.
  85. Discipline 1/3: We'll Say We're Frightened...
  86. Discipline 2/3: We'll Say We're Frightened...
  87. Discipline 3/3: We'll Say We're Frightened...
  88. Discipline: Resisting the Thirst (Stage One).
  89. Discipline: Resisting the Thirst (Stage Two).
  90. Discipline: Not Flaying Doran.
  91. Discipline 1/2: Reactant (60 Vhalar 719)
  92. Discipline 2/2: Reactant (60 Vhalar 719)
  93. Discipline 1/2: Webs Upon Webbs (92 Vhalar 719)
  94. Discipline 2/2: Webs Upon Webbs (92 Vhalar 719)
  95. Discipline 1/2: 2. Many Things I Cannot Grasp (2 Ymiden 720)
  96. Discipline 2/2: 2. Many Things I Cannot Grasp (2 Ymiden 720)
  97. Discipline 1/2: 3. Dolls and Toys (3 Ymiden 720)
  98. Discipline 2/2: 3. Dolls and Toys (3 Ymiden 720)
  99. Discipline 1/2: 6. Buried Treasures (3 Ymiden 720)
  100. Discipline 2/2: 6. Buried Treasures (3 Ymiden 720)
  101. Discipline 1/2: 1.2 The Meeting (15 Saun 720)
  102. Discipline 2/2: 1.2 The Meeting (15 Saun 720)
Endurance
  1. Endurance: Enduring verbal abuse.
  2. Endurance: Standing still despite a sore, exhausted body.
  3. Endurance: Witnessing the murder of innocents.
  4. Endurance: Working through Pain
  5. Endurance: Ability to withstand unfamiliar sensations
  6. Endurance: Easing into Internal Pain
  7. Endurance: Using Breath to endure
  8. Endurance: Working past physical limits.
  9. Endurance: Contending with conflicted emotions during physical movement.
  10. Endurance: Ignoring fatigue
  11. Endurance: Acrobatics Improve Overall Condition
  12. Endurance: Exhaustion will eventually catch up.
  13. Endurance: Allowing the humiliation of being dominated.
  14. Endurance: Enduring a great deal of physical pressure.
  15. Endurance: Managing the frustration of not being able to speak.
  16. Endurance: Exceeding a physiological reflex.
  17. Endurance: Moving forward despite fear.
  18. Endurance: Operating with little food
  19. Endurance: Ignoring aches and pains in the aftermath of a crisis.
  20. Endurance: The severe pain of magic initiation.
  21. Endurance: Listening to things you don’t want to hear.
  22. Endurance: Being rejected by long-lost family.
  23. Endurance: Dealing with extreme emotions.
  24. Endurance: Holding back the urge to vomit.
  25. Endurance: Barely noticing light overstepping.
  26. Endurance: The fear of possible death while being intimate.
  27. Endurance: Being imprisoned underground.
  28. Endurance: Remaining in heavy chains.
  29. Endurance: Psychological torture.
  30. Endurance: Ignoring the scents of rotten corpse flesh and old fish.
  31. Endurance: Walking in multiple heavy metal cuffs for an extended period.
  32. Endurance: You’ve come this far, don’t turn back now.
  33. Endurance: Resolute persistence.
  34. Endurance: Sawing your own bone.
  35. Endurance: The morning after's hang-over
  36. Endurance: Sleeping on the floor.
  37. Endurance: Watching one’s body melt.
  38. Endurance: Overcoming melancholia.
  39. Endurance: Remaining quiet during Transformation (Becoming).
  40. Endurance: Performing magic while being choked.
  41. Endurance: Cold and wet.
  42. Endurance: Being rejected as a possible friend.
  43. Endurance: Flexibility while learning about another.
  44. Endurance: Receiving a headbutt.
  45. Endurance: Staying up through the night.
  46. Endurance: When your limbs won't respond.
  47. Endurance: Not giving up while being choked.
  48. Endurance: The will to survive.
  49. Endurance: A painful limp.
  50. Endurance: Blade against the throat.
  51. Endurance: Stuck in a small closet.
  52. Endurance: Working through tired muscles.
  53. Endurance: Ignoring pain while remaining in motion.
  54. Endurance: Hot, humid scents of life and death.
  55. Endurance: Trapped in the deathly scents of a torture room.
  56. Endurance: Pain is Proof You're Still Alive.
  57. Endurance: Not going back to sleep.
  58. Endurance: The morning after a fight.
  59. Endurance: Slammed into the main mast by your own power.
  60. Endurance: On a ship being battered by a monster
  61. Endurance: Mystic Mystery (21 Vhalar 719)
  62. Endurance: Mystic Mystery (21 Vhalar 719)
  63. Endurance: The heat of Saun under normal circumstances.
  64. Endurance: the heat of Saun while traveling in mountains.
  65. Endurance: From the West (Saun 719)
  66. Endurance 1/3: The Trial Ahead (21 Vhalar 719)
  67. Endurance 1/3: The Trial Ahead (21 Vhalar 719)
  68. Endurance 1/3: The Trial Ahead (21 Vhalar 719)
  69. Endurance: Whip Lashes.
  70. Endurance: Remaining on your feet despite the pain.
  71. Endurance 1/2: Fate or Choice (35 Vhalar 719)
  72. Endurance 2/2: Fate or Choice (35 Vhalar 719)
  73. Endurance: Physical Training for an Entire Day.
  74. Endurance: Reactant (60 Vhalar 719)
  75. Endurance 1/4: Webs Upon Webbs (92 Vhalar 719)
  76. Endurance 2/4: Webs Upon Webbs (92 Vhalar 719)
  77. Endurance 3/4: Webs Upon Webbs (92 Vhalar 719)
  78. Endurance 4/4: Webs Upon Webbs (92 Vhalar 719)
Etiquette
  1. Etiquette: Non-judgment of shared private information
  2. Etiquette: Rejecting a generous offer
  3. Etiquette: Responding to an intimate proposal
  4. Etiquette: Offering to help with a loved one's business
  5. Etiquette: Dressing proper for the occasion.
  6. Etiquette: Participating in a ritual ceremony.
  7. Etiquette: The role of being a wife, in private.
  8. Etiquette: Accepting an offer to stay at a house.
  9. Etiquette: Sometimes Kindness Can Seem Patronizing
  10. Etiquette: Introductions
  11. Etiquette: Maintaining Eye contact when speaking
  12. Etiquette: The awkward introduction to a long-lost family member
  13. Etiquette: Barging into another person’s room can lead to embarrassing situations.
  14. Etiquette: Always knock first.
  15. Etiquette: First Impressions
  16. Etiquette: Sharing Common Language Tips
  17. Etiquette: Meeting strangers
  18. Etiquette: The role of the submissive noble spouse.
  19. Etiquette: The delicate balance of romantic affection while in public.
  20. Etiquette: Introduction using the full name.
  21. Etiquette: The dynamic between master and slave.
  22. Etiquette: Visiting a stranger's home for the first time.
  23. Etiquette: Reuniting with an old friend.
  24. Etiquette: Changing attire to suit guests.
  25. Etiquette: Inviting unexpected guests inside.
  26. Etiquette: Offering tea to guests.
  27. Etiquette: Answering the door when no one else will.
  28. Etiquette: The correct honorifics for the priest class.
  29. Etiquette: Pulling up a chair for a chat.
  30. Etiquette: Knocking first might not always be best in dangerous situations.
  31. Etiquette: The freedom of owning a large estate.
  32. Etiquette: Inviting a relative of an associate inside to talk.
  33. Etiquette: Politely refusing an offered drink.
  34. Etiquette: Respect people’s homes
  35. Etiquette: Asking what domains a mage is initiated in.
  36. Etiquette: How to respond to divorce.
  37. Etiquette: Making a guest feel welcome.
  38. Etiquette: Properly addressing a Rynmere Noble.
  39. Etiquette: Treating a guest properly.
  40. Etiquette: Offering clothes to a friend who has none.
  41. Etiquette: Being naked in public is not okay.
  42. Etiquette: Calmly accepting the sudden presence of an uninvited stranger.
  43. Etiquette: Offering to change your dreamscape for another dreamer.
  44. Etiquette: Not continuing to torture someone in front of a guest.
  45. Etiquette: Patience while waiting for another person.
  46. Etiquette: Hospitality for a New and Unexpected "Friend"
  47. Etiquette: Maintaining an appropriate distance
  48. Etiquette: Not everyone wants to see your awakenings.
  49. Etiquette: Trust and counter-trust in making plans with strangers
  50. Etiquette: Trying to imply being finished talking so someone will leave
  51. Etiquette: Get your rambling under control.
  52. Etiquette: Not Overstaying your Visit.
  53. Etiquette: Accepting a stranger’s good will.
  54. Etiquette: Even the simplest clothes are better than none.
  55. Etiquette: Offering to share a cigarette.
  56. Etiquette: Acting as expected of your status.
  57. Etiquette: Waiting patiently.
  58. Etiquette: Introducing your initiates to one another.
  59. Etiquette: Don’t act rashly.
  60. Etiquette: Introducing yourself to a business with a reference letter.
  61. Etiquette: Letting them know you know their native language.
  62. Etiquette: Maybe don't murmur about the undead while walking on public streets.
  63. Etiquette: Politely inquiring as to why a person is a dog.
  64. Etiquette: A wolf is not a dog.
  65. Etiquette: Wealthy women expect something other than a handshake when they hold out their hand in greeting.
  66. Etiquette: Appropriate small talk.
  67. Etiquette: Genuinely answering a new acquaintance's questions
  68. Etiquette: Meeting the daughter of an Immortal.
  69. Etiquette: Trusting another with your real name.
  70. Etiquette: When in Etzos, do as the Etzori do.
  71. Etiquette: Bow/Curtsy
  72. Etiquette: The Jackal (6 Vhalar 719)
  73. Etiquette 1/2: Rush, Rush (23 Vhalar 719)
  74. Etiquette 2/2: Rush, Rush (23 Vhalar 719)
  75. Etiquette (Military): The newly established rank of "Broomsman"
  76. Etiquette 1/3: A Trial Away (21 Vhalar 719)
  77. Etiquette 2/3: A Trial Away (21 Vhalar 719)
  78. Etiquette 3/3: A Trial Away (21 Vhalar 719)
  79. Etiquette 1/3: Leave All Worries Behind You (26 Vhalar 719)
  80. Etiquette 2/3: Leave All Worries Behind You (26 Vhalar 719)
  81. Etiquette 3/3: Leave All Worries Behind You (26 Vhalar 719)
  82. Etiquette 1/1: Let's Attune (5 Vhalar 719)
  83. Etiquette 1/2: Grand Opening (48 Vhalar 719)
  84. Etiquette 2/2: Grand Opening (48 Vhalar 719)
  85. Etiquette 1/3: It's ether here... or there (24 Vhalar 719)
  86. Etiquette 2/3: It's ether here... or there (24 Vhalar 719)
  87. Etiquette 3/3: It's ether here... or there (24 Vhalar 719)
  88. Etiquette: Balancing the Bones (7 Ymiden 720)
  89. Etiquette: properly thanking an Immortal
  90. Etiquette: Unveil (118 Ashan 720)
  91. Etiquette 1/3: 1. Like a Snowflake in a Fiery Grip (2 Ymiden 720)
  92. Etiquette 2/3: 1. Like a Snowflake in a Fiery Grip (2 Ymiden 720)
  93. Etiquette 3/3: 1. Like a Snowflake in a Fiery Grip (2 Ymiden 720)
  94. Etiquette 1/2: 3. Dolls and Toys (3 Ymiden 720)
  95. Etiquette 2/2: 3. Dolls and Toys (3 Ymiden 720)
  96. Etiquette 1/2: 4. From Chaos Choreographed (3 Ymiden 720)
  97. Etiquette 2/2: 4. From Chaos Choreographed (3 Ymiden 720)

Grandmaster F-J

Intelligence
  1. Intelligence - Contact: Watcher, a Quacian eavesdropper operating in Gleam/Shanty/Lair.
  2. Intelligence - Contact: Lucretia Clement, scholar from Rynmere who lives in the Gleam.
  3. Intelligence - Contact: Rocco, a Quacian jeweler, who operates in the Gleam.
  4. Intelligence - Contact: Edmond Lahew, an elderly antique shop owner in the Gleam and landlord to Lucretia Clement.
  5. Intelligence - Contact: Moppet, a professional eavesdropper operating in Fortress.
  6. Intelligence - Contact: Tribunal Simone, Quacian human member of the Theocratum.
  7. Intelligence - Contact - Dosan Saito, Born Quacian and Fridgar's apprentice.
  8. Intelligence - Contact: Kyriakos, Mayor of Miletos on Tyros Island.
  9. Intelligence - Contact: Kiwi, a Quacian dreamwalker from Emea.
  10. Intelligence - Contact: Miss Humming, Emea dreamwalker.
  11. Intelligence - Contact: Miss Rios, a Quacian seamstress and fashionista in the Gleam.
  12. Intelligence - Contact: Gigi, Rynmere citizen and niece of Lucretia.
  13. Intelligence – Contact: Rakvald, a Lothar mage from Quacia.
  14. Intelligence - Contact: Kasoria, the Raggedy Man of Etzos.
  15. Intelligence - Contact: Sybil Malach, a student of the Academy in Viden.
  16. Intelligence - Contact: Lochlann O' Ruanaidh, an Etzori bruiser and gangster.
  17. Intelligence – Contact: Doran Thetys, a doctor and professor in the academy at Viden.
  18. Intelligence - Contact: Emeline Holt, daughter of a wealthy Etzori family, who spends her time in the Citadel.
  19. Intelligence - Contact: Eliza Soule, a painter, dreamwalker, and mortalborn daughter of Ymiden.
  20. Intelligence - Contact: Madam Miller, Northside Orphanage housemother and well-connected Etzos citizen.
  21. Intelligence - Contact: Snorri Steingrímir, friend of Miller's, nomadic trader and a wonderful listener.
  22. Intelligence - Contact: Jacquelle d'Amboise (Jacq "The Jackal"), a young biqaj mercenary from Scalvoris.
  23. Intelligence - Contact: Gerolf Vymont ("The Crimson"), a city guard from Rharne who takes care of five children.
  24. Intelligence - Contact: Dale Garnet, a long-standing SSC homicide investigator of Etzos.
  25. Intelligence - Contact: Hellen Bannister, Etzos City NPC, runs the clothing/cosmetology shop in the Commercial Circle.
  26. Intelligence - Contact: Bailey, a fall-guy who has a wife and children in the city of Etzos.
  27. Intelligence - Contact: Jasmina, a Nashaki slave trader who operates in the Tower of Flesh.
  28. Intelligence - Contact: Oberan, a tricksy mortalborn who resides in Etzos.
  29. Intelligence: An informed contact with a city map.
  30. Intelligence: Trading favors for information.
  31. Intelligence: Staying up-to-date with a public notice board.
  32. Intelligence: Asking questions to determine possible negotiation.
  33. Intelligence: Even the potential of a new informant is worth simple favors.
  34. Intelligence: A friendly chat can result in useful connections.
  35. Intelligence: Contacts can be targeted for harm due to their connection to you
  36. Intelligence: When one contact doesn't work, find the next.
  37. Intelligence: The time of day matters when looking for contacts.
  38. Intelligence: The expected locations of known contacts.
  39. Intelligence: Finding information in a new city is easier when your companion has been there before.
  40. Intelligence: Don’t assume motivations
  41. Intelligence: The acquisition of a confidant.
  42. Intelligence: A Base of Operations for meetings.
  43. Intelligence: Using a general business establishment as a base of operations.
  44. Intelligence: Offering a commission percentage for another's help in negotiation.
  45. Intelligence: Understanding the attitude of a community through multiple conversations.
  46. Intelligence: Not even long-term contacts can be trusted.
  47. Intelligence: It's important to not be eavesdropped on.
  48. Intelligence: Don't trust drinks from contacts.
  49. Intelligence: My father can turn my contacts against me.
  50. Intelligence: Rumors influence the strength of a contact network.
  51. Intelligence: Frequent upkeep is essential to maintain a healthy network of contacts.
  52. Intelligence: Unofficial guild of professional eavesdroppers (Quacia).
  53. Intelligence: Compensating a key informant with valuable resources.
  54. Intelligence: Testing the waters of a new potential contact.
  55. Intelligence: The careful approach to a highly valued possible contact.
  56. Intelligence: Sharing intimate, but harmless stories about oneself to build trust.
  57. Intelligence: Providing a potential contact an observation of how well-protected you are.
  58. Intelligence: Discovering a great deal of unknown pivotal information.
  59. Intelligence: A web of overlapping connections.
  60. Intelligence: Knowing a guy who knows a guy who knows...
  61. Intelligence: Trusted contacts can arrange meetings with new contacts
  62. Intelligence: Avoid attachment to contacts.
  63. Intelligence: Types of information
  64. Intelligence: Symbols as signs of contacts
  65. Intelligence: Underground organisations with a focus on nobility
  66. Intelligence: Speaking in private allows for words that might've stayed unsaid elsewhere.
  67. Intelligence: I am Herald Vatia's contact.
  68. Intelligence: Ears and Eyes (sub-network of eavesdroppers).
  69. Intelligence: Always have a plan.
  70. Intelligence: Using a contact as guide through a city layout.
  71. Intelligence: Haelim Jorsie is an important friend in Etzos
  72. Intelligence: Having a Location for Private Correspondence to Safely Gather.
  73. Intelligence: Graeslin has 'Transmutation' wards aboard her ship
  74. Intelligence: The story of Oberan, Graeslin, and the raid on the prison
  75. Intelligence: Overlapping social connections.
  76. Intelligence: A Business Card.
  77. Intelligence: Establishing a contact through Emea.
  78. Intelligence: Etzos faction leaders can meet secretly
  79. Intelligence: Pahrn really does hold his people's interests first
  80. Intelligence: There are hidden pathways in the towers of Etzos
  81. Intelligence: Vuda feared that Lisirra's attack was connected to Alistair
  82. Intelligence - Location: The Steaming Dream (Commercial Ring, Etzos).
  83. Intelligence: Predetermined repeat meetings for news and information.
  84. Intelligence: Scouting a potential contact.
  85. Intelligence: Exchange of information based on location and names.
  86. Intelligence: Alias: West.
  87. Intelligence: Sharing a mutual contact's name to build trust.
  88. Intelligence: Utilizing echo scrolls for long-distance communication.
  89. Intelligence: Offhand conversations can lend insight into local affairs.
  90. Intelligence: Underground Organizations in Etzos.
  91. Intelligence: Prostitutes can make great contacts.
  92. Intelligence: What happened in the past can inform the present.
  93. Intelligence – Location: Old Jim Slims’ Pub (Northwest OP, Etzos)
  94. Intelligence - Location: The Lonely Mark tavern and brothel (Northwest OP, Etzos).
  95. Intelligence 1/2: The Jackal (6 Vhalar 719)
  96. Intelligence 2/2: The Jackal (6 Vhalar 719)
  97. Intelligence 1/3: To Posture is Divine
  98. Intelligence 2/3: To Posture is Divine
  99. Intelligence 3/3: To Posture is Divine
  100. Intelligence: Sintra's spiders are truly allies
  101. Intelligence: Can be used in tandem with Dreamwalking.
  102. Intelligence: Emea can be used to exchange information.
  103. Intelligence: Emea could be used to relay messages with contacts.
  104. Intelligence 1/2: Grand Opening (48 Vhalar 719)
  105. Intelligence 2/2: Grand Opening (48 Vhalar 719)
  106. Intelligence: Targeted Assassination
  107. Intelligence: Locating someone who doesn't want to be found.
  108. Intelligence: Can be used in tandem with Politics.
  109. Intelligence 1/2: All the world's a stage (21 Cylus 720)
  110. Intelligence 2/2: All the world's a stage (21 Cylus 720)
  111. Intelligence 1/4: Checking Out (56 Vhalar 720)
  112. Intelligence 1/4: Checking Out (56 Vhalar 720)
  113. Intelligence 1/4: Checking Out (56 Vhalar 720)
  114. Intelligence 1/4: Checking Out (56 Vhalar 720)
Intimidation
  1. Intimidation: Not backing down in direct conflict.
  2. Intimidation: Displaying fortitude against someone with higher constitution.
  3. Intimidation: Surpassing expectations despite obvious discomfort.
  4. Intimidation: A low blow spoken to harm.
  5. Intimidation: The weight of threats.
  6. Intimidation: The Silent Show of an Exclusive Intimate Bond
  7. Intimidation: A cool demeanor.
  8. Intimidation: Calm consideration of murder.
  9. Intimidation: A burst of rage.
  10. Intimidation: Violence against furniture.
  11. Intimidation: Refusal to fake friendliness.
  12. Intimidation: Listing demands without hesitation or doubt.
  13. Intimidation: Risking harm to express yourself.
  14. Intimidation: Doesn’t always work against obviously stronger opponents.
  15. Intimidation: Controlling the undead can be both powerful and unnerving.
  16. Intimidation: Eerie calm in the face of death.
  17. Intimidation: Speaking your mind at the possible cost of your life.
  18. Intimidation: The Terror of a Protean.
  19. Intimidation: Demanding respect from a much more powerful person.
  20. Intimidation: Taunting many enemies at once.
  21. Intimidation: Threatening another’s future role and prospects.
  22. Intimidation: Letting them know you’re capable of exacting control.
  23. Intimidation: A gruesome murder scene left as a message.
  24. Intimidation: Asserting your authority.
  25. Intimidation: Small looks can say a lot.
  26. Intimidation: An intensely magical aura can be intimidating.
  27. Intimidation: The inherent power of Religious Authority.
  28. Intimidation: Ignorance of what an authority does or doesn’t know about you.
  29. Intimidation: Purposefully crossing personal space boundaries.
  30. Intimidation: Reminding someone of the limiting situation they are in.
  31. Intimidation: Chiding a slaver in response to threats.
  32. Intimidation: Introducing yourself a magister.
  33. Intimidation: Displaying ether as a threat.
  34. Intimidation: When you're a mage, but they aren't.
  35. Intimidation: Not knowing where someone appeared from.
  36. Intimidation: The Glory of a Paragon
  37. Intimidation: A display of your awakening (Transmutation – Rorschach Limbs).
  38. Intimidation: Not leaving when someone clearly wants you to
  39. Intimidation: A promise of safety often suggests the opposite
  40. Intimidation: Knowing the children will be used against you
  41. Intimidation: The Grief of an Assassin.
  42. Intimidation: The name of the Raggedy Man.
  43. Intimidation: Not accepting another’s attempts to leave.
  44. Intimidation: Too much pressure, too fast, derails opportunity.
  45. Intimidation: Carrot and Stick.
  46. Intimidation: A poised, unexpected arrival.
  47. Intimidation: Refusal to identify oneself.
  48. Intimidation: Speaking with an air of authority.
  49. Intimidation: The Raggedy Man’s Accent.
  50. Intimidation: A Posh Accent from The Citadel of Etzos.
  51. Intimidation: Talking down to someone while completely naked.
  52. Intimidation: Some people deserve to feel a little fear.
  53. Intimidation: Demanding complete supplication.
  54. Intimidation 1/2: Down the Rabbit Hole (5 Saun 719)
  55. Intimidation 2/2: Down the Rabbit Hole (5 Saun 719)
  56. Intimidation 1/2: Continue (35 Vhalar 719)
  57. Intimidation 2/2: Continue (35 Vhalar 719)
  58. Intimidation: Presentation of Perfection.
  59. Intimidation: Out of Nowhere.
  60. Intimidation: Murder or Cuddle?
  61. Intimidation: Knowing the way around Belts and Whips.
  62. Intimidation: Requesting to be Tortured.
  63. Intimidation 1/3: Strangers tell no secrets (5 Saun 719)
  64. Intimidation 2/3: Strangers tell no secrets (5 Saun 719)
  65. Intimidation 3/3: Strangers tell no secrets (5 Saun 719)
  66. Intimidation 1/3: Follow Through (31 Vhalar 719)
  67. Intimidation 2/3: Follow Through (31 Vhalar 719)
  68. Intimidation 3/3: Follow Through (31 Vhalar 719)
  69. Intimidation 1/2: All the world's a stage (21 Cylus 720)
  70. Intimidation 2/2: All the world's a stage (21 Cylus 720)

