<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dev.standingtrials.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pegasus</id>
	<title>Standing Trials Knowledge Base - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dev.standingtrials.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pegasus"/>
	<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Special:Contributions/Pegasus"/>
	<updated>2026-07-15T04:15:15Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.31.0</generator>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:New_Structure&amp;diff=14203</id>
		<title>Category:New Structure</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:New_Structure&amp;diff=14203"/>
		<updated>2022-04-28T02:03:35Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Main thingie&lt;br /&gt;
&lt;br /&gt;
The Purple Headings will be&lt;br /&gt;
&lt;br /&gt;
* [[:Category: New Structure 01: Introduction &amp;amp; Overview]]&lt;br /&gt;
* [[:Category: New Structure 02: Quick Links]]&lt;br /&gt;
* [[:Category: New Structure 03: IC Information]]&lt;br /&gt;
* [[:Category: New Structure 04: OOC Information]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: An Introduction to ST]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:New_Structure&amp;diff=14202</id>
		<title>Category:New Structure</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:New_Structure&amp;diff=14202"/>
		<updated>2022-04-28T02:01:05Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Main thingie&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: An Introduction to ST]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:New_Structure&amp;diff=14201</id>
		<title>Category:New Structure</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:New_Structure&amp;diff=14201"/>
		<updated>2022-04-28T01:59:21Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: Created page with &amp;quot;Main thingie   Category: Navigation&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Main thingie&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Navigation]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Blackbrine&amp;diff=14142</id>
		<title>Category:Blackbrine</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Blackbrine&amp;diff=14142"/>
		<updated>2019-09-10T13:37:22Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Blackbrine cover.png | center]]&lt;br /&gt;
&lt;br /&gt;
Blackbrine was the name of the original ship and home to a crew of [[:Category: Biqaj | Biqaj]] pirates who were barred from entering all ports across Idalos, the [[:Category: Ej&amp;#039;Jihai | Ej&amp;#039;Jihai]] (forsaken of earth) decided to form their own city which would later be known as Blackbrine, the city that sailed. Blackbrine is a gathering of ships anchored in a ring called &amp;#039;the crow&amp;#039;s nest&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
The city and main faction formed by this group are known as Leviathan, and display their association proudly with big blue or white sails picturing a giant octopus with its legs tied in mirrored knots. The city has been described as &amp;#039;a living monster&amp;#039; with ships coming and going for trade, seeing the city grow and shrink daily. Outsiders are barely tolerated in Blackbrine, and often times not. Those with with a [[:Category: Blood Rune | Blood Rune]] on either side of their face will never be hassled as an outsider. Blackbrine is closed to all outsiders during the season of Cylus.&lt;br /&gt;
&lt;br /&gt;
Blood runes can be bought for gold, one gold will buy a commoner one blood rune which are used for trade, bartering, and buying favours in Blackbrine. Favours might include accompanying a ship to their intended destination and seeing that they arrive safely, or doing some work and repair on one of their boats. It is taboo for a commoner to trade blood runes for gold and the act is said to put a curse on the person who bought the runes as well as the individual who sold them. This curse often stops an individual from travelling by boat, as their luck in and around water is halved. &lt;br /&gt;
&lt;br /&gt;
Though most pirates are known for their love of gold, and the Brineborn are no exception, members of the city prefer to barter or trade goods for favours with one another. As most fights are usually started over gold and Blackbrine considers itself to be one big extended family, and family is the only thing more important than gold to the Brineborn people. &lt;br /&gt;
&lt;br /&gt;
[[Category: Works In Progress]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Blackbrine&amp;diff=14141</id>
		<title>Category:Blackbrine</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Blackbrine&amp;diff=14141"/>
		<updated>2019-09-10T13:36:59Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Blackbrine cover.png | center]]&lt;br /&gt;
&lt;br /&gt;
Blackbrine was the name of the original ship and home to a crew of [[:Category: Biqaj | Biqaj]] pirates who were barred from entering all ports across Idalos, the [[:Category: Ej&amp;#039;Jihai | Ej&amp;#039;Jihai]] (forsaken of earth) decided to form their own city which would later be known as Blackbrine, the city that sailed. Blackbrine is a gathering of ships anchored in a ring called &amp;#039;the crow&amp;#039;s nest&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
The city and main faction formed by this group are known as Leviathan, and display their association proudly with big blue or white sails picturing a giant octopus with its legs tied in mirrored knots. The city has been described as &amp;#039;a living monster&amp;#039; with ships coming and going for trade, seeing the city grow and shrink daily. Outsiders are barely tolerated in Blackbrine, and often times not. Those with with a [[:Category: Blood Rune | Blood Rune]] on either side of their face will never be hassled as an outsider. Blackbrine is closed to all outsiders during the season of Cylus.&lt;br /&gt;
&lt;br /&gt;
Blood runes can be bought for gold, one gold will buy a commoner one blood rune which are used for trade, bartering, and buying favours in Blackbrine. Favours might include accompanying a ship to their intended destination and seeing that they arrive safely, or doing some work and repair on one of their boats. It is taboo for a commoner to trade blood runes for gold and the act is said to put a curse on the person who bought the runes as well as the individual who sold them. This curse often stops an individual from travelling by boat, as their luck in and around water is halved. &lt;br /&gt;
&lt;br /&gt;
Though most pirates are known for their love of gold, and the Brineborn are no exception, members of the city prefer to barter or trade goods for favours with one another. As most fights are usually started over gold and Blackbrine considers itself to be one big extended family, and family is the only thing more important than gold to the Brineborn people. &lt;br /&gt;
&lt;br /&gt;
[[Category: Works in Progress]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Magic_OOC_Information&amp;diff=14055</id>
		<title>Category:Magic OOC Information</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Magic_OOC_Information&amp;diff=14055"/>
		<updated>2019-08-31T10:43:02Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Player Character Restrictions==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;(The Lowdown)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
1. Tunawa cannot learn magic&amp;lt;br&amp;gt;&lt;br /&gt;
2. Wisps cannot learn magic&amp;lt;br&amp;gt;&lt;br /&gt;
3. Yludih cannot learn Becoming or use Mirage to conceal themselves&amp;lt;br&amp;gt;&lt;br /&gt;
4. A Revealed Mage cannot become a Wisp&amp;lt;br&amp;gt;&lt;br /&gt;
5. Four magics can reach revelation &amp;lt;br&amp;gt;&lt;br /&gt;
6. A Mortalborn can reveal, however, this is not yet written up as it functions differently, so it is unplayable at this time.&amp;lt;br&amp;gt;&lt;br /&gt;
7. Only four magics per mage can be attained safely (Four can reveal)&amp;lt;br&amp;gt;&lt;br /&gt;
8. Only four magics per Mortalborn can be attained safely (See above for Revealed)&amp;lt;br&amp;gt;&lt;br /&gt;
9. Starting mages may begin with an Immortal Mark&amp;lt;br&amp;gt;&lt;br /&gt;
10. Magic is not an applicable Fast Track skill. One can only earn experience for magic by practicing or using that magic in a thread. You cannot write a thread about using Attunement and suddenly become an Expert necromancer.  Likewise you may not practice only basic magic at expert level in a thread and still advance your magic skill.  Magic is about pushing limits and discovery.  Playing it safe will award no growth.&amp;lt;br&amp;gt;&lt;br /&gt;
11. You may only begin with two magics upon start up. The rest must be learned in roleplay.  If you do begin with two magics you must either write the initiation (and reason your teacher chose you) into your history or write a Flashback thread BEFORE using magic in any threads.  Remember that mages are rare.  CS Reviewers will be leery if your master showed up, taught you, and then vanished.  The relationship between master and student is special.  If you need permission to play a master NPC with more skill than is usually allowed, contact your local Prophet for permission.&amp;lt;br&amp;gt;&lt;br /&gt;
12. Overstepping is optional, but if Reviewers see magic being abused, it can be assigned.&amp;lt;br&amp;gt;&lt;br /&gt;
13. If you Flay, you will acquire the mental flaw, Thirst, and be drawn to commit it again for the remainder of the Cycle (if performed closer to the end of a Cycle than the beginning, the Thirst will last through the next Cycle).  If you commit it again, the Thirst will double, triple at three, and if you choose to have your character commit four they will become a Starved One.  Contact a Prophet for protocol if this horrifying fate befalls them.&amp;lt;br&amp;gt;&lt;br /&gt;
14. Revelations are permanent. Revelations are optional. You may reveal a maximum of four times.  &amp;lt;br&amp;gt;&lt;br /&gt;
15. Once Revealed, you cannot be initiated into new magics nor attain the next tier of skill level of any current magic held. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Guidelines for Awakenings==&lt;br /&gt;
&lt;br /&gt;
A player has some direction how Awakenings manifest. Please consider reaching out to a Prophet to plan these changes BEFORE you reach the threshold of the next tier. They should build on how you use your magic or what your magic has changed about you. Some of these mutations can be advantages, special abilities, but we expect you to balance them out with drawbacks as well.  Few Awakenings are simply benefits. Great stories are told with struggle. We are leaving the creative onus with you, but we hope you&amp;#039;ll use these changes to build out the unique journey your character is going through. There will be example mutations with each Discipline write up you can use for inspiration or directly copy if you like what we wrote better than your idea.&lt;br /&gt;
&lt;br /&gt;
==The Revelation==&lt;br /&gt;
&lt;br /&gt;
If you want to completely master a magic, Revelation is unavoidable. Sometimes this comes with unique social disabilities for your character. Only a Revealed mage has a Discipline score at 100. All other non-revealed mages can only climb to 99 in their given Discipline. As the staff, we understand that a permanent state change that may be reacted to harshly in any civilized society is difficult. A Revelation in its true, undisguised state, is not human. No matter what disguise or magic you use to hide what you are...you will always return to this form at some point. It is who you and the spark are now. You are the Truth. That said, this is a roleplaying site. We build epic stories. If you&amp;#039;re worried how the Revelation will affect your character, make your CHARACTER worried about how the Revelation will affect them. Go on a quest, talk to an Immortal, speak to the Prophets about your concerns and we will help you find a happy medium if possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Magic]]&lt;br /&gt;
