Page 1 of 2
Llyr Llywelyn
Posted: Sun Nov 03, 2019 2:28 pm
by Llyr Llywelyn
Llyr Llywelyn
Son of Chamadarst
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.

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
Appearance & Personality
Posted: Sun Nov 03, 2019 2:29 pm
by Llyr Llywelyn
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.
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.
Silver/Gray - Memories/Trauma.
Gold - External magical influences on his mind.
White/Iridescent - Ambition/Excitement/Bliss. [Highest Highs]
Black - Shame/Guilt/Remorse. [Lowest Lows]
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.
Awakenings & MB Abilities
Posted: Sun Nov 03, 2019 2:31 pm
by Llyr Llywelyn
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

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

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.
Totems
Posted: Sun Nov 03, 2019 2:32 pm
by Llyr Llywelyn
Lucretia Totem (Female - Biqaj)

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)

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)

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)
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)
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.
Diri of Transformation
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.

Skills
Posted: Sun Nov 03, 2019 2:33 pm
by Llyr Llywelyn
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
Skill Knowledge
Posted: Sun Nov 03, 2019 2:34 pm
by Llyr Llywelyn
Threads (Skill Point) Ledger
Posted: Sun Nov 03, 2019 2:44 pm
by Llyr Llywelyn
Threads (Skill Point) Ledger
Code: Select all
[tr]
[td] Link thread or Name of Skill [/td]
[td] Point Adjustment[/td]
[td] New Total[/td]
[/tr]
Renown Ledger
Posted: Sun Nov 03, 2019 2:44 pm
by Llyr Llywelyn
Renown Ledger
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]
Wealth Ledger
Posted: Sun Nov 03, 2019 2:45 pm
by Llyr Llywelyn
Possessions
Posted: Sun Nov 03, 2019 2:46 pm
by Llyr Llywelyn
Possessions
Code: Select all
[tr]
[td]Link to thread where renown is gained [/td]
[td] Amount Rec'd [/td]
[td] Total [/td]
[/tr]