Grandmaster K-O

Logistics
  1. Logistics: Planning a formal meeting between friends.
  2. Logistics: Choosing specific numbers for family planning.
  3. Logistics: Clarifying a tactical plan before battle.
  4. Logistics: Arranging for privacy in the household, for a night.
  5. Logistics: Setting up a daily communication system with a spouse.
  6. Logistics: Discussing possible business investments.
  7. Logistics: How to prioritize goals.
  8. Logistics: Planning together requires time and communication.
  9. Logistics: Sharing potential contract drafts for future investments.
  10. Logistics: Safely training magic in a secure location.
  11. Logistics: Choosing furniture based on potential stability.
  12. Logistics: Planning to help the people of an Island.
  13. Logistics: Leaving a proper defense for the household behind.
  14. Logistics: Maneuvering against the Guilds.
  15. Logistics: Finding a better position to breathe easier.
  16. Logistics: Accommodating the specific requirements of individuals.
  17. Logistics: The Details of Coordinating with Allies.
  18. Logistics: Cleaning up a town in the aftermath of a bloodbath.
  19. Logistics: Organizing a communal meal for a town.
  20. Logistics: Making sure newly made orphans are cared for.
  21. Logistics: Slaves will learn what is required of them.
  22. Logistics: The role of a slave in a household.
  23. Logistics: The role of thralls in a household.
  24. Logistics: Preparing for initiation into a new magic domain.
  25. Logistics: Managing time to spend precious moments with family.
  26. Logistics: Making time for important discussions.
  27. Logistics: Leaving behind a note in case you don’t return like expected.
  28. Logistics: Retrieving a coat serves as an excuse to leave farewell instructions with the household.
  29. Logistics: Personally delivering the debt payment for someone else.
  30. Logistics: Setting up a meeting time.
  31. Logistics: Tracking required supplies for a clinic.
  32. Logistics: Some resources aren't accepted because of who it comes from.
  33. Logistics: Getting to and from Lair (Quacia).
  34. Logistics: Time is of the essence.
  35. Logistics: Discipline helps productivity.
  36. Logistics: Arranging travel for another person.
  37. Logistics: Preparing a special night for your spouse.
  38. Logistics: Making a decision memorable through intimate ceremony.
  39. Logistics: Arranging care for a comatose dependent.
  40. Logistics: Managing a growing intelligence network.
  41. Logistics: Guiding people to visit in a proper room rather than in the foyer.
  42. Logistics: Having Alistair spend time with Asher while you go elsewhere to transform.
  43. Logistics: Discussing conquest of islands.
  44. Logistics: Determining potential combat targets through discussion.
  45. Logistics: Delegation of a precarious plan.
  46. Logistics: Planning to manage territories while the spouse is away.
  47. Logistics: Traveling through a city quickly.
  48. Logistics: Not rushing ahead during dangerous conditions.
  49. Logistics: Waiting for a better opportunity.
  50. Logistics: Setting a time limit to waiting.
  51. Logistics: Symbols on the doors to denote better privacy
  52. Logistics: Jorsie was the target of the Rupturing Hijack, not you
  53. Logistics: Keeping children hidden from guests.
  54. Logistics: How to plan for success.
  55. Logistics: Considering the future.
  56. Logistics: Getting through a central checkpoint as a group.
  57. Logistics: Honor-based fame takes time; Infamy does not
  58. Logistics: Manufacturing plaques to mollify Alistair
  59. Logistics: Knowing a part of the whole Vuda/Alistair/Ring confrontation
  60. Logistics: Plans often go out the door in time of war
  61. Logistics: You need a powerful mage to deal with a powerful mage
  62. Logistics: Benefits of Topographical maps.
  63. Logistics: The War Table.
  64. Logistics: Keeping a city-wide army informed of changes in battlefields.
  65. Logistics: Serving water to a great number of people with limited cups.
  66. Logistics: Mealtime preparation for over a hundred people.
  67. Logistics: Means of long distance communication.
  68. Logistics: Arranged check-ins to update on a child's well-being.
  69. Logistics: Arranging a meeting at a mutual haunt between contacts.
  70. Logistics: A private location for meetings with trusted contacts is preferable.
  71. Logistics: The Breaking of Emea is what truly killed the Leviathan
  72. Logistics: The half-formed Leviathan will never be more vulnerable
  73. Logistics: Wrap a child in blankets if there's going to be impacts
  74. Logistics 1/6: VIII. Succor (32 Saun 719)
  75. Logistics 2/6: VIII. Succor (32 Saun 719)
  76. Logistics 3/6: VIII. Succor (32 Saun 719)
  77. Logistics 4/6: VIII. Succor (32 Saun 719)
  78. Logistics 5/6: VIII. Succor (32 Saun 719)
  79. Logistics 6/6: VIII. Succor (32 Saun 719)
  80. Logistics 1/2: Rush, Rush (23 Vhalar 719)
  81. Logistics 2/2: Rush, Rush (23 Vhalar 719)
  82. Logistics: Geared up for a jungle campaign
  83. Logistics: Injuries from falls slow the army's speed
  84. Logistics: Lisirra's 'Bug-Bomb' volunteers
  85. Logistics: Webbed-up enemies are ghost snacks for later
  86. Logistics 1/2: A Trial Away (21 Vhalar 719)
  87. Logistics 2/2: A Trial Away (21 Vhalar 719)
  88. Logistics 1/2: Get the Cube (11 Vhalar 719)
  89. Logistics 2/2: Get the Cube (11 Vhalar 719)
  90. Logistics 1/3: An Offered Favor (33 Vhalar 719)
  91. Logistics 2/3: An Offered Favor (33 Vhalar 719)
  92. Logistics 3/3: An Offered Favor (33 Vhalar 719)
  93. Logistics 1/2: Fate or Choice (35 Vhalar 719)
  94. Logistics 2/2: Fate or Choice (35 Vhalar 719)
  95. Logistics 1/2: Grand Opening (48 Vhalar 719)
  96. Logistics 2/2: Grand Opening (48 Vhalar 719)
  97. Logistics 1/2: Follow Through (31 Vhalar 719)
  98. Logistics 2/2: Follow Through (31 Vhalar 719)
  99. Logistics: Preparation and Planning Are Critical to an Operation
  100. Logistics 1/2: From Star to Star, a Spider's Silk (21 Ymiden 720)
  101. Logistics 2/2: From Star to Star, a Spider's Silk (21 Ymiden 720)
  102. Logistics 1/2: 1. Ars Magna Lucis et Umbrae (48 Ymiden 720)
  103. Logistics 2/2: 1. Ars Magna Lucis et Umbrae (48 Ymiden 720)
  104. Logistics: Briefing a team before an expedition.
  105. Logistics 1/2: All the world's a stage (21 Cylus 720)
  106. Logistics 2/2: All the world's a stage (21 Cylus 720)
Meditation
  1. Meditation: Pushing Through the Loss of Love (PR)
  2. Meditation: What is This Feeling?
  3. Meditation: How do other people live their lives?
  4. Meditation: Discovering the calm of a beautiful view while in a lover’s arms.
  5. Meditation: Demands of Possessive Men
  6. Meditation: Processing complex thoughts with rhetoric.
  7. Meditation: Consideration of becoming a mage.
  8. Meditation: The Discussion of Reality
  9. Meditation: Seeing one's body fade from existence.
  10. Meditation: Visions of Emea
  11. Meditation: Helpful in magic
  12. Meditation: Using nature to relax
  13. Meditation: Can absolute silence ever be obtained?
  14. Meditation: Affirmations spoken while looking at yourself in the mirror.
  15. Meditation: What Does the Future Hold?
  16. Meditation: The Price of Love and Beauty.
  17. Meditation: The Man who is Alistair Venora
  18. Meditation: How Does One Control Jealousy?
  19. Meditation: Calming oneself when under duress
  20. Meditation: The Acceptance of a Violent Death.
  21. Meditation: The dynamic between Our Sparks.
  22. Meditation: Slowly walking helps facilitate contemplation.
  23. Meditation: Being alone supports contemplation.
  24. Meditation: The Art of Murder
  25. Meditation: Sacrifices for Love and Family.
  26. Meditation: Maintaining identity without physical shape and form.
  27. Meditation: Change is inevitable.
  28. Meditation: The Purpose of a Dream
  29. Meditation: Singing to keep one's mind clear
  30. Meditation: Mind-Body Connection.
  31. Meditation: Laudanum aids in meditative trance.
  32. Meditation: Many intimate hours can cause a blissful trance.
  33. Meditation: The Potential of Complications
  34. Meditation: Someone else is in your Soul.
  35. Meditation: The calm of meticulous focus.
  36. Meditation: Is This Real Life? No.
  37. Meditation: Emea isn't real until it is.
  38. Meditation: A Worthy Aim
  39. Meditation: The Nature of Purpose
  40. Meditation: Contemplating an ethical dilemma
  41. Meditation: The Complexity of Religious Faith.
  42. Meditation: Connections between dreams and the corresponding mind.
  43. Meditation: Counting all your coins.
  44. Meditation: Stop thinking, just imagine.
  45. Meditation: The Nature of Fate.
  46. Meditation: The balanced flux of Emea.
  47. Meditation: Detachment from thoughts.
  48. Meditation: Technique: Mindfulness.
  49. Meditation: Observation of multiple split versions of yourself.
  50. Meditation: Mystic Mystery (21 Vhalar 719)
  51. Meditation: Stopping while in the midst of Flaying.
  52. Meditation: Traumatic Memories.
  53. Meditation: Can be used in tandem with Psychology.
  54. Meditation: Choosing Torture as a means to achieve Meditative Trance.
  55. Meditation: My Empathy Spark.
  56. Meditation: What has Become of My Soul?
  57. Meditation: The Man who is Kasoria.
  58. Meditation: Solitude.
  59. Meditation: Finding quiet in times of turmoil.
  60. Meditation: Technique: Reflection.
  61. Meditation: Clearing the mind of thoughts.
Negotiation
  1. Negotiation: Drawing up a Contract
  2. Negotiation: Setting terms for acceptance of a proposal
  3. Negotiation: Offering compromise for mutual benefit.
  4. Negotiation: Forming a marriage pact.
  5. Negotiation: Can be used in tandem with seduction.
  6. Negotiation: Being open to new agreements.
  7. Negotiation: Setting the terms of starting a family.
  8. Negotiation: Detailing specific family plans
  9. Negotiation: Not being shocked by another’s anger.
  10. Negotiation: Setting the terms of being initiated into a new magic domain.
  11. Negotiation: Addressing concerns
  12. Negotiation: Explaining what you want.
  13. Negotiation: Bartering without the use of money.
  14. Negotiation: Drafting estate terms.
  15. Negotiation: Sharing an in-process agreement to make changes with the other party.
  16. Negotiation: Determining the terms of a spouse’s will.
  17. Negotiation: Making concessions to get what you want.
  18. Negotiation: Negotiating for your life.
  19. Negotiation: Allowing a time extension for an agreed payment.
  20. Negotiation: Altered states help set the stage for advantageous negotiation.
  21. Negotiation: Women lean forward and touch a lot when trying to get out of contracts.
  22. Negotiation: Role: The Silent Witness
  23. Negotiation: If you have no leverage, you can’t negotiate anything.
  24. Negotiation: Easy agreement.
  25. Negotiation: Requesting an arrangement before giving information.
  26. Negotiation: Mutual interests.
  27. Negotiation: Keeping clear boundaries.
  28. Negotiation: The act of reciprocation.
  29. Negotiation: Open to questions.
  30. Negotiation: Emotions get in the way of reasonable bidding.
  31. Negotiation: Blood Pact.
  32. Negotiation: Blood Oath.
  33. Negotiation: Blood Brothers.
  34. Negotiation: Giving in gracefully.
  35. Negotiation: Trading the girls' safety for cooperation
  36. Negotiation: Trading use of magic skill for better treatment
  37. Negotiation: Favors for Service.
  38. Negotiation: A failed compromise.
  39. Negotiation: Once the agreement is broken, it can’t be remade.
  40. Negotiation: Forming an escort agreement.
  41. Negotiation: The Contract Comes First.
  42. Negotiation: Checking the final version.
  43. Negotiation: Bargaining.
  44. Negotiation: Negotiating from a position of weakness.
  45. Negotiation: Making the first offer.
  46. Negotiation: The first offer sets the stage for the outcome.
  47. Negotiation: Initiation into Dreamwalking for Possible Return of Research and Intelligence.
  48. Negotiation: Blind approval of whatever price the other party sets.
  49. Negotiation: Purposefully placing yourself to seem like the disadvantaged party.
  50. Negotiation: Build strong relationships to ensure mutually beneficial deals.
  51. Negotiation: Understanding the Value in Opportunity.
  52. Negotiation: Stating what's in it for them.
  53. Negotiation: Biqaj eye color changing is a weakness, a giveaway
  54. Negotiation: The permanency of an agreement can not be assumed
  55. Negotiation: Trading acknowledgements of each others' threats
  56. Negotiation 1/2: VIII. Succor (32 Saun 719)
  57. Negotiation 2/2: VIII. Succor (32 Saun 719)
  58. Negotiation 1/3: Conspiracies and Cubes (10 Vhalar 719)
  59. Negotiation 2/3: Conspiracies and Cubes (10 Vhalar 719)
  60. Negotiation 3/3: Conspiracies and Cubes (10 Vhalar 719)
  61. Negotiation 1/2: Get the Cube (11 Vhalar 719)
  62. Negotiation 2/2: Get the Cube (11 Vhalar 719)
  63. Negotiation 1/4: An Offered Favor (33 Vhalar 719)
  64. Negotiation 2/4: An Offered Favor (33 Vhalar 719)
  65. Negotiation 3/4: An Offered Favor (33 Vhalar 719)
  66. Negotiation 4/4: An Offered Favor (33 Vhalar 719)
  67. Negotiation 1/4: Grand Opening (48 Vhalar 719)
  68. Negotiation 2/4: Grand Opening (48 Vhalar 719)
  69. Negotiation 3/4: Grand Opening (48 Vhalar 719)
  70. Negotiation 4/4: Grand Opening (48 Vhalar 719)
  71. Negotiation 1/2: Follow Through (31 Vhalar 719)
  72. Negotiation 2/2: Follow Through (31 Vhalar 719)
  73. Negotiation: Can be used in tandem with Psychology.
  74. Negotiation: Can be used in tandem with Intelligence.
  75. Negotiation: Using a messenger.
  76. Negotiation: Setting Time Limits to Agreement.
  77. Negotiation 1/2: Careful What You Wish For (8 Ymiden 720)
  78. Negotiation 2/2: Careful What You Wish For (8 Ymiden 720)
  79. Negotiation 1/3: Unveil (118 Ashan 720)
  80. Negotiation 2/3: Unveil (118 Ashan 720)
  81. Negotiation 3/3: Unveil (118 Ashan 720)
  82. Negotiation: Get Them Relaxed Before Revealing The Contract.
  83. Negotiation: Can be used in tandem with Seduction.
  84. Negotiation 1/4: Webs Upon Webbs (92 Vhalar 719)
  85. Negotiation 2/4: Webs Upon Webbs (92 Vhalar 719)
  86. Negotiation 3/4: Webs Upon Webbs (92 Vhalar 719)
  87. Negotiation 4/4: Webs Upon Webbs (92 Vhalar 719)
  88. Negotiation: Expert Testimony (29 Cylus 720)

Grandmaster P-T

Persuasion
  1. Persuasion: Calming down the anger of a protective lover
  2. Persuasion: Can be used in tandem with seduction.
  3. Persuasion: Seeking forgiveness.
  4. Persuasion: Start at a point and don’t deviate.
  5. Persuasion: Requesting a change in position.
  6. Persuasion: Using emotional phrases.
  7. Persuasion: Honesty can be more powerful than lies.
  8. Persuasion: Appealing to Reason.
  9. Persuasion: Trying to make Alistair understand.
  10. Persuasion: Innocence can be endearing.
  11. Persuasion: Sometimes being straight-forward doesn't work.
  12. Persuasion: Pick your battles.
  13. Persuasion: How to use threats to persuade.
  14. Persuasion: How to use promises to persuade.
  15. Persuasion: Explaining how it is and how it will be.
  16. Persuasion: The discussion of taking on a new magic domain.
  17. Persuasion: Requesting patience from a loved one.
  18. Persuasion: Putting forward a moral argument.
  19. Persuasion: Answering questions directly.
  20. Persuasion: Trying to dissuade someone from fatal violence.
  21. Persuasion: Agreeing to help in exchange for something else.
  22. Persuasion: The leverage of reuniting family.
  23. Persuasion: Not being swayed by another’s anger.
  24. Persuasion: Timing is everything.
  25. Persuasion: Convincing another about the benefit of change.
  26. Persuasion: Using their own argument against them.
  27. Persuasion: Not everything has to be an argument.
  28. Persuasion: Sharing a story to relate better.
  29. Persuasion: I know what you're going through.
  30. Persuasion: Suggesting to try again after a failure.
  31. Persuasion: Convincing someone to help with travel arrangements.
  32. Persuasion: Decency through clothes represents civilization.
  33. Persuasion: You shouldn't lie to your friends, Fridgar.
  34. Persuasion: Go on without me.
  35. Persuasion: The promise of fame doesn't sway everyone.
  36. Persuasion: The suggestion of greatness.
  37. Persuasion: Common ground for future endeavors.
  38. Persuasion: I'd rather not be a murderer.
  39. Persuasion: Remaining consistent by repeating yourself.
  40. Persuasion: A mutual note of each others' disadvantages
  41. Persuasion: Direct echo scroll communication, not by proxy
  42. Persuasion: Give info to a stranger before you ask for some
  43. Persuasion: Half-truths work better than lies
  44. Persuasion: The lure of power.
  45. Persuasion: Honest acknowledgement of what you don't know
  46. Persuasion: Straightforward and blunt works best for some folks
  47. Persuasion: Trying to lead another to a desired conclusion.
  48. Persuasion: Asking questions to get useful information.
  49. Persuasion: Referencing a past conversation.
  50. Persuasion: Don’t kidnap a baby, even if he’s your son.
  51. Persuasion: Understanding need and want.
  52. Persuasion: Pointing out potential consequences.
  53. Persuasion: Sometimes the truth doesn't matter.
  54. Persuasion: Tone of voice can be very persuasive.
  55. Persuasion: Charming persistence.
  56. Persuasion: Explaining how you’re similar.
  57. Persuasion: The world beyond.
  58. Persuasion: Don’t you want more?
  59. Persuasion: Appealing to greed.
  60. Persuasion: Appealing to security.
  61. Persuasion: Appealing to romance.
  62. Persuasion: Appealing to adventure.
  63. Persuasion: Pay Attention!
  64. Persuasion: Say the Word (20 Vhalar 719)
  65. Persuasion 1/4: Conspiracies and Cubes (10 Vhalar 719)
  66. Persuasion 2/4: Conspiracies and Cubes (10 Vhalar 719)
  67. Persuasion 3/4: Conspiracies and Cubes (10 Vhalar 719)
  68. Persuasion 4/4: Conspiracies and Cubes (10 Vhalar 719)
  69. Persuasion 1/3: 1.15 Questions (8 Vhalar 719)
  70. Persuasion 2/3: 1.15 Questions (8 Vhalar 719)
  71. Persuasion 3/3: 1.15 Questions (8 Vhalar 719)
  72. Persuasion: Get the Cube (11 Vhalar 719)
  73. Persuasion 1/2: An Offered Favor (33 Vhalar 719)
  74. Persuasion 2/2: An Offered Favor (33 Vhalar 719)
  75. Persuasion 1/3: Grand Opening (48 Vhalar 719)
  76. Persuasion 2/3: Grand Opening (48 Vhalar 719)
  77. Persuasion 3/3: Grand Opening (48 Vhalar 719)
  78. Persuasion 1/3: Powders (60 Vhalar 719)
  79. Persuasion 2/3: Powders (60 Vhalar 719)
  80. Persuasion 3/3: Powders (60 Vhalar 719)
  81. Persuasion 1/2: Careful What You Wish For (8 Ymiden 720)
  82. Persuasion 2/2: Careful What You Wish For (8 Ymiden 720)
  83. Persuasion 1/2: 3. Dolls and Toys (3 Ymiden 720)
  84. Persuasion 2/2: 3. Dolls and Toys (3 Ymiden 720)
  85. Persuasion 1/2: All the world's a stage (21 Cylus 720)
  86. Persuasion 2/2: All the world's a stage (21 Cylus 720)
Psychology
  1. Psychology: Trait: Secretive.
  2. Psychology: Not all ways to die are equal.
  3. Psychology: An Aging Parent.
  4. Psychology: Denying Explanation
  5. Psychology: Talk of producing heirs distracts Alistair.
  6. Psychology: Losing your voice forces non-verbal communication.
  7. Psychology: The ether bond of mentor and apprentice.
  8. Psychology: Words can be taken too far.
  9. Psychology: People will say cruel things about you if upset enough.
  10. Psychology: Communicating without words.
  11. Psychology: The superiority of nobility.
  12. Psychology: Remaining silent heightens awareness of small details.
  13. Psychology: Aligned perspectives about ethics means less explanation is required.
  14. Psychology: People Handle Delicate Subjects Differently.
  15. Psychology: The similarities and differences of people, their instinctual behaviors, and consequent reasoning.
  16. Psychology: Conflicting emotions are confusing.
  17. Psychology: What jealousy feels like.
  18. Psychology: Vulnerability.
  19. Psychology: A trusted confidant helps ease stress.
  20. Psychology: Suppression of emotions causes overwhelm eventually.
  21. Psychology: Wearing your heart on your sleeve (in your eyes).
  22. Psychology: Touch as a relationship indicator.
  23. Psychology: Change can be difficult to manage.
  24. Psychology: Overcompensating to impress.
  25. Psychology: A spouse’s acceptance of your wicked mind.
  26. Psychology: Everyone, even the powerful, have weak points.
  27. Psychology: Dealing with shock.
  28. Psychology: The toll of trauma is often unseen.
  29. Psychology: The Loss of Recent Memories compelled through an Artifact.
  30. Psychology: Slaves speak differently toward their masters.
  31. Psychology: The mindset of owning someone.
  32. Psychology: Changes caused by a Spark.
  33. Psychology: Alistair’s mindset as a Runewright.
  34. Psychology: Equating humanoids with animals.
  35. Psychology: Slavery is a sensitive subject requiring tact.
  36. Psychology: Talk of Bellator distracts Fridgar.
  37. Psychology: Anything you can do, I can do better.
  38. Psychology: A delayed confession.
  39. Psychology: A good relationship is built on acceptance
  40. Psychology: Having a husband who can see anything from anywhere.
  41. Psychology: Dealing with new emotions
  42. Psychology: Variations of laughter.
  43. Psychology: Potential cause of a coma.
  44. Psychology: Too many confusing thoughts causes anxiety.
  45. Psychology: Returning to the place it happened to recall memories.
  46. Psychology: Familiar triggers to unlock repressed memories.
  47. Psychology: Frustration can lead to crying.
  48. Psychology: Repressed memories due to trauma.
  49. Psychology: Not everyone seeks ambition in the same way.
  50. Psychology: Distinguishing between self and spark.
  51. Psychology: A vulnerable ego makes it easy to insult someone.
  52. Psychology: Using Dreamwalking to process trauma.
  53. Psychology: You're not like the others, are you?
  54. Psychology: Using another's experiences to explain.
  55. Psychology: A young slave is a child first, slave second.
  56. Psychology: Reverse Psychology.
  57. Psychology: Fragility.
  58. Psychology: Promises made to family to meet again
  59. Psychology: You can not hide in Emea forever.
  60. Psychology: The safety of your initiate is important.
  61. Psychology: Obligation.
  62. Psychology: Oceta's indoctrination makes her resistant to intimidation
  63. Psychology: You were probably a hostage liability as a child too
  64. Psychology: A Woman’s Body
  65. Psychology: Alienation.
  66. Psychology: Justification.
  67. Psychology: Coping Mechanism: Exercise.
  68. Psychology: Coping Mechanism: Defining Reality.
  69. Psychology: We're not friends.
  70. Psychology: The bonding of expecting imminent death together.
  71. Psychology: Intense emotions can cause disloyalty.
  72. Psychology: Remorse.
  73. Psychology: Empathy for Animals.
  74. Psychology: Split identities of the mind.
  75. Psychology: Atonement.
  76. Psychology: Concept: Dream-based therapy
  77. Psychology: The guilt of leaving Hazel behind when you go get Kas
  78. Psychology: Mutual peril makes allies of enemies
  79. Psychology: Praising a child's bravery to encourage more of it
  80. Psychology: The pressure of others' honorable, free, choices about survival
  81. Psychology: The Joy of your spark's return
  82. Psychology: LOTS of ghostly company for Hazel
  83. Psychology 1/3: Conspiracies and Cubes (10 Vhalar 719)
  84. Psychology 2/3: Conspiracies and Cubes (10 Vhalar 719)
  85. Psychology 3/3: Conspiracies and Cubes (10 Vhalar 719)
  86. Psychology: Being unable to dream is tougher as a dreamwalker.
  87. Psychology: Coping Mechanism: Emotional Numbness.
  88. Psychology: Fear of Love.
  89. Psychology: Words of Acceptance.
  90. Psychology: Complete Acceptance.
  91. Psychology: Conditional Love.
  92. Psychology: Unconditional Love.
  93. Psychology: Grand Opening (48 Vhalar 719)
  94. Psychology: Decision-Making.
  95. Psychology: Even experienced assassins can get nervous.
  96. Psychology: Concept: The Use of Familiar Faces.
  97. Psychology: Drawing from Memories to Build Visions.
  98. Psychology: Can be used in tandem with Politics.
  99. Psychology: An Immortal's Motivations.
  100. Psychology: Immortals Can't Change Their Nature.
  101. Psychology 1/4: Webs Upon Webbs (92 Vhalar 719)
  102. Psychology 2/4: Webs Upon Webbs (92 Vhalar 719)
  103. Psychology 3/4: Webs Upon Webbs (92 Vhalar 719)
  104. Psychology 4/4: Webs Upon Webbs (92 Vhalar 719)
  105. Psychology 1/2: From Star to Star, a Spider's Silk (21 Ymiden 720)
  106. Psychology 2/2: From Star to Star, a Spider's Silk (21 Ymiden 720)
  107. Psychology 1/2: 6. Buried Treasures (3 Ymiden 720)
  108. Psychology 2/2: 6. Buried Treasures (3 Ymiden 720)
  109. Psychology 1/2: 1. Ars Magna Lucis et Umbrae (48 Ymiden 720)
  110. Psychology 2/2: 1. Ars Magna Lucis et Umbrae (48 Ymiden 720)
Seduction
  1. Seduction: Surrendering to desire
  2. Seduction: Identifying lust
  3. Seduction: Eyes are The Windows to the Soul
  4. Seduction: The fragrance of roses is soothing.
  5. Seduction: Teasing promises.
  6. Seduction: Catching a kiss so it lands on the lips
  7. Seduction: Sincere feelings are attractive
  8. Seduction: Stripping to resolve an argument.
  9. Seduction: Feeling Yourself
  10. Seduction: Deep Connection
  11. Seduction: Showing your enjoyment increases your partner’s enjoyment
  12. Seduction: The Venora Thing
  13. Seduction: Submission
  14. Seduction: Some things look easier than they are.
  15. Seduction: Taking the lead can be fun and satisfying.
  16. Seduction: Reminding a lover of past shared pleasures.
  17. Seduction: Kissing underwater.
  18. Seduction: A lover’s good morning.
  19. Seduction: Restraints make it fun.
  20. Seduction: Fury and Lust are two sides of the same coin.
  21. Seduction: Arousing a partner through your haughty attitude.
  22. Seduction: Subtle innuendos can be used to distract
  23. Seduction: Self-care makes you more confident
  24. Seduction: The fun of leather harnesses.
  25. Seduction: The confidence of command.
  26. Seduction: Dominance.
  27. Seduction: Games can be more fun than base needs.
  28. Seduction: Deprivation.
  29. Seduction: Rekindling briefly lost passion.
  30. Seduction: Handling a lover’s withdrawn passion in the moment.
  31. Seduction: Unconditional acceptance of a lover’s new mutations.
  32. Seduction: Showing off and presenting magical body mutations with confidence.
  33. Seduction: Doesn’t work for persuading Alistair in the company of a pet.
  34. Seduction: Can be thrown off by a third-party.
  35. Seduction: Compelled by sympathy.
  36. Seduction: On hands and knees.
  37. Seduction: A covered mouth.
  38. Seduction: Never-ending affection.
  39. Seduction: More, more, more.
  40. Seduction: Reuniting after time apart.
  41. Seduction: The caress of a stranger.
  42. Seduction: A Caress as a Greeting.
  43. Seduction: A Caress as a Farewell.
  44. Seduction: Frequent dynamic eye contact.
  45. Seduction: The controlled beauty of Emea.
  46. Seduction: A purposeful touch.
  47. Seduction: Getting subtly rejected.
  48. Seduction: Inviting intimate curiosity.
  49. Seduction: Use of hands.
  50. Seduction: Consensual biting.
  51. Seduction: Instructional teaching.
  52. Seduction: Too much build up leads to a quick end.
  53. Seduction: The relief and relaxation of a good time.
  54. Seduction: We're about to die, so might as well.
  55. Seduction: The Importance of Presentation.
  56. Seduction: An Untoward Confession.
  57. Seduction: Playing coy.
  58. Seduction: Knowing a potential new partner is already healthy.
  59. Seduction: Don’t get them drunk, it messes things up!
  60. Seduction: The art of innuendo.
  61. Seduction: Eye contact to encourage a stranger's curiosity
  62. Seduction: Touch through a different perspective.
  63. Seduction: The Surreal Sensations of Emea.
  64. Seduction: Let’s just cuddle.
  65. Seduction: Sharing bug-berry smoke.
  66. Seduction: Nothing beats the real thing.
  67. Seduction: An Emean Affair.
  68. Seduction: Exchange of smoke through a kiss.
  69. Seduction: Challenge to see who will lose composure first.
  70. Seduction: Matching the intensity of your partner.
  71. Seduction: Attention to detail.
  72. Seduction: The Art of Balance.
  73. Seduction: A Leather belt has many uses.
  74. Seduction: Verbal taunts.
  75. Seduction: Rewarding obedience.
  76. Seduction: I'll be back.
  77. Seduction: Foreplay in Emea.
  78. Seduction: Can be used in tandem with Endurance.
  79. Seduction: Anonymity.
  80. Seduction: Controlling the pace of things.
  81. Seduction: Corsets show off the girls.
  82. Seduction: A well-placed pendant draws the eye.
  83. Seduction: Awkward flirting.
  84. Seduction: Using jewelry to look sexy.
  85. Seduction: Daring dresses.
  86. Seduction: Casual flirtation.
  87. Seduction: Lotus position.
  88. Seduction: Take it slow.
  89. Seduction: What respect feels like.
  90. Seduction: Vulnerability.
  91. Seduction: Mystic Mystery (21 Vhalar 719)
  92. Seduction 1/5: The Trial Ahead (21 Vhalar 719)
  93. Seduction 2/5: The Trial Ahead (21 Vhalar 719)
  94. Seduction 3/5: The Trial Ahead (21 Vhalar 719)
  95. Seduction 4/5: The Trial Ahead (21 Vhalar 719)
  96. Seduction 5/5: The Trial Ahead (21 Vhalar 719)
  97. Seduction 1/5: Leave All Worries Behind You (26 Vhalar 719)
  98. Seduction 2/5: Leave All Worries Behind You (26 Vhalar 719)
  99. Seduction 3/5: Leave All Worries Behind You (26 Vhalar 719)
  100. Seduction 4/5: Leave All Worries Behind You (26 Vhalar 719)
  101. Seduction 5/5: Leave All Worries Behind You (26 Vhalar 719)
  102. Seduction 1/2: Continue (35 Vhalar 719)
  103. Seduction 2/2: Continue (35 Vhalar 719)
  104. Seduction: Empath on Empath action.
  105. Seduction: Empathy and Attunement combined makes for some great… intimacy.
  106. Seduction: Sensual pleading.
  107. Seduction: Tickling.
  108. Seduction: Can be used in tandem with Torture.
  109. Seduction: A Heartfelt Confession.
  110. Seduction 1/3: Fate or Choice (35 Vhalar 719)
  111. Seduction 2/3: Fate or Choice (35 Vhalar 719)
  112. Seduction 3/3: Fate or Choice (35 Vhalar 719)
  113. Seduction: What Drives a Person to make Decisions.
  114. Seduction 1/2: Powders (60 Vhalar 719)
  115. Seduction 2/2: Powders (60 Vhalar 719)
  116. Seduction: Finding out what they want.
  117. Seduction: Careful with surprises.
  118. Seduction 1/4: 2. Many Things I Cannot Grasp (2 Ymiden 720)
  119. Seduction 2/4: 2. Many Things I Cannot Grasp (2 Ymiden 720)
  120. Seduction 3/4: 2. Many Things I Cannot Grasp (2 Ymiden 720)
  121. Seduction 4/4: 2. Many Things I Cannot Grasp (2 Ymiden 720)
  122. Seduction 1/3: 1. Like a Snowflake in a Fiery Grip (2 Ymiden 720)
  123. Seduction 2/3: 1. Like a Snowflake in a Fiery Grip (2 Ymiden 720)
  124. Seduction 3/3: 1. Like a Snowflake in a Fiery Grip (2 Ymiden 720)
  125. Seduction 1/4: 6. Buried Treasures (3 Ymiden 720)
  126. Seduction 2/4: 6. Buried Treasures (3 Ymiden 720)
  127. Seduction 3/4: 6. Buried Treasures (3 Ymiden 720)
  128. Seduction 4/4: 6. Buried Treasures (3 Ymiden 720)
  129. Seduction 1/4: 1. Ars Magna Lucis et Umbrae (48 Ymiden 720)
  130. Seduction 2/4: 1. Ars Magna Lucis et Umbrae (48 Ymiden 720)
  131. Seduction 3/4: 1. Ars Magna Lucis et Umbrae (48 Ymiden 720)
  132. Seduction 4/4: 1. Ars Magna Lucis et Umbrae (48 Ymiden 720)
Tactics
  1. Tactics: Identifying paths to a door.
  2. Tactics: Seduction can be used as a tactic to resolve a conflict.
  3. Tactics: Children are advantageous to influence people.
  4. Tactics: Discussing important matters while in a lover’s embrace.
  5. Tactics: Rewarding certain phrases through seductive attention.
  6. Tactics: Openly connecting Fridgar as the cause of Alistair’s doubts and weakness.
  7. Tactics: Not directly answering a question by changing topic of conversation.
  8. Tactics: Splitting up to search more, faster.
  9. Tactics: Running ahead and leaving Alistair to take care of things left behind.
  10. Tactics: How to use your dexterity to your advantage.
  11. Tactics: It’s good to be cautious and prepared.
  12. Tactics: Using Alistair as a shield.
  13. Tactics: Self-deprecation while apologizing.
  14. Tactics: A detached mind to delay emotional response.
  15. Tactics: The Benefit of Sticking to a Plan
  16. Tactics: Know when to keep back
  17. Tactics: Role: Support to Alistair
  18. Tactics: Getting someone alone for easier negotiation.
  19. Tactics: Planning ahead of time.
  20. Tactics: Considering multiple paths to a target destination.
  21. Tactics: Using a thrall’s programmed reactions as a weapon.
  22. Tactics: Offering your body as part of negotiation.
  23. Tactics: Appeasing Fridgar through submitting to his desires.
  24. Tactics: Letting Alistair do the talking.
  25. Tactics: Being openly vulnerable on purpose in order to lower another’s guard.
  26. Tactics: Using others’ knowledge to inform your plans.
  27. Tactics: Revealing important information as if it is nothing.
  28. Tactics: Giving strangers the benefit of the doubt can backfire.
  29. Tactics: Take the element of surprise when you can.
  30. Tactics: Submitting to Alistair’s will.
  31. Tactics: Ranged offensive.
  32. Tactics: Targeting multiple enemies at once.
  33. Tactics: Absolute destruction through use of magic.
  34. Tactics: Leaving possessions behind for a quick escape.
  35. Tactics: Taunting to draw attention.
  36. Tactics: Role: On Your Own
  37. Tactics: Transforming (Becoming) to escape a hold.
  38. Tactics: Role: The Diversion.
  39. Tactics: Manipulating the target's attention.
  40. Tactics: Apologetically cowering to appear less threatening.
  41. Tactics: Collaborating with someone on an answer to a powerful man
  42. Tactics: Failure occurs if unable to communicate positions.
  43. Tactics: Role: The Polite Lord.
  44. Tactics: Duck into a familiar place for temporary sanctuary.
  45. Tactics: A Sharing of secret info to establish trust
  46. Tactics: Records of the curse on Alistair, so it is not forgotten
  47. Tactics: Pay Attention to Your Peripheral Vision.
  48. Tactics: Seeing an Incoming Attack and Intercepting It.
  49. Tactics: Adapting Quickly to New Opponents.
  50. Tactics: Corralling your Opponent against a Defined Perimeter.
  51. Tactics: Consequentialism: Utilitarian Volunteering.
  52. Tactics: Role: The Dominant.
  53. Tactics: Carefully selecting a table by tactical location.
  54. Tactics: Sitting with your back to the wall.
  55. Tactics: Keep your bruiser positioned to block your weak point.
  56. Tactics: A task like hair braiding to distract from revealing reactions
  57. Tactics: Ether missiles as a signal for a salvo of Ballista bolts
  58. Tactics: Using Kasoria's ears as a conduit for telepathic contact
  59. Tactics: Layering perceptions within your dreamscape.
  60. Tactics: Down the Rabbit Hole (5 Saun 719)
  61. Tactics: Bird-form Becomers as scouts
  62. Tactics: "The Many" as a decoy, instead of "The Few"
  63. Tactics: Choosing a tactical location for a fortress.
  64. Tactics: Using wards to defend against magic.
  65. Tactics: Get the Cube (11 Vhalar 719)
  66. Tactics: You cannot reason with an unreasonable man.
  67. Tactics: Choosing friendship over convenience or safety.
  68. Tactics: Eliminating a political threat through assassination.
  69. Tactics: Changing from defense to offense.
  70. Tactics 1/2: IX. Everything is Fine (32 Saun 719)
  71. Tactics 2/2: IX. Everything is Fine (32 Saun 719)
  72. Tactics 1/4: Twin Crescent (Zida 719)
  73. Tactics 2/4: Twin Crescent (Zida 719)
  74. Tactics 3/4: Twin Crescent (Zida 719)
  75. Tactics 4/4: Twin Crescent (Zida 719)
  76. Tactics: Use of Timing to Utilize the Crossing Ability of Dreamwalking
  77. Tactics 1/3: Powders (60 Vhalar 719)
  78. Tactics 2/3: Powders (60 Vhalar 719)
  79. Tactics 3/3: Powders (60 Vhalar 719)
  80. Tactics: Scouting a potential location through someone else.
  81. Tactics 1/2: Webs Upon Webbs (92 Vhalar 719)
  82. Tactics 2/2: Webs Upon Webbs (92 Vhalar 719)