[[Category: Peer Reviewing]]&lt;br /&gt;
[[Category: Guides]]&lt;br /&gt;
[[Category: Rule Book]]&lt;br /&gt;
[[Category: Progressing Magic]]&lt;br /&gt;
[[Category: Magic Rules]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Magic_OOC_Information&amp;diff=14054</id>
		<title>Category:Magic OOC Information</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Magic_OOC_Information&amp;diff=14054"/>
		<updated>2019-08-31T10:42:40Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Player Character Restrictions==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;(The Lowdown)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
1. Tunawa cannot learn magic&amp;lt;br&amp;gt;&lt;br /&gt;
2. Wisps cannot learn magic&amp;lt;br&amp;gt;&lt;br /&gt;
3. Yludih cannot learn Becoming or use Mirage to conceal themselves&amp;lt;br&amp;gt;&lt;br /&gt;
4. A Revealed Mage cannot become a Wisp&amp;lt;br&amp;gt;&lt;br /&gt;
5. Four magics can reach revelation &amp;lt;br&amp;gt;&lt;br /&gt;
6. A Mortalborn can reveal, however, this is not yet written up as it functions differently, so it is unplayable at this time.&amp;lt;br&amp;gt;&lt;br /&gt;
7. Only four magics per mage can be attained safely (Four can reveal)&amp;lt;br&amp;gt;&lt;br /&gt;
8. Only four magics per Mortalborn can be attained safely (See above for Revealed)&amp;lt;br&amp;gt;&lt;br /&gt;
9. Starting mages may begin with an Immortal Mark&amp;lt;br&amp;gt;&lt;br /&gt;
10. Magic is not an applicable Fast Track skill. One can only earn experience for magic by practicing or using that magic in a thread. You cannot write a thread about using Attunement and suddenly become an Expert necromancer.  Likewise you may not practice only basic magic at expert level in a thread and still advance your magic skill.  Magic is about pushing limits and discovery.  Playing it safe will award no growth.&amp;lt;br&amp;gt;&lt;br /&gt;
11. You may only begin with two magics upon start up. The rest must be learned in roleplay.  If you do begin with two magics you must either write the initiation (and reason your teacher chose you) into your history or write a Flashback thread BEFORE using magic in any threads.  Remember that mages are rare.  CS Reviewers will be leery if your master showed up, taught you, and then vanished.  The relationship between master and student is special.  If you need permission to play a master NPC with more skill than is usually allowed, contact your local Prophet for permission.&amp;lt;br&amp;gt;&lt;br /&gt;
12. Overstepping is optional, but if Reviewers see magic being abused, it can be assigned.&amp;lt;br&amp;gt;&lt;br /&gt;
13. If you Flay, you will acquire the mental flaw, Thirst, and be drawn to commit it again for the remainder of the Cycle (if performed closer to the end of a Cycle than the beginning, the Thirst will last through the next Cycle).  If you commit it again, the Thirst will double, triple at three, and if you choose to have your character commit four they will become a Starved One.  Contact a Prophet for protocol if this horrifying fate befalls them.&amp;lt;br&amp;gt;&lt;br /&gt;
14. Revelations are permanent. Revelations are optional. You may reveal a maximum of four times.  &amp;lt;br&amp;gt;&lt;br /&gt;
15. Once Revealed, you cannot be initiated into new magics nor attain the next tier of skill level of any current magic held. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Guidelines for Awakenings==&lt;br /&gt;
&lt;br /&gt;
A player has some direction how Awakenings manifest. Please consider reaching out to a Prophet to plan these changes BEFORE you reach the threshold of the next tier. They should build on how you use your magic or what your magic has changed about you. Some of these mutations can be advantages, special abilities, but we expect you to balance them out with drawbacks as well.  Few Awakenings are simply benefits. Great stories are told with struggle. We are leaving the creative onus with you, but we hope you&amp;#039;ll use these changes to build out the unique journey your character is going through. There will be example mutations with each Discipline write up you can use for inspiration or directly copy if you like what we wrote better than your idea.&lt;br /&gt;
&lt;br /&gt;
==The Revelation==&lt;br /&gt;
&lt;br /&gt;
If you want to completely master a magic, Revelation is unavoidable. Sometimes this comes with unique social disabilities for your character. Only a Revealed mage has a Discipline score at 100. All other non-revealed mages can only climb to 99 in their given Discipline. As the staff, we understand that a permanent state change that may be reacted to harshly in any civilized society is difficult. A Revelation in its true, undisguised state, is not human. No matter what disguise or magic you use to hide what you are...you will always return to this form at some point. It is who you and the spark are now. You are the Truth. That said, this is a roleplaying site. We build epic stories. If you&amp;#039;re worried how the Revelation will affect your character, make your CHARACTER worried about how the Revelation will affect them. Go on a quest, talk to an Immortal, speak to the Prophets about your concerns and we will help you find a happy medium if possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Magic]]&lt;br /&gt;
[[Category: Peer Reviewing]]&lt;br /&gt;
[[Category: Guides]]&lt;br /&gt;
[[Category: The Rule Book]]&lt;br /&gt;
[[Category: Progressing Magic]]&lt;br /&gt;
[[Category: Magic Rules]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Magic_Rules&amp;diff=14053</id>
		<title>Category:Magic Rules</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Magic_Rules&amp;diff=14053"/>
		<updated>2019-08-31T10:41:41Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#pagetitle: Magic Rules }}&lt;br /&gt;
&lt;br /&gt;
Welcome to the Guide to Magic. Here is a players guide giving you the very basics of magic and the rules surrounding playing a mage here on Standing Trials. It is most certainly not a substitution for reading the lore, but is here to help you understand the basics as you do so. &lt;br /&gt;
&lt;br /&gt;
=Starting With Magic: =&lt;br /&gt;
You may start with up to two magic skills. If these are part of your starter pc skills, you must write the initiation into your CS history. This includes Unwritten Magics that are in the list, but does not include Domain Practices. Please note, if you choose to start with an unwritten magic, you may only invest 5 points in it and may &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; use it until it is released. &lt;br /&gt;
&lt;br /&gt;
=Magic as a skill: =&lt;br /&gt;
Magic is a skill on Standing Trials and it is important that you recognize that. It does not follow the laws of physics, math or chemistry. It is a mystical force which defies “mundane” laws and should be played that way. &lt;br /&gt;
&lt;br /&gt;
However, in some ways, Magic functions differently as a skill. Here are the key differences. &lt;br /&gt;
&lt;br /&gt;
==Dedicated XP Points:==&lt;br /&gt;
In order to increase in levels in any skill, you must have a certain number of XP points and knowledges. While the knowledge requirements for magic are the same as for mundane skills you may only spend XP on magic which have been awarded as appropriate for that magic. If you submit a skill for review which does not use magic, you may not use the XP awarded from that thread for the magic.  &lt;br /&gt;
Therefore, when submitting a thread for review, you must consider whether your pc has learned anything about their magic or pushed their limits in their skill in some way. If the answer is yes, then you may request Magic XP. However, this is up to the reviewer. &lt;br /&gt;
&lt;br /&gt;
==XP is specific to your level: ==&lt;br /&gt;
See point above. In order to gain XP for a particular magic, you must be learning or pushing the limits. Therefore, you need to identify what level your pc is in the school of magic. What pushes the boundaries as a novice is very different to a master, after all. In order to increase a level you must have an approved mutation for the new level and the XP awarded at Novice, for instance, is only able to be spent on Novice level in that specific magic. It may not be spent once the pc is Expert. &lt;br /&gt;
&lt;br /&gt;
==Techniques require knowledge==&lt;br /&gt;
Each level of a magic has techniques associated with that level. You don&amp;#039;t automatically know them - knowledges related to new techniques must also be learned with some effort. Most techniques require practice to properly know, and to utilize them you need Knowledge related to them.&lt;br /&gt;
&lt;br /&gt;
==No such thing as a “Grandmaster”, instead you have a revelation! ==&lt;br /&gt;
Each magic has a “Revelation”, the very pinnacle of their art. This “revealed mage” has maximum XP and meets all the knowledge requirements. &lt;br /&gt;
&lt;br /&gt;
=Level Advancement &amp;amp; Mutations=&lt;br /&gt;
&lt;br /&gt;
Mage Mutations:  All mutations must be submitted and approved in the [https://www.standingtrials.com/viewforum.php?f=362   Prophet Support Forum]. You may either submit your mutations one at a time or you may submit them all at once in order to simplify and speed up the process.  &lt;br /&gt;
&lt;br /&gt;
=Leveling up with Domain Magic: =&lt;br /&gt;
Due to the potent and sensitive nature of Domain magic, we are changing how players will go through the level up process.  Domain Magic Level Up Approval is administered by the Peer Reviewers from this point forward.  When you fill out your Thread Review Form  please simply fill out the applicable information at the bottom when requesting magic experience or magic level up approval.  You only need to request level up approval if you are going to level up from that particular thread. Please note that you can &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; level up when you have enough knowledge &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; experience. If you do not have both you can not level up - see note on magic experience below - if you have the experience, but not sufficient knowledge, for example, then the experience you gain is at the level you currently are while you accrue knowledge and can not be &amp;quot;stored&amp;quot; for the next level.&lt;br /&gt;
&lt;br /&gt;
=But What Does A Level Up Thread Do and What Is it?!=&lt;br /&gt;
In order to be approved as a level up thread you need to be showing that you are pushing yourself in the use of your magic, much like how you would for gaining magic experience in the first place. It&amp;#039;s not really all that different except at this point you should be beginning to think about how your magic might be used in the future.  But in essence a level up thread is simply the point in which you gain enough experience to progress to the next tier of your magic.   When a level up is requested the reviewer should check to see that the mage has enough knowledges and experience (in combination with the experience they will earn from the &amp;#039;level up thread&amp;#039;) to proceed.  &lt;br /&gt;
 &lt;br /&gt;
=A Note On Magic Experience: =&lt;br /&gt;
The aim of this process is to ensure that mages are only being assigned magic experience and level up approval if they are truly pushing the boundaries of their magic at their current level.  When you turn in a thread you must list both the magic type that your character used along with the mage&amp;#039;s current level in said magic.  This will allow the Peer Reviewer to gauge if the character is deserving of receiving magic experience.&lt;br /&gt;