Grandmaster U-Z


none

Combat

Combat (Blades)
Primary School: Blades.
Signature Weapon: Dagger.
  1. Blades (Dagger): Defensive slice. (SP)
  2. Blades (Dagger): Parry another dagger
  3. Blades: Dagger: Drawing a blade quickly from a belt.
  4. Blades: Daggers: Drawing a blade in combat
  5. Blades: Daggers: Defending against a quicker attacker
  6. Blades: Daggers: Not helpful against the Creep.
  7. Blades (Dagger): How to swing a dagger
  8. Blades (Dagger): Blade is an Extension of the Body
  9. Blades (Dagger): Aggressive Offense.
  10. Blades (Dagger): Practice, Practice, Practice!
  11. Blades (Dagger): Throwing to distract, regardless if the blade or hilt lands.
  12. Blades (Dagger): Emotional, feverish slashes.
  13. Blades (Dagger): Pretending to be in combat while practicing.
  14. Blades (Dagger): Mimicking the stance of another person.
  15. Blades (Dagger): Using a pillow for target practice.
  16. Blades (Dagger): Hyah! Take that. Kicking after stabbing.
  17. Blades (Dagger): One in the eye.
  18. Blades (Dagger): A literal cut throat.
  19. Blades (Dagger): Slash, slash, slash.
  20. Blades (Dagger): Don't stop 'til you get enough.
  21. Blades (Daggers): Learning the weight of a new blade.
  22. Blades (Dagger): An unsteady grip can represent strong emotions.
  23. Blades (Dagger): To wield as an Athame.
  24. Blades (Dagger): Complements an Unarmed Combat Style.
  • Other Blade Weapons: (1 - Gladius | 5 - Defender | 3 - general)
  • Blades (Gladius): A fortunate parry.
  • Combat: Blades (Defender): A Sword that Doesn't Kill.
  • Combat: Blades (Defender): The balance of a short sword.
  • Combat: Blades (Defender) 1/3: A Simple Trial Pt. 3 (64 Ymiden 719)
  • Combat: Blades (Defender) 2/3: A Simple Trial Pt. 3 (64 Ymiden 719)
  • Combat: Blades (Defender) 3/3: A Simple Trial Pt. 3 (64 Ymiden 719)
  • Combat: Blades (Defender) 1/2: Twin Crescent (Zida 719)
  • Combat: Blades (Defender) 2/2: Twin Crescent (Zida 719)
  • Combat: Blades 1/3: IX. Everything is Fine (32 Saun 719)
  • Combat: Blades 2/3: IX. Everything is Fine (32 Saun 719)
  • Combat: Blades 3/3: IX. Everything is Fine (32 Saun 719)
  • Combat: Dual Wield (Dagger x Dagger): Slash, slash, and then stab! (Dual Wield)
  • Combat: Dual Wield (Dagger x Dagger): Slicing for fatal lacerations.
  • Combat: Dual Wield (Dagger x Dagger): Force an opponent onto the defensive with consecutive bladed attacks.
  • Combat: Dual Wield (Dagger x Dagger): One parries while the other strikes.
  • Combat: Dual Wield (Dagger x Dagger): Opposite arm coordination (Forward and Backward).
  • Combat: Dual Wield (Dagger x Dagger): Opposite arm coordination (Left and Right).
  • Dual Wield (Dagger x Dagger) TOTAL: 6
Combat (Unarmed)
Primary Style: Stylish Style (Expert)
Secondary Style: Ki'Enaq (Novice)
General
  1. Combat: Unarmed: Trust Your Instincts
  2. Combat: Unarmed: Disarming an opponent’s weapon.
  3. Combat: Unarmed: Utilize the environment
  4. Combat: Unarmed: Wrestling in the rain
  5. Combat: Unarmed: A good fighting stance helps evenly distribute weight and maintain balance
  6. Combat: Unarmed: Repetition creates needed muscle memory
  7. Unarmed Combat (Unspecified): Blocking an arrow… with your hand.
  8. Unarmed Combat: Footwork while intoxicated.
  9. Unarmed Combat: Inebriated accuracy.
  10. Unarmed Combat: Fighting Dirty.
  11. Unarmed Combat: Tripping a man over.
  12. Unarmed Combat: Catching a leg mid-kick.
  13. Unarmed Combat 1/2: Strangers tell no secrets (5 Saun 719)
  14. Unarmed Combat 2/2: Strangers tell no secrets (5 Saun 719)
  15. Combat: Unarmed 1/2: IX. Everything is Fine (32 Saun 719)
  16. Combat: Unarmed 2/2: IX. Everything is Fine (32 Saun 719)
  17. Combat (Unarmed): Attunement's Omnivision is useful to help dodge.
  18. Unarmed Combat: Sparring.
  19. Unarmed Combat: Holding back force in blows.

Stylish Style
  1. Unarmed Combat (Stylish Style): Tackling somebody to the ground
  2. Unarmed Combat (Stylish Style): Slap in the face
  3. Unarmed Combat (Stylish Style): A good fighting stance helps evenly distribute weight and maintain balance
  4. Unarmed Combat (Stylish Style): Wounded pride brings on recklessness
  5. Unarmed Combat (Stylish Style): Taunting stance of defense.
  6. Unarmed Combat (Stylish Style): Movement is important
  7. Unarmed Combat (Stylish Style): Center yourself
  8. Unarmed Combat (Stylish Style): Leaping onto an opponent’s back.
  9. Unarmed combat (Stylish Style): Strangulation via scarf.
  10. Unarmed Combat (Stylish Style): Fighting while completely naked.
  11. Unarmed Combat (Stylish Style): Use the element of surprise.
  12. Unarmed Combat (Stylish Style): Deceptive surrender to get closer.
  13. Unarmed (Stylish Style): Evading a punch.
  14. Unarmed (Stylish Style): Striking with knees and elbows.
  15. Unarmed (Stylish Style): Grappling.
  16. Unarmed (Stylish Style): Stomp, stomp, stomp.
  17. Unarmed Combat (Stylish Style): An unexpected kick to the face.
  18. Unarmed Combat (Stylish Style): Waiting for an opening.
  19. Unarmed Combat (Stylish Style): Dodging a knife swipe to the torso.
  20. Unarmed Combat (Stylish Style): Disorientate an opponent through swift follow-up moves.
  21. Unarmed Combat (Stylish Style): Shoving an opponent out of striking distance.
  22. Unarmed Combat (Stylish Style): One move after the other after the other after…
  23. Unarmed: (Stylish Style): Kick to the Groin.
  24. Unarmed: (Stylish Style): Your Body is a Weapon.
  25. Unarmed: (Stylish Style): Swift Flurries of Punches.
  26. Unarmed: (Stylish Style): Fighting on Your Back.
  27. Unarmed: (Stylish Style): Catching an elbow jab.
  28. Unarmed: (Stylish Style): Forearm Blocks.
  29. Unarmed Combat (Stylish Style): Dodge, Dodge, Dodge.

Ki'Enaq
  1. Combat: Unarmed (Ki'Enaq): Barrage of Palm Strikes.
  2. Combat: Unarmed (Ki'Enaq): Knockout Kick to the Temple.
  3. Combat: Unarmed (Ki'Enaq): Hitting not to Kill, but to Incapacitate.
  4. Unarmed Combat: (Ki'Enaq): Mentally absorbing pain from blows.
  5. Unarmed Combat: (Ki'Enaq): Momentum through the whole body.
Full List
  1. Combat: Unarmed: Trust Your Instincts
  2. Combat: Unarmed: Disarming an opponent’s weapon.
  3. Combat: Unarmed: Utilize the environment
  4. Combat: Unarmed: Wrestling in the rain
  5. Combat: Unarmed: A good fighting stance helps evenly distribute weight and maintain balance
  6. Combat: Unarmed: Repetition creates needed muscle memory
  7. Unarmed Combat (Unspecified): Blocking an arrow… with your hand.
  8. Unarmed Combat (Stylish Style): Tackling somebody to the ground
  9. Unarmed Combat (Stylish Style): Slap in the face
  10. Unarmed Combat (Stylish Style): A good fighting stance helps evenly distribute weight and maintain balance
  11. Unarmed Combat (Stylish Style): Wounded pride brings on recklessness
  12. Unarmed Combat (Stylish Style): Taunting stance of defense.
  13. Unarmed Combat (Stylish Style): Movement is important
  14. Unarmed Combat (Stylish Style): Center yourself
  15. Unarmed Combat (Stylish Style): Leaping onto an opponent’s back.
  16. Unarmed combat (Stylish Style): Strangulation via scarf.
  17. Unarmed Combat (Stylish Style): Fighting while completely naked.
  18. Unarmed Combat (Stylish Style): Use the element of surprise.
  19. Unarmed Combat (Stylish Style): Deceptive surrender to get closer.
  20. Unarmed (Stylish Style): Evading a punch.
  21. Unarmed (Stylish Style): Striking with knees and elbows.
  22. Unarmed (Stylish Style): Grappling.
  23. Unarmed (Stylish Style): Stomp, stomp, stomp.
  24. Unarmed Combat (Stylish Style): An unexpected kick to the face.
  25. Unarmed Combat (Stylish Style): Waiting for an opening.
  26. Unarmed Combat (Stylish Style): Dodging a knife swipe to the torso.
  27. Unarmed Combat (Stylish Style): Disorientate an opponent through swift follow-up moves.
  28. Unarmed Combat (Stylish Style): Shoving an opponent out of striking distance.
  29. Unarmed Combat (Stylish Style): One move after the other after the other after…
  30. Unarmed: (Stylish Style): Kick to the Groin.
  31. Unarmed: (Stylish Style): Your Body is a Weapon.
  32. Unarmed: (Stylish Style): Swift Flurries of Punches.
  33. Unarmed: (Stylish Style): Fighting on Your Back.
  34. Unarmed: (Stylish Style): Catching an elbow jab.
  35. Unarmed: (Stylish Style): Forearm Blocks.
  36. Unarmed Combat: Footwork while intoxicated.
  37. Unarmed Combat: Inebriated accuracy.
  38. Unarmed Combat: Fighting Dirty.
  39. Unarmed Combat: Tripping a man over.
  40. Unarmed Combat: Catching a leg mid-kick.
  41. Unarmed Combat 1/2: Strangers tell no secrets (5 Saun 719)
  42. Unarmed Combat 2/2: Strangers tell no secrets (5 Saun 719)
  43. Combat: Unarmed 1/2: IX. Everything is Fine (32 Saun 719)
  44. Combat: Unarmed 2/2: IX. Everything is Fine (32 Saun 719)
  45. Combat (Unarmed): Attunement's Omnivision is useful to help dodge.
  46. Unarmed Combat: Sparring.
  47. Unarmed Combat: Holding back force in blows.
  48. Unarmed Combat (Stylish Style): Dodge, Dodge, Dodge.
  49. Unarmed Combat: (Ki'Enaq): Mentally absorbing pain from blows.
  50. Unarmed Combat: (Ki'Enaq): Momentum through the whole body.
  • Novice = 5 Knowledge
  • Competent = 10 Knowledge
  • Expert = 20 Knowledge
  • Mastery = 30 Knowledge
  • Grandmaster = 40 Knowledge
Combat (Thrown)
Primary: Knives
  1. Combat: Thrown (Knives): Following through with the throw.
  2. Combat: Thrown (Knives): Weight and balance of the blade.
  3. Combat: Thrown (Knives): Wrist movement.
  4. Combat: Thrown (Knives): Throwing Two Knives at Once.
  5. Combat: Thrown (Knives): Hidden in Garters.

Magic

Attunement
  1. Attunement: The Act of Attunement.
  2. Attunement: Can be used for Appraisal.
  3. Attunement: The intimacy of Attuners sharing a bed.
  4. Attunement: Dousing.
  5. Attunement: Dousing: Using a note to find a known person.
  6. Attunement: Dousing: Important to pick the right note.
  7. Attunement: Dousing: Some notes are too common to use for navigation.
  8. Attunement: Omnivision
  9. Attunement: Omnivision: Scouting through walls
  10. Attunement: Omnivision: A way of seeing in the darkness.
  11. Attunement: Omnivision: Allows you to "feel" and observe the world around you.
  12. Attunement: Frequency: Domain Magic (Sparks).
  13. Attunement: Frequency: Emea
  14. Attunement: Frequency: Doran Thetys.
  15. Attunement: Frequency: Kasoria.
  16. Attunement – Frequency: Emelia Enners.
  17. Attunement – Frequency: Woe.
  18. Attunement: Frequency: Zemos (Nzi'fuma).
  19. Attunement: Frequency: Georgette "Gigi" Marguerite.
  20. Attunement: Note: Domain Magic - Becoming.
  21. Attunement: Note: Domain Magic - Transmutation.
  22. Attunement: Note: Domain Magic - Rupturing.
  23. Attunement: Note: Domain Magic - Hone (Lucis).
  24. Attunement: Note: Domain Magic - Hone (Umbral).
  25. Attunement: Note: Domain Magic - Abrogation.
  26. Attunement: Note: Domain Magic - Necromancy.
  27. Attunement: Note: Domain Magic - Empathy.
  28. Attunement: Note: Domain Magic - Overstepping.
  29. Attunement: Note: Domain Magic – Empathy. (repeat here)
  30. Attunement: Note: Empathy: Frayed Threads.
  31. Attunement: Note: Rupturing Portal.
  32. Attunement: Note: Balance.
  33. Attunement: Note: The Dreamer.
  34. Attunement: Note: Magic Initiation.
  35. Attunement: Note: Pain.
  36. Attunement: Note: Mortalborn.
  37. Attunement: Note: Sesser.
  38. Attunement: Note: Threat.
  39. Attunement: Note: Human.
  40. Attunement: Note: Intimacy.
  41. Attunement: Note: Regret.
  42. Attunement: Note: Lust.
  43. Attunement: Note: Passion.
  44. Attunement: Note: Fascination.
  45. Attunement: Note: Bliss.
  46. Attunement: Note: Rapacity.
  47. Attunement: Note: Devastation.
  48. Attunement: Note: Overpowered.
  49. Attunement: Note: Panic.
  50. Attunement: Note: Tragedy.
  51. Attunement: Note: Webspinner.
  52. Attunement: Note: Love.
  53. Attunement: Note: Fear.
  54. Attunement: Note: Humiliation.
  55. Attunement: Note: Murder.
  56. Attunement: Note: Ambition.
  57. Attunement: Note: Youth.
  58. Attunement: Note: Sev'ryn Without Bonded Familiar
  59. Attunement: Note: Eagerness
  60. Attunement: Note: Instincts
  61. Attunement: Note: Purity
  62. Attunement: Note: Vexation
  63. Attunement: Note: Satisfaction.
  64. Attunement: Note: Suspicion.
  65. Attunement: Note: An adventurous spirit.
  66. Attunement: Note: Lack of Ether around or within an object.
Becoming
  1. Becoming: Transformation causes pain.
  2. Becoming: Totem Building
  3. Becoming: Creating the self totem
  4. Becoming: Three Sovereign Substances
  5. Becoming: Three Sovereign Substances: Bone is Structure
  6. Becoming: Three Sovereign Substances: Blood is Lifeforce
  7. Becoming: Three Sovereign Substances: Hair is Visage.
  8. Becoming: The Initiation
  9. Becoming: A Domain Magic
  10. Becoming: A strong self-identity is key
  11. Becoming: Family: Mammals
  12. Becoming: Novice Transformation takes 6-8 bits.
  13. Becoming: Withstanding the Pain
  14. Becoming: That sweet spot between what you were and what you are.
  15. Becoming: Clothes are lost during transformation.
  16. Becoming: Totems: Providing nutrition
  17. Becoming: Balancing in a new form. (Acrobatics)
  18. Becoming: Transforming can cause intense cravings.
  19. Becoming: Listening to the whims of your spark
  20. Becoming: Doesn’t cost any ether to maintain a form
  21. Becoming: Transformations are best kept unseen in private spaces.
  22. Becoming: Also known as Transmogrification.
  23. Becoming: Conserving ether.
  24. Becoming: Preference for Privacy when Transforming
  25. Becoming: It takes a high cost of ether to rapidly transform between totems.
  26. Becoming: The differences between forms.
  27. Becoming: Feeling when a totem needs rest
  28. Becoming: Totems are repositories for the mage’s soul to fill.
  29. Becoming: Blended Form: Tyara + Zarik
  30. Becoming: Blending in the same animal family (Mammals)
  31. Becoming: Blending techniques
  32. Becoming: Blending
  33. Becoming: Echo
  34. Becoming: Echoing a human’s ability to sing.
  35. Becoming: I'd rather not use devour.
  36. Becoming: Borrowing.
  37. Becoming: Assimilation
  38. Becoming: Assimilation: the mother form.
  39. Becoming: Flaying life force.
  40. Becoming: Chrysalis
  41. Becoming: Unleash
  42. Becoming: Lifeforce is less effective, but still converts into ether.
  43. Becoming: Unleash: Sudden and explosive, and quick.
  44. Becoming - Flaying Specialization: A lover's peak satisfaction.
  45. Becoming: Initiating Another Mage.
  46. Becoming: Rakvald, my first initiate (in becoming).
  47. Becoming: The near-indestructible nature of the Leviathan
  48. Becoming: 500 arcs of atavistic revelation resulted in the Leviathan
  49. Becoming: Totem: Kiara
  50. Becoming: Totem: Tyara
  51. Becoming: Borrowed Totem: Zara (Kiara + Zarik)
  52. Becoming: Totem: Lucretia.
  53. Becoming: Totem: An Adolescent Short-Hair White Cat (one blue eye, one yellow-green eye; female).
  54. Becoming: Persona: Mistress Magpie.
  55. Becoming: Totem: Yulia
Empathy
  1. Empathy: An Out-of-Control Spark.
  2. Empathy: The Tangle.
  3. Empathy: Weaving (sewing).
  4. Empathy: Strum.
  5. Empathy: Knot.
  6. Empathy: Fraying.
  7. Empathy: Entwine.
  8. Empathy: The appearance of threads and feelings inside someone else.
  9. Empathy: Touch makes everything more vibrant.
  10. Empathy: Sharing your feelings with someone else.
  11. Empathy: Working with complex tangles.
  12. Empathy: The Biqaj tangle.
  13. Empathy: Be Aware of Your Eye Contact Duration.
  14. Empathy: Recognizing Another Empath.
  15. Empathy: Noticing When Someone Tries To Read You.
  16. Empathy: Avoiding Eye Contact So Empathy Doesn’t Work On You.
  17. Empathy: Acceptance of Unwanted Emotions.
  18. Empathy: Lack of discipline can lead to loss of control.
  19. Empathy: The intimacy of Empaths sharing a bed.
  20. Empathy: Noticing the intricacies of a tangle.
  21. Empathy 1/2: Webs Upon Webbs (92 Vhalar 719)
  22. Empathy 2/2: Webs Upon Webbs (92 Vhalar 719)
  23. Empathy: Thread: Desire
  24. Empathy: Thread: Romance (Crush)
  25. Empathy: Thread: Admiration
  26. Empathy: Thread: Anxiety
  27. Empathy: Thread: Denial
  28. Empathy: Saza Moshe's Tangle.
Transmutation
  1. Transmutation: The Initiation
  2. Transmutation: Ether Missile
  3. Transmutation: Ether, a fundamental
  4. Transmutation: A Domain Magic
  5. Transmutation: Brilliance
  6. Transmutation: Identification - can reveal all materials
  7. Transmutation: Identify
  8. Transmutation: Identify: Can be used to learn from other Transmuters
  9. Transmutation: Qualities as 'fundamental, intrinsic principles'
  10. Transmutation: Qualities can conflict with one another
  11. Transmutation: Qualities cannot be inherently magical
  12. Transmutation: Qualities must be physical traits
  13. Transmutation: Beacons allow for a teleport no matter where you are.
  14. Transmutation: The Ether Bond between mentor and apprentice
  15. Transmutation: Being used as an ether battery
  16. Transmutation: Both master and student should know one another's limits to move ether effectively
  17. Transmutation: The physical sensation of ether being drained.
  18. Transmutation: The physical sensation of ether being replenished.
  19. Transmutation: The excitement of an activated spark as it grows.
  20. Transmutation: Ether Missiles are powerful against the Creep
  21. Transmutation: Corrosive Ether Missile
  22. Transmutation: Shape-changing Ether Missiles
  23. Transmutation: Flinging an Ether Missile at high velocity
  24. Transmutation: Corrosion
  25. Transmutation: Ether Missile
  26. Transmutation: Ether Missile can burst into many smaller meteor-like missiles when thrown upward.
  27. Transmutation: Mutation: Boneturner Legs.
  28. Transmutation: Absorption.
  29. Transmutation: Bolstering
  30. Transmutation: Brilliance can go out based on troubling emotions.
  31. Transmutation: Resonance pulse to locate mentor (within range).
  32. Transmutation: Corrosion too close to an impaled object can melt my own flesh.
  33. Transmutation: Mutation: Others think my Boneturner Legs look fragile.
  34. Transmutation: Mutation: Gossamer Wings
  35. Transmutation: Gossamer Wings: Controlling speed of temporary flight.
  36. Transmutation: Bolstering: Using it on clothes to create temporary armor.
  37. Transmutation: Shapecraft
  38. Transmutation: Shapecraft: Everything you can touch is an ally.
  39. Transmutation: Shapecraft: Shaping a fur rug for use as bandages.
  40. Transmutation: Mutation: Rorschach Limbs
  41. Transmutation: Mutation: Halo
  42. Transmutation: Shapecrafting stone into a ramp.
  43. Transmutation: Greater, and more, ether in Emea.
  44. Transmutation: Ether missile while being pinned.
  45. Transmutation: Decapitation via ether missile.
  46. Transmutation: 'Bolstering' the hull of a ship against a sea serpent attack
  47. Transmutation: Turning up the power of 'Bolstering' as it goes on
  48. Transmutation: Ether whip cuts deeply for most, but not to a Leviathan
  49. Transmutation: Ether spike in the Leviathan's eye can't go deep enough
  50. Transmutation: Initiating Another Mage.
  51. Transmutation: Doran, my first initiate (in Transmutation).
  52. Transmutation: The lure of Emea.
  53. Transmutation: Encasing a seed of your spark within a sphere-shaped ether missile.
  54. Transmutation: My unique ether is iridescent light.
  55. Transmutation: The pressure of ether on the air.
  56. Transmutation: Innate knowledge of ether.
  57. Transmutation: Galvanize.
  58. Transmutation (Identify): The glowing water on Rhakros' subterranean walls
  59. Transmutation: Absorption by direct touch.
  60. Transmutation: Quality: The Putrid Scent of Decaying Flesh
  61. Transmutation: Quality: Sound of Silence
  62. Transmutation: Quality: Shadows in Pitch-black Darkness
  63. Transmutation: Quality: The Sound of Physical Grating
  64. Transmutation: Quality: The Appearance of Dripping Blood
  65. Transmutation: Quality: A Comfortable Warmth.
  66. Transmutation: Quality: Porcelain.
  67. Transmutation: Quality: Gold
  68. Transmutation: Identify: Can be used for Appraisal.
  69. Transmutation: Shapecraft: Shaping Glacial Ice.
  70. Transmutation: Webs Upon Webbs (92 Vhalar 719)

Xypha Mark


Awarded here on 76 Ymiden 719 by Tempest
Granted Abilities:
  1. Telepathic Communication (minor)
  2. Intuitive Linguist
  3. The Intellectual's Skills I

Skill Knowledge
  1. Mark Ability: Xypha: Telepathic Communication (Minor) I
  2. Xypha: Telepathic Communication (Minor) II
  3. Xypha: Telepathic Communication (Minor): Requires Eye Contact.

Master (33-60)

Linguistics

  1. Linguistics: Reading with a partner to learn a language together.
  2. Linguistics: Practice makes perfect.
  3. Linguistics: Language: Vahanic
  4. Linguistics: Listening to a Conversation Helps to Learn a Language
  5. Linguistics: Vahanic: Introductions
  6. Linguistics: Vahanic: Talking about the Weather
  7. Linguistics: The burden of trying to learn a language while busy.
  8. Linguistics: Vahanic is easier to learn than Rakahi when in Quacia.
  9. Linguistics: The correct order of words in a sentence.
  10. Linguistics: Switching between two languages while learning a new one.
  11. Linguistics: Practicing with a native speaker.
  12. Linguistics: Accents will help determine the language that will fit
  13. Linguistics: Sentence structure tendencies, even in common
  14. Linguistics: Substitution of some prefix and suffix functions
  15. Linguistics: The Local Dialect of Etzos.
  16. Linguistics: "South-end-of-Western": a 'Sow' accent = Rhakros
  17. Linguistics: The disadvantage of not knowing the native tongue.
  18. Linguistics: Ith’ession: a forceful language.
  19. Linguistics: Compromising between two different fluent languages.
  20. Linguistics: Some people learn languages more easily than others.
  21. Linguistics: Repetition in two languages aids learning.
  22. Linguistics: Ith’ession: How to say goodbye.
  23. Linguistics: Ith’ession: “Until That Day”.
  24. Linguistics: Ancient Language: Originated in Viden.
  25. Linguistics: Ancient Language: Language of the Immortals.
  26. Linguistics: Ancient Language: An Extremely Difficult Language to Learn.
  27. Linguistics: Common Sign: Defined finger placement for clear enunciation.
  28. Linguistics: Translating books from Ith’ession to Common.
  29. Linguistics: Translating texts is a good way to quickly expand vocabulary.
  30. Linguistics: Different terms for the same concept.
  31. Linguistics: Encountering unfamiliar words.
  32. Linguistics: Making sense of unknown words through context.
  33. Linguistics: Body language: the nod of the head toward a subject
  34. Linguistics: Many phrases of the ancient tongue translated by Jorsie
  35. Linguistics: Ancient Language 1/4: Down the Rabbit Hole (5 Saun 719)
  36. Linguistics: Ancient Language 2/4: Down the Rabbit Hole (5 Saun 719)
  37. Linguistics: Ancient Language 3/4: Down the Rabbit Hole (5 Saun 719)
  38. Linguistics: Ancient Language 4/4: Down the Rabbit Hole (5 Saun 719)
  39. Linguistics: Vahanic- a language not used in Viden [TE]
  40. Linguistics: deciphering a map of mixed languages [TE]
  41. Linguistics: Ancient Language: Ancient to Common Translation.
  42. Linguistics: Using root words to determine meaning.
  43. Linguistics: Studying language fragments to familiarize oneself with the language.
  44. Linguistics: Teaching Ith'ession.
  45. Linguistics: Ith'ession: Basic Phrases.
Acrobatics
  1. Acrobatics: Warm up exercises help increase flexibility (SP)
  2. Acrobatics: Getting over tall Fences.
  3. Acrobatics: Upward full body swing
  4. Acrobatics: Rebalancing your feet before falling
  5. Acrobatics: Leap Out of Arm's Reach
  6. Acrobatics: Leap between buildings over a narrow street (short height).
  7. Acrobatics: Forward somersault.
  8. Acrobatics: Following another’s lead
  9. Acrobatics: Intimate positions
  10. Acrobatics: Awkward body angles
  11. Acrobatics: Flexibility with a partner
  12. Acrobatics: Balancing on hands and knees.
  13. Acrobatics: Balancing on hands and feet.
  14. Acrobatics: Using the entire body for faster momentum.
  15. Acrobatics: Maintaining a stance for many minutes.
  16. Acrobatics: Leaping down and landing into a sprint (short height).
  17. Acrobatics: The appropriate place to put your hands for a headstand on someone else.
  18. Acrobatics: Working together for momentum.
  19. Acrobatics: Pushing through inertia instead of surrendering to it.
  20. Acrobatics: Jumping between adjacent buildings without pause.
  21. Acrobatics: Can be used in tandem with running.
  22. Acrobatics: Cartwheels in motion.
  23. Acrobatics: Stretching before battle to stay limber.
  24. Acrobatics: Leaping between trees.
  25. Acrobatics: Quick dodges to avoid attack.
  26. Acrobatics: Controlled back handspring.
  27. Acrobatics: Sideway somersault.
  28. Acrobatics: Boneturner Legs (mutation) help in absorbing shock from impact.
  29. Acrobatics: Leap between buildings over a wide street (medium height).
  30. Acrobatics: Jumping down from above into an embrace.
  31. Acrobatics: Dodging something hanging from above.
  32. Acrobatics: Adjusting to a much taller partner
  33. Acrobatics: Keep momentum from one move to the next.
  34. Acrobatics: Used in tandem with Gossamer Wings.
  35. Acrobatics: Used in tandem with Rorschach Limbs.
  36. Acrobatics: Staying on your toes.
  37. Acrobatics: Stretching exercises.
  38. Acrobatics: Backbend poses.
    [*] Acrobatics 1/2: Mystic Mystery (21 Vhalar 719)
    [*] Acrobatics 2/2: Mystic Mystery (21 Vhalar 719)
    [*] Acrobatics: The Trial Ahead (21 Vhalar 719)
    [*] Acrobatics: Complements an Unarmed Combat Style.
    [*] Acrobatics: Reactant (60 Vhalar 719)
    [*] Acrobatics: Like a Cat!
    [*] Acrobatics: Cat Totem (Becoming).
Rhetoric
  1. [*] Rhetoric: Clarifying intentions
    [*] Rhetoric: Expressing intention through verbal communication.
    [*] Rhetoric: Learning new expressive words from another person.
    [*] Rhetoric: Expressing precise observations about another person.
    [*] Rhetoric: A heartfelt, clear apology.
    [*] Rhetoric: A poetic promise given.
    [*] Rhetoric: Devoting oneself to mutual ambitions.
    [*] Rhetoric: Painting a vision of the future.
    [*] Rhetoric: The sharp whip of a well-phrased question at the right time.
    [*] Rhetoric: A Pep Talk for Yourself
    [*] Rhetoric: Sharing intimate memories to confirm past connection.
    [*] Rhetoric: Shameless conversation.
    [*] Rhetoric: Sharing an intimate dream with another.
    [*] Rhetoric: Sharing Your Perspective in Hope to Comfort Another.
    [*] Rhetoric: Explaining why someone’s logic is flawed.
    [*] Rhetoric: Last words in the face of death.
    [*] Rhetoric: Saying what you need to, to survive.
    [*] Rhetoric: Watch your words when angry.
    [*] Rhetoric: Confession of past abuse and maltreatment.
    [*] Rhetoric: An attempt to explain chaotic illogic.
    [*] Rhetoric: Explaining specific circumstances.
    [*] Rhetoric: Sharing your beliefs with another.
    [*] Rhetoric: Believing in someone who doesn't believe in themselves.
    [*] Rhetoric: Getting caught up in emotion, but still speaking.
    [*] Rhetoric: A romantic commitment.
    [*] Rhetoric: Gracefully saying what needs to be said.
    [*] Rhetoric: The truth given freely.
    [*] Rhetoric: Sharing your perspective to find disagreements.
    [*] Rhetoric: What to do with Power
    [*] Rhetoric: Precisely explaining the expected responsibilities within your household.
    [*] Rhetoric: Sense and Sensibility.
    [*] Rhetoric: Clear and precise instructions.
    [*] Rhetoric: Can be used in tandem with negotiation.
    [*] Rhetoric: Catering to the mentality of those you speak to.
    [*] Rhetoric: Implications.
    [*] Rhetoric: Pivoting the subject to another.
    [*] Rhetoric: Jovial, sarcastic defiance, now that you have back-up.
    [*] Rhetoric: Warning others of dangerous places.
    [*] Rhetoric: The Jackal (6 Vhalar 719)
    [*] Rhetoric 1/2: Conspiracies and Cubes (10 Vhalar 719)
    [*] Rhetoric 1/2: Conspiracies and Cubes (10 Vhalar 719)
    [*] Rhetoric: A Passionate Account about Ether.
    [*] Rhetoric 1/2: Signed and Dated (13 Vhalar 719)
    [*] Rhetoric 2/2: Signed and Dated (13 Vhalar 719)
    [*] Rhetoric 1/2: Grand Opening (48 Vhalar 719)
    [*] Rhetoric 2/2: Grand Opening (48 Vhalar 719)
    [*] Rhetoric 1/3: Unveil (118 Ashan 720)
    [*] Rhetoric 2/3: Unveil (118 Ashan 720)
    [*] Rhetoric 3/3: Unveil (118 Ashan 720)
    [*] Rhetoric: Reactant (60 Vhalar 719)
    [*] Rhetoric 1/2: 3. Dolls and Toys (3 Ymiden 720)
    [*] Rhetoric 2/2: 3. Dolls and Toys (3 Ymiden 720)
    [*] Rhetoric 1/2: 4. From Chaos Choreographed (3 Ymiden 720)
    [*] Rhetoric 2/2: 4. From Chaos Choreographed (3 Ymiden 720)
    [*] Rhetoric 1/2: 6. Buried Treasures (3 Ymiden 720)
    [*] Rhetoric 2/2: 6. Buried Treasures (3 Ymiden 720)
    [*] Rhetoric: Giving Expert Testimony.
    [*] Rhetoric: Speaking in Court.
    [*] Rhetoric – Device: Anaphora.
    [*] Rhetoric – Device: Aporia.
    [*] Rhetoric – Device: Aposiopesis.
    [*] Rhetoric – Device: Catachresis.
    [*] Rhetoric – Device: Distinctio.
    [*] Rhetoric – Device: Sentential Adverbs.
    [*] Rhetoric 1/4: Checking Out (56 Vhalar 720)
    [*] Rhetoric 1/4: Checking Out (56 Vhalar 720)
    [*] Rhetoric 1/4: Checking Out (56 Vhalar 720)
    [*] Rhetoric 1/4: Checking Out (56 Vhalar 720)
Appraisal
  1. [*] Appraisal: Noble estates have a lot of decor
    [*] Appraisal: The color of red is opulent
    [*] Appraisal: Satin is very luxurious
    [*] Appraisal: Recognizing the difference between cheap and expensive fabrics.
    [*] Appraisal: What’s This? What’s This? Collecting many items to look over.
    [*] Appraisal: Examining the quality of fur rugs.
    [*] Appraisal: Touching to learn the quality of make.
    [*] Appraisal: Can be used in tandem with identify.
    [*] Appraisal: Aesthetic plays a role in the potential value of an item
    [*] Appraisal: Judging a shop by its window display
    [*] Appraisal: Direct questioning to determine value
    [*] Appraisal: Recognizing the value of what you have.
    [*] Appraisal: Tasting for the quality of different foods.
    [*] Appraisal: Samples are efficient to learn whether you like something.
    [*] Appraisal: The value of a human being.
    [*] Appraisal: Valuable old things are considered antiques.
    [*] Appraisal: Finding a rare gem among junk.
    [*] Appraisal: If it has a magical use, any price is worth the cost.
    [*] Appraisal: Searching for the companion to a piece.
    [*] Appraisal: Asking a seller for what you want, even if you don't know whether it exists.
    [*] Appraisal: Presenting a useful item as a gift.
    [*] Appraisal: The pricelessness of a unique one-of-a-kind gift.
    [*] Appraisal: The worth of a door.
    [*] Appraisal: Emotional connection creates the illusion of higher value.
    [*] Appraisal: Selecting cost effective investment (slaves).
    [*] Appraisal: The qualitative difference between public offerings and private offerings.
    [*] Appraisal: The potential cost of future upkeep.
    [*] Appraisal: Judging new attire made for someone else.
    [*] Appraisal: The Power of Blood.
    [*] Appraisal: Estimate costs of services provided.
    [*] Appraisal: The possible worth of a new house.
    [*] Appraisal: The Value of Your Initiate.
    [*] Appraisal: Quality consistency of an anchored item from Emea.
    [*] Appraisal: Comparison of many offerings.
    [*] Appraisal: Balancing the Bones (7 Ymiden 720)
    [*] Appraisal 1/3: Dream The Little Man (3 Saun 719)
    [*] Appraisal 2/3: Dream The Little Man (3 Saun 719)
    [*] Appraisal 3/3: Dream The Little Man (3 Saun 719)
    [*] Appraisal: Using magic to analyze whether an object is an artifact or not.
    [*] Appraisal: The estimated worth of jewelry (amulets).
    [*] Appraisal 1/2: All the world's a stage (21 Cylus 720)
    [*] Appraisal 2/2: All the world's a stage (21 Cylus 720)
Politics
  1. [*] Politics: Rynmere nobles can marry commoners
    [*] Politics: The more you know, the better.
    [*] Politics: The Guild of Raw Materials is willing to attack innocents to claim resources.
    [*] Politics: The Guilds of Quacia prioritize monetary gain over ethical behavior.
    [*] Politics: A town’s wellbeing can be measured by the state of the vulnerable population.
    [*] Politics: Direct representation as a lord within the community.
    [*] Politics: Resources are incredibly important.
    [*] Politics: Deception is an art for nobility.
    [*] Politics: Power reveals a person's inner character.
    [*] Politics: Actively participating in the dominant religion can network you with the upper strata.
    [*] Politics: A strong state religion rules with impunity.
    [*] Politics: Peasants are the backbone of a town's industry.
    [*] Politics: Nobility can serve the role of bringing about progress.
    [*] Politics: The life and death of peasants are at the whim of nobility.
    [*] Politics: Viewpoints on Quacian Nobility
    [*] Politics: The nature of prejudice in a city.
    [*] Politics: Complementing a spouse in a public display.
    [*] Politics: Etzos has an agent in the Quacian Harbormaster's office
    [*] Politics: Naer may partially blame you for Diarne's death
    [*] Politics: Nobility control marital status
    [*] Politics: Not knowing foreign laws is a great disadvantage
    [*] Politics: Etzos' place in the world
    [*] Politics: Slaves are often treated better than prisoners
    [*] Politics: Do not make the "Alistair situation" widespread knowledge
    [*] Politics: Many faction's attitudes do not breed loyalty
    [*] Politics: Pahrn and Cassander do not like each other
    [*] Politics: Parhn is hiding a rival from mob anger until it blows over
    [*] Politics: Vuda had Pahrn under a mind control spell
    [*] Politics: Vuda pretended to only be "Adviser" to Pahrn
    [*] Politics: How to use information to your advantage.
    [*] Politics: Can be used in tandem with Intelligence.
    [*] Politics: The Big Picture.
    [*] Politics: The importance of contacts.
    [*] Politics: Making yourself useful to the city you reside within.
    [*] Politics: The legacy of cities.
    [*] Politics: Slave ownership.
    [*] Politics: The purpose of choosing a position of advisement instead of direct rulership.
    [*] Politics: Melrath has noble houses.
    [*] Politics: Choosing allegiances in a city.
    [*] Politics: Loudly proclaimed opinions must be monitored.
    [*] Politics (Military): In the hills, you are assumed "lost" not "deserting"
    [*] Politics (Military): Joining the war effort to become HARDER to find
    [*] Politics: This is war against an Immortal, not between Immortals
    [*] Politics 1/2: Get the Cube (11 Vhalar 719)
    [*] Politics 2/2: Get the Cube (11 Vhalar 719)
    [*] Politics: Being Owed Favours Gives You Power.
    [*] Politics: Your Role Defines Your Countenance.
    [*] Politics: Who Are the Pawns.
    [*] Politics: Risks are inherent in political manuevers.
    [*] Politics 1/2: Grand Opening (48 Vhalar 719)
    [*] Politics 2/2: Grand Opening (48 Vhalar 719)
    [*] Politics: The Importance of who possesses Unique Artifacts.
    [*] Politics: The Business of Assassinating a Known Military Figure.
    [*] Politics: How the city of Nashaki treats their slaves.
    [*] Politics: Not all Rynmerians are incestuous.
    [*] Politics: Webs Upon Webbs (92 Vhalar 719)
    [*] Politics: The Tactic of Assassination
    [*] Politics: An Immortal's Direct Influence on a City.
    [*] Politics: The Psychology of a Populace.
    [*] Politics 1/5: Keep It Simple (82 Vhalar 719)
    [*] Politics 2/5: Keep It Simple (82 Vhalar 719)
    [*] Politics 3/5: Keep It Simple (82 Vhalar 719)
    [*] Politics 4/5: Keep It Simple (82 Vhalar 719)
    [*] Politics 5/5: Keep It Simple (82 Vhalar 719)
    [*] Politics 1/2: From Star to Star, a Spider's Silk (21 Ymiden 720)
    [*] Politics 2/2: From Star to Star, a Spider's Silk (21 Ymiden 720)
    [*] Politics 1/2: All the world's a stage (21 Cylus 720)
    [*] Politics 2/2: All the world's a stage (21 Cylus 720)
Business Management
  1. [*] Business Management: A memorized sales offer pitch.
    [*] Business Management: Respect each other, but don’t be friends
    [*] Business Management: Open Ended Employment
    [*] Business Management: Just enough payment to make them happy
    [*] Business Management: Hiring slaves is less expensive than hiring free citizens
    [*] Business Management: Supply and Demand of the Slave Trade
    [*] Business Management: Focusing on work despite conflict.
    [*] Business Management: How employees present themselves is important.
    [*] Business Management: Written contracts aid clarity.
    [*] Business Management: The process of getting a new employee started.
    [*] Business Management: From the perspective of the employee.
    [*] Business Management: Validating referrals for potential employees.
    [*] Business Management: Hiring an effective team that works together.
    [*] Business Management: Budget Management.
    [*] Business Management: Meeting Agendas.
    [*] Business Management: No Time Wasted.
    [*] Business Management: Facilitating meetings.
    [*] Business Management: Administrative Upkeep.
    [*] Business Management: Defined roles for employees.
    [*] Business Management: Don’t overwork your employees.
    [*] Business Management: Austere maintenance of enterprise properties.
    [*] Business Management: Offering employment soon after introduction.
    [*] Business Management: Business etiquette.
    [*] Business Management: Dealing with a belligerent client.
    [*] Business Management: Tracking how much time a meeting takes.
    [*] Business Management: Be clear on the limits of a business deal.
    [*] Business Management: Networking is necessary.
    [*] Business Management: Can be used in tandem with Intelligence.
    [*] Business Management: Scouting a potential employee.
    [*] Business Management: A planned, but casual employment offer.
    [*] Business Management: Considering what potential employees might be interested in.
    [*] Business Management: Can be used in tandem with Intelligence.
    [*] Business Management: Sharing plans with a prospective employee.
    [*] Business Management: Inviting a prospective associate to join an arranged meeting.
    [*] Business Management: The first introduction of a team.
    [*] Business Management: When there are issues between employees from day one.
    [*] Business Management: Choosing the safety of an employee over your own benefit.
    [*] Business Management: The Jackal (6 Vhalar 719)
    [*] Business Management 1/3: 1.14 The Crimson (8 Vhalar 719)
    [*] Business Management 2/3: 1.14 The Crimson (8 Vhalar 719)
    [*] Business Management 3/3: 1.14 The Crimson (8 Vhalar 719)
    [*] Business Management 1/4: Signed and Dated (13 Vhalar 719)
    [*] Business Management 2/4: Signed and Dated (13 Vhalar 719)
    [*] Business Management 3/4: Signed and Dated (13 Vhalar 719)
    [*] Business Management 4/4: Signed and Dated (13 Vhalar 719)
    [*] Business Management: An Offered Favor (33 Vhalar 719)
    [*] Business Management 1/2: Grand Opening (48 Vhalar 719)
    [*] Business Management 2/2: Grand Opening (48 Vhalar 719)
    [*] Business Management: Testing a potential employee without their knowledge.
    [*] Business Management: Can be Used in Tandem with Negotiation.
    [*] Business Management 1/2: Careful What You Wish For (8 Ymiden 720)
    [*] Business Management 2/2: Careful What You Wish For (8 Ymiden 720)
    [*] Business Management 1/2: From Star to Star, a Spider's Silk (21 Ymiden 720)
    [*] Business Management 2/2: From Star to Star, a Spider's Silk (21 Ymiden 720)
    [*] Business Management: Deposit payments before services rendered.
Teaching
  1. [*] Teaching: Showing villagers how to make a solution to clean blood with.
    [*] Teaching: Demonstrating how.
    [*] Teaching: Easier to learn by doing.
    [*] Teaching: Show your own passion for what you teach.
    [*] Teaching: Summary explanations about important information.
    [*] Teaching: Can be used in tandem with seduction.
    [*] Teaching: Everyone Has a Different Background.
    [*] Teaching: Keeping calm helps keep the initiates calm as well.
    [*] Teaching: Practical lessons are as important as Academic ones.
    [*] Teaching: Interrupting your initiate's attempts.
    [*] Teaching: Verbal instructions.
    [*] Teaching: Sharing knowledge with others.
    [*] Teaching: Instructing while showing an example.
    [*] Teaching: The art of symbolic metaphor.
    [*] Teaching: Patience for a new student.
    [*] Teaching: Discerning between enthusiasm and impatience.
    [*] Teaching: Teach the foundation, first.
    [*] Teaching: Using yourself as an example.
    [*] Teaching: Sharing knowledge with others.
    [*] Teaching: Sharing your history with another.
    [*] Teaching: Encouragement!
    [*] Teaching: Creating exercises to help students learn.
    [*] Teaching: Can be used in tandem with rhetoric.
    [*] Teaching: Magic: Explaining the Spark to a new magic initiate.
    [*] Teaching: Magic: Explanation of overstepping due to ether overuse.
    [*] Teaching: Magic: Explanation of mutation awakenings.
    [*] Teaching: Record-keeping can help research.
    [*] Teaching 1/5: Magic: A New Dawn (Part Two) (21 Vhalar 719)
    [*] Teaching 2/5: Magic: A New Dawn (Part Two) (21 Vhalar 719)
    [*] Teaching 3/5: Magic: A New Dawn (Part Two) (21 Vhalar 719)
    [*] Teaching 4/5: Magic: A New Dawn (Part Two) (21 Vhalar 719)
    [*] Teaching 5/5: Magic: A New Dawn (Part Two) (21 Vhalar 719)
    [*] Teaching 1/2: 1.14 The Crimson (8 Vhalar 719)
    [*] Teaching 2/2: 1.14 The Crimson (8 Vhalar 719)
    [*] Teaching: Implicit lessons for subconscious learning.
    [*] Teaching: Magic: Explaining Ether.
    [*] Teaching: The Lecture.
    [*] Teaching: Magic: Providing literal examples.
    [*] Teaching: Continue (35 Vhalar 719)
    [*] Teaching 1/3: 2. Many Things I Cannot Grasp (2 Ymiden 720)
    [*] Teaching 2/3: 2. Many Things I Cannot Grasp (2 Ymiden 720)
    [*] Teaching 3/3: 2. Many Things I Cannot Grasp (2 Ymiden 720)
    [*] Teaching 1/4: 4. From Chaos Choreographed (3 Ymiden 720)
    [*] Teaching 2/4: 4. From Chaos Choreographed (3 Ymiden 720)
    [*] Teaching 3/4: 4. From Chaos Choreographed (3 Ymiden 720)
    [*] Teaching 4/4: 4. From Chaos Choreographed (3 Ymiden 720)
    [*] Teaching: Using books to guide lessons.
    [*] Teaching: Can be used in tandem with Linguistics.
    [*] Teaching: Language: Common to Ith'ession.
    [*] Teaching: Language: Ith'ession
    [*] Teaching: By the Book.
Resistance
  1. [*] Resistance: Ingesting a small amount of poisonous drug.
    [*] Resistance: Sedatives/drugs/poisons can sometimes be hidden in water.
    [*] Resistance: The after-effects of being drugged can last a while.
    [*] Resistance: Try to relax to wait out the side-effects.
    [*] Resistance: The stronger the dose, the harder it is to endure the side effects.
    [*] Resistance: Poppy-flower wine numbs pain and sedates.
    [*] Resistance: Method of intake: Drinking liquid.
    [*] Resistance: What a hang-over feels like.
    [*] Resistance: Purge the foul substance to get it out.
    [*] Resistance: Two goblets of laced wine are two too many.
    [*] Resistance: Smoking tobacco-and-herb cigarettes.
    [*] Resistance: Method of Intake: Herbal leaf bundle.
    [*] Resistance: Increasing alcohol tolerance.
    [*] Resistance: Method of intake: Inhalation.
    [*] Resistance: Exposure to human blood.
    [*] Resistance: Being around plague carriers.
    [*] Resistance: Hallucinogens.
    [*] Resistance: The highs and lows of a chemical in your body.
    [*] Resistance: Inebriated sensation of euphoria.
    [*] Resistance: The Faster You Drink, The Faster You Feel
    [*] Resistance: A shot of straight hard liquor.
    [*] Resistance: A long travel's worth of grime.
    [*] Resistance: Dealing with contagious individuals.
    [*] Resistance: Frequent continual exposure to wilderness.
    [*] Resistance: Shivers
    [*]Resistance: Tolerance of alcohol strengthens, the more you drink it.
    [*]Resistance: Exposure to medical intake tents.
    [*]Resistance: Exposure to plague pyres.
    [*] Resistance: Drug: Ambrosia.
    [*] Resistance: Method of Intake: Chewing sap.
    [*] Resistance: Fasting while ingesting drugs.
    [*] Resistance: Ambrosia: Vomiting kicks it up a notch.
    [*] Resistance: Trying to keep water down.
    [*] Resistance: Cold Sweats.
    [*] Resistance: Using Ambrosia to Focus on Intensive Study.
    [*] Resistance: Using Ambrosia to Distract from the Thirst of Flaying.
    [*] Resistance: Drug: Bugberry
    [*] Resistance: Method of Intake: Bugberry-laced Cigarette
    [*] Resistance: Combining Bugberry and Ambrosia.
    [*] Resistance: Poison: Scarf-Rot
    [*] Resistance: Webs Upon Webbs (92 Vhalar 719)
[/color]

Expert (22-32)


[list]
[*] Stealth: Dress to hide features (SP)
[*] Stealth: Columns and their Shadows
[*] Stealth: Silently entering water.
[*] Stealth: Getting out of bed quietly.
[*] Stealth: Witnessing a scene from above.
[*] Stealth: Avoiding unwanted attention.
[*] Stealth: Using Shadows to Hide.
[*] Stealth: Motionless to be ignored (in crouch).
[*] Stealth: Regulating Breath to be Silent.
[*] Stealth: Quietly observing, just out of sight.
[*] Stealth: Silently communicating via hand gestures.
[*] Stealth: Attending to a lover without waking them up.
[*] Stealth: Mobility and stealth are not incompatible
[*] Stealth: Hiding in plain daylight through crouching.
[*] Stealth: Retreating into shadows.
[*] Stealth: Keep back once injured.
[*] Stealth: Using Low Status to Escape Notice
[*] Stealth: Is difficult when you’re naked.
[*] Stealth: Whispers in dark corners (Intelligence).
[*] Stealth: speak in whispers.
[*] Stealth: Listening for Reactions to One's Own Noises.
[*] Stealth: Slow is easiest for silence.
[*] Stealth: Write it down, instead of saying it.
[*] Stealth: Hiding your face (and expressions) from view.
[*] Stealth: Hiding in another’s dream.
[*] Stealth: Appearing out of seemingly nowhere.
[*] Stealth: Can be Used in Tandem with Dreamwalking's Cloaking.
[*] Stealth: Cloaking in Emea.
[*] Stealth: Can be Used in tandem with Attunement
[*] STEALTH TOTAL: 28
[*]
[*] Running: Balancing on slippery ice.
[*] Running: Weaving through Crowds.
[*] Running: Crossing the street without getting hit by a horse.
[*] Running: Holding onto possessions while sprinting.
[*] Running: Arriving on Time
[*] Running: Jogging despite being sore.
[*] Running: Quickly stopping while sprinting (by sliding).
[*] Running: Sprinting over forest terrain.
[*] Running: The joy of running with another person.
[*] Running: Not tripping over roots.
[*] Running: Not colliding with trees.
[*] Running: Sprinting on sand.
[*] Running: Not stopping momentum while jumping to new landings.
[*] Running: Keeping near a partner on messy/battle-torn terrain.
[*] Running: Sprinting to win a race.
[*] Running: Hard vs soft ground.
[*] Running: Running with a newly mutated body.
[*] Running: Running with a different relation to gravity.
[*] Running: Boneturner Legs (mutation) increases speed.
[*] Running: Sprinting through a house.
[*] Running: Hurrying to retrieve an item.
[*] Running: Getting out of an opponent’s reach.
[*] Running: Can improve weariness and a poor mood.
[*] RUNNING TOTAL: 23
[*]
[*] Writing: Choosing appropriate common words avoids hindering a general reader.
[*] Writing: Preparation for the work ahead.
[*] Writing: Different implements for the job.
[*] Writing: Note taking
[*] Writing: The Basics of Grammar
[*] Writing: Obscure your notes with personal coding.
[*] Writing: Careful notes increase accuracy
[*] Writing: Structuring notes for re-reading
[*] Writing: Free writing to display and practice penmanship.
[*] Writing: Scribe: Not taking a break causes aches in the hands and neck.
[*] Writing: Scribe: too small of handwriting can cause eye strain.
[*] Writing: Scribe: a legible copy of another's notes.
[*] Writing: Supplies: Wax for seals.
[*] Writing: Supplies: Vellum and parchment.
[*] Writing: Supplies: Inkwells
[*] Writing: Supplies: Charcoal pencils.
[*] Writing: The life of ink can be extended by solutions of water.
[*] Writing: Using appropriate penmanship.
[*] Writing: Formal Letters
[*] Writing: Informal Letters
[*] Writing: Coded Letters
[*] Writing: Can be used in tandem with Cryptography
[*] Writing: Scribe: Not getting distracted from note-taking.
[*] Writing: Scribe: Including the names of meeting attendees.
[*] Writing: Scribe: What to include and what to ignore.
[*] Writing: Scribe: Meeting notes.
[*] Writing: Tool: Invisible Ink Pen
[*] Writing: Quick note-taking in secret.
[*] Writing: Research: Tracking Citations.
[*] WRITING TOTAL: 29
[*]
[*] Torture: Pain is a Great Tool (PR)
[*] Torture: Hunger and Thirst are Good Motivators (PR)
[*] Torture: Changelings (Creep)
[*] Torture: Enchanted Rod (heat)
[*] Torture: Denial of oxygen makes things difficult
[*] Torture: Blindfolds remove sight.
[*] Torture: The sight of your spouse being submissive to another man.
[*] Torture: Good Option or Bad Option, no other options exist.
[*] Torture: Can be used in tandem with Psychology.
[*] Torture: Commanding a person to watch.
[*] Torture: Symbolically destroying all that is known and loved.
[*] Torture: Refusing to stop despite pleading.
[*] Torture: The Iron Chair and its Restraints.
[*] Torture: Psychological Torment.
[*] Torture: Holding the Keys for Escape in Plain View.
[*] Torture: Acts of Kindness can mess with the tortured mind.
[*] Torture: Released victims might seek revenge.
[*] Torture: Locked in a small, windowless space.
[*] Torture: Extended Solitary Confinement.
[*] Torture: Allowing unnecessary pain to continue.
[*] Torture: Inebriation can weaken resolve.
[*] Torture: While the nice one is away, the mean one will hurt you.
[*] Torture: Ghosts could be used to torment the living.
[*] Torture: From the West (Saun 719)
[*] TORTURE TOTAL: 23
[*]
[*] Interrogation: Abruptly questioning for information without warning.
[*] Interrogation: The confusion caused by two interrogators at once.
[*] Interrogation: Taking advantage of pain to extract information.
[*] Interrogation: Can be used in tandem with Torture.
[*] Interrogation: Asking questions to ascertain details.
[*] Interrogation: An "innocent" mention of a target's likely lack of funds
[*] Interrogation: Small talk to keep a potential source talking
[*] Interrogation: When the subject is clearly worried, let them stew
[*] Interrogation: Knowledge of techniques helps you resist them
[*] Interrogation: Not asking, demanding.
[*] Interrogation: Direct Confrontation.
[*] Interrogation: Can be used in tandem with Psychology.
[*] Interrogation: Conversationally testing for reactions.
[*] Interrogation: The Order of Questions.
[*] Interrogation: Barrage of Questions.
[*] Interrogation: Ranging Questions from Random to Personal.
[*] Interrogation: Determining a Base Line.
[*] Interrogation: Conducting interrogative tactics in a dreamscape.
[*] Interrogation: Compassionate, Calm, Comforting.
[*] Interrogation: Help me help you. Sympathetic support.
[*] Interrogation: Silent Treatment (stare and wait).
[*] Interrogation: Cross-questioning for contradictions.
[*] Interrogation 1/2: To Posture is Divine
[*] Interrogation 2/2: To Posture is Divine
[*] Interrogation: From the West (Saun 719)
[*] Interrogation: Using mind-alteration drugs to sedate a target.
[*] Interrogation: The Balance between Physical and Mental tactics.
[*] Interrogation 1/4: Checking Out (56 Vhalar 720)
[*] Interrogation 1/4: Checking Out (56 Vhalar 720)
[*] Interrogation 1/4: Checking Out (56 Vhalar 720)
[*] Interrogation 1/4: Checking Out (56 Vhalar 720)
[*] INTERROGATION TOTAL: 31
[*]
[*] Research: Considering individual words.
[*] Research: Skimming many books to decide which to delve into.
[*] Research: The priceless value of intimately written accounts.
[*] Research: Rereading to retain information for recollection later.
[*] Research: note-taking direct quotes for later reference
[*] Research: write legibly when taking notes
[*] Research: Finding the cited source... literally.
[*] Research: Learning directly from the source (lecture).
[*] Research: Never turn down an offer to borrow a book.
[*] Research: The more access to more books, the better!
[*] Research: Unique measurements to judge ether expenditure by.
[*] Research: Choosing a constant to compare measurements against.
[*] Research: Don’t forget to take time-sensitive notes.
[*] Research: Topic: The Offspring of Mages
[*] Research: Get as much details as possible.
[*] Research: Verification of claims.
[*] Research: Digging up old information.
[*] Research: Context is important to understand the relevance of information.
[*] Research: Using Emea for conceptual exploration of ideas.
[*] Research: Can be used in tandem with Investigation.
[*] Research: A professor has more access to libraries than a student.
[*] Research: Some information can only be found in books with specific languages.
[*] Research: Analyzing folk lore and mythology to figure out possible truths.
[*] Research: The importance of keeping journal records.
[*] Research: Record-Keeping: What, Where, When, Why, Who.
[*] Research: Not doing any research beforehand can be dangerous
[*] Research: It's important to know if someone has already researched something before you
[*] Research: Laying the groundwork for future research
[*] Research: Record-keeping to study magic.
[*] Research 1/2: Rush, Rush (23 Vhalar 719)
[*] Research 1/2: Rush, Rush (23 Vhalar 719)
[*] Research 1/4: A Trial Away (21 Vhalar 719)
[*] Research 2/4: A Trial Away (21 Vhalar 719)
[*] Research 3/4: A Trial Away (21 Vhalar 719)
[*] Research 4/4: A Trial Away (21 Vhalar 719)
[*] Research: Ether can create.
[*] Research: Ether can destroy.
[*] Research 1/3: Fate or Choice (35 Vhalar 719)
[*] Research 2/3: Fate or Choice (35 Vhalar 719)
[*] Research 3/3: Fate or Choice (35 Vhalar 719)
[*] Research 1/5: It's ether here... or there (24 Vhalar 719)
[*] Research 2/5: It's ether here... or there (24 Vhalar 719)
[*] Research 3/5: It's ether here... or there (24 Vhalar 719)
[*] Research 4/5: It's ether here... or there (24 Vhalar 719)
[*] Research 5/5: It's ether here... or there (24 Vhalar 719)
[*] Research: Topic: Types of Ether.
[*] Research: Topic: What is Ether.
[*] Research: Magic: Ether.
[*] Research: Magic: The Spark.
[*] Research: Topic: Connections between Souls and Sparks.
[*] Research: Cross-Referencing.
[*] Research: Learning for the Sake of Knowledge.
[*] Research: How to identify Artifacts from Ordinary Objects.
[*] Research: Specialism - Ether: Etymology of the word and concept.
[*] Research: Specialism - Ether: Artifacts can have an imprint of ether around the object.
[*] RESEARCH TOTAL: 50
[/list]
[list=1]
[*] Investigation: To find someone, start in the most likely location.
[*] Investigation: Working together provides options.
[*] Investigation: Reading Body Language
[*] Investigation: A steady informant is important
[*] Investigation: Sometimes a direct correspondence is better
[*] Investigation: A captor's overconfidence will get them talking
[*] Investigation: Let Oceta gather information for you
[*] Investigation: Locked doors can’t stop ghosts.
[*] Investigation: Estimated Time of Death based on Blood Consistency.
[*] Investigation: Keep exploring... even when your intuition says otherwise.
[*] Investigation: A partner can help notice things you wouldn't.
[*] Investigation: What is out of place?
[*] Investigation: Reading an Epic mural.
[*] Investigation: Searching room after room.
[*] Investigation: Can be used in tandem with Research.
[*]Investigation: Trying different things in search of results.
[*] Investigation: Imagining what happened by what can be seen in a crime scene.
[*] Investigation: Visual Deduction.
[*] Investigation: There can be different reasons for someone acting suspicious.
[*] Investigation: The Black Guard handles homicides in Etzos.
[*] Investigation 1/2: Down the Rabbit Hole (5 Saun 719)
[*] Investigation 2/2: Down the Rabbit Hole (5 Saun 719)
[*] Investigation 1/3: Harboring Hope (25 Ymiden 719)
[*] Investigation 2/3: Harboring Hope (25 Ymiden 719)
[*] Investigation 3/3: Harboring Hope (25 Ymiden 719)
[*] Investigation: 2.2 House Call (19 Vhalar 719)
[*] Investigation: Where am I?
[*] Investigation: Can be used in tandem with Intelligence.
[*] Investigation: Can be used in tandem with Psychology.
[*] Investigation: Discovering leads via an informant.
[*] Investigation: a strange scroll in a different language
[*] Investigation: a mysterious entity at large
[*] Investigation 1/4: Checking Out (56 Vhalar 720)
[*] Investigation 1/4: Checking Out (56 Vhalar 720)
[*] Investigation 1/4: Checking Out (56 Vhalar 720)
[*] Investigation 1/4: Checking Out (56 Vhalar 720)
[/list]