&lt;br /&gt;
Also magic experience is gated to the level itself.  For example, Defiance (Competent) means that you can only acquire experience that is suitable for Defiance at competency.  You can&amp;#039;t continue practising Novice techniques and get continual experience that will push you toward expertise.  Once you request a level up in a domain magic you need to wait for approval in order to begin gaining experience in the new level tier.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Spark=&lt;br /&gt;
As a pc, it is important that you understand that the spark is a symbiotic entity which attaches to the mage’s soul. It fundamentally changes them and the spark always, always, has an agenda. It will work to shape the soul, mind, and body of the mage and their relationship is a strange, individual and complex one. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Mutations &amp;amp; Witchbrands:=&lt;br /&gt;
Witchbrands are the result of initiation into a particular domain magic. Each discipline has a specific witchbrand associated with it and it marks the beginning of your pcs journey. Like the revelation (the very last mutation), these witchbrands are fairly similar for all mages of a particular type and do not need to get them approved in the PSF but should note them / it in your CS. It is the mutations in between which mark the unique nature of the spark and the individuality of the mage. You need to get approved for all mutations via the PSF. You can do that “as you go” or all at once, or anything in between. It’s up to you how you do it, just remember that these are all around the theme of your spark. For more information, read the guide to mutations here.&lt;br /&gt;
&lt;br /&gt;
=What is Overstepping? When should I do it? =&lt;br /&gt;
Overstepping is the magical equivalent of going too far and too fast. Think of it like pouring lighter fluid on a fire. It can be as minor as a simple flare up or as devastating as an out of control conflagration, depending on how far you push it. If your character uses too much magic, or magic too quickly then either you will give them an overstepping penalty or it might be enforced by a mod or put in place by a peer reviewer. Each school of magic has its own overstepping penalties. Please see the individual write up.&lt;br /&gt;
&lt;br /&gt;
=Revelation =&lt;br /&gt;
Revelation is the culmination of the Spark growing in power within the mage. The revelation for each type of magic is described in the write up for that magic. You do not require approval to become revealed, but you must note it in your CS as it means that you can no longer increase the competency level of any other magic you have (you can  go from low end of Expert to the maximum for that level, but you&amp;#039;re not moving to master).  You also do not have to Reveal. Revelation is rare among mages, permanent, and irrevocable. Make sure you fully understand what a Revelation is and what it means for your character before doing it.&lt;br /&gt;
&lt;br /&gt;
=Recording Magic=&lt;br /&gt;
There are some CS requirements which all mages must adhere to:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Level up threads - you must identify which are the threads where you increase in level for each magic you have. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Magic Exp Ledger - since magic XP is awarded specifically, you must keeep a clear ledger of magic XP &amp;lt;/li&amp;gt; &amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Limitations on Magic=&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Initially, the cap for magics was three. Now, we have made a soft cap of four. What this means is a mage can safely get four sparks with the same risks as before, Mutations and such. Mortalborns can now have the same number of Sparks as all other races, four as a soft cap. However, you can now if you desire try and get more than four Sparks – with a risk. These risks, and this new spark(s), will need to be discussed with a mod in the PSF and worked out. However, know that this will be a dangerous and risky process for anyone that wants to try it. &amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;As well as the changes to sparks being made a soft cap, we also decided to let PC’s experiment with Revelations. Now, instead of just the one Revelation, there is potential for up to four. However, this is a dangerous process to attempt, as forcing a Revelation in just one magic can and will change your soul forever – changing your soul that way more than once is a powerful but dangerous. Each Revelation will be a mix of whichever magic(s) they have chosen to reveal in, taking abilities and enhancements that each would give you while forming a near to unique shape, mixing both together in unique ways of the Player’s choosing. Each time this transformation takes place it becomes harder to do, the second Revelation onwards needing modded support and threads, as well as a big plot to make it happen. As well as this, each Revelation will become more and more erratic and, potentially, dangerous. This will cause a high risk of death, the general survival of the storyline being anything but guaranteed, so make that decision at your own risk. You will be asked to confirm this as a risk for every Revelation.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;With the multiple Revelation change, to note, the ability to level up a magic while Revealed has come back. This means that if you Reveal you can level up your magic again, or take on a new Spark!&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=OK, I have a question.=&lt;br /&gt;
Good! We like those!  [https://www.standingtrials.com/viewforum.php?f=360 Here] is the Q &amp;amp; A subforum on Domain Magic. In there are threads for specific Domain Magics, ask your question in there - but make sure that you have fully read the lore before you do.&lt;br /&gt;
&lt;br /&gt;
=Useful Links:=&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Domain Magic Q &amp;amp; A  [https://www.standingtrials.com/viewforum.php?f=360  Here]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Mage Mentor NPCs &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Other links! &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
&lt;br /&gt;
[[Category: Step 04 Starting With Magic]]&lt;br /&gt;
[[Category: Guides]]&lt;br /&gt;
[[Category: IC Threads]]&lt;br /&gt;
[[Category: The Rule Book]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Revelations&amp;diff=14052</id>
		<title>Category:Revelations</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Revelations&amp;diff=14052"/>
		<updated>2019-08-31T10:40:31Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#pagetitle: Revelations}}&lt;br /&gt;
&lt;br /&gt;
= Revelation =&lt;br /&gt;
&lt;br /&gt;
Rather than Grandmastered, a mage is Revealed. Mages are capable of revealing a maximum of four times. However, be warned that even a single revelation causes earth shattering changes to the mage themselves. Each revelation following the first comes with startling changes that push the mage further and further away from the mortal that they once were. Each Discipline has its own special Revelation that comes with new heights of magic but a departure from the being the mage once was. Debate rages on what the nature of Revelation is. Some suggest it is the Spark finally merging with a host and fully expressing its nature. Conjecture also suggests Revelations are when the parasite finally overpowers the mage, kills them, and subsumes their identity. What can be certain is that a mage who Reveals cannot return to what they were, nor are they their chosen race any longer. When Revealed, a mage loses access to any special powers or abilities afforded to their race. While they may still resemble who they were, they most certainly are not themselves.&lt;br /&gt;
&lt;br /&gt;
Despite the fact all Sparks move towards Revelations, only a rare few ever transform.  Some mages go their entire lives at the height of mastery without ever feeling the Spark push for that final level of growth.  Revealed mages are considered quite rare in Idalos history and only a few have every been recorded.  While lore of their existence does linger, most who speak of them are not regarded with trust or belief.  One of the most famous examples of a [[:Category: Revealed Mage | Revealed Mage]], [[Ellasin]] the [[:Category: Lich | Lich]], is abhorred and feared throughout the lands of Idalos for her designs and ambitions.&lt;br /&gt;
&lt;br /&gt;
It is said, however, that some Revelations do not go as typically observed.  These Revelations, termed Atavistic Revelations reveal the nature of the Spark beyond the humanity it was housed within.  While Revelations for each discipline are typically standard, using a human shape as the base, a player may instead opt to craft an inhuman form that fits with the themes of the Revelation on the lore page.  In these cases, the Spark was powerful enough to impose its will on the reshaped body and repurpose it closer to its strange whims and alien intelligence.  While this may come with some additional abilities (to be discussed with a Prophet) it also completely eliminates the ability to pass as human in ones Revealed glory.  Although the Revealed often find ways to obscure their nature, this often limits their power severely and is not quickly dismissed.  In narrative terms, you may creatively shift the Revelation you are given…but to maintain balance it will not be easy to simply disguise oneself as human.  While all Revealed can suppress their nature for short times, to do so is to limit their power severely, closing their ether reserves to the level of a low end master.  In addition, shifting between forms or maintain a form in the case of the [[:Category: Protean | Protean]] (Becoming) is not instant.  Pushing ones nature into dormancy forces one to reawaken it when necessary which is a slow and vulnerable process.&lt;br /&gt;
&lt;br /&gt;
When a Mage reveals, there is a struggle.  In most cases, the Spark subsumes the mortal and cannibalizes their knowledge and personality, twisting it to its own ends.  Sometimes, however, when a mage Reveals, they manage to hold onto their goals, their ambitions when mortal.  It is difficult to say whether the Mage and Spark truly merge, or if the Spark simply takes over and can sometimes be confused into acting similarly to the mage they once were, or if true symbiosis can be achieved.  In any case, the Revealed are a force to be reckoned with.  Each and every one of them feels the hunger within them more clearly, but no longer are they interested in the common souls of mortals.  A Revealed mage innately hungers for the souls of other mages, for Sparks.  While this innate hunger can be resisted, many Revealed in history made no attempts to try save for when it safeguarded their current existence.&lt;br /&gt;
&lt;br /&gt;
The only truth that can be drawn from such rare ascensions, is that the Mage is never quite the person they used to be any longer.  Merged with an alien mind, a new being entirely, they may act as they used to but those close to them will note the differences.  Mages lose that very part of themselves that makes them Mortal, regardless of if they manage to keep their original goals or not, and it forever seems to mystify them from then on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; As Player Characters , you will not be destroyed nor turned into an NPC by becoming Revealed in a discipline. However, you are expected to play this transformation honestly.  Consider your Awakenings.  What do they say about the personality of this Spark?  What are you now that you have abandoned your humanity entirely?  No Revealed mage is simply themselves with a bunch of new powers and as Revelation is OPTIONAL, it is assumed that when the player decided to become Revealed, they are accepting what that means.  We expect to see a significant and lasting change in how you play your character forward.&lt;br /&gt;