Competent (11-21)


[list]
[*] Flying 1/3: Twin Crescent (Zida 719)
[*] Flying 2/3: Twin Crescent (Zida 719)
[*] Flying 3/3: Twin Crescent (Zida 719)
[*] Flying: One Last Time (75 Vhalar 719)
[*] Flying: Watch out for ceilings!
[*] Flying: Grabbing something on the way past
[*] Flying 1/9: 5. S E P E R A T E (3 Ymiden 720)
[*] Flying 2/9: 5. S E P E R A T E (3 Ymiden 720)
[*] Flying 3/9: 5. S E P E R A T E (3 Ymiden 720)
[*] Flying 4/9: 5. S E P E R A T E (3 Ymiden 720)
[*] Flying 5/9: 5. S E P E R A T E (3 Ymiden 720)
[*] Flying 6/9: 5. S E P E R A T E (3 Ymiden 720)
[*] Flying 7/9: 5. S E P E R A T E (3 Ymiden 720)
[*] Flying 8/9: 5. S E P E R A T E (3 Ymiden 720)
[*] Flying 9/9: 5. S E P E R A T E (3 Ymiden 720)
[*] Total:15
[*]
[*] Alchemy: Using a centrifuge to purify blood
[*] Alchemy: You cannot replicate magic without magical reagents
[*] Alchemy: Can seem like magic
[*] Alchemy: Creating a substance that absorbs other substances
[*] Alchemy: Fresh blood is best
[*] Alchemy: Potions: A good base is essential
[*] Alchemy: Certain reagents react negatively with certain substances
[*] Alchemy: Potions: Masking the taste of certain components is a good idea
[*] Alchemy: Reagent: Ignis Bean
[*] Alchemy: Testing a potion that has been made in Emea on yourself is a bad idea
[*] Alchemy: The Use of Ingredients for Magic
[*] Alchemy: Requires careful planning
[*] Alchemy: Requires multiple steps
[*] Alchemy 1/2: Continue (35 Vhalar 719)
[*] Alchemy 2/2: Continue (35 Vhalar 719)
[*] Alchemy Total: 15
[*]
[*] Strength: Holding a plank position for an extended period.
[*] Strength: Using your core.
[*] Strength: Repetition helps build muscle tone.
[*] Strength: Holding onto someone from falling with an outstretched arm (child weight).
[*] Strength: Balancing your body on your hands, in an upside-down stance.
[*] Strength: No breaks between repetitions exhausts muscles over time.
[*] Strength: Putting your strength into a movement.
[*] Strength: Acrobatics Builds Muscle.
[*] Strength: Using your weight to increase your pushing power.
[*] Strength: Adrenaline increased strength.
[*] Strength: Holding on, suspending full body weight, while dodging.
[*] Strength: Pulling on metal chains.
[*] Strength: Carrying heavy buckets.
[*] Strength: Carrying a sickly, older child.
[*] Strength: The heavy gravity of guiding a drunken man’s walk.
[*] Strength: The Trial Ahead (21 Vhalar 719)
[*] Strength: Patience Grasshopper (51 Ymiden 720)
[*] Strength: Reactant (60 Vhalar 719)
[*] STRENGTH TOTAL: 18
[*]
[*] Acting: Fooling Those Around You (PR)
[*] Acting: Playing a Character You are Not. (PR)
[*] Acting: Sadistic Mask
[*] Acting: Pretending to get over hurt emotions quickly.
[*] Acting: Can be used in tandem with Seduction.
[*] Acting: Controlling a physiological response.
[*] Acting: Swift change of demeanor before a person reaches you.
[*] Acting: Everything’s fine.
[*] Acting: Maintaining a calm expression.
[*] Acting: Responding to the cues given by others.
[*] Acting: Taking on the role of religious significance.
[*] Acting: A Compassionate Heart.
[*] Acting: Following another's story.
[*] Acting: Staying consistent to your role.
[*] Acting: Can be used in tandem with Discipline.
[*] Acting: The importance of what type of voice used.
[*] Acting: Taking on a role within a dream.
[*] Acting: Fake it till you Make it.
[*] Acting 1/2: 1.15 Questions (8 Vhalar 719)
[*] Acting 2/2: 1.15 Questions (8 Vhalar 719)
[*] ACTING TOTAL: 20
[*]
[*] Leadership: Redirecting the focus of a client.
[*] Leadership: Simple Commands.
[*] Leadership: Inspiring motivation in others.
[*] Leadership: Act, not React.
[*] Leadership: Reconcile opposite forces.
[*] Leadership: Frequent, productive communication.
[*] Leadership: Strengthening relationships between others.
[*] Leadership: Stay balanced, calm, centered.
[*] Leadership: Understand limitations of self and others.
[*] Leadership: Fully engage with the present situation.
[*] Leadership: Choosing to help rather than hinder.
[*] Leadership: Offering a plan of action in a difficult situation
[*] Leadership 1/2: From the West (Saun 719)
[*] Leadership 2/2: From the West (Saun 719)
[*] Leadership 1/3: We'll Say We're Frightened...
[*] Leadership 2/3: We'll Say We're Frightened...
[*] Leadership 3/3: We'll Say We're Frightened...
[*] Leadership: Webs Upon Webbs (92 Vhalar 719)
[*] Leadership: Making a plan for the group.
[*] Leadership: Inspiring confidence by having a plan.
[*] Leadership: Clear instructions.
[*] LEADERSHIP TOTAL: 21
[*]
[*] Mount: Observing from a horse.
[*] Mount (Equine): Quickly mounting onto a saddle.
[*] Mount (Equine): Long-distance ride.
[*] Mount (Equine): Put a foot in the stirrup before mounting.
[*] Mount (Equine): Sharing a saddle.
[*] Mount (Equine): Saddling the animal.
[*] Mount (Equine): Leaping off a saddle quickly.
[*] Mount (Equine): The difference between a bit, lead, and bridle.
[*] Mount (Equine): Riding a horse requires a level of trust between the animal and the rider.
[*] Mount (Equine): Letting your horse get familiar with you can build trust.
[*] Mount (Equine): Getting up on the saddle of the horse.
[*] Mount: Marble Horse- doesn't require food or rest [TE]
[*]
[*] Swimming: Graceful motion in a bath.
[*] Swimming: Forward dive.
[*] Swimming: Getting deeper in ocean water.
[*] Swimming: Breath control underwater.
[*] Swimming: Treading water
[*] Swimming: Following along with another person.
[*] Swimming: Resisting tidal currents.
[*] Swimming: Being comfortable around marine life.
[*] Swimming: Technique: High Elbow.
[*] Swimming: Breathe out underwater.
[*] Swimming: Technique: Relaxed Two-Beat Kick.
[*] Swimming: Suddenly submerged.
[*] Swimming: Breaking free of a stream's current.
[*] Swimming: The danger of waves.
[*] Swimming 1/2: We'll Say We're Frightened...
[*] Swimming 2/2: We'll Say We're Frightened...
[*] SWIMMING TOTAL: 14
[*]
[*] Medicine: Soothing Herbs via Tea
[*] Medicine: Treating Open Wounds.
[*] Medicine: Cleaning wounds.
[*] Medicine: Stitches for a puncture wound.
[*] Medicine: Applying appropriate pressure to open wounds.
[*] Medicine: A gentle touch can be soothing.
[*]Medicine: How to keep someone from choking on their vomit.
[*]Medicine: The process of a physical examination.
[*]Medicine: The use of leeches to take blood samples.
[*]Medicine: A rod implement to identify skin lesions without direct touch.
[*]Medicine: Procedures during war and plague times.
[*] Medicine: Monitoring for potential infection.
[*] Medicine: Bedside assistance required for when a patient is weak.
[*] MEDICINE TOTAL: 13
[/list]

Quaternary Class


[list]
[*] Where knowledge goes to die.....
[*]
[*] Forgery: Acquiring initial details from established information.
[*] Forgery: Reference: Etzos: Property Value Record Ledgers.
[*]
[*] Basket Weaving: Has many uses.
[*] Basket Weaving: Not limited to fancy planters.
[*] Basket Weaving: Material: Wicker.
[*] Basket Weaving: Material: Bamboo.
[*] Basket Weaving: Using water to soften wicker bands.
[*] Basket Weaving: Method: Soaking rods in water.
[*] Basket Weaving: Shape: Round base.
[*] BASKETWEAVING TOTAL: 7
[*]
[*] Dancing: The Waltz
[*]
[*] Design 1/3: Dream The Little Man (3 Saun 719)
[*] Design 2/3: Dream The Little Man (3 Saun 719)
[*] Design 3/3: Dream The Little Man (3 Saun 719)
[*]
[*] Cryptography: Prearranged phrases.
[*]
[*] Disguise: Magic mutations make covering up with clothes ineffective
[*] Disguise: Mimicking Local accents.
[*] Disguise: A False Story to Go With a Made-Up Identity
[*]
[*] Lock-picking: Identify Difficulty of Lock (SP)
[*] LOCKPICKING TOTAL: 1
[*]
[*] Storytelling: Improvising a vow
[*] Storytelling: Creating a guardian for a child's dreams.
[*] Storytelling: Finding out about Lisirra's attack from refugees
[*] Storytelling: Graeslin's personal feud with the Gestalte Leviathan
[*] Storytelling: How Oberan's theft has left the ship vulnerable to a monster
[*] Storytelling: How Protreani came to BE the Gestalte Leviathan
[*] Storytelling: Jorsie's historical knowledge of the Leviathan's ancient love.
[*] Storytelling 1/3: Conspiracies and Cubes (10 Vhalar 719)
[*] Storytelling 2/3: Conspiracies and Cubes (10 Vhalar 719)
[*] Storytelling 3/3: Conspiracies and Cubes (10 Vhalar 719)
[*] Storytelling 1/2: Grand Opening (48 Vhalar 719)
[*] Storytelling 2/2: Grand Opening (48 Vhalar 719)
[*] Storytelling: "Attacked by Bandits"
[*] STORYTELLING TOTAL: 12
[*]
[*] Surgery: Basic triage care.
[*] Surgery: Applying pressure to a wound can slow blood loss.
[*] Surgery: Clean open wounds to prevent infection.
[*] Surgery: Clean the area to identify messy wounds.
[*] Surgery: Resetting your own dislocated shoulder
[*] Surgery: From the West (Saun 719)
[*] Surgery: Aftercare is just as important as the surgery itself.
[*] Surgery: The depth of flesh wounds.
[*] SURGERY TOTAL: 8
[*]
[*] Navigation: The area surrounding Etzos
[*] Navigation: Using a map to explain position.
[*] Navigation: Easy to get lost when underground.
[*] NAVIGATION TOTAL: 2
[*]
[*] Singing: Shifting tone and pitch
[*] Singing: Sea Shanties
[*]
[*] Socialization: Making… colleagues.
[*] Socialization: Going out drinking.
[*] Socialization: Getting to know someone through recreation.
[*] Socialization: When you're both imprisoned in the same space.
[*] Socialization 1/5: Let's Attune (5 Vhalar 719)
[*] Socialization 2/5: Let's Attune (5 Vhalar 719)
[*] Socialization 3/5: Let's Attune (5 Vhalar 719)
[*] Socialization 4/5: Let's Attune (5 Vhalar 719)
[*] Socialization 5/5: Let's Attune (5 Vhalar 719)
[*] Socialization: having a drink with a "friend"
[*] Socialization: Webs Upon Webbs (92 Vhalar 719)
[*]
[*] Seafaring: Some folks just never really get their "Sea Legs"
[*]
[*] Sociology: Slavery is one word for a very complex reality
[*] Sociology: What is the difference between unpaid labor and slavery?
[*] Sociology: Rationales to deny that an "observation" is a threat.
[*] Sociology: The power structure of a city.
[*] Sociology: Ithecal are treated differently elsewhere.
[*] Sociology 1/4: Grand Opening (48 Vhalar 719)
[*] Sociology 2/4: Grand Opening (48 Vhalar 719)
[*] Sociology 3/4: Grand Opening (48 Vhalar 719)
[*] Sociology 4/4: Grand Opening (48 Vhalar 719)
[*]
[*] Magic: Rupturing: An ingress/egress portal can be intercepted
[*] Magic: Rupturing: Interception may be due to use of artifacts
[*]
[*] Baking: To Posture is Divine (bread).
[*]
[*] Chemistry 1/4: From the West (Saun 719).
[*] Chemistry 2/4: From the West (Saun 719).
[*] Chemistry 3/4: From the West (Saun 719).
[*] Chemistry 4/4: From the West (Saun 719).
[*]
[*] Physics 1/3: Webs Upon Webbs (92 Vhalar 719)
[*] Physics 2/3: Webs Upon Webbs (92 Vhalar 719)
[*] Physics 3/3: Webs Upon Webbs (92 Vhalar 719)
[*]
[*] Field Craft: Cave-ins sometimes open new passages
[*] Field Craft: Far fewer bugs in the mountains than in the jungle
[*] Field Craft: Giant spiders' webs secure loose rock
[*]
[*] Poison 1/2: From the West (Saun 719)
[*] Poison 2/2: From the West (Saun 719)
[*]
[*] Trap Making: Using explosives to collapse the cliff on an enemy
[/list]
Last edited by Llyr Llywelyn on Thu May 06, 2021 6:08 pm, edited 18 times in total. word count: 20012
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Llyr Llywelyn
Approved Character
Posts: 1925
Joined: Sat Feb 02, 2019 12:24 am
Race: Mixed Race
Renown: 830
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Wealth Tier: Tier 8

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Threads (Skill Point) Ledger


Threads (Skill Point) Ledger

4000+

Thread or Skill Name Points Adjustment Running Total
2.4 Sight Unseen +10 [Attunement] 4010
Balancing the Bones +15 [Business Management] 4025
2.14 Where in the World is Lord Karnos Vuda? +10 [Business Management] 4035
Dream The Little Man +15 [Appraisal] 4050
A Ride North +15 [Becoming] 4065
Careful What You Wish For +15 [Appraisal] 4080
Patience Grasshopper +15 [Attunement] 4095
Unveil +15 [Appraisal] 4110
2.5 Three Bits +10 [+5 Appraisal / Attunement] 4120
AF: Reactant +15 [Seduction] 4135
AF: 2.7 A Fond Farewell +10 [+ 5 Seduction / Empathy] 4145
Webs upon Webbs +20 [Empathy] 4160
2. Many Things I Cannot Grasp +15 [Dancing] 4175
Keep it Simple +15 [+10 Dancing / +5 ??? ] 4190
1. Like a Snowflake in a Fiery Grip +15 [ ] 4205
From Star to Star, A Spider's Silk +15 [ ] 4220
3. Dolls and Toys +15 [ ] 4235
4. From Chaos Choreographed +15 [ ] 4250
Etymology I +10 [ ] 4260
Above & Beyond (Part 1) +15 [ ] 4275
5. S E P E R A T E +15 [ ] 4290
6. Buried Treasures +15 [ ] 4305
1. Ars Magna Lucis et Umbrae +15 [ ] 4320
1.1 The Briefing +15 [ ] 4335
Even in Chaos +10 [Attunement] 4345
Expert Testimony +10 [ ] 4355
1.2 The Meeting +15 [Empathy] 4370
All the world's a stage +15 [ ] 4385
To Know You +15 [ ] 4400
Checking Out +20 [ ] 4420
A Mortal Heart +15 [ ] 4435
No Imagination +15 [ ] 4450
Thread +## [ ] Total
Thread +## [ ] Total
Thread +## [ ] Total
Thread +## [ ] Total
Thread +## [ ] Total
Thread +## [ ] Total
Thread +## [ ] Total

2000-4000

Thread or Skill Name Points Adjustment Running Total
Burnt Out +15 [+ 5 Business Mgmt / Leadership / Politics] 2015
Men and Their Daggers Pt.1 +15 [Climbing] 2030
Eight Reasons to Run Pt.1 +15 [+10 Unarmed, +5 Climbing] 2045
A Kind Master +15 [+10 Daggers, +5 Linguistics] 2060
Go to Sleep +10 [+5 Transmutation / Linguistics] 2070
Eight Reasons to Run Pt.2 +15 [Becoming] 2085
Start Out Slow +15 [+9 Linguistics, +6 Politics] 2100
The Price of a Life +15 [Politics] 2115
The Start +15 [Linguistics] 2130
Side Tracked [modded] +20 [+10 Intimidation / Deception] 2150
Eight Reasons to Run Pt. 3 +15 [+11 Deception, +4 Climbing] 2165
Eight Reasons to Run Pt. 4 +10 [Deception] 2175
Not Truth, But Intent +15 [Deception] 2190
Valediction +15 [Detection] 2205
First Come, First Served +15 [Intimidation] 2220
Arrangement +15 [Negotiation] 2235
Mercy +10 [Intimidation] 2245
Clemency +10 [Detection] 2255
Novice Basket Weaving +15 [+11 Intimidation / +4 Acrobatics] 2270
Your Hands Only +10 [+9 Detection / +1 Acrobatics] 2280
The Quest Part 1 +15 [+10 Psychology / + 5 Deception] 2295
The Last Gift +10 [+5 Deception / Appraisal] 2305
1. Tragic Ambiguity +15 [+10 Torture / +5 Appraisal] 2320
Putting to Sea +20 [Transmutation] 2340
Desperate Times +15 [+10 Negotiation, +5 Research] 2355
This World, My Heart +15 [Psychology] 2370
From Rags to... Better Rags +15 [Psychology] 2385
This World, My Heart II +15 [Meditation] 2400
2. But They're In The Dark, Too +15 [Etiquette] 2415
Ymiden Correspondence +10 [Linguistics] 2425
AF: Our Origin Story +15 [Meditation] 2440
AF: Swan Song +15 [Meditation] 2455
AF: Men and Their Daggers Pt.2 +15 [Meditation] 2470
AF: Men and Their Daggers Pt.3 +15 [Meditation] 2485
AF: Men and Their Daggers Pt.4 +15 [Etiquette] 2500
AF: Once Upon A Nightmare +15 [Etiquette] 2515
AF: Desperate Remedies +15 [+9 Linguistics, +5 Becoming, +1 Etiquette] 2530
3. An Ordinary World +15 [Blades: Daggers] 2545
Shirts vs. Skins +15 [Becoming] 2560
Out of the Blue +15 [Stealth] 2575
1. The Peasant In Me +15 [Stealth] 2590
4. Keep You Warm +15 [Business Mgmt] 2605
First Step +10 [+9 Negotiation, +1 Business Mgmt] 2615
Only a Cat +10 [+5 Becoming, +5 Business Mgmt] 2625
2. In the Wild Sun +15 [Stealth] 2640
The Call +20 [+19 Negotiation, +1 Stealth] 2660
This Heart, My World I +15 [Negotiation] 2675
3. Make My Branches Strong +15 [+8 Blades (Dagger), +7 Negotiation] 2690
4. Crimes Committed by Others +15 [Blades (Dagger)] 2705
Iota Divinitas +15 [+13 Linguistics, +2 Blades (Dagger)] 2720
Which Way +15 [+12 Mount (Equine), +3 Linguistics] 2735
I. The Promised +10 [Ith'ession] 2745
II. The Lords +10 [Vahanic] 2755
III. Thieves and Killers +10 [+6 Mount (Equine), +4 Vahanic] 2765
IV. White Wine +10 [+6 Mount (Equine), +4 Detection] 2775
V. The House +10 [Detection] 2785
Desperate Measures +15 [Detection] 2800
Guidance and Ghosts +15 [+12 Detect, +2 Interro, +1 Mount (Equine)] 2815
5. So Why Didn't You? +15 [Leadership] 2830
Stargazer +15 [+14 Interrogation, +1 Investigation] 2845
VI. The Basement +10 [+5 Investigation, +5 Teaching] 2855
A Simple Trial Pt.1 +10 [+6 Leadership, +3 Climbing, +1 Swimming] 2865
VII. The Catacombs +10 [Torture] 2875
5. A Fool of Heart +15 [Torture] 2890
The Pure +20 [+15 Torture, +5 Disguise] 2910
A Magpie Meets a Wren +10 [+5 Medicine / Surgery] 2920
Identity Shoppe +15 [Medicine] 2935
40 Notches +10 [Medicine] 2945
The Trial of the Small +20 [Attunement] 2965
A Simple Trial Pt. 2 +10 [Surgery] 2975
1.1 A New Season +10 [Combat Unarmed (Stylish Style)] 2985
1.2 The Northside +10 [Combat Unarmed (Stylish Style)] 2995
One Llyr Short +10 [Combat Unarmed (Stylish Style)] 3005
The Fading Light +15 [Acting] 3020
What's New, Pussycat? +15 [+14 Intimidation, +1 Acting] 3035
Polka-dot Periwinkle and Gold +15 [Intimidation] 3050
1.3 The First Offer +10 [Combat Unarmed (Stylish Style)] 3060
1.4 The Second Offer +10 [Teaching] 3070
1.5 Distraction +10 [Teaching] 3080
1.6 Embellishment +10 [+9 Rhetoric / +1 Teaching] 3090
Some Good In This World +15 [Rhetoric] 3105
Return to Etzos +15 [Becoming] 3120
AF: Cool winters, warm sands +15 [Rhetoric] 3135
1.7 The Final Offer +10 [+9 Intelligence / +1 Rhetoric] 3145
Dream a Little Dream +15 [Intelligence] 3160
AF: Silver Needles +15 [+4 Endurance, Discip, Caregiv / +3 Climbing ] 3175
1.8 The Final Offer pt2 +10 [+4 Meditat, Negot/ +2 Detect] 3185
Blood Aurora +15 [4 Psych, Decept, Unarmed /2 Detect / 1 Logistic] 3200
1.9 Risks Are All I Take +10 [+4 Tactics / +3 Logistics, Torture] 3210
1.10 Night After Next +10 [+4 Etiquette, Stealth, / +1 Torture, Blades] 3220
1.11 The Lonely Mark +10 [+4 Linguistics / +3 Blades, Rhetoric] 3230
1.12 The Morning After +10 [+4 Research, Persuasion / +1 Rhetoric, Write] 3240
Some Assembly Required +20 [Transmutation] 3260
Rota Fortunae +15 [+4 Resistance, Politics, Bsns Mgmt / +3 Writing] 3275
Manifest Midnight +15 [Attunement] 3290
Mountain Meadows +15 [+4 Leadership, Interrogation, Acting / +3 Swim] 3305
A New Dawn +15 [+6 Alchemy / +4 Teaching, Investigation / +1 Swim] 3320
VIII. Succor +15 [Intelligence] 3335
1.13 The Jackal +10 [Intelligence] 3345
Down the Rabbit Hole +15 [Intelligence] 3360
Mountain Meadows 2 +15 [Intelligence] 3375
Say the Word +15 [Intelligence] 3390
A New Dawn (Part Two) +15 [+10 Seduction / +5 Intelligence] 3405
Rush, Rush +10 [Research] 3415
To Posture is Divine +15 [Research] 3430
AF: Mystic Mystery +15 [+10 Research / +5 Attunement] 3445
From the West +20 [+10 Research / +5 Business Mgmt ] 3465
A Trial Away +15 [Business Mgmt] 3480
Conspiracies and Cubes +15 [Business Mgmt] 3495
1.14 The Crimson +10 [Business Mgmt] 3505
1.15 Questions +10 [Business Mgmt] 3515
Mountain Meadows 3 +15 [Business Mgmt] 3530
Get the C U U U B E +15 [Investigation] 3545
Spider Season +15 [+5 Investigation / Mount (Equine) / Math] 3560
AF: The Trial Ahead +15 [Resistance] 3575
An Etherist's Lecture +15 [Resistance] 3590
Leave All Worries Behind You +15 [Acrobatics] 3605
You Can't +15 [Empathy] 3620
Continue +15 [Acrobatics] 3635
Threshold +15 [Empathy] 3650
The Webs We Weave +15 [Acrobatics] 3665
2.1 Signed and Dated +10 [Combat: Thrown] 3675
Harboring Hope +15 [Linguistics] 3690
Strangers tell no secrets +15 [Linguistics] 3705
An Offered Favor +15 [Linguistics] 3720
Traveling On +15 [Linguistics] 3735
A Simple Trial Pt. 3 +10 [Linguistics] 3745
IX. Everything is Fine +15 [+ 10 Ancient Lang. / +5 Linguistics] 3760
Twin Crescent +15 [Flying] 3775
Pillars of Dreams +15 [+10 Flying / +5 Mount Equine ] 3790
Fade In: Threshold (AF) +15 [Attunement] 3805
Let's Attune +15 [Mount Equine] 3820
Fate or Choice +15 [Mount Equine] 3835
Abstractions I +15 [+10 Mount Equine / +5 Leadership ] 3850
Grand Opening +15 [Leadership] 3865
Follow Through +15 [Research] 3880
2.2 House Call +10 [Attunement] 3890
One Last Time +15 [Research] 3905
50 Words for Snow +15 [Research] 3920
It's ether here... or there +15 [Research] 3935
2.3 Orientation +10 [Attunement] 3945
We'll Say We're Frightened... +15 [Research] 3960
Exclusion +10 [Flying] 3970
Powders +15 [Business Management] 3985
Looks Can Be Deceiving +15 [Business Management] [ 4000