It is possible to remove the Spark before one Reveals.  Once caught in a Revelation, there is no known power that can reverse it.  Beforehand, mutations and even Sparks can be removed by the intervention of an Immortal, or other story conceits as decided by the Prophets.  Work with your storytellers to find a plot appropriate to the removal of such a powerful divine parasite.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Stifle&amp;lt;/b&amp;gt;  Stifle is an ability that Revealed Mages may learn that allows them to suppress their Revealed shape for a few to several trials.  Doing so returns them in form to the shape they had before Revelation but in forcibly suppressing their power they plunge in ability to the lower end of Master or upper end of Expertise in terms of etheric force.  When they desire to return to their true form (as eventually they must), they must reawaken that power which takes as many breaks as they spent Trials Stifled.  This awakening cannot be sped up by any means.  In addition, the longer they Stifle themselves, the greater their latent hunger grows.  For up to fifteen total trials in a Cycle, a Revealed will acquire the Thirst Flaw.  Each ten trials after increases that Thirst as though they were Flaying.  Revealed who spend too much time suppressing who they are sometimes lost to the hunger of their true nature.  A Revealed who becomes a Starved One is called an Arcanavore and quickly becomes one of the most dangerous threats to a mage in all of Idalos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Revealed Mages: Gaining Unique Techniques ==&lt;br /&gt;
&lt;br /&gt;
Upon becoming Revealed in a Domain Magic discipline, the mage has reached a new level of magical prowess. Not only has their power grown but their Spark has now truly manifested within their host allowing the Revealed Mage to explore the outer reaches of their magic. &lt;br /&gt;
&lt;br /&gt;
A PC may propose a plot in which they create a new unique technique for their magic that will be specific to them. This is similar to how Immortal Champions may gain new special abilities from their patron Immortal after completing a great feat. The same can be done for Revealed Mages. Upon slaying a fearsome enemy or accomplishing a monumental task the mage can develop a new technique that pushes the boundaries of the techniques currently defined in their magic.&lt;br /&gt;
&lt;br /&gt;
To do this a plot outline must be submitted to the PSF that details what will lead the mage to developing this new ability. This is not something that can be done with a single thread, it will be a very substantial plot that will require time and effort. Once your plot(and technique) is approved, it may either be modded or self modded.&lt;br /&gt;
&lt;br /&gt;
When you post up your request for the plot you must also post your new proposed ability. Both the ability and the plot outline must be approved in order to proceed. &lt;br /&gt;
&lt;br /&gt;
There is no limit on how many of these unique Revealed abilities you may attempt to create. While there is no hard limit, it is asked that only one of these undertakings be going on at a time as they are often huge in consequence and can have a substantial effect on the PC and potentially the world.&lt;br /&gt;
&lt;br /&gt;
[[Category: Magic]]&lt;br /&gt;
[[Category: Magic Mutations]]&lt;br /&gt;
[[Category: Magic Rules]]&lt;br /&gt;
[[Category: Progressing Magic]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Revelations&amp;diff=14051</id>
		<title>Category:Revelations</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Revelations&amp;diff=14051"/>
		<updated>2019-08-31T10:39:53Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Revelation =&lt;br /&gt;
&lt;br /&gt;
Rather than Grandmastered, a mage is Revealed. Mages are capable of revealing a maximum of four times. However, be warned that even a single revelation causes earth shattering changes to the mage themselves. Each revelation following the first comes with startling changes that push the mage further and further away from the mortal that they once were. Each Discipline has its own special Revelation that comes with new heights of magic but a departure from the being the mage once was. Debate rages on what the nature of Revelation is. Some suggest it is the Spark finally merging with a host and fully expressing its nature. Conjecture also suggests Revelations are when the parasite finally overpowers the mage, kills them, and subsumes their identity. What can be certain is that a mage who Reveals cannot return to what they were, nor are they their chosen race any longer. When Revealed, a mage loses access to any special powers or abilities afforded to their race. While they may still resemble who they were, they most certainly are not themselves.&lt;br /&gt;
&lt;br /&gt;
Despite the fact all Sparks move towards Revelations, only a rare few ever transform.  Some mages go their entire lives at the height of mastery without ever feeling the Spark push for that final level of growth.  Revealed mages are considered quite rare in Idalos history and only a few have every been recorded.  While lore of their existence does linger, most who speak of them are not regarded with trust or belief.  One of the most famous examples of a [[:Category: Revealed Mage | Revealed Mage]], [[Ellasin]] the [[:Category: Lich | Lich]], is abhorred and feared throughout the lands of Idalos for her designs and ambitions.&lt;br /&gt;
&lt;br /&gt;
It is said, however, that some Revelations do not go as typically observed.  These Revelations, termed Atavistic Revelations reveal the nature of the Spark beyond the humanity it was housed within.  While Revelations for each discipline are typically standard, using a human shape as the base, a player may instead opt to craft an inhuman form that fits with the themes of the Revelation on the lore page.  In these cases, the Spark was powerful enough to impose its will on the reshaped body and repurpose it closer to its strange whims and alien intelligence.  While this may come with some additional abilities (to be discussed with a Prophet) it also completely eliminates the ability to pass as human in ones Revealed glory.  Although the Revealed often find ways to obscure their nature, this often limits their power severely and is not quickly dismissed.  In narrative terms, you may creatively shift the Revelation you are given…but to maintain balance it will not be easy to simply disguise oneself as human.  While all Revealed can suppress their nature for short times, to do so is to limit their power severely, closing their ether reserves to the level of a low end master.  In addition, shifting between forms or maintain a form in the case of the [[:Category: Protean | Protean]] (Becoming) is not instant.  Pushing ones nature into dormancy forces one to reawaken it when necessary which is a slow and vulnerable process.&lt;br /&gt;
&lt;br /&gt;
When a Mage reveals, there is a struggle.  In most cases, the Spark subsumes the mortal and cannibalizes their knowledge and personality, twisting it to its own ends.  Sometimes, however, when a mage Reveals, they manage to hold onto their goals, their ambitions when mortal.  It is difficult to say whether the Mage and Spark truly merge, or if the Spark simply takes over and can sometimes be confused into acting similarly to the mage they once were, or if true symbiosis can be achieved.  In any case, the Revealed are a force to be reckoned with.  Each and every one of them feels the hunger within them more clearly, but no longer are they interested in the common souls of mortals.  A Revealed mage innately hungers for the souls of other mages, for Sparks.  While this innate hunger can be resisted, many Revealed in history made no attempts to try save for when it safeguarded their current existence.&lt;br /&gt;
&lt;br /&gt;
The only truth that can be drawn from such rare ascensions, is that the Mage is never quite the person they used to be any longer.  Merged with an alien mind, a new being entirely, they may act as they used to but those close to them will note the differences.  Mages lose that very part of themselves that makes them Mortal, regardless of if they manage to keep their original goals or not, and it forever seems to mystify them from then on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; As Player Characters , you will not be destroyed nor turned into an NPC by becoming Revealed in a discipline. However, you are expected to play this transformation honestly.  Consider your Awakenings.  What do they say about the personality of this Spark?  What are you now that you have abandoned your humanity entirely?  No Revealed mage is simply themselves with a bunch of new powers and as Revelation is OPTIONAL, it is assumed that when the player decided to become Revealed, they are accepting what that means.  We expect to see a significant and lasting change in how you play your character forward.&lt;br /&gt;
It is possible to remove the Spark before one Reveals.  Once caught in a Revelation, there is no known power that can reverse it.  Beforehand, mutations and even Sparks can be removed by the intervention of an Immortal, or other story conceits as decided by the Prophets.  Work with your storytellers to find a plot appropriate to the removal of such a powerful divine parasite.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Stifle&amp;lt;/b&amp;gt;  Stifle is an ability that Revealed Mages may learn that allows them to suppress their Revealed shape for a few to several trials.  Doing so returns them in form to the shape they had before Revelation but in forcibly suppressing their power they plunge in ability to the lower end of Master or upper end of Expertise in terms of etheric force.  When they desire to return to their true form (as eventually they must), they must reawaken that power which takes as many breaks as they spent Trials Stifled.  This awakening cannot be sped up by any means.  In addition, the longer they Stifle themselves, the greater their latent hunger grows.  For up to fifteen total trials in a Cycle, a Revealed will acquire the Thirst Flaw.  Each ten trials after increases that Thirst as though they were Flaying.  Revealed who spend too much time suppressing who they are sometimes lost to the hunger of their true nature.  A Revealed who becomes a Starved One is called an Arcanavore and quickly becomes one of the most dangerous threats to a mage in all of Idalos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Revealed Mages: Gaining Unique Techniques ==&lt;br /&gt;
&lt;br /&gt;
Upon becoming Revealed in a Domain Magic discipline, the mage has reached a new level of magical prowess. Not only has their power grown but their Spark has now truly manifested within their host allowing the Revealed Mage to explore the outer reaches of their magic. &lt;br /&gt;
&lt;br /&gt;
A PC may propose a plot in which they create a new unique technique for their magic that will be specific to them. This is similar to how Immortal Champions may gain new special abilities from their patron Immortal after completing a great feat. The same can be done for Revealed Mages. Upon slaying a fearsome enemy or accomplishing a monumental task the mage can develop a new technique that pushes the boundaries of the techniques currently defined in their magic.&lt;br /&gt;