0-2000

Thread or Skill Name Points Adjustment Running Total
Starter XP +50 50
Racial Bonus +25 75
CS Approval +5 Torture, +3 Acting, + 2 Climbing 85
A Sun Over Stone +15 [+7 Climbing, +5 Acrobatics, +3 Running] 100
Jeepers Creepers +15 [+5 Running, +5 Deception, +3 Caregiving, +2 Acting] 115
Technique +15 [+3 Climb, +5 Acro, +2 Act, +5 Discipline] 130
Guilt +15 [+2 Care, +3 Act, +5 Etiquette, +5 Seduction] 145
Safe Space +15 [+5 Climbing, +5 Acrobatics, +5 Discipline] 160
Tomorrow is Another Day +15 [+5 Discipline, +5 Run, + 5 Endure] 175
What's Mine is Mine +15 [+5 Discipline, +5 Endure, +5 Intelligence] 190
Your Hand in Mine +15 [+5 Discipline, +5 Intelligence, +3 Run, +2 Endure] 205
Out and About: Snapshot 1 +10 [+5 Meditation, +3 Intelligence, +1 Run, +1 Climb] 215
Out and About: Snapshot 2 +10 [+8 Endurance, +1 Run, +1 Int] 225
Obscurum +15 [+5 Meditation, +5 Int, +3 Seduction, + 2 Endure] 240
AF: And the Guiltless +15 [+11 Seduction, +3 Endure, +1 Discipline] 255
AF: Him And I +15 [+7 Seduct, +4 Persuasion, +3 Meditate, +1 Acro] 270
AF: The Venora Thing +15 [+5 Int, +5 Meditate, +5 Tactics] 285
Life, Again +15 [+7 Meditate, +5 Negotiation, +1 Int / Run / Persuasion] 300
AF: Wedlocked +15 [+5 Strength, +5 Rhetoric, +4 Etiquette, +1 Endure] 315
AF: Rising Tide +15 [+5 Swimming, +5 Caregiving, +5 Etiquette] 330
AF: Starbound +15 [+10 Etiquette, +5 Caregiving] 345
AF: Sun and Moon +15 [+5 Tactics, +5 Intimidate, +4 Negotiate, +1 Etiquette] 360
Out and About: Snapshot 3 +10 [+6 Negotiate, +4 Detection] 370
Wood You Kindly +15 [+5 Caregiving, +5 Negotiation, +5 Tactics] 385
Blood in the Rudders +15 [+5 Stealth, +5 Tactics, +5 Strength] 400
AF: Father of Despair +10 [Transmutation] 410
What Remains +15 [+5 Negotiation, +5 Caregiving, +5 Rhetoric] 425
The Rain-Soaked Night +10 [+5 Combat (Dagger), +5 Unarmed Combat] 435
The Eclipse +15 [Transmutation] 450
A New Day: Snapshot 1 +10 [+6 Detection, +4 Tactics] 460
Asher to Ashes +15 [+5 Detection / Psychology, +4 Rhetoric, +1 Caregiving] 475
AF: Chokehold +15 [+5 Detection, +5 Psychology, +5 Rhetoric] 490
Sound: Part 1 of 3 +10 [Transmutation] 500
Of: Part 2 of 3 +10 [Transmutation] 510
Silence: Part 3 of 3 +10 [+6 Detection, +3 Appraisal, +1 Meditation] 520
Black and Gray +10 [+9 Appraisal, +1 Etiquette] 530
AF: What a Beautiful Morning +15 [+5 Rhetoric/Psych, +3 Appraisal, +1 Negot/Tactics] 545
Vain Perplexity +10 [+5 Appraisal, +5 Intimidate] 555
NIghtingale, Blackbird +10 [+6 Appraisal, +3 Deception, +1 Rhetoric] 565
A Feeling +15 [+5 Psychology, +5 Intimidation, +5 Combat Daggers] 580
Serene Devotion +15 [+5 Intimidate, +5 Deception +5 Unarmed Combat] 595
My Sister's Creeper +15 [+5 Intimidate/Unarmed, +3 Deception, +1 Int/Rhetoric] 610
Another Attempt +15 [+5 Discipline/Endurance, +4 Deception, +1 Psych] 625
AF: Hello, Nice to Meet You +15 [+4 Climb; Seduce; Endure, +2 Intimidate, +1 Tactics] 640
The Wisdom of Dead Men +15 [+5 Deception; Strength; Seduce] 655
Alone in the Attic +10 [+5 Research, +5 Writing] 665
Runaway +15 [+5 Research, +5 Writing, +5 Logistics] 680
Home, Again +15 [+5 Endurance, +5 Caregiving, +5 Meditation] 695
Squirm +15 [+5 Seduction, +5 Blades (Daggers), +5 Logistics] 710
Again, Again +10 [Climbing] 720
AF: Fade Into You +15 [+4 Psychology / Acrobatics / Running, +3 Intimidation] 735
AF: The Mere Thought +15 [+4 Negotiate/ Appraisal / Etiquette, +3 Detection] 750
Peace, Again +15 [+9 Climbing, +4 Rhetoric, +1 Deception / Detection] 765
Deprivation +15 [Transmutation] 780
Efflorescence +15 [Transmutation] 795
The Heart of Thorns +15 [Transmutation] 810
AF: Braga-docious +15 [Logistics] 825
The Start of A Trial +15 [+11 Strength, +3 Climbing, +1 Logistics] 840
AF: Under the Pale +15 [Seduction] 855
AF: Under the Lothar +15 [Seduction] 870
AF: Contamination +15 [+6 Seduction, +5 Endure, +4 Caregiving] 885
Smuggle Buddies +15 [Endurance] 900
A Few Nels Short +10 [+5 Endurance, +5 Negotiation] 910
Beware, Beware +15 [Transmutation] 925
Hope Falls +15 [+11 Endurance +4 Intelligence] 940
Rejuvenation +15 [+4 Seduce/Discipline/Tactics, +3 Climb] 955
meaning +15 [+4 Deception/Logistics/Endure, +3 meditation] 970
AF: Where Art Thou, Father? +10 [+ 4 Caregive/strength, +1 meditate/resistance] 980
I. Grazia +10 [+5 Negotiate, +4 Resistance, +1 Caregiving] 990
II. Basic Defense One +10 [+5 Negotiation / Resistance] 1000
III. Temperance +15 [+10 Caregiving, +5 Negotiation] 1015
AF: To Be a Lord +15 [Discipline] 1030
AF: Chained in the Dark +15 [Discipline] 1045
AF: Harder, Better... +15 [+11 Discipline, +4 Negotiation] 1060
AF: Where He Came From +15 [Negotiation] 1075
intention +15 [Transmutation] 1090
In the Middle of the Night +15 [+8 Tactics, +7 Negotiation] 1105
Where It Begins (Part One) +10 [Intelligence] 1115
Where It Begins (Part Two) +10 [Caregiving] 1125
This Crazy Thing Called Life +15 [+10 Caregiving, +5 Blades: Dagger] 1140
Released in the Light +15 [+7 Swimming, +6 Caregiving, +2 Tactics] 1155
Two dudes flying over... +15 [Persuasion] 1170
Where It Begins (Part Three) +10 [+6 Persuasion, +4 Rhetoric] 1180
IV. Agnus Dei (Part One) +10 [+6 Intelligence, +4 Logistics] 1190
IV. Agnus Dei (Part Two) +10 [Intelligence] 1200
IV. Agnus Dei (Part Three) +10 [Intelligence] 1210
IV. Agnus Dei (Part Four) +10 [Intelligence] 1220
broken +15 [Torture] 1235
hooked +15 [+10 Unarmed Combat, +5 Tactics] 1250
Special Delivery +15 [+10 Transmutation, +5 Interrogation] 1265
Pesants and Lords +15 [+5 Endurance / Swimming / Meditation] 1280
AF: Skoteini +15 [+5 Logistics/ Writing, +4 Swim, +1 Torture] 1295
Slavers in Shanty +15 [Endurance] 1310
V. Oculum Corvi (Part 3) +10 [Endurance] 1320
V. Oculum Corvi (Part 4) +10 [Endurance] 1330
The Lord and His Peasant +15 [Endurance] 1345
V. Oculum Corvi (Part 1) +10 [Endurance] 1355
V. Oculum Corvi (Part 2) +10 [+6 Endurance, +4 Discipline] 1365
where the heart calls home +15 [Logistics] 1380
A Thousand Sons +15 [Transmutation] 1395
Epitaph +15 [Becoming] 1410
The Loyal Do Not Reap +15 [+11 Logistics, +4 Meditation] 1425
Things Better Left Unsaid +15 [+11 Logistics, + 4 Meditation] 1440
Another Door Opens +15 [Meditation] 1455
First Transformation +10 [Becoming] 1465
V. Oculum Corvi (Part Five) +10 [Transmutation] 1475
Something New +10 [Becoming] 1485
A Meeting of Minds +15 [+13 Meditation, +2 Rhetoric] 1500
Be Careful +15 [Research] 1515
Transmogrification I +10 [Becoming] 1525
The Simple Things +15 [+11 Writing, +1 Research, +3 Psychology] 1540
Labyrinth I +10 [Psychology] 1550
V. Oculum Corvi (Part 6) +10 [Psychology] 1560
Put some pants on! +15 [Psychology] 1575
Transmogrification II +10 [Becoming] 1585
pride +15 [+8 Psychology, +7 Tactics] 1600
Bedside +15 [Transmutation] 1615
Wan Fak +15 [Tactics] 1630
No Longer Dreaming +15 [+9 Tactics, +6 Detection] 1645
Labyrinth II +10 [Detection] 1655
A Thousand Pieces +10 [Transmutation] 1665
Partners? +15 [Detection] 1680
Wan Duk? +15 [Detection] 1695
Pretty Words +15 [Intelligence] 1710
Blaze +15 [Intelligence] 1725
The Climb +10 [Transmutation] 1735
Winter Solstice +15 [Intelligence] 1750
I Met a Traveler +15 [Intelligence] 1765
Void +15 [Intelligence] 1780
Dancers of the Dying Sun +15 [Discipline] 1795
Transmogrification III +10 [Becoming] 1805
Transmogrification IV +10 [Becoming] 1815
Creation +10 [Becoming] 1825
A Bird in the Hand +15 [Discipline] 1840
Two Etherists and a Kiwi +15 [Discipline] 1855
The Land Down Under +15 [Discipline] 1870
Care to Watch? +15 [+11 Discipline, +4 Swimming] 1885
The Queen of Hearts +15 [Transmutation] 1900
Knock Knock +15 [Caregiving] 1915
Flawed Blueprint +15 [Caregiving] 1930
B E A S T +15 [+14 Caregiving, +1 Unarmed] 1945
Do You Know...? +15 [Caregiving] 1960
Dollhouse +15 [Caregiving] 1975
Stay on the Path +10 [+9 Resistance, +1 Caregiving] 1985
Fak Plz +15 [+7 Resistance / Linguistics, +1 Daggers] 2000

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[td] Link thread or Name of Skill [/td]
   [td]  Point Adjustment[/td]
      [td] New Total[/td]
[/tr]
Last edited by Llyr Llywelyn on Thu May 06, 2021 6:10 pm, edited 27 times in total. word count: 2708
User avatar
Llyr Llywelyn
Approved Character
Posts: 1925
Joined: Sat Feb 02, 2019 12:24 am
Race: Mixed Race
Renown: 830
Character Sheet
Character Wiki
Plot Notes
Personal Journal
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 8

Milestones

RP Medals

Miscellaneous

Renown Ledger


Renown Ledger

Global (Various)


CURRENT TOTALS
  • By Name and/or Face:
    • Zarik: 365 (Quacia)
    • Llyr Llywelyn: 300 (Etzos, Viden)
    • Llyr/West Wellin: 75 (Viden, Rharne)
    • Shandre (Lucretia Totem): 50 (Etzos)
    • Ezili (Kiara Totem): 20 (Nashaki, Etzos)
    • Yulia Totem (used West as name): 5 (Viden)
    • Magpie: 5 (Emea, Etzos, Viden, Quacia)
  • By Location
    • Quacia: 365 (Names/Faces: Zarik)
    • Etzos: 365 (Names/Faces: Llyr Llywelyn, Shandre (Lucretia Totem), Kiara Totem)
    • Viden: 70 (Names/Faces: Llyr/West Wellin, Yulia Totem, Kiara Totem)
    • Nashaki: 10 (Names/Faces: Ezili (Kiara Totem))
    • Rharne: 10 (Names/Faces: Llyr/West Wellin)

Item/ Thread Renown Name Location Total
Starting Location 365 Zarik (365) Quacia (365) 365
Location: Etzos 250 Llyr Llywelyn (250) Etzos (250) 615
Shandre 45 Lucretia Totem (45) Etzos (295) 660
Ezili 10 Kiara Totem (10) Etzos (305) 670
Location: Viden 45 Llyr/West (45) Viden (45) 715
Looks Can Be Deceiving 5 Ezili (15) Nashaki (5) 720
2.4 Sight Unseen 15 Llyr Llywelyn (265) Etzos (320) 735
Balancing the Bones 5 Ezili (20) Nashaki (10) 740
2.14 Where in the...? 10 Llyr Llywelyn (275) Etzos (330) 750
A Ride North 5 Yulia Totem (5) Viden (50) 755
Patience Grasshopper 5 Llyr/West (50) Viden (55) 760
2.5 Three Bits 5 Llyr Llywelyn (280) Etzos (335) 765
AF: 2.7 A Fond Farewell 5 Lucretia Totem (50) Etzos (340) 770
Webs upon Webbs 15 Llyr Llywelyn (295) Etzos (355) 785
1.1 The Briefing 15 Llyr/West (65) Viden (70) 800
Even in Chaos 5 Llywelyn/Magpie (5) Etzos (360) 805
Expert Testimony 5 Llyr Llywelyn (300) Etzos (365) 810
Checking Out 10 Llyr/West (310) Rharne (10) 820
Thread ## Name (Total#) Location (Total#) Total
Thread ## Name (Total#) Location (Total#) Total
Thread ## Name (Total#) Location (Total#) Total

Etzos (Llyr)

Item/ Thread Renown Total
Eight Reasons to Run Pt. 1 5 5 (370)
Eight Reasons to Run Pt. 3 +5 (Lucretia Totem) 10 (375)
Putting to Sea 5 15 (380)
1. Tragic Ambiguity 10 25 (390)
Desperate Times +20 (Lucretia Totem) 45 (410)
2. But They're In The Dark, Too 10 55 (420)
Ymiden Correspondence 5 60 (425)
First Step 5 65 (430)
Which Way 10 75 (440)
I. The Promised 5 80 (445)
II. The Lords 5 85 (450)
III. Thieves and Killers 5 90 (455)
IV. White Wine 5 95 (460)
Desperate Measures +10 (Lucretia Totem) 105 (470)
Guidance and Ghosts 15 120 (485)
5. So Why Didn't You? +10 (Lucretia Totem) 130 (495)
A Simple Trial Pt. 1 +5 135 (500)
A Simple Trial Pt. 2 +10 145 (510)
1.2 The Northside +5 150 (515)
What's New, Pussycat? +5 155 (520)
1.3 The First Offer +5 160 (525)
1.4 The Second Offer +5 165 (530)
1.5 Distraction +5 170 (535)
1.6 Embellishment +5 175 (540)
Return to Etzos +10 (Kiara Totem) 185 (550)
1.7 The Final Offer +5 190 (555)
1.8 The Final Offer pt2 +5 195 (560)
1.9 Risks Are All I Take +10 205 (570)
1.11 The Lonely Mark +5 210 (575)
1.12 The Morning After +5 215 (580)
Some Assembly Required +20 235 (600)
VIII. Succor +5 Viden (605)
1.13 The Jackal +5 240 (610)
Rush, Rush +10 Viden (620)
From the West +10 250 (630)
Conspiracies and Cubes +5 255 (635)
An Etherist's Lecture +10 Viden (645)
Leave All Worries Behind You +5 260 (650)
Continue +10 Viden (660)
2.1 Signed and Dated +5 265 (665)
An Offered Favor +5 270 (670)
A Simple Trial Pt. 3 +5 275 (675)
Twin Crescents +10 285 (685)
Fate or Choice +5 Viden (690)
Grand Opening +15 300 (705)
2.2 House Call +5 305 (710)
It's ether here... or there +5 Viden (715)

Viden (Llyr/West)

Item/ Thread Renown Total
VIII. Succor +5 (Viden-Llyr) 5 (605)
Rush, Rush +10 15 (620)
An Etherist's Lecture +10 25 (645)
Continue +10 35 (660)
Fate or Choice +5 40 (690)
It's ether here... or there +5 45 (715)

Quacia (Zarik)

A one-off discount of 50% for the start-up cost of Llyr's future PC Business. viewtopic.php?p=129918#p129918
Rharne (10)
PB: 10 for being seen in the company of a well-regarded actress.
Viden (600+)
Doran: 10, for getting noticed, passing your entrance exams and getting a letter of recommendation from Dean Rush.
Doran: 10. Llyr's lecture attracted a lot of attention!
Yrmellen: +10 for the spectacular entrance Llyr made in front of Doran's students
Etzos Corresponding Notes (370+)
Nursia (Eight Reasons to Run Pt. 1): for refusing another's claim and keeping an occupied house.
Yrmellyn Cole: +5: for fighting/murder in a public street.
things and stuff
Kasoria: 5 points, for getting known as a new face with a head for business!
Nursia: (Llyr - male form). Standing up to a belligerent Etzori merchant-class client.
PB: 10 for public training and getting eyed for the Etzori military
Abra: +5 for volunteering at Northside Orphanage.
Abra: +5 for drawing lots of attention
Octopie: +5 for name dropping
Dula: +5 helping at orphanage.
PB: +5 for public scene with a woman of prominence.
PB: +5 (conversing in public on the way to the bank, with the daughter of a wealthy family)
Malt: +20 (20 You can mostly thank Jorsie for the renown you will gain. His talk of the Leviathan and its death will surely include mention of you both. And as an ambassador, the tale will not stay local. Naturally, he will try to bolster his own part in the whole event, but your names, as well as many of the pirates', will be heard often, by many.)
Doran: 5, for repeat business meetings at an establishment.
From the West: though the bulk of this adventure will be kept quiet among you three, you'll still be honored as a part of the force that eliminates Lisirra.
Malt: +15 (48 Vhalar 719 - Oh yes. Much of the focus of the scenes the marshall (Webb) made hinged on his need to speak with you. And the very privacy with which this took place spoke of mysterious importance. Ooooh the speculation...the gossip.)

2.4 Sight Unseen - Doran: 15, for stopping a kidnapping and potential murder of a city heiress and helping the investigation division of Black Guard.
Quacia Corresponding Notes (0-365)
Prophet Starting Notes: (Being his father's son, he has gained the reputation that has followed his father, though to a lesser extent)
Pig Boy Review: Zarik continues to be seen with a famous nobleman of Rynmere and advisor to the King. That's going to get around. 5
Yrmellyn Cole Revew: +5 due to a Herald witnessing the marriage of Alistair and Zarik and recording it
Blood in the Rudders: +20 for saving a village from Saltfetcher attack.
What Remains: +15 for helping a village recover after a crisis.
Fridgar Review (Squirm): +10, Alistair did most of the heavy lifting in this thread.
Korva Review (Efflorescence): +15, Saving a soldier of Port Braga from the Creep.
Fridgar Review (The Heart of Thorns: +20, took out a Creepheart for Port Braga.
Fairytale (Smuggle Buddies): +5 for being a fresh face in the lair
Korva (A Few Nels Short): +10 (conducting business in a public parlor of Quacia)
Korva (Beware, Beware): +15 (leading the evacuation of a town)
Korva (hope Falls): +20 (becoming lord of an island by town approval)
Korva (Rejuvenation): +10 (helping out at an orphanage, playing with the children, and figuring out what resources are needed)
Korva (meaning): +5 (acquiring a slave)
Rakvald (Where art thou father) + 5 (or being recognized as a noble spouse returned to Lair)
Praetorum (Chained in the Dark) +5 (bringing an angry Frid down on this place. Some people will connect the dots.)
Pig Boy (Where it Begins Part one) +5 (for being recognized as the spouse of a lord.)
Pig Boy (Where it Begins Part two) +5 (for meeting a well known scholar.)
Korva (Crazy Thing Called Life): +5 meeting the Guild of Agriculture's Master defier's apprentice.
Korva (Released in the Light): +5 (being a noble walking around the Gleam in shackles)\
Pig Boy (Where it Begins part three) +5 (for getting a signed book from an author.)
Korva: IV. Agnus Dei ((5) Interactions with the Theocratum, (10) being the center of a ritual Blood Prayer in front of a 100+ crowd in Quacia, (15) carving in the Mark of Faith on forehead and chest)
Aegis (broken) Zarik pausing in his talk with the clinic about resources to speak with Kaelrik instead
Aegis (hooked) the townies would have seen Zarik help injured Kaelrik from the clinic to the cottage across town.
Aegis (special delivery) chaos. cult of chrien, etc.
Korva (Slavers in Shanty): displaying magic to slavers in shanty.
Korva (Oculum Corvi part 3): interrupting a sale due to higher noble status.
Korva (Oculum Corvi part 4): saving a Gleam shop from having to shut down.
Pig boy (Oculum Corvi part 1): Many rumors involving Zarik's name.
Korva (Epitaph): Being initiated into Becoming by a well-known NPC.
Pig boy (First Transformation): for streaking with your sister's body.
Korva (Oculum corvi part 5): for meeting a new contact who is networked in Fortress with nobles
Pig Boy (Something New): for taking a party out onto the streets. Getting tougher to get better known when more and more people know who you are.
Pig Boy (A Meeting of Minds): Hosting a meeting of big heads in the magic world.
Pig Boy (Oculum corvi Part 6): for becoming an official citizen of Quacia.
Alistair (pride): recognized as lord's spouse in newly conquered town and seated though a business wasn't open to public yet.
Pig Boy (Flawed Blueprint): for Zarik for standing beside Ali as he makes a bold proclamation before a large crowd of people.
Praetorum (A thousand pieces): for organizing an exodus from the islands
Alistair (The Climb): for bringing Helians to Quacia
Cerv (the price of a life): for Oceta being purchased from a guild and being led through lair/shanty by a locally renowned lord.
Nursia (A kind master): for feeding and treating a slave well in public (buying her medicine).
Maltruism (Side Tracked): Since stories of your disappearance will be embellished in Quacia.
Nursia (First Come, First Served): Making yourself known in an estate sale.
Yrmellen Cole (Shirts vs. Skins) drinking in public.

Code: Select all

[tr]
[td]Link to thread where renown is gained [/td]
    [td] Amount Rec'd [/td]
          [td] Total  [/td]
[/tr]
Last edited by Llyr Llywelyn on Thu Apr 22, 2021 12:04 am, edited 6 times in total. word count: 2013
User avatar
Llyr Llywelyn
Approved Character
Posts: 1925
Joined: Sat Feb 02, 2019 12:24 am
Race: Mixed Race
Renown: 830
Character Sheet
Character Wiki
Plot Notes
Personal Journal
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 8

Milestones

RP Medals

Miscellaneous

Wealth Ledger


Wealth Ledger
Wealth Tier: 8
Seasonal Wage:
Ashan Season: +8
Loyalty (Fluent Ith'ession in Etzos) Bonus: +1
Renown Buff Addition 1: +2 (viewtopic.php?f=368&t=17864)
Renown Buff Addition 2: +1 (viewtopic.php?f=368&t=18734)
Renown Buff Addition 3: +1 (viewtopic.php?f=368&t=19492)
Renown Buff Addition 4: +2 (viewtopic.php?f=368&t=22774)

Current Wealth Tier:
Item Adjustment Total WP
City Dweller Tier 5 (66 WP) 66
A Few Nels Short (Cylus 719) +1 WP 67
Where It Begins (Part Three) (Ashan 719) +2 WP 69
Renown Requests +2 WP 71
V. Oculum Corvi (Part Six) +1 WP 72
The Price of a Life -1 WP (PC slave: Oceta) 71
Renown Request +1 WP 72
First Step (Ymiden 719) +6 WP 78
I. The Promised +1 WP 79
II. The Lords +1 WP 80
5. So Why Didn't You? -30 WP 50
IV. White Wine (Saun 719) +9 WP 59
What's New, Pussycat? +1 WP 60
1.4 The Second Offer (Vhalar 719) +10 WP 70
2 Masterwork Quality Outfits -1 WP 69
1 Season (Vhalar) Worth of Drugs (good) -4 WP 65
An Offered Favor +12 WP 77
2.4 Sight Unseen +1 WP 78
From Star to Star, a Spider's Silk +12 WP 90
Point Bank Purchase +1 WP 91
Even In Chaos (Zi'da 719) +16 WP 107
Expert Testimony (Cylus 720) +22 WP 129
All the world's a stage +12 WP 141
Link to thread / Item Adjustment Total
Link to thread / Item Adjustment Total
Link to thread / Item Adjustment Total
Link to thread / Item Adjustment Total
Link to thread / Item Adjustment Total
Link to thread / Item Adjustment Total
When you need to put another row in there, just put this code in below the last /tr] and before the /table]

Code: Select all

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          [td] Total  [/td]
[/tr]

Last edited by Llyr Llywelyn on Sun Nov 15, 2020 12:26 pm, edited 6 times in total. word count: 324
User avatar
Llyr Llywelyn
Approved Character
Posts: 1925
Joined: Sat Feb 02, 2019 12:24 am
Race: Mixed Race
Renown: 830
Character Sheet
Character Wiki
Plot Notes
Personal Journal
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 8

Milestones

RP Medals

Miscellaneous

Possessions


Possessions

Index


Llyr started at Tier 5 with the City Dweller Package in Rebirth Cycle 719.
He dropped to Tier 4 in Hot Cycle 719.
Returned to Tier 5 in Cold Cycle 719.
Raised to Tier 6 in Cold Cycle 720.
Raised to Tier 7 during Cold Cycle 720.
Raised to Tier 8 during Cold Cycle 720.

Current as of Cold Cycle 720: Tier 8.

  • Edibles
  • Drugs & Medicine
  • Clothing
  • Jewelry
  • Gemstones
  • Armor
  • Weapons
  • Mounts
  • Property & Land
  • Household Items
  • Maps & Cartography Services
  • Skill Kits
  • Arcane

Edibles

Starting (Rebirth Cycle 719)
Diet Quality: Average
Regional Variation: Quacia
Tier 5 Edibles. Average quality, with some processing and variety (e.g. bread, butter, cheese, fish, salted meat, all kinds of fruit and veg). There is more access to a better variety and quality of seasoning. Sweet treats of honey, unrefined sugars, and simple candies are available. Expensive or rare items are very limited.

Hot Cycle 719
Diet Quality: Basic+
Regional Variation: Etzos
Tier 4 Edibles. Simple, with low-effort processing (e.g. flour, milk, eggs, leafy vegetables, seasonal fruit and nuts). Most edibles are likely to be of basic or average quality. There is access to basic seasoning. Sweet treats are limited to fruit, unrefined sugars (e.g. beet sugars), and honey.

Cold Cycle 719 (& Rebirth Cycle 720 & Hot Cycle 720)
Diet Quality: Average
Regional Variation: Etzos & Viden
Tier 5 Edibles. (see above)

Cold Cycle 720 (Tier 6)
Diet Quality: Average+
Regional Variation: Viden/Eastern Continent
Tier 6 Edibles are likely to be of average or good quality, with some processing and variety (e.g. bread, butter, cheese, fish, salted meat, all kinds of fruit and veg). There is access to a good variety and quality of seasoning. Sweet treats of honey, unrefined sugars, and more candies are available. Expensive or rare items are limited.

Cold Cycle 720 (Tier 7)
Diet Quality: Luxury
Regional Variation: Viden
Edibles available at Tier 7 are likely to be of good or luxurious quality, with plenty of variety (e.g. fresh meat, refined sugars, imported spices, pressed oils, preserves). All edibles are well-seasoned. Sweet treats are widely available. Expensive or rare items are also available.

Current Cycle: Cold Cycle 720 (Tier 8)
Diet Quality: Luxury+
Regional Variation: Viden
Edibles available at Tier 8 and above are of the best quality, with excellent variety and decoration (e.g. rare meats, imported luxuries, complex dishes, fancy desserts). Seasoning of all kinds is widely available. Sweet treats of all kinds are commonplace. Expensive, rare, and luxury items are available.

Drugs/Medicine

Because alcohol is commonplace in Idalos, your PC has some access to alcohol without having to use your Wealth Points. However, any additional alcohol and all other drugs you want your PC to use must be purchased with WP.