&lt;br /&gt;
To do this a plot outline must be submitted to the PSF that details what will lead the mage to developing this new ability. This is not something that can be done with a single thread, it will be a very substantial plot that will require time and effort. Once your plot(and technique) is approved, it may either be modded or self modded.&lt;br /&gt;
&lt;br /&gt;
When you post up your request for the plot you must also post your new proposed ability. Both the ability and the plot outline must be approved in order to proceed. &lt;br /&gt;
&lt;br /&gt;
There is no limit on how many of these unique Revealed abilities you may attempt to create. While there is no hard limit, it is asked that only one of these undertakings be going on at a time as they are often huge in consequence and can have a substantial effect on the PC and potentially the world.&lt;br /&gt;
&lt;br /&gt;
[[Category: Magic]]&lt;br /&gt;
[[Category: Magic Mutations]]&lt;br /&gt;
[[Category: Magic Rules]]&lt;br /&gt;
[[Category: Progressing Magic]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Revelations&amp;diff=14050</id>
		<title>Category:Revelations</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Revelations&amp;diff=14050"/>
		<updated>2019-08-31T10:38:11Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Revelation =&lt;br /&gt;
&lt;br /&gt;
Rather than Grandmastered, a mage is Revealed. Mages are capable of revealing a maximum of four times. However, be warned that even a single revelation causes earth shattering changes to the mage themselves. Each revelation following the first comes with startling changes that push the mage further and further away from the mortal that they once were. Each Discipline has its own special Revelation that comes with new heights of magic but a departure from the being the mage once was. Debate rages on what the nature of Revelation is. Some suggest it is the Spark finally merging with a host and fully expressing its nature. Conjecture also suggests Revelations are when the parasite finally overpowers the mage, kills them, and subsumes their identity. What can be certain is that a mage who Reveals cannot return to what they were, nor are they their chosen race any longer. When Revealed, a mage loses access to any special powers or abilities afforded to their race. While they may still resemble who they were, they most certainly are not themselves.&lt;br /&gt;
&lt;br /&gt;
Despite the fact all Sparks move towards Revelations, only a rare few ever transform.  Some mages go their entire lives at the height of mastery without ever feeling the Spark push for that final level of growth.  Revealed mages are considered quite rare in Idalos history and only a few have every been recorded.  While lore of their existence does linger, most who speak of them are not regarded with trust or belief.  One of the most famous examples of a [[:Category: Revealed Mage | Revealed Mage]], [[Ellasin]] the [[:Category: Lich | Lich]], is abhorred and feared throughout the lands of Idalos for her designs and ambitions.&lt;br /&gt;
&lt;br /&gt;
It is said, however, that some Revelations do not go as typically observed.  These Revelations, termed Atavistic Revelations reveal the nature of the Spark beyond the humanity it was housed within.  While Revelations for each discipline are typically standard, using a human shape as the base, a player may instead opt to craft an inhuman form that fits with the themes of the Revelation on the lore page.  In these cases, the Spark was powerful enough to impose its will on the reshaped body and repurpose it closer to its strange whims and alien intelligence.  While this may come with some additional abilities (to be discussed with a Prophet) it also completely eliminates the ability to pass as human in ones Revealed glory.  Although the Revealed often find ways to obscure their nature, this often limits their power severely and is not quickly dismissed.  In narrative terms, you may creatively shift the Revelation you are given…but to maintain balance it will not be easy to simply disguise oneself as human.  While all Revealed can suppress their nature for short times, to do so is to limit their power severely, closing their ether reserves to the level of a low end master.  In addition, shifting between forms or maintain a form in the case of the [[:Category: Protean | Protean]] (Becoming) is not instant.  Pushing ones nature into dormancy forces one to reawaken it when necessary which is a slow and vulnerable process.&lt;br /&gt;
&lt;br /&gt;
When a Mage reveals, there is a struggle.  In most cases, the Spark subsumes the mortal and cannibalizes their knowledge and personality, twisting it to its own ends.  Sometimes, however, when a mage Reveals, they manage to hold onto their goals, their ambitions when mortal.  It is difficult to say whether the Mage and Spark truly merge, or if the Spark simply takes over and can sometimes be confused into acting similarly to the mage they once were, or if true symbiosis can be achieved.  In any case, the Revealed are a force to be reckoned with.  Each and every one of them feels the hunger within them more clearly, but no longer are they interested in the common souls of mortals.  A Revealed mage innately hungers for the souls of other mages, for Sparks.  While this innate hunger can be resisted, many Revealed in history made no attempts to try save for when it safeguarded their current existence.&lt;br /&gt;
&lt;br /&gt;
The only truth that can be drawn from such rare ascensions, is that the Mage is never quite the person they used to be any longer.  Merged with an alien mind, a new being entirely, they may act as they used to but those close to them will note the differences.  Mages lose that very part of themselves that makes them Mortal, regardless of if they manage to keep their original goals or not, and it forever seems to mystify them from then on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; As Player Characters , you will not be destroyed nor turned into an NPC by becoming Revealed in a discipline. However, you are expected to play this transformation honestly.  Consider your Awakenings.  What do they say about the personality of this Spark?  What are you now that you have abandoned your humanity entirely?  No Revealed mage is simply themselves with a bunch of new powers and as Revelation is OPTIONAL, it is assumed that when the player decided to become Revealed, they are accepting what that means.  We expect to see a significant and lasting change in how you play your character forward.&lt;br /&gt;
It is possible to remove the Spark before one Reveals.  Once caught in a Revelation, there is no known power that can reverse it.  Beforehand, mutations and even Sparks can be removed by the intervention of an Immortal, or other story conceits as decided by the Prophets.  Work with your storytellers to find a plot appropriate to the removal of such a powerful divine parasite.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Stifle&amp;lt;/b&amp;gt;  Stifle is an ability that Revealed Mages may learn that allows them to suppress their Revealed shape for a few to several trials.  Doing so returns them in form to the shape they had before Revelation but in forcibly suppressing their power they plunge in ability to the lower end of Master or upper end of Expertise in terms of etheric force.  When they desire to return to their true form (as eventually they must), they must reawaken that power which takes as many breaks as they spent Trials Stifled.  This awakening cannot be sped up by any means.  In addition, the longer they Stifle themselves, the greater their latent hunger grows.  For up to fifteen total trials in a Cycle, a Revealed will acquire the Thirst Flaw.  Each ten trials after increases that Thirst as though they were Flaying.  Revealed who spend too much time suppressing who they are sometimes lost to the hunger of their true nature.  A Revealed who becomes a Starved One is called an Arcanavore and quickly becomes one of the most dangerous threats to a mage in all of Idalos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Revealed Mages: Gaining Unique Techniques ==&lt;br /&gt;
&lt;br /&gt;
Upon becoming Revealed in a Domain Magic discipline, the mage has reached a new level of magical prowess. Not only has their power grown but their Spark has now truly manifested within their host allowing the Revealed Mage to explore the outer reaches of their magic. &lt;br /&gt;
&lt;br /&gt;
A PC may propose a plot in which they create a new unique technique for their magic that will be specific to them. This is similar to how Immortal Champions may gain new special abilities from their patron Immortal after completing a great feat. The same can be done for Revealed Mages. Upon slaying a fearsome enemy or accomplishing a monumental task the mage can develop a new technique that pushes the boundaries of the techniques currently defined in their magic.&lt;br /&gt;
&lt;br /&gt;
To do this a plot outline must be submitted to the PSF that details what will lead the mage to developing this new ability. This is not something that can be done with a single thread, it will be a very substantial plot that will require time and effort. Once your plot(and technique) is approved, it may either be modded or self modded.&lt;br /&gt;
&lt;br /&gt;
When you post up your request for the plot you must also post your new proposed ability. Both the ability and the plot outline must be approved in order to proceed. &lt;br /&gt;
&lt;br /&gt;
There is no limit on how many of these unique Revealed abilities you may attempt to create. While there is no hard limit, it is asked that only one of these undertakings be going on at a time as they are often huge in consequence and can have a substantial effect on the PC and potentially the world.&lt;br /&gt;
&lt;br /&gt;
[[Category: Magic]]&lt;br /&gt;
[[Category: Magic Mutations]]&lt;br /&gt;
[[Category: Magic Rules]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Daia&amp;diff=14040</id>
		<title>Category:Daia</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Daia&amp;diff=14040"/>
		<updated>2019-08-23T13:07:58Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#pagetitle: Daia, Champion of Mortals}}&lt;br /&gt;
&lt;br /&gt;
[[File:Daia2.jpg|left|thumbnail|link=| &amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Fast Facts&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;  style=&amp;quot;font-size: 13px;&amp;quot; &lt;br /&gt;
|Status||Alive, was resurrected on Ashan 30, 719&lt;br /&gt;
|-&lt;br /&gt;
|Domains|| Tailoring, Dance, Companionship and Prosperity&lt;br /&gt;
|-&lt;br /&gt;
|Holy Names|| The Mortals&amp;#039; Goddess, Mother of Lions, The Great Lioness&lt;br /&gt;
|-&lt;br /&gt;
|Holy Symbols|| Burning scars and lions&lt;br /&gt;
|-&lt;br /&gt;
|Religion|| N/A&lt;br /&gt;
|-&lt;br /&gt;
|Location|| Unknown currently&lt;br /&gt;
|-&lt;br /&gt;
|Faction|| N/A&lt;br /&gt;
|-&lt;br /&gt;
|Mark|| [[:Category: Daianya | Daianya]]&lt;br /&gt;
|-&lt;br /&gt;
|Notable Creations|| Familiars&lt;br /&gt;
|-&lt;br /&gt;
|Creator||[[:Category: Luesco | Luesco]]&lt;br /&gt;
|-&lt;br /&gt;
|Immediate Family||None known&lt;br /&gt;
|-&lt;br /&gt;
|Allies|| [[:Category: Moseke | Moseke]]&lt;br /&gt;
|-&lt;br /&gt;
|Enemies|| [[:Category: Faldrun | Faldrun]]&lt;br /&gt;
|}&lt;br /&gt;
]]&lt;br /&gt;
&lt;br /&gt;