Starting (Rebirth Cycle 719)
Medicine & Alcohol Quality: Average
Regional Variation: Quacia
At Tier 5; Medicines and alcohol are commonplace, and are likely to be of average quality. Expensive or rare items are very limited.
Average: Will be made out of average-quality ingredients by someone with Competent-level skill in crafting drugs and medicine. Drugs and medicines have some processing, and have an even chance of negative side effects.


Hot Cycle 719
Medicine & Alcohol Quality: Basic or Average
Regional Variation: Etzos
At Tier 4; Medicines and alcohol at this level are more commonplace, and are likely to be of basic or average quality. If a PC is dependent on medicine, they will likely need to use Wealth Points to purchase more.
Basic: Will be made out of basic-quality ingredients by someone with Novice-level skill in crafting drugs and medicine. Drugs and medicines are generally unprocessed though may have some processing, and have a good chance of negative side effects.


Cold Cycle 719 (& Rebirth Cycle 720 & Hot Cycle 720)
Medicine & Alcohol Quality: Average
Regional Variation: Etzos & Viden
Tier 5 Medicines and alcohol. (see above)
Purchased Vhalar's Season's worth of Good Drugs.
Good: Will be made out of good-quality ingredients by someone with Expert-level skill in crafting drugs and medicine. Drugs and medicines are well-processed and double-checked for quality, which means that they will likely not have many negative side effects. However, the side effects inherent to each individual drug or medicine still apply when overused (e.g. hangovers when having consumed too much alcohol, etc.)

Cold Cycle 720 (Tier 6)
Medicine & Alcohol Quality: Average or Good
Regional Variation: Viden/Eastern Continent
Medicines and alcohol available at Tier 6 are likely to be of average or good quality. Expensive or rare items are limited.
Good: (see above)


Cold Cycle 720 (Tier 7)
Medicine & Alcohol Quality: Good
Regional Variation: Viden
Medicines and alcohol available at Tier 7 are likely to be of good quality. Expensive or rare items are available.

Current Cycle: Cold Cycle 720 (Tier 8)
Medicine & Alcohol Quality: Good or Luxury
Regional Variation: Viden
Medicines and alcohol available at Tier 8 are likely to be of good or luxury quality. Expensive, rare, and luxury items are available.

Clothing

Basic: Will be made out of a basic variety of fabrics, including cotton, linen, and hide, by someone with Novice craft skills. Clothing is plain, unadorned, and not dyed.

Average: Will be made out of an average variety of fabrics, including leather, fur, and wool, by someone with Competent craft skills. Clothing is usually plain with minimal adornments, and with a limited range of basic dyes available (including beige, brown, and black).

Good: Will be made out of a good variety of well-made fabrics, including organza, chiffon, and taffeta, by someone with Expert craft skills. Clothing has some detail and adornments, with a range of dyes available (including blue, green, yellow, and orange).

Masterwork: Will be made out of an excellent variety of high-quality fabrics, including brocade, silk, satin, and velvet, by someone with Master or Grandmaster craft skills. Clothing has as many details, adornments, and dyes (including red, gold, and custom dyes) as are wanted.

Starting (Rebirth Cycle 719)
Clothing Quality: Average
Accessories Quality: Average
Cosmetics Quality: Basic
Tier Total Outfits: 4
PC Total Outfits: 4
Regional Variation: Quacia
At Tier 5, they are allowed to choose 4 outfits of average quality. Their Wealth Tier allows them to replace like for like every cycle if necessary, and to add two new average-quality outfits per cycle. They have average accessories and basic cosmetics.
list
  • Day wear (shirt, vest, pants, undergarments, boots). (average) (Quacian)
  • Night wear (average) (Quacian)
  • Second set of Day Wear (average) (Quacian)
  • Formal wear (average) (Quacian)


Hot Cycle 719
Clothing Quality: Basic (or Basic + Average)
Accessories Quality: Basic
Cosmetics Quality: Basic
Tier Total Outfits: 4 (or 3)
PC Total Outfits: 7
Regional Variation: Etzos
At Tier 4, they are allowed to choose 4 outfits of basic quality, or 3 outfits, two of basic quality and one of average quality. Their level allows them to replace like for like every cycle if necessary. After they have been in the Tier for an arc, they are allowed to add either two new basic-quality outfits or one new average outfit. They may add the same number and quality of outfits each arc that they remain in the Tier. They have basic accessories and have basic cosmetics.
list
  • Day wear (shirt, vest, pants, undergarments, boots) (average) (Quacian)
  • Night wear (average) (Quacian)
  • Second set of Day Wear (average) (Quacian)
  • Formal wear (average) (Quacian)
  • (+1 Average) Third set of Day wear (average) (Etzori)
  • (+1 Basic) Outdoor wear (basic) (Etzori)
  • (+1 Basic) Fourth set of Day wear (basic) (Etzori)


Cold Cycle 719 (& Rebirth Cycle 720 & Hot Cycle 720)
Clothing Quality: Average
Accessories Quality: Average
Cosmetics Quality: Basic
Tier Total Outfits: 4
PC Total Outfits: 17
Regional Variation: Etzos & Viden
At Tier 5, they are allowed to choose 4 outfits of average quality. Their Wealth Tier allows them to replace like for like every cycle if necessary, and to add two new average-quality outfits per cycle. They have average accessories and basic cosmetics.
Purchased 2 Masterwork+ Quality Outfits.
+4 Average on Return to Tier / +2 per Rebirth Cycle; +2 per Hot Cycle. / =+8 Average outfits.
list
  • Day wear (shirt, vest, pants, undergarments, boots) (average) (Quacian)
  • Night wear (average) (Quacian)
  • Second set of Day Wear (average) (Quacian)
  • Formal wear (average) (Quacian)
  • (+1 Average) Third set of Day wear (average) (Etzori)
  • (+1 Basic) Outdoor wear (basic) (Etzori)
  • (+1 Basic) Fourth set of Day wear (basic) (Etzori)
  • (+1 Average) Second set of Night wear. (Etzori)
  • (+1 Average) Third set of Night wear. (Videnese)
  • (+1 Average) Second set of Formal wear. (Etzori)
  • (+1 Average) Third set of Formal wear. (Videnese)
  • (+1 Average) Fifth set of Day wear. (Videnese)
  • (+1 Average) Second set of Outdoor wear. (Etzori)
  • (+1 Average) Third set of Outdoor wear. (Videnese)
  • (+1 Average) Fourth set of Outdoor wear. (Videnese)
  • (purchased) Formal wear (Masterwork+) (Etzori)
  • (purchased) Day wear (Masterwork+) (Quacian)


Cold Cycle 720 (Tier 6)
Clothing Quality: Average (or Average + good)
Accessories Quality: Average
Cosmetics Quality: Average
Tier Total Outfits: 5 (or 4)
PC Total Outfits: 21
Regional Variation: Viden
Starting Tier 6, a PC is allowed to choose 5 outfits of average quality, or 4 outfits, three of average quality and one of good quality. Their Wealth Tier allows them to replace like for like every cycle if necessary, and to add either two new average-quality outfits or one good outfit per cycle. They have average accessories and average cosmetics.
+3 Average & +1 Good
list
  • Day wear (shirt, vest, pants, undergarments, boots) (average) (Quacian)
  • Night wear (average) (Quacian)
  • Second set of Day Wear (average) (Quacian)
  • Formal wear (average) (Quacian)
  • Third set of Day wear (average) (Etzori)
  • Outdoor wear (basic) (Etzori)
  • Fourth set of Day wear (basic) (Etzori)
  • Second set of Night wear. (average) (Etzori)
  • Third set of Night wear. (average) (Videnese)
  • Second set of Formal wear. (average) (Etzori)
  • Third set of Formal wear. (average) (Videnese)
  • Fifth set of Day wear. (average) (Videnese)
  • Second set of Outdoor wear. (average) (Etzori)
  • Third set of Outdoor wear. (average) (Videnese)
  • Fourth set of Outdoor wear. (average) (Videnese)
  • (purchased) Fifth set of Formal wear (Masterwork+) (Etzori)
  • (purchased) Sixth set of Day wear (Masterwork+) (Quacian)
  • (+1 Good) Fifth set of Outdoor wear (coat, cowl, mask) (good) (Quacian)
  • (+1 Average) Fourth Set of Night wear. (average). (Videnese)
  • (+1 Average) Sixth set of Formal wear. (average). (Videnese)
  • (+1 Average) Seventh set of Outdoor wear. (average). (Quacian)


Cold Cycle 720 (Tier 7)
Clothing Quality: Good
Accessories Quality: Good
Cosmetics Quality: Average
Tier Total Outfits: 5
PC Total Outfits: 26
Regional Variations: Quacian, Etzos, Viden
Starting Tier 7, a PC is allowed to choose 5 outfits of good quality. Their Wealth Tier allows them to replace like for like every cycle, and to add two new good outfits per cycle. They have good accessories and average cosmetics.
+5 Good Outfits
For the purposes of this section, an outfit is either a full set of everyday clothes (including undergarments), a full set of nightwear, or a full outdoor ensemble (coat / cloak, gloves / mittens, scarf, etc.). Accessories and cosmetics may be assumed (belts, bags, etc.; powders, lip stains, etc.), but their make and quality must be consistent with the Wealth Tier.
list
Day Wear (Everyday) Outfits:
Includes: Shirt, pants, vest/jackets, undergarments, boots, socks, gloves, etc.
Basic: 1 | Average: 5 | Good: 2 | Masterwork+: 1
  • Average (Quacian)
  • Average (Quacian)
  • Average (Etzori)
  • Basic (Etzori)
  • Average (Videnese)
  • Masterwork+ (Quacian)
  • Average (Quacian)
  • Good (Videnese)
  • Good (Videnese)


Night Wear Outfits:
Includes: shirt, pants, undergarments, etc.
Average: 4 | Good: 1
  • Average (Quacian)
  • Average (Etzori)
  • Average (Videnese)
  • Average (Videnese)
  • Good (Videnese)


Outdoor Wear Outfits:
Includes: coat / cloak, gloves / mittens, scarf, etc.
Average: 3 | Basic: 1 | Good: 2
  • Basic (Etzori)
  • Average (Etzori)
  • Average (Videnese)
  • Average (Videnese)
  • Good (Quacian)
  • Good (Videnese)


Formal wear Outfits:
Includes: fancier outfits for events/business, accessories (not jewelry), etc.
Average: 4 | Good: 1 | Masterwork+: 1
  • Average (Quacian)
  • Average (Etzori)
  • Average (Videnese)
  • Masterwork+ (Etzori)
  • Average (Videnese)
  • Good (Videnese)


Current Cycle: Cold Cycle 720 (Tier 8)
Clothing Quality: Good or Masterwork
Accessories Quality: Good
Cosmetics Quality: Good
Tier Total Outfits: 6 (good) or 5 (4 good, 1 masterwork)
PC Total Outfits: 31
Regional Variation: Viden
Starting Tier 8, a PC is allowed to choose 6 outfits of good quality, or 5 outfits, four of good quality and one of masterwork quality. Their Wealth Tier allows them to replace like for like every cycle, and to add either two new good-quality outfits or one new masterwork outfit per cycle. They have good accessories and good cosmetics.
list
Day Wear (Everyday) Outfits:
Includes: Shirt, pants, vest/jackets, undergarments, boots, socks, gloves, etc.
Basic: 1 | Average: 5 | Good: 3 | Masterwork+: 1
  • Average (Quacian)
  • Average (Quacian)
  • Average (Etzori)
  • Basic (Etzori)
  • Average (Videnese)
  • Masterwork+ (Quacian)
  • Average (Quacian)
  • Good (Videnese)
  • Good (Videnese)
  • Good (Travel)


Night Wear Outfits:
Includes: shirt, pants, undergarments, etc.
Average: 4 | Good: 2
  • Average (Quacian)
  • Average (Etzori)
  • Average (Videnese)
  • Average (Videnese)
  • Good (Videnese)
  • Good (Travel)


Outdoor Wear Outfits:
Includes: coat / cloak, gloves / mittens, scarf, etc.
Average: 3 | Basic: 1 | Good: 3 | Masterwork: 1
  • Basic (Etzori)
  • Average (Etzori)
  • Average (Videnese)
  • Average (Videnese)
  • Good (Quacian)
  • Good (Videnese)
  • Good (Travel)
  • Masterwork (Videnese)


Formal wear Outfits:
Includes: fancier outfits for events/business, accessories (not jewelry), etc.
Average: 4 | Good: 2 | Masterwork+: 1
  • Average (Quacian)
  • Average (Etzori)
  • Average (Videnese)
  • Masterwork+ (Etzori)
  • Average (Videnese)
  • Good (Videnese)
  • Good (Travel)

Additional:
  • Cloak of Hiding: Any weapons or valuables tucked within this cloak will not be found by anyone attempting to search for it, as long as they are small enough to hid within a cloak and light enough to carry. The only one who may find the items is the character who hid them. The cloak will not hide a person.
  • Domain Bag
  • Coin Purse: Any amount of coin may be placed into this small pouch. The coin can be retrieved at any time by announcing into the pouch how much is required. This will even cause larger coins to be converted into change for specific amounts.
  • Portal Boots: There’s no place like home and these shoes are bound to get you there in the blink of an eye. Enchanted shoes that allow you to travel home once per season if travelling from city to city, or twice per season if traveling within your city.
  • Chamealean Cloak: A dapper cloak which is whatever colour Llyr chooses for it to be - it's always clean, never stained, doesn't get wet or creased. (from here)
  • +1 gold-silk good quality outfit (tailored to fit Laures) (anchored 1. Ars Magna Lucis et Umbrae)

Jewelry

For the purposes of this section, a set of jewelry is one of these options:
  • A necklace, earrings, and bracelet.
  • A necklace, earrings, and ring.
  • A necklace, bracelet, and ring.
  • Earrings, a ring, and bracelet.
  • Three necklaces.
  • Three bracelets (for either the wrist or ankle).
  • Three pairs of earrings.
  • Three piercings other than ear piercings.
  • Three rings.
  • Two brooches.
  • One crown, circlet, body chain, neck ring, collar, or torc.

Note that a necklace includes most styles of necklace, including those with pendants.
Note that earrings include any style of earring, whether it be traditional, ear cuff, gauges, etc.
Note that a bracelet includes any style of bracelet, including arm cuffs.

Basic+ quality jewelry: Will be made out of basic+ materials, such as Tier 4 metals and gemstones, by someone with Novice craft skills.
Average-quality jewelry: Will be made out of average materials, such as Tier 5 metals and gemstones, by someone with Competent craft skills. Jewelry is usually plain with minimal adornments, though can have more than one stone.
Good-quality jewelry: Will be made out of good materials, such as Tier 7 metals and gemstones, by someone with Expert craft skills. Jewelry has some detail and adornments, and usually has more than one stone.

Starting (Rebirth Cycle 719)
Quality: Average
Tier Total: 2 Sets (Average)
PC Total: 2 Sets (Average)
At Tier 5, they are allowed to choose 2 sets of average-quality jewelry. Their Wealth Tier allows them to add a new set of average jewelry per cycle. Tier 5 jewelry is made from a choice of Tier 5 metals and has 2 Tier 5 gemstones.
list
  • Average Set (Tier 5 Metal + 2 Tier 5 Gemstones)
  • Average Set (Tier 5 Metal + 2 Tier 5 Gemstones)


Hot Cycle 719
Quality: Basic +
Tier Total: 2 Sets (Basic+) or 1 Set (Average)
PC Total: 4 Sets (2 Average; 2 Basic+)
At Tier 4, they are allowed to choose 2 sets of basic+ quality jewelry, or 1 set of average-quality jewelry. After they have been in the Tier for an arc, they are allowed to add an additional set of basic+ jewelry. They may add the same number and quality of sets of jewelry each arc that they remain in the Tier. Tier 4 jewelry is made from a choice of Tier 4 metals and has 1 Tier 4 gemstone.
list
  • Average Set (Tier 5 Metal + 2 Tier 5 Gemstones)
  • Average Set (Tier 5 Metal + 2 Tier 5 Gemstones)
  • Basic+ Set (Tier 4 Metal + 1 Tier 4 Gemstone)
  • Basic+ Set (Tier 4 Metal + 1 Tier 4 Gemstone)


Cold Cycle 719 (& Rebirth Cycle 720 & Hot Cycle 720)
Quality: Average
Tier Total: 2 Sets (Average) + 2 (Average)
PC Total: 8 Sets (6 Average; 2 Basic+)
At Tier 5, they are allowed to choose 2 sets of average-quality jewelry. Their Wealth Tier allows them to add a new set of average jewelry per cycle. Tier 5 jewelry is made from a choice of Tier 5 metals and has 2 Tier 5 gemstones.
list
  • Average Set (Tier 5 Metal + 2 Tier 5 Gemstones)
  • Average Set (Tier 5 Metal + 2 Tier 5 Gemstones)
  • Basic+ Set (Tier 4 Metal + 1 Tier 4 Gemstone)
  • Basic+ Set (Tier 4 Metal + 1 Tier 4 Gemstone)
  • Average Set (Tier 5 Metal + 2 Tier 5 Gemstones)
  • Average Set (Tier 5 Metal + 2 Tier 5 Gemstones)
  • Average Set (Tier 5 Metal + 2 Tier 5 Gemstones)
  • Average Set (Tier 5 Metal + 2 Tier 5 Gemstones)


Cold Cycle 720 (Tier 6)
Quality: Average+
Tier Total: 3 (Average+) or 2 (Good)
PC Total: 10 Sets (2 Good; 6 Average; 2 Basic+)
Starting Tier 6, a PC is allowed to choose 3 sets of average+ quality jewelry, or 2 sets of good-quality jewelry. Their Wealth Tier allows them to add a new set of average+ jewelry per cycle. Tier 6 jewelry is made from a choice of Tier 6 metals and has 2 Tier 6 gemstones.
list
  • Average Set (Tier 5 Metal + 2 Tier 5 Gemstones)
  • Average Set (Tier 5 Metal + 2 Tier 5 Gemstones)
  • Basic+ Set (Tier 4 Metal + 1 Tier 4 Gemstone)
  • Basic+ Set (Tier 4 Metal + 1 Tier 4 Gemstone)
  • Average Set (Tier 5 Metal + 2 Tier 5 Gemstones)
  • Average Set (Tier 5 Metal + 2 Tier 5 Gemstones)
  • Average Set (Tier 5 Metal + 2 Tier 5 Gemstones)
  • Average Set (Tier 5 Metal + 2 Tier 5 Gemstones)
  • Good Set (Tier 6 Metal + 2 Tier 6 Gemstones)
  • Good Set (Tier 6 Metal + 2 Tier 6 Gemstones)


Cold Cycle 720 (Tier 7)
Quality: Good
Tier Total: 3 (Good)
PC Total: 13 Sets (5 Good; 6 Average; 2 Basic+)
Starting Tier 7, a PC is allowed to choose 3 sets of good-quality jewelry. Their Wealth Tier allows them to add a new set of good jewelry per cycle. Tier 7 jewelry is made from a choice of Tier 7 metals and has 3 Tier 7 gemstones.
Undefined Total: 3
  • Good Quality Set (Tier 7 Metal + 3 Tier 7 Gemstones)
  • Good Quality Set (Tier 7 Metal + 3 Tier 7 Gemstones)
  • Good Quality Set (Tier 7 Metal + 3 Tier 7 Gemstones)


Necklace Total: 5
  • Steel (Quartz & Howlite) Average Necklace.
  • Steel (Rainbow Pyrite) Basic+ Necklace.
  • Steel (Star Moonstone & Star Rose Quartz) Average Necklace.
  • Copper (Strawberry Quartz & Tiger's Eye) Average Necklace.
  • Silver (Obsidian & Smoky Quartz) Good Necklace.


Earring Pair Total: 4
  • Steel (Quartz & Howlite) Average Earrings.
  • Steel (Rainbow Pyrite) Basic+ Earrings.
  • Steel (Star Moonstone & Star Rose Quartz) Average Earrings.
  • Silver (Obsidian & Smoky Quartz) Good Earrings.


Ring Total: 14
Rings list
  • Steel (Quartz & Howlite) Average Ring.
  • Cobalt (Lapis Lazuli & Zircon) Average Rings (three).
  • Steel (Rainbow Pyrite) Basic+ Ring.
  • Steel (Star Moonstone & Star Rose Quartz) Average Ring.
  • Steel (Zircoin & Seraphinite) Average Rings (three).
  • Copper (Strawberry Quartz & Tiger's Eye) Average Ring.
  • Silver (Obsidian & Smoky Quartz) Good Ring.
  • Silver (Sphalerite & Melanite) Good Rings (three).


Brooches: 4
  • Cobalt (Danburite) Basic+ Brooches (two).
  • Bronze (Star Sunstone & Star Lemon Quartz) Average Brooches (two).

full list
  • Average Set (Steel + Quartz & Howlite): A necklace, earrings, and ring.
  • Average Set (Cobalt + Lapis Lazuli & Zircon): Three Rings
  • Basic+ Set (Steel + Rainbow Pyrite): A necklace, earrings, and ring.
  • Basic+ Set (Cobalt + Danburite): Two brooches.
  • Average Set (Steel + Star Moonstone & Star Rose Quartz): A necklace, earrings, and ring.
  • Average Set (Steel + Zircon & Seraphinite): Three Rings.
  • Average Set (Bronze + Star Sunstone & Star Lemon Quartz): Two Brooches.
  • Average Set (Copper + Strawberry Quartz & Tiger's Eye): A necklace, bracelet, and ring.
  • Good Set (Silver + Obsidian & Smoky Quartz): A necklace, earrings, and ring.
  • Good Set (Silver + Sphalerite & Melanite): Three Rings


Current Cycle: Cold Cycle 720 (Tier 8)
Quality: Good
Tier Total: 4 (Good+) or 3 (Masterwork)
PC Total: 16 Sets (3 Masterwork; 5 Good; 6 Average; 2 Basic+)
Starting Tier 8, a PC is allowed to choose 4 sets of good+ quality jewelry, or 3 sets of masterwork-quality jewelry. Their Wealth Tier allows them to add a new set of good+ jewelry per cycle. Tier 8 jewelry is made from a choice of Tier 8 metals and has 3 Tier 8 gemstones.

[*] Masterwork Quality Set (Tier 8 Metal + 3 Tier 8 Gemstones)
[*] Masterwork Quality Set (Tier 8 Metal + 3 Tier 8 Gemstones)
[*] Masterwork Quality Set (Tier 8 Metal + 3 Tier 8 Gemstones)

Additional Current Possessions:
  • +1 Silver Full-Face Mask (created through Dreamwalking Anchoring) (source)
  • Master's Ring: This ring causes a faint tingling sensation whenever one of the wearer's employees, servants or hirelings is planning to betray them in some way.
  • Ring of Reversal (worn/assimilated)
  • Ring of Paradim [IRP-story here]

Armor

Average-quality armor and shields: Will be made out of average-quality materials by someone with Competent craft skills. Armor and shields are usually plain with minimal adornments. They require less-careful upkeep and unless they are damaged severely, will not need to be replaced.

Good-quality armor and shields: Will be made out of well-made materials by someone with Expert craft skills. Armor and shields have some detail and adornments. They still require upkeep, but unless they are damaged quite severely, they will not need to be replaced.

Starting (Rebirth Cycle 719)
Tier Total: 1 Set (Good Tier 4)
PC Total: 1 Set (Good Tier 4)
At Tier 5 a PC lives on a budget. Starting the Tier, they are allowed to choose either:
1 set of masterwork-quality Tier 3 armor and 1 masterwork-quality Tier 3 shield, or
1 set of good-quality Tier 4 armor and 1 good-quality Tier 4 shield, or
1 set of basic-quality Tier 6 armor and 1 basic-quality Tier 6 shield.
After they have been in the Tier for an arc, they are allowed to add an additional set of one of these three options. They may add an additional set of one of the three options each arc that they remain in the Tier.
  • One set of Armor (leather and steel): Tier 4 good-quality. (Reference)
Hot Cycle 719
Tier Total: 1 set (Average Tier 4)
PC Total: 2 Sets (Good Tier 4; Average Tier 4)
At Tier 4 a PC lives on a tight budget. Starting the Tier, they are allowed to choose either:
1 set of good-quality Tier 3 armor and 1 good-quality Tier 3 shield, or
1 set of average-quality Tier 4 armor and 1 average-quality Tier 4 shield, or
1 set of poor-quality Tier 6 armor and 1 poor-quality Tier 6 shield.
After they have been in the Tier for an arc, they are allowed to add an additional set of one of these three options. They may add an additional set of one of the three options each arc that they remain in the Tier.
  • One set of Armor (leather): Tier 4 good-quality. (Reference)
  • One set of Armor (studded leather and iron): Tier 4 average-quality
Cold Cycle 719 (& Rebirth Cycle 720 & Hot Cycle 720)
Tier Total: 1 Set (Good Tier 4)
PC Total: 4 Sets (3 Good Tier 4; 1 Average Tier 4)
(see above). After they have been in the Tier for an arc, they are allowed to add an additional set of one of these three options. They may add an additional set of one of the three options each arc that they remain in the Tier.
  • One set of Armor (leather): Tier 4 good-quality. (Reference)
  • One set of Armor (studded leather and iron): Tier 4 average-quality
  • One set of Armor (Studded leather and iron): Tier 4 good-quality.
  • One set of Armor (studded leather and iron): Tier 4 good-quality.
Cold Cycle 720 (Tier 6)
Tier Total: 1 Set (Average Tier 6)
PC Total: 4 Sets (3 Good Tier 4; 1 Average Tier 4; 1 Average Tier 6)
Starting Tier 6 a PC is allowed to choose either:
1 set of masterwork-quality Tier 4 armor and 1 masterwork-quality Tier 4 shield, or
1 set of average-quality Tier 6 armor and 1 average-quality Tier 6 shield, or
1 set of poor-quality Tier 8 armor and 1 poor-quality Tier 8 shield.
After they have been in the Tier for an arc, they are allowed to add an additional set of one of these three options. They may add an additional set of one of the three options each arc that they remain in the Tier.
  • One set of Armor (leather and iron): Tier 4 good-quality. (Reference)
  • One set of Armor (studded leather and iron ): Tier 4 average-quality
  • One set of Armor (Studded leather and iron): Tier 4 good-quality.
  • One set of Armor (Studded leather and iron): Tier 4 good-quality.
  • One set of Armor (Chainmail (Iron)): Tier 6 Average-quality.
Cold Cycle 720 (Tier 7)
Tier Total: 1 Set (Good Tier 6)
PC Total: 5 Sets (1 Good Tier 6; 3 Good Tier 4; 1 Average Tier 4; 1 Average Tier 6)
Starting at Tier 7 a PC is allowed to choose any combination of 2 of the following options:
1 set of good-quality Tier 6 armor and 1 good-quality Tier 6 shield, or
1 set of basic-quality Tier 8 armor and 1 basic-quality Tier 8 shield.
After they have been in the Tier for an arc, they are allowed to add an additional set of one of these two options. They may add an additional set of one of the two options each arc that they remain in the Tier.
  • One set of Armor (leather and iron): Tier 4 good-quality. (Reference)
  • One set of Armor (studded leather and iron ): Tier 4 average-quality
  • One set of Armor (Studded leather and iron): Tier 4 good-quality.
  • One set of Armor (Studded leather and iron): Tier 4 good-quality.
  • One set of Armor (Chainmail (Iron)): Tier 6 Average-quality.
  • One set of Armor (Chainmail (Iron)): Tier 6 Good-quality.
Current Cycle: Cold Cycle 720
Tier Total: 1 Set (Masterwork Tier 6)
PC Total: 6 Sets (1 Masterwork Tier 6; 1 Good Tier 6; 3 Good Tier 4; 1 Average Tier 4; 1 Average Tier 6)
Starting at Tier 8 a PC is allowed to choose any combination of 2 of the following options:
1 set of masterwork-quality Tier 6 armor and 1 masterwork-quality Tier 6 shield, or
1 set of average-quality Tier 8 armor and 1 average-quality Tier 8 shield.
After they have been in the Tier for an arc, they are allowed to add an additional set of one of these two options. They may add an additional set of one of the two options each arc that they remain in the Tier.
  • One set of Armor (leather and iron): Tier 4 good-quality. (Reference)
  • One set of Armor (studded leather and iron ): Tier 4 average-quality
  • One set of Armor (Studded leather and iron): Tier 4 good-quality.
  • One set of Armor (Studded leather and iron): Tier 4 good-quality.
  • One set of Armor (Chainmail (Iron)): Tier 6 Average-quality.
  • One set of Armor (Chainmail (Iron)): Tier 6 Good-quality.
  • One set of Armor (Chainmail (Iron)): Tier 6 Masterwork-quality.

Weapons

Basic+ quality weapons: Will be made out of basic+ materials by someone with Novice craft skills. Weapons are plain, unadorned, and tend to need careful upkeep lest they have to be replaced. Despite this, these weapons represent above-average standards when it comes to craftsmanship at Novice level. Simply put, basic+ quality weapons are of better stock than basic weapons. In battle, a basic+ quality weapon might break a basic-quality weapon, especially one that has not been properly kept.

Average-quality weapons: Will be made out of average-quality materials by someone with Competent craft skills. Weapons are usually plain with minimal adornments. They require less-careful upkeep and unless they are damaged severely, will not need to be replaced.

Average+ quality weapons: Will be made out of average+ materials by someone with Competent craft skills. Weapons are usually plain with minimal adornments. They require less-careful upkeep and unless they are damaged severely, will not need to be replaced. Average+ weapons represent above-average standards when it comes to craftsmanship at Competent level. Simply put, average+ quality weapons are of better stock than average weapons. In battle, an average+ quality weapon might break an average-quality weapon, though one weapon breaking another at this level is relatively rare.

Starting (Rebirth Cycle 719)
Quality: Average
Tier Total: 2 Average-Quality Sets.
PC Total: 2 Weapons (Average)
At Tier 5 a PC lives on a budget. Starting the Tier, they are allowed to choose 2 average-quality weapons or sets of weapons. After they have been in the Tier for an arc, they are allowed to add an additional average weapon or set of weapons. They may add an additional average weapon or set of weapons each arc that they remain in the Tier.
  • 5 Iron Daggers (average-quality). (Reference)
  • 5 Iron Knives (average-quality) (Reference)
Hot Cycle 719
Quality: Basic+
Tier Total: 1 Basic+ Set.
PC Total: 2 Weapons (Average) + 1 Weapons (Basic+)
At Tier 4 a PC lives on a tight budget. Starting the Tier, they are allowed to choose 1 basic+ quality weapon or set of weapons. After they have been in the Tier for an arc, they are allowed to add an additional basic+ weapon or set of weapons. They may add the same number and quality of weapon(s) each arc that they remain in the Tier.
  • 5 Iron Daggers (average-quality). (Reference)
  • 5 Iron Knives (average-quality) (Reference)
  • 5 Iron Knives (basic+ quality)
Cold Cycle 719 (& Rebirth Cycle 720 & Hot Cycle 720)
Quality: Average
Tier Total: 2 Average Sets + 1 Average Set.
PC Total: 5 Weapons (Average) + 1 Weapons (Basic+)
(see above). After they have been in the Tier for an arc, they are allowed to add an additional average weapon or set of weapons.
  • 5 Iron Daggers (average). (Reference)
  • 5 Iron Knives (average) (Reference)
  • 5 Iron Knives (basic+)
  • 1 Iron Spring-Loaded Dagger (average)
  • 5 Iron Daggers (average)
  • One-handed Iron Sword (average)
Cold Cycle 720 (Tier 6)
Quality: Average+
Tier Total: 2 Average+ Sets
PC Total: 2 Weapons (Average+) + 5 Weapons (Average) + 1 Weapons (Basic+)
Starting Tier 6 a PC is allowed to choose 2 average+ quality weapons or sets of weapons. After they have been in the Tier for an arc, they are allowed to add an additional average+ weapon or set of weapons. They may add an additional average+ weapon or set of weapons each arc that they remain in the Tier.
  • 5 Iron Daggers (average). (Reference)
  • 5 Iron Knives (average) (Reference)
  • 5 Iron Knives (basic+)
  • 1 Iron Spring-Loaded Dagger (average)
  • 5 Iron Daggers (average)
  • 1 One-handed Iron Sword (average)
  • 5 Iron Daggers (average+)
  • 1 Iron Spring-Loaded Dagger (average+)
Cold Cycle 720 (Tier 7)
Quality: Good
Tier Total: 2 Good Sets
PC Total: 2 Weapons (Good) + 2 Weapons (Average+) + 5 Weapons (Average) + 1 Weapons (Basic+)
Starting Tier 7 a PC is allowed to choose 2 good-quality weapons or sets of weapons, and 1 average+ quality weapon or set of weapons. After they have been in the Tier for an arc, they are allowed to add an additional good weapon or set of weapons. They may add an additional good weapon or set of weapons each arc that they remain in the Tier.
  • 5 Iron Daggers (average). (Reference)
  • 5 Iron Knives (average) (Reference)
  • 5 Iron Knives (basic+)
  • 1 Iron Spring-Loaded Dagger (average)
  • 5 Iron Daggers (average)
  • 1 One-handed Iron Sword (average)
  • 5 Iron Daggers (average+)
  • 1 Iron Spring-Loaded Dagger (average+)
  • Undefined Good Weapon (good)
  • Undefined Good Weapon (good)
Current Cycle: Cold Cycle 720
Quality: Good+
Tier Total: 2 Good+ Sets and 1 Good Set.
PC Total: 2 Weapons (Good+) + 3 Weapons (Good) + 2 Weapons (Average+) + 5 Weapons (Average) + 1 Weapons (Basic+)
Starting Tier 8 a PC is allowed to choose 2 good+ quality weapons or sets of weapons, and 1 good-quality weapon or set of weapons. After they have been in the Tier for an arc, they are allowed to add an additional good+ weapon or set of weapons. They may add an additional good+ weapon or set of weapons each arc that they remain in the Tier.
  • 5 Iron Daggers (average). (Reference)
  • 5 Iron Knives (average) (Reference)
  • 5 Iron Knives (basic+)
  • 1 Iron Spring-Loaded Dagger (average)
  • 5 Iron Daggers (average)
  • 1 One-handed Iron Sword (average)
  • 5 Iron Daggers (average+)
  • 1 Iron Spring-Loaded Dagger (average+)
  • Undefined Good Weapon (good)
  • Undefined Good Weapon (good)
  • Undefined Good Weapon (good)
  • Undefined Good+ Weapon (good+)
  • Undefined Good+ Weapon (good+)
Additional:
  • Defender: A short sword that cannot take a life. When swung, the blade will direct itself around vital spots like it has a will of its own, guiding the wielders hand. Used purely for self-defense and for the defense of others. One can have confidence while defending that their strike will not kill, even if they are trying to. {IRP acquired here}

Mounts

Average-quality mounts: Will be of average condition, bred and raised by someone with Competent-level skill in Animal Husbandry. Average-quality mounts will also have average training, trained by someone with Competent-level skill in Animal Training.
Mounts of average condition will not have a pedigree, and will have been cared for adequately before purchasing. Usually their care will include feeding the animal, keeping them clean, and keeping them in agreeable environs of average quality.
Mounts of average training will have been trained to accept being around people and other animals, to accept equipment, and to agree to being ridden. Mounts with this level of training will be relatively good at being ridden, though they may still spook or misbehave on occasion.

Starting (Rebirth Cycle 719)
Quality: Average
Tier Total: 1 Average-Quality Mount (Non-Exotic).
PC Total: 1 Average-Quality Mount (Non-Exotic).
At Tier 5 a PC lives on a budget. Starting the Tier, they are allowed to choose 1 average-quality mount. Their mount must be Non-Exotic. After they have been in the Tier for an arc, they are allowed to add an additional average mount. They may add an additional average mount each arc that they remain in the Tier.
  • 1 Horse & accessories (average).
Hot Cycle 719
Quality: n/a
Tier Total: none.
PC Total: 1 Average-Quality Mount (Non-Exotic).
Tier 1 - Tier 4 are not allowed to choose a mount.
  • 1 Horse & accessories (average).
Cold Cycle 719 (& Rebirth Cycle 720 & Hot Cycle 720)
Quality: Average
Tier Total: 1 Average-Quality Mount (Non-Exotic).
PC Total: 2 Average-Quality Mounts (Non-Exotic).
(see above). After they have been in the Tier for an arc, they are allowed to add an additional average mount. They may add an additional average mount each arc that they remain in the Tier.
  • 1 Horse & accessories (average).
  • 1 Horse & accessories (average).
Cold Cycle 720 (Tier 6)
Quality: Average+
Tier Total: 1 Average+ Quality Mount (Non-Exotic).
PC Total: 1 Average+ Quality Mount & 2 Average-Quality Mounts (Non-Exotic).
Starting Tier 6 a PC is allowed to choose 1 average+ quality mount. Their mount must be Non-Exotic. After they have been in the Tier for an arc, they are allowed to add an additional average+ mount. They may add an additional average+ mount each arc that they remain in the Tier.
  • 1 Horse & accessories (average).
  • 1 Horse & accessories (average).
  • 1 Horse & accessories (average+)
Cold Cycle 720 (Tier 7)
Quality: Good
Tier Total: 1 Good Quality Mount (Non-Exotic).
PC Total: 1 Good-Quality Mount & 1 Average+ Quality Mount & 2 Average-Quality Mounts (Non-Exotic).
Starting Tier 7 a PC is allowed to choose 1 good-quality mount. Their mount must be Non-Exotic. After they have been in the Tier for an arc, they are allowed to add an additional good mount. They may add an additional good mount each arc that they remain in the Tier.
  • 1 Horse & accessories (average).
  • 1 Horse & accessories (average).
  • 1 Horse & accessories (average+)
  • 1 Horse & Accessories (good).
Current Cycle: Cold Cycle 720
Quality: Good+
Tier Total: 1 Good+ Quality Mount (Non-Exotic).
PC Total: 1 Good+ Quality Mount & 1 Good-Quality Mount & 1 Average+ Quality Mount & 2 Average-Quality Mounts (Non-Exotic).
Starting Tier 8 a PC is allowed to choose 1 good+ quality mount. Their mount must be Non-Exotic. After they have been in the Tier for an arc, they are allowed to add an additional good+ mount. They may add an additional good+ mount each arc that they remain in the Tier.
  • 1 Horse & accessories (average).
  • 1 Horse & accessories (average).
  • 1 Horse & accessories (average+)
  • 1 Horse & Accessories (good).
  • 1 Horse & Accessories (good+)
Additional:
  • Mount: Sigh: This blackbird is a master of silence. Even at its large size of four meter wingspan, the features are perfect proportion to minimize friction in the wind and allow the bird to prey at both night and day. Though very difficult to hear and often to see, the bird has successfully been domesticated and ridden. Often it is used for the purposes of entering enemy fortresses and encampments to perform assassinations, sabotage and other forms of tactical espionage. (Reference)
  • Sigh Mount Accessories (average quality)
  • Stone Horse: (White Granite) A small stone statue of a horse. When activated, it becomes a life sized mount, perfectly suited to whoever activated it. The mount is tireless and completely obedient, requiring no sustenance. When it is time to sleep, the horse returns, once again, to a statue. May only be activated twice per trial. (uses the average+ horse accessories).
  • Stone Horse: (unknown) - second stone horse for a pending gift.

Property/Land

Basic+ quality furnishings: Will be made out of basic+ quality materials by someone with Novice craft skills. Furnishings are plain, unadorned, and will have been purchased firsthand. Furnishings represent above-average standards when it comes to craftsmanship at Novice level.

Average-quality furnishings: Will be made out of average-quality materials by someone with Competent craft skills. Furnishings are usually plain with minimal adornments.

Average+ quality furnishings: Will be made out of average+ materials by someone with Competent craft skills. Furnishings are usually plain with minimal adornments. Average+ furnishings represent above-average standards when it comes to craftsmanship at Competent level. An average+ piece of furniture is sturdier and better-made than an average-quality piece.

Starting (Rebirth Cycle 719)
Location: Quacia.
District: Middle Class
Building Size: Medium
Design: Complex
Room Structure: 3 Average; 1 Small; 1 Large
Furnishings Quality: Average
Occupancy: 6
A Tier 5 building includes one small room, three average rooms, and one large room with average-quality furnishings. Tier 5 buildings are medium in size and are more complex in their design. They have a comfortable amount of room to live in for the average family. They are usually located within the middle-class districts of a city.
  • 1 Tier 5 House (Quacia).
Hot Cycle 719
Location: Quacia.
District: Middle Class
Building Size: Medium
Design: Complex
Room Structure: 3 Average; 1 Small
Furnishings Quality: Basic+
Occupancy: 4
A Tier 4 building includes one small room and three average rooms with basic+ quality furnishings. Tier 4 buildings are medium in size and are more complex in their design. They have a comfortable amount of room to live in for the average family. They are usually located within the middle-class districts of a city.
  • 1 Tier 5 House (Quacia).
Cold Cycle 719
Location: Etzos
District: Middle Class
Building Size: Medium
Design: Complex
Room Structure: 3 Average; 1 Small; 1 Large
Furnishings Quality: Average
Occupancy: 6
(see above).
  • 1 Tier 5 House (Quacia). (shuttered/abandoned)
  • 1 Tier 5 House (Etzos)
Rebirth Cycle 720 & Hot Cycle 720
Location: Viden
District: Middle Class
Building Size: Medium
Design: Complex
Room Structure: 3 Average; 1 Small; 1 Large
Furnishings Quality: Average
Occupancy: 6
(see above).
  • 1 Tier 5 House (Quacia). (shuttered/abandoned)
  • 1 Tier 5 House (Etzos)
Cold Cycle 720 (Tier 6)
Location: Viden
District: Upper Middle Class
Building Size: Big
Design: Very Complex
Room Structure: 3 Average; 1 Small; 2 Large
Furnishings Quality: Average+
Occupancy: 8
A Tier 6 building includes one small room, three average rooms, and two large rooms with average+ quality furnishings. Tier 6 buildings are big in size and are much more complex, not only in design but in aesthetics. They have an ample amount of room to live in, even with a big family. They are usually located within the upper-middle-class districts of a city.
  • 1 Tier 5 House (Quacia). (shuttered/abandoned)
  • 1 Tier 5 House (Etzos) (shuttered)
Cold Cycle 720 (Tier 7)
Location: Viden
District: Upper Middle Class
Building Size: Big
Design: Very Complex
Room Structure: 3 Average; 1 Small; 3 Large
Furnishings Quality: Good
Occupancy: 10
A Tier 7 building includes one small room, three average rooms, and three large rooms with good-quality furnishings. Tier 7 buildings are big in size and are much more complex, not only in design but in aesthetics. They have an ample amount of room to live in, even with a big family. They are usually located within the upper-middle-class districts of a city.
  • 1 Tier 5 House (Quacia). (shuttered/abandoned)
  • 1 Tier 5 House (Etzos) (shuttered)
Current Cycle: Cold Cycle 720 (Tier 8)
Location: Viden
District: Upper Class/Rich
Building Size: Huge
Design: Exceedingly Complex and Luxurious
Room Structure: 3 Average; 1 Small; 3 Large; 1 Huge
Furnishings Quality: Good+
Occupancy: 14
A Tier 8 building includes one small room, three average rooms, three large rooms, and one huge room with good+ quality furnishings. Tier 8 buildings are huge in size and are exceedingly complex and luxurious, not only in design but in aesthetics. They have an enormous amount of room to live in, and are usually located within the rich districts of a city.
  • 1 Tier 5 House (Quacia). (shuttered/abandoned)
  • 1 Tier 5 House (Etzos) (shuttered)
  • 1 Tier 8 House (Viden) (pending)
Additional:
  • Llyr spent most of his time in temporary housing via inns and similar when in Viden; and has been known to just sleep in the library/academy, etc.

Household Items

Basic-quality items: Will be made out of basic-quality materials by someone with Novice craft skills. Household items are plain and unadorned, though will likely have been purchased firsthand. They may have some extra detail, such as paint, finish, or varnish.

Average-quality items: Will be made out of average-quality materials by someone with Competent craft skills. Household items are usually plain with minimal adornments, though will likely have some extra detail, such as paint, finish, or varnish.

Good-quality items: Will be made out of well-made materials by someone with Expert craft skills. Household items have some detail and adornments. They are not merely functional, but are also pleasing to the eye.

Starting (Rebirth Cycle 719)
Quality: Average
At Tier 5 a PC lives on a budget. They will have multiples of necessary items such as kitchenware, dishes, and utensils, candles or lanterns and oil, a washing basin or tub and soap, as well as simple bedding such as a pillow, sheets, and blankets. They may have some basic gardening tools, as well as additional items which are unnecessary but common. Examples of additional items include simple toys for children, a journal and writing utensils, or a modest collection of books. All items are of average quality.
  • Kitchen Set (average)
  • Dining Set (average)
  • Washroom Set (average)
  • Bedding Set (average)
  • Cleaning Set (average)
  • Writing Set (average)
  • Modest Book Collection (average)
Hot Cycle 719
Quality: Basic or Average
At Tier 4 a PC lives on a tight budget. They will still have the bare minimum of items. This usually includes kitchenware, dishes, and utensils, candles or lanterns and oil, a washing basin or tub and soap, as well as simple bedding such as a pillow, sheets, and blankets. They may also have some basic gardening tools. All items are of basic or average quality.
  • Kitchen Set (average)
  • Dining Set (average)
  • Washroom Set (average)
  • Bedding Set (average)
  • Cleaning Set (average)
  • Writing Set (average)
  • Modest Book Collection (average)
Cold Cycle 719 (Rebirth Cycle 720 & Hot Cycle 720)
Quality: Average
At Tier 5 a PC lives on a budget. They will have multiples of necessary items such as kitchenware, dishes, and utensils, candles or lanterns and oil, a washing basin or tub and soap, as well as simple bedding such as a pillow, sheets, and blankets. They may have some basic gardening tools, as well as additional items which are unnecessary but common. Examples of additional items include simple toys for children, a journal and writing utensils, or a modest collection of books. All items are of average quality.
  • Kitchen Set (average)
  • Dining Set (average)
  • Washroom Set (average)
  • Bedding Set (average)
  • Cleaning Set (average)
  • Writing Set (average)
  • Modest Book Collection (average)
Cold Cycle 720 (Tier 6)
Quality: Average or Good
Starting Tier 6, a PC will have multiples of necessary items such as kitchenware, dishes, and utensils, candles or lanterns and oil, a washing basin or tub and soap, as well as simple bedding such as a pillow, sheets, and blankets. They may have some basic gardening tools, as well as additional items which are unnecessary but common. Examples of additional items include simple toys for children, a journal and writing utensils, or a modest collection of books. All items are of average or good quality.
  • Kitchen Set (average)
  • Dining Set (average)
  • Washroom Set (average)
  • Bedding Set (average)
  • Bedroom Set (average)
  • Cleaning Set (average)
  • Writing Set (good)
  • Modest Book Collection (good)
  • Toy Set (good)
Cold Cycle 720 (Tier 7)
Quality: Good
Starting Tier 7, a PC will have multiples of any necessary household items, and enough of those items to accomodate their family as well as guests. They will have a range of gardening tools, as well as multiples of items which are unnecessary but common. Items which are unnecessary but relatively uncommon, such as many or rarer books, a set of art supplies, or a musical instrument are available. All items are of good quality.
  • Kitchen Set (good)
  • Dining Set (good)
  • Washroom Set (good)
  • Bedding Set (good)
  • Bedroom Set (good)
  • Cleaning Set (good)
  • Writing Set (good)
  • Rare Book Collection (good)
  • Toy Set (good)
  • Gardening Set (good)
Current Cycle: Cold Cycle 720
Quality: Good+
Starting Tier 8, a PC will have multiples of any necessary household items, and enough of those items to accomodate their family as well as guests. They will have a range of gardening tools, as well as multiples of items which are unnecessary but common. Items which are unnecessary but relatively uncommon, such as many or rarer books, a set of art supplies, or a musical instrument are available. All items are of good or masterwork quality.
  • Kitchen Set (good+)
  • Dining Set (good+)
  • Washroom Set (good+)
  • Bedding Sets (good+)
  • Bedroom Set (good+)
  • Cleaning Set (good+)
  • Writing Sets (good+)
  • Rare Book Collection (good+)
  • Toy Set (good+)
  • Gardening Set (good+)
  • etc. (good+)
Additional:
  • Echo Boxes: A pair of boxes. When an item is put in one and the box sealed, whatever is placed there will appear in the other box exactly 1 trial later. Distance is not an issue for these as they utilise the same effect as their counterparts, the echo scroll. Sending an item takes a full trial, and living creatures may not be sent through the box. If the "sending" box is opened during this time, the process needs to begin again. The box size is a 1 foot cube.

Maps

Average – Standard map that shows about 10-20 features. These maps have a good chance of getting the person to where they need to go within the region surrounding a major city, as long as it’s not an obscure location. Likely to have only one major error. Limited specializations are available at this quality.

Good – Good quality maps show about 20-50 features. These are very detailed and can cover two major cities including the wilderness in between. These maps can also be tailored to specific needs, such as military maps, sea maps, trade routes, hunting grounds, maps of magical sites, or treasure maps. Elevation lines, such as contours, can be found on these maps instead of simply identifying terrain using symbols or colours.
Starting (Rebirth Cycle 719)
Quality: Average
Tier Total: 1 Average
PC Total: 1 Average
At Tier 5 a PC lives on a budget. Starting the Tier, the PC can choose 1 average quality map. From then onwards, the PC can choose 1 average quality map per cycle. Maps are restricted to the major city or neighboring major cities in which the map was purchased in.
  • 1 Average-Quality Map of Quacia
Hot Cycle 719
Quality: Average
Tier Total: 1 Average
PC Total: 2 Average Maps
At Tier 4 a PC lives on a tight budget. Starting the Tier, the PC can choose 1 average quality map. From then onwards, the PC can choose 1 average quality map per cycle. Maps are restricted to the major city / surrounding region which the map is purchased.
  • 1 Average-Quality Map of Quacia
  • 1 Average-Quality Map of Etzos
Cold Cycle 719 (Rebirth Cycle 720 & Hot Cycle 720)
Quality: Average
Tier Total: 1 Average (+1 cycle, +1 cycle)
PC Total: 5 Average Maps
(see above tier 5).
  • 1 Average-Quality Map of Quacia
  • 1 Average-Quality Map of Etzos
  • 1 Average-Quality Map of Etzos: Outlying Areas
  • 1 Average-Quality Map of Viden
  • 1 Average-Quality Map of Nashaki: Western Hotlands
Cold Cycle 720 (Tier 6)
Quality: Average
Tier Total: 1 Good Map.
PC Total: 5 Average; 1 Good Maps
Maps available at Tier 6 are likely to be of average or good quality. PC has access to average quality maps of the major city or neighboring major cities where the map was purchased. The PC can also access one good quality map per arc.
  • 1 Average-Quality Map of Quacia
  • 1 Average-Quality Map of Etzos
  • 1 Average-Quality Map of Etzos: Outlying Areas
  • 1 Average-Quality Map of Viden
  • 1 Average-Quality Map of Nashaki: Western Hotlands
  • 1 Good-Quality Map of Valaris Ruins
Current Cycle: Cold Cycle 720
Quality: Good or Luxury.
Tier Total: ??? n/a
PC Total: 5 Average; 1 Good Maps
Maps available at Tier 8 are likely to be of good or luxury quality. Expensive, rare, and luxury items are available.
  • 1 Average-Quality Map of Quacia
  • 1 Average-Quality Map of Etzos
  • 1 Average-Quality Map of Etzos: Outlying Areas
  • 1 Average-Quality Map of Viden
  • 1 Average-Quality Map of Nashaki: Western Hotlands
  • 1 Good-Quality Map of Valaris Ruins

Skill Kits

Basic+ quality skill kits: Will be made out of basic+ materials by someone with Novice craft skills. The items or tools contained within the skill kit are plain, unadorned, and tend to need upkeep lest they need to be replaced. A basic+ quality skill kit represents above-average standards when it comes to craftsmanship at Novice level, and is more reliable and better overall than a basic-quality skill kit.

Average-quality skill kits: Will be made out of average-quality materials by someone with Competent craft skills. The items or tools contained within the skill kit are plain with minimal adornments. They require little upkeep and unless they are damaged severely, will not need to be replaced.

Average+ quality skill kits: Will be made out of average+ materials by someone with Competent craft skills. The items or tools contained within the skill kit are plain with minimal adornments. They require little upkeep and unless they are damaged severely, will not need to be replaced. An average+ quality skill kit represents above-average standards when it comes to craftsmanship at Competent level, and is more reliable and better overall than an average-quality skill kit.

Starting (Rebirth Cycle 719)
Quality: Average
At Tier 5 a PC will have however many average-quality skill kits they need for whichever hobbies or professions they have.

Hot Cycle 719
Quality: Basic+
At Tier 4 a PC will have however many basic+ quality skill kits they need for whichever hobbies or professions they have.

Cold Cycle 719 (Rebirth Cycle 720 & Hot Cycle 720)
Quality: Average
At Tier 5 a PC will have however many average-quality skill kits they need for whichever hobbies or professions they have.

Cold Cycle 720 (Tier 6)
Quality: Average+
At Tier 6 a PC will have however many average+ quality skill kits they need for whichever hobbies or professions they have.

Cold Cycle 720 (Tier 7)
Quality: Good
At Tier 7 a PC will have however many good-quality skill kits they need for whichever hobbies or professions they have.

Current Cycle: Cold Cycle 720 (Tier 7)
Quality: Good+
At Tier 8 a PC will have however many good+ quality skill kits they need for whichever hobbies or professions they have.

Personal

  • One Set of Toiletries: Soap, A comb or brush, razor, toothbrush, toothpaste.
  • One waterskin.
  • Tinderbox.
  • Cigarette tin (full of rolled cigarettes)
  • +1 Citizenship Papers (Quacia)
  • (8) Ships' Biscuit: A small, tasteless biscuit which, once eaten, provides the amount of sustenance needed for 3 trials. A boon to travelers because of the size and lack of preparation. These are especially useful on long sea voyages. Each biscuit has one use only, must be eaten, and doesn't work on yludih.
  • 1 half of Echo Scroll set (linked to Eliza Soule)
  • 1 half of Echo Scroll set (linked to Saza Moshe source)
  • A cryptic note from Sallahan Ki'oriq. (source)

Business

  • Business contracts with Madam Miller's signatures. (Etzos) (source)
  • 1 set of employment contracts signed by Curious Constellation NPCs. (source)
  • +1 Contract of Employment with Saza Moshe (source)
  • +1 Contract of Employment with Gigi (Blood-Sealed). (source)
  • +1 Contract of Client Services with Lyssa Mag Raith (Blood-Sealed). (source)

Academic

  • +1 Recommendation Letter by Verin Rush (source)
  • +2 Successful Entrance Exams (Letter & Certificate; institute of arcana (ether)) (source)
  • Permission to Use Eclipse Portals to Rharne/Scalvoris. (source)

Arcane

  • Image
  • Staff of Adroitness:
    • created here: viewtopic.php?p=133898#p133898
    • approved here: viewtopic.php?f=368&t=20310
    • Rarity: Unique One-of-a-Kind
    • Quality: Good
    • Base Item: Lightweight Khakkhara Staff; length of 7ft 5in. Diameter is perfectly suited to Llyr's grip.
    • Base Material: Tier 6-Silver mixed with Tier 4-Steel (80/20 hybrid compound), Leather grip.
    • Appearance: A narrow, tall staff of silver-colored metal with dark leather grips where Llyr's hands naturally hold onto it. It fits his grip perfectly, and is a little over a foot taller than him. The finial of the staff has a vertical circular ring with a triangular arrowhead point at the peak. The bottom of the staff is blunted metal, sometimes capped with a stub of leather.
    • Enchantment: Registers as an extension of Llyr's body and thus, he is able to cast any kind of ether through it like he would with his hands. Touch with the staff can be considered "direct touch".
      The Staff of Adroitness offers the chance for fine-tuned control and aim, greater efficiency of ether, as well as the possibility of extended reach. The top or the bottom of the staff can be used for such purposes.
      Due to the unique nature of the item, Llyr is able to communicate with the Staff of Adroitness. The Staff develops a distinct personality through repeated use, eventually communicating through various tactile sensations (shocks, reverbs, etc.), instinctual urges (run, fight, etc.), and auditory hints (ringing, buzzing, chimes, etc.). These are derived from the development between his use of the staff and his Transmutation, Becoming, and Attunement sparks respectively.
  • 2 Raw Ezymite Wells (viewtopic.php?p=129879#p129879)
  • 3 (unused) Truth Serum: A one time use serum that can get anyone (PC or NPC) to tell the truth for a whole break (hour).
  • Invisible Ink Pen: Invisible ink can be used to write on normal paper or scrolls. Invisible ink can only be read when the paper is dipped in water and left to dry overnight.
  • Engraving Quill: A character may scribe onto any surface with this quill.
  • Pen and Quill IRP-story here
  • 3 (unused) Echo Scrolls: A pair of scrolls that can be shared between two people (PC or NPC) where one person writes on their scroll and the other person can see the message in real time on their own scroll. As soon as the scroll is close the message disappears (useful for spy type characters).
  • Kindred Bracelets: When two people are wearing one of these bracelets each they are always aware of when the other is in life-threatening danger.
  • True North Gem: Gem glows when you hold it in the direction of true north (navigator's dream).
  • Shadow-Stone: A small, perfectly smooth pebble which looks entirely unremarkable, although it has a vague glittering sparkle to it. However, when activated, it allows you - once a day - to meld with shadows. You must be in shadow and you can not move / travel when using it - however, you may remain in the shadows for up to half a break and become, in that time, effectively a shadow yourself. (source)
  • Eye of the Storm: A small pendulum on a thin gold chain, this item is nothing special to look at. When taken out and held in the hand, Zarik experiences a "slowing down" of a situation. This doesn't mean that time stops, exactly, but what it means is that he experiences an extra two seconds. In this two seconds, he can't physically relocate himself, but he can start a spell, or take a pause. While he must remain in the physical spot, he is able to move his body (so could duck to avoid a projectile, move his body to twist out of the way of a punch, etc). This may be used once a season. (source)
Becoming Totems Companions
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Given/Lost

  • Prized Possession/Heirloom: Leather-handle Dagger.
  • 1 Kindred Bracelet (silver) (given to NPC-Asher)
  • 1 half of Echo Scroll Set (given to AV)
  • 1 fake Venora signet ring (kept by NPC Graeslin)
  • 1 half of Echo Scroll Set (given to PC Eliza Soule)
  • 1 Upton's Economical (given back to PC Kasoria)
  • 1 half of Echo Scroll Set (given to PC Saza Moshe)

Used

  • 1 case of medicine tinctures, bundle of mint herbs.
  • 3 Ship Biscuits
  • 1 Truth Serum
  • +1 half of Echo Scroll set (linked to AV) torn up
  • Perfection in a Bottle x3 (Voice, Skin, Hair): Edasha in a bottle. Some claim this vial of pink liquid is made with tears of beauty from the Immortal herself. Whatever option you choose, it lasts for a full season and is such a radiant brilliance, others find natural attraction to that selected feature. Perfect Voice. (used on 20 Vhalar 719)
    Perfection in a Bottle x2 (Teeth, Physical Build): Edasha in a bottle. Some claim this vial of pink liquid is made with tears of beauty from the Immortal herself. Whatever option you choose, it lasts for a full season and is such a radiant brilliance, others find natural attraction to that selected feature. Perfect Voice. (Cold 719).
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[td]Link to thread where renown is gained [/td]
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          [td] Total  [/td]
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Last edited by Llyr Llywelyn on Thu Apr 22, 2021 12:06 am, edited 11 times in total. word count: 10190
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