= History (before death) =&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:14px;&amp;quot;&amp;gt;Daia was the epitome of a true friend, whether it was to her creators, her brothers and sisters, the animals, or the land. She saw the balance in the world and was one, if not the only one, who realized the imbalance in the world before the seven original beings shattered. Daia was among though in agony over the loss of their mothers and fathers. She felt the most of it because she felt as though she could have stopped it. During her time of morning, Daia came across a group of humans who were oddly similar to her, however, they were much weaker and didn&amp;#039;t appear to have any abilities. Her curiosity pulled her from the sorrows that engulfed her and before long, Daia was completely invested into the on-goings of the creatures she found. She decided they would be called &amp;#039;Humans&amp;#039; since she&amp;#039;d never seen a kind of creature like this in all her time on Idalos.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With excitement, she told her brothers and sisters about the humans hoping that the existence of such a creature would pull them from their woes as it did with her. The reaction she received was far from what she was expecting. Panic arose among the Immortals as each assumed the worst about this new race of beings. Daia spoke up, but her voice was hushed against the cries of argument her siblings ensued. So, she left them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Daia decided her time was better spent with the humans than with her siblings. At this point, she was well known within the community she governed, preforming blessings, teaching the people the ways of animal husbandry, pet training, and how to gain familiars. She taught them language, though some took onto it faster than others. Over time, she noticed that the humans changed. They grew old quickly and they died, much in the same way an animal would.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
But they weren&amp;#039;t animals...&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As time past, much of the community changed. It began expanding while walls were erected to keep unwanted hostiles from harming their citizens. Government was formed and an economy was established. The seasons changed, however, and with that comes famine. Crime became an issue and before long, the city was the end of her. Daia died trying to help humans. Her death was the clue to the humans&amp;#039; power over the Immortals and the fuel for the fires of war.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Dia was always on the side of the mortals. She helped humans evolve, grow, and expand in knowledge. This Immortal never wanted to compare them to animals as they appeared so much more than simple beasts. Even on her death bed, she still had hope for the humans existence.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Appearance=&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:14px;&amp;quot;&amp;gt;Daia appears as a middle-aged woman with ebony skin and short, black, curly hair. She would often go to Edasha for fashion requests as most of the fabrics her sister wore, she enjoyed. Unlike her sister, Daia dressed moderately well though, most of her outfits usually involved beaded jewelry of some kind. This Immortal always appeared with a lion by her side, each one different in color and size. Most of the time, even the lion&amp;#039;s mane would be decorated with the same kind of gems and jewels. When Daia died, the Lions that were adopted as familiars disappeared. No one knows where they are or if they still exist.&lt;br /&gt;
&lt;br /&gt;
Her appearance has not changed upon returning to life.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Memories of the Past=&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:14px;&amp;quot;&amp;gt;Daia was exceptionally close to Luesco, as her creator treated her like a favored daughter. In her frequent talks with human companions, she cited his guidance and companionship as the reason for her own outgoing, welcoming nature. She mourned his death greatly, and her closeness to her creator may have influenced her decision to so readily accept humanity, as it may have helped fill the void left by The Great Shattering.&lt;br /&gt;
&lt;br /&gt;
At her resurrection, it was revealed that Daia loved Faldrun, but it was not returned.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Presently=&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:14px;&amp;quot;&amp;gt;Unknown&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Immortal Info &amp;amp; Marks]]&lt;br /&gt;
[[Category:Immortals]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Moseke&amp;diff=14039</id>
		<title>Category:Moseke</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Moseke&amp;diff=14039"/>
		<updated>2019-08-23T13:04:26Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#pagetitle: Moseke, the Great Mother}}&lt;br /&gt;
&lt;br /&gt;
[[File:Moseke2.jpg|left|thumbnail|link=| &amp;lt;center&amp;gt;&amp;lt;b&amp;gt;Fast Facts&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;  style=&amp;quot;font-size: 13px;&amp;quot; &lt;br /&gt;
|Status||Alive&lt;br /&gt;
|-&lt;br /&gt;
|Domains||Earth, Stone, Nature, Life&lt;br /&gt;
|-&lt;br /&gt;
|Holy Names|| Mother of Life, Great Mother, Great Well of Life, The Stone Maiden, Earth Mother&lt;br /&gt;
|-&lt;br /&gt;
|Holy Symbol|| -&lt;br /&gt;
|-&lt;br /&gt;
|Religion|| -&lt;br /&gt;
|-&lt;br /&gt;
|Location||[http://standingtrials.com/viewforum.php?f=80 Desnind]&lt;br /&gt;
|-&lt;br /&gt;
|Faction||Supports Mortals&lt;br /&gt;
|-&lt;br /&gt;
|Mark||[[:Category: Sevrath|Sevrath]]&lt;br /&gt;
|-&lt;br /&gt;
|Notable Creations||[[:Category: Sev&amp;#039;ryn | Sev&amp;#039;ryn]]&lt;br /&gt;
|-&lt;br /&gt;
|Creator||[[:Category: Cierel | Cierel]]&lt;br /&gt;
|-&lt;br /&gt;
|Immediate Family||None&lt;br /&gt;
|-&lt;br /&gt;
|Allies||[[:Category: U&amp;#039;frek | U&amp;#039;frek]], [[:Category: Xiur| Xiur]], [[:Category: Ilaren | Ilaren]], [[:Category: Yvithia| Yvithia]], [[:Category: Ymiden | Ymiden]], [[:Category: Daia | Daia]]&lt;br /&gt;
|-&lt;br /&gt;
|Enemies||[[:Category: Faldrun| Faldrun]], [[:Category: Mastes | Mastes]], [[:Category: Kata | Kata]], [[:Category: Aelig | Aelig]], [[:Category: Syroa| Syroa]]&lt;br /&gt;
|}&lt;br /&gt;
]]&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:14px;&amp;quot;&amp;gt;Long ago, before their disastrous separation, Moseke held close relations with her sister, Lisirra. Born of the same Goddess, the two were far different from the other, though connected by their abilities and their fascination for the Humans around them. Lisirra found other uses for the beings, however, Moseke couldn&amp;#039;t help but be pulled to the brilliance of their existence and their determination to survive within their harsh world.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Life. They fought to live.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A particular group of individuals housed within the murky, dangerous swamps off the coasts of the southern continent caught her attention quickly. The tribe blended into the land in a way that nearly captured the entirety of the Immortal&amp;#039;s being. They lived in harmony with the land, using only what they needed, taking care of everything that they could, and honoring all sacrifices that were made for the sake of surviving.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Moseke was captivated by these people, so much so that her sister, Lisirra, took notice and began picking off subjects for her experiments. The Immortal of life couldn&amp;#039;t condone such mistreatment upon the tribe and commanded Lisirra to leave the lands, and the people within them, in peace. Being toxin incarnate, Lisirra&amp;#039;s wrath burst forth in a wave of infection upon the land, the animals, and the people. Rejection from her sister coupled with the denial and insults of her work, her glorious experiments, turned Lisirra bitter. She cast upon everything she could touch a plague so powerful, it stained the lands in putrid stench and a haze of green poison that slowly drove nearly every living thing mad.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The plague was too much for Moseke to combat by herself and as the cycles ticked on, she watched the people suffer. She watched everything suffer. Cries, screams of agony, and torturous death were becoming common occurrences within the swamps. Tribesmen lost their minds, clinging to the comforts of their loves ones, their animals, anything to keep their sanity within the world. The power of such a burden on the land, the animals, and the people forced a disconnection, a split of consciousness from their dying bodies as their souls prepared for the journey to the great beyond. This disconnection offered the Immortal insight to the power of companionship. She could see the souls of the tribesmen mingled with the souls of their animal companions. Such a thing gave both creatures strength, a strength that tried to force connection, to force awareness to their bodies. A strength that attempted to breathe life into both beings.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It was then that Moseke pushed the utmost of her power upon the people, forcing life, and connection, back into them. Though the tribesmen awoke, almost none of their animal companions did. Moseke broke down, the pain the people now continued to suffer through echoed into the deepest reaches of her heart and tore her. She wept, hopelessness enveloping her like the darkest, blackest, everlasting shadow. Her tears ran like the clearest water, washing and cleansing a small part of the land while her despair only pressed her abilities further, purifying an even large bit.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After nearly an arc had past, Moseke noticed the people, her people, rebounded from the plague rather quickly. The signs of it still lingered thickly everywhere, however, it seemed they had adapted to its effect. The tribesmen spoke to themselves often, when they thought they were alone, and communicated with something Moseke could neither see nor hear. The Immortal knew better than to assume insanity. Such conversations where too complex to be madness and while time continued on, the Immortal finally glimpsed a soft silhouette of what appeared to be an animal. It shifted from a radiant soft blue to something that appeared alive.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Her heart warmed then, understanding finally that her efforts were not in vain. She had changed the people she looked after, with the unfortunate help of Lisirra&amp;#039;s plague. Though she could save all the creatures from their unfortunate fate, she knew they would forever be linked to that of their most cherished companion, bonded and connected to them than any other being could know. Thus, the Sev&amp;#039;ryn were born.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In her honor, the Sev&amp;#039;ryn built for Moseke a temple which later became the center point for the city of Desnind. Now, many arcs later, the people and its Immortal are still battling back Lisirra&amp;#039;s plague on parts of the land and its creatures while countering assassination attempts made by outsiders.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Known for her generosity and patience, Moseke is neither old nor young compared to the rest of the Immortals. She is a fragment of the Goddess Cierel, and is the only &amp;#039;good&amp;#039; Immortal created by Cierel. Generous with her blessings, Moseke never gives out curses. She believes that everyone is capable of change.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Faith isn&amp;#039;t of any particular importance to her. If someone prays for her guidance, then she will help them in her own way. Sometimes this may be subtle-perhaps a nudge in the right direction, or a better harvest that year. When the situation calls for it, then she will intervene with more power. It was one of these interventions that created the Sev&amp;#039;ryn.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Appearance=&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:14px;&amp;quot;&amp;gt;Moseke appears as a beautiful woman. Her eyes are green and full of life. Her skin is the soil she walks on, her hair the roots of her trees. Her race seems to vary from sighting to sighting, though one thing is clear: she appears as a member of the race who the person she&amp;#039;s dealing with is the most comfortable.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Memories of the Past=&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:14px;&amp;quot;&amp;gt;Moseke, being the most civil and virtuous of her siblings, never had a real connection with Cierel. Born from the most unlikely aspects of the Original Being, Moseke was treated more like a forgotten idea than a copy to teach and take care of. Moseke was thankful Cierel never took an interest in her or else she fears she would have ended up like Audrae. Nevertheless, their conversations were all but none existent. Instead, Moseke spent most of her time with Brelt&amp;#039;ek and Luesco, both of whom she highly respected. She mourned for their death after the Great Shattering and continues to honor their memory by tending to the life within the world.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Presently=&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:14px;&amp;quot;&amp;gt;Spending time among the Sev&amp;#039;ryn people, Moseke helps and assists the humans within the city of Desnind. She is a being of radiant life and flawless complexion, making her stand out among the people. However, Moseke is well protected, not only by the Sev&amp;#039;ryn, but by their animal companions and the forest around their city. She is willing to speak to those who seek her help.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Immortal Info &amp;amp; Marks]]&lt;br /&gt;
[[Category:Immortals]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Sevrath&amp;diff=14038</id>
		<title>Category:Sevrath</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Sevrath&amp;diff=14038"/>
		<updated>2019-08-22T13:28:50Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: /* Champion Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#pagetitle: Sevrath, the Mark of Moseke}}&lt;br /&gt;
&lt;br /&gt;
=The Blessing of Moseke=&lt;br /&gt;
&lt;br /&gt;
[[File:SevrathMain.png|right|link=|]]&lt;br /&gt;
The Blessing of Sevrath is most commonly found on individuals that make [[:Category: Desnind | Desnind]] their home. On unclothed people, the blessing appears as a dark, raised tattoo that is as dynamic as their relationship with [[:Category: Moseke | Moseke]]. In the early stages, a seedling mark will appear on the chest over the heart. As their relationship with Moseke strengthens and they use their blessing more, this seedling will begin to grow throughout the body. The tree it becomes varies from person to person. A person that is capable of change and interested in new methods of making the city better may have a flexible tree, like a willow. A steadfast, hardy person may have a tall oak, able to stand firm against all forces. The root system will grow down the body while the branches and leaves will grow up. It is not uncommon for extremely spiritual men and woman to have branches extend over their shoulders and down their arms. Those with trees too strong to bend have also been known to have branches up to the forehead. Blessed will also have small leaves on their palms, allowing them to use pollen embedded in the leaves associated with the blessing. Moseke will commonly share her blessing with the [[:Category: Sev&amp;#039;ryn | Sev&amp;#039;ryn]], but other races that reside within the city have been known to receive Sevrath. The only race she strictly forbids from receiving a blessing is the [[:Category: Aukari | Aukari]], for their skin has ignited too many trees to be welcome in the forest. &lt;br /&gt;
&lt;br /&gt;
==Favored Abilities==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ability Name !! Ability Description&lt;br /&gt;
|-&lt;br /&gt;
| Willows&amp;#039; Sanctuary || Through divine will, the user is able to draw toxins out of the body by pulling them through the skin. When this ability is in use, the mark of Sevrath shimmers green/yellow and releases tendrils of branches, transparent and completely made of energy, that will cover the user&amp;#039;s body or the body of the individual. These branches will connect with the flesh and begin to draw the toxins from the body while forcing divine energy back into the body to heal any damage. The toxins gather in front of the mark where they may either be collected or burned up by the divine energy. Concentration is imperative while this ability is in use and must be completed once started. Should the character be interrupted during this ability, they risk allowing toxins into parts of the body that could be fatal to their life or the life of the person they are trying to save. Using this ability more than two times in a day will cause great exhaustion on the user.&lt;br /&gt;
|-&lt;br /&gt;
| Sevrath&amp;#039;s Skills  || The character is granted an extra three skill points which may be spent only on the following skills: [[:Category: Meditation | Meditation]], [[:Category: Medicine | Medicine]], [[:Category: Singing | Singing]], or [[:Category: Musical Instrument | Musical Instrument]]. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.&lt;br /&gt;
|-&lt;br /&gt;
| Moseke&amp;#039;s Light (Minor) || Similar to Sevrath&amp;#039;s Will, the user is capable of focusing divine energy into a minor injury (abrasion, small cut/puncture, etc.) and coax the cells into healing. This ability requires multiple events to &amp;quot;convince&amp;quot; the cells to heal, and even then they may not heal. This ability does not weaken the character as another, more powerful healing ability would, however, the character is unable to heal major injuries. When this ability is in use, a pale green/yellow light emits from the character&amp;#039;s skin like a mist and is focused towards the palms and fingers where it is released upon contact of another individual&amp;#039;s flesh. Multiple uses of this ability for long periods of time will cause headache and fatigue.&lt;br /&gt;
|-&lt;br /&gt;
| Sevrath&amp;#039;s Will (Minor)  || With a large amount of concentration, the user is capable of focusing energy into a small plant or sapling of their choosing to coax it into a form (An inanimate object, a room, etc). Using this ability will require multiple events to &amp;quot;convince&amp;quot; the plant to retain the shape that is willed unto it. The character will usually have to sing or play music for the plant in question to calm its wild ways. At this stage, the formations created by this ability are often small and easily destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| Sru&amp;#039;Alubosa (Minor)  || Standing for &amp;#039;nature form,&amp;#039; the user is capable of turning small portions of their body into stone or wood. They must be in direct contact with sturdy, natural object containing stone or wood. Other natural objects such as earth and sand are not encouraged, as a low level user is unable to maintain the form of the body part. Potential loss of the body part is high if the user is not familiar with that natural component.&lt;br /&gt;
|-&lt;br /&gt;
| Calming Whispers  || This ability allows the character to calm mental ailments, regardless of whether they are caused by old age, wounds, poison, curses, or arcana. When in use, the character must touch the temples. Upon touching the patient, green/yellow, transparent tendrils connect to the head, neck, and top of the spine. Energy is transferred through these where it is sent into the body to correct the mind. Concentration is key to this ability, as the character risks being drawn into their mind or the mind of the individual they are trying to save. Multiple sessions must be performed for the effects of this ability to last or until the mental ailments are cured. Fatigue, headache, nosebleeds, and nightmares are common symptoms of using this ability excessively.&lt;br /&gt;
|-&lt;br /&gt;
| Lemun Suna (Minor)  || Standing for &amp;#039;seed sleep,&amp;#039; the user is capable of causing drowsiness in an opponent by blowing lightly on their palm. Small, pollen-like seeds are released from the palm into the opponents face. These spores have a sleepy effect on any that succumb to the pollen including the user. At a low level, this ability will subdue an opponent for 5 bits (minutes).&lt;br /&gt;
|-&lt;br /&gt;
| Protective Spirits (Minor)  || The character is able to summon small sprites, familiars, and/or wisps to aid them in combat, healing, or whatever purpose they see fit. The user may only summon one creature at a time and, as they practice this ability, will be able to summon multiple. The summoned creatures may act according to their will and what they see as right or wrong. They must be persuaded or convinced to do the user&amp;#039;s bidding. Using this ability is exhausting on the character in the earlier stages, though they will adapt to the strain through practice. It is recommended that characters present an offering for the summoned creature.&lt;br /&gt;
|-&lt;br /&gt;
| Prison  || An offensive/defensive ability that is used to trap the opponent or shield the character. Pushing energy into the earth, the character is able to form sudden traps from dirt and stone, quickly ensnaring the opponent in a prison of soil and rock. Defensively, the character is able to draw the earth around them, cocooning in thick, almost impenetrable layers of earth and stone. This ability works well only if the user practices. Otherwise, the character cannot hold the structure for more than a few seconds, they cannot extend it for more than a few feet, and they will become exhausted from trying to exert energy to correct themselves.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Adored Abilities==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ability Name  !! Ability Descripiton&lt;br /&gt;
|-&lt;br /&gt;
| Moseke&amp;#039;s Light (Moderate)  || Similar to Sevrath&amp;#039;s Will, the user is capable of focusing divine energy into a moderate injury (Deep cuts, burns, moderately sized puncture wounds, etc.) and coax the cells into healing. This ability requires a few events to &amp;quot;convince&amp;quot; the cells to heal, and even then they may move slowly. This ability does not weaken the character as another, more powerful healing ability would, however, the character is unable to heal major injuries. When this ability is in use, a pale green, yellow light emits from the character&amp;#039;s skin like a mist and is focused towards the palms and fingers where it is released upon contact of another individual&amp;#039;s flesh. Multiple uses of this ability for long periods of time will cause headaches and fatigue.&lt;br /&gt;
|-&lt;br /&gt;
| Sevrath&amp;#039;s Will (Moderate)  || With a sizable amount of concentration, the user is capable of focusing energy into a medium sized plant or sapling of their choosing to coax it into a form (An inanimate object, a room, etc). Using this ability will require a few events to &amp;quot;convince&amp;quot; the plant to retain the shape that is willed unto it. The character will usually have to sing or play music for the plant in question to calm its wild ways. At this stage, the formations created by this ability are often decently sized and durable.&lt;br /&gt;
|-&lt;br /&gt;
| Sevrath&amp;#039;s Skills II  || The character is granted an extra six skill points which may be spent only on the following skills: Meditation, Medicine, Singing, or Musical Instrument. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.&lt;br /&gt;
|-&lt;br /&gt;
| Mother&amp;#039;s Song  || This ability requires the use of voice or musical instrument. When in use, the mark shifts in color to a pale green/blue. It&amp;#039;s branches grow to cover most of the user&amp;#039;s body before bubbling up into tiny droplets of light that float away from the skin. As the song progresses, the number of lights grow. These lights are focused around a plant or natural structure to make it grow faster. It is recommended that the user takes their time when using this ability for the stronger the song and emotion, the faster the plant or structure will grow. This ability may also be used to heal members of the Tunawa race and along side Sevrath&amp;#039;s Will.&lt;br /&gt;
|-&lt;br /&gt;
| Sru&amp;#039;Alubosa (Moderate)  || Standing for &amp;#039;nature form,&amp;#039; the user is capable of turning their body into pure stone or wood. They must be in direct contact with sturdy, natural objects containing stone or wood. Other natural objects such as earth and sand are not encouraged, however, at higher levels, the substances may be maintained for short periods of time. Potential loss of the body/body part is high if the user is not familiar with that natural component.&lt;br /&gt;
|-&lt;br /&gt;
| Divine Grace  || This is a powerful healing ability, able to stop all ailments and heal the character or individual from fatal wounds almost instantly. When in use, the Sevrath mark glows a soft green/yellow and branches of light crawl over the character&amp;#039;s skin. The light collects on the skin and forms droplets that either rain upon the individual they are trying to save or cluster on the skin of the user till they are almost completely glowing with energy. The energy absorbs into the skin, healing from the outside in. This ability may be used once every fortnight since it is very taxing on the Character&amp;#039;s energy. If they attempt to use this ability more than recommended, they risk falling into a deep slumber that may last for weeks at a time.&lt;br /&gt;
|-&lt;br /&gt;
| Lemun Suna (Moderate)  || Standing for &amp;#039;seed sleep,&amp;#039; the user is capable of causing drowsiness in an opponent by blowing lightly on their palm. Small, pollen-like seeds are released from the palm into the opponents face. These spores have a sleepy effect on any that succumb to the pollen including the user. At this level, this ability will subdue an opponent for 1 break (hour).&lt;br /&gt;
|-&lt;br /&gt;
| Ivy&amp;#039;s Touch  || The character must be in direct contact with some form of flora to use this ability. The user is able to manipulate the plant into thick vines that are easily controllable. These vines can be used to climb, used to entrap animals and people, or kill. There are a number of uses for these vines, and once made, they will not dissipate unless willed by the user. Depending on the kind of plant the character is using to make the vines, they can be poisonous to others.&lt;br /&gt;
|-&lt;br /&gt;
| Protective Spirits (Moderate)  || The character is able to summon small sprites, familiars, and/or wisps to aid them in combat, healing, or whatever purpose they see fit. The user may only summon a few creatures at a time and, as they practice this ability, will be able to summon larger, more powerful creatures. The summoned creatures may act according to their will and what they see as right or wrong. They must be persuaded or convinced to do the user&amp;#039;s bidding. Using this ability is exhausting on the character should they summon a powerful creature, though they will adapt to the strain through practice. It is required that characters present a number of offerings for the summoned creature(s).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Exalted Abilities==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ability Name !! Ability Description&lt;br /&gt;
|-&lt;br /&gt;
| Sevrath&amp;#039;s Skills III  || The character is granted an extra nine skill points which may be spent only on the following skills: Meditation, Medicine, Singing, or Musical Instrument. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.&lt;br /&gt;
|-&lt;br /&gt;
| Moseke&amp;#039;s Light (Major)  || Similar to Sevrath&amp;#039;s Will, the user is capable of focusing divine energy into a major injury (lost limbs, deep cuts, large puncture wounds, etc.) and coax the cells into healing. This ability requires a few events to &amp;quot;convince&amp;quot; the cells to heal quickly. This ability does not weaken the character as another, more powerful healing ability would. When this ability is in use, a pale green/yellow light emits from the character&amp;#039;s skin like a mist and is focused towards the palms and fingers where it is released upon contact of another individual&amp;#039;s flesh. Multiple uses of this ability for long periods of time will cause headaches, fatigue, and nosebleeds.&lt;br /&gt;
|-&lt;br /&gt;
| Sevrath&amp;#039;s Will (Major)  || With a sizable amount of concentration, the user is capable of focusing energy into a large sized plant or tree of their choosing to coax it into a form (an inanimate object, a room, etc). Using this ability will require a few events to &amp;quot;convince&amp;quot; the plant to retain the shape that is willed unto it. The character will usually have to sing or play music for the plant in question to calm its wild ways. At this stage, the formations created by this ability are often intricate, massive, and capable of lasting a life-time.&lt;br /&gt;
|-&lt;br /&gt;
| Spirit Projection  || This ability requires great concentration to perform. In essence, this ability allows the user to create multiple versions of themselves to traverse both the mortal realm and parts of Emea. Each version holds a piece of the user&amp;#039;s soul within it, therefore, allowing it to take physical shape, if the user wishes. However, if the version is cut down, the character will feel the disrupting and pain through the ability. Depending on the number of versions made, and how long they remain away from the user, the character risks losing their life to the ability. If the versions don&amp;#039;t return to the user within 5 trials (days), the character has the potential of losing their soul before dying from over exertion.&lt;br /&gt;
|-&lt;br /&gt;
| Sru&amp;#039;Alubosa (Major)  || Standing for &amp;#039;nature form,&amp;#039; the user is capable of turning their body into one of the chosen natural substances: sand, water, or dirt. They must be in direct contact with a natural object containing their chosen substance. This requires a massive amount of concentration and is often used for short amounts of time to dodge or slip into a difficult space. Potential loss of the body/body part is high if the user is not familiar with that natural component.&lt;br /&gt;
|-&lt;br /&gt;
| Lemun Suna (Major) || Standing for &amp;#039;seed sleep,&amp;#039; the user is capable of causing drowsiness in an opponent by blowing lightly on their palm. Small, pollen-like seeds are released from the palm into the opponents face. These spores have a sleepy effect on any that succumb to the pollen including the user. At this level, this ability will subdue an opponent for 12 breaks (hours). The user has a small immunity and is capable of being in the presence of the spores for 15 bits (minutes).&lt;br /&gt;
|-&lt;br /&gt;
| Protective Spirits (Major)  || The character is able to summon small sprites, familiars, and/or wisps to aid them in combat, healing, or whatever purpose they see fit. The user may summon as many creatures as they can handle at one time regardless of size. The summoned creatures may act according to their will and what they see as right or wrong. They must be persuaded or convinced to do the user&amp;#039;s bidding. Using this ability is exhausting on the character should they summon multiple powerful creatures for an extended period of time, though they will adapt to the strain through practice. It is required that characters present a large offering, one that holds great significance to the user, for the summoned creature(s).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Champion Abilities==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ability Name !! Ability Description&lt;br /&gt;
|-&lt;br /&gt;
| Resurrection  || This ability is given only to those appointed Champions of Moseke for this ability requires the ancient tongue to use. Almost a ritual of sorts, the character is able to bring back those who&amp;#039;ve perished. This ability is not without great consequence and it can only ever be used on a body that has died within a matter of three trials (days). [[:Category: Immortals | Immortals]] may come to carry the soul of the individual to the great beyond after that time. When this ability is in use, energy is extended up from the character to form the appearance of a tree trunk while branches grow and cover the body of the individual till they are nearly encased in energy. Concentration is key to resurrection as the user must fall into deep meditation to either guide the soul back to its body or awaken it. The Ancient Tongue is spoken like a mantra during this ritual. The character risks being drawn into the darkness of death should they lose themselves among the memories and desires of the dead. They can also fall prey to possession, though this is incurable unless acted upon by another Champion, one who possesses the ability to separate and banish souls. Multiple, consecutive uses of this ability will cause the user to fall into a deep sleep for a number of trials (days).&lt;br /&gt;
|-&lt;br /&gt;
| Tree of Life || This ability is given only to those appointed Champions of Moseke for this ability requires the ancient tongue to use. This is a self sacrificing ability and must be used only when all other options are expired. The character, through the use of divine energy, is able to form a massive tree - that resembles their mark - onto the earth. This tree blooms white leaves that shed onto the ground and any who stand beneath its massive umbrella of branches. The leaves of this tree heal any and all things, though the leaves cannot be taken from the tree. These leaves are made of pure energy that disappears after a few short moments. The character is enveloped within it&amp;#039;s nearly indestructible trunk, the shape of their body formed into the tree as they are preserved inside it for the rest of their days. Normally these champions are visited by Famula and escorted to the Great Beyond even though their bodies remain living within. This ability may be used in battle to heal a massive number of people. It may also restore life to a dead forest.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=The Curse of Moseke=&lt;br /&gt;
&lt;br /&gt;
The appearance of the curse of Moseke is known by few. She is very careful on whom she curses as mortals have proven to be very resilient creatures, and a species she has come to love. This curse is mostly bestowed upon those that come into Desnind with hate in their hearts and destruction on their minds. The cursed mark is located on the person&amp;#039;s neck. A black-green, thorny vine wraps around the person&amp;#039;s neck twice, as if he were in a noose.&lt;br /&gt;
&lt;br /&gt;
==Condemned==&lt;br /&gt;
&lt;br /&gt;
The curse of Moseke is incredibly difficult to live with. Every living thing can potentially suffer from a cursed person&amp;#039;s touch. Smaller plants and mammals will suffer a cruel and agonizing death as their body is wracked with pain and inevitably shut down due to excessive pain stimuli. Large plants and mammals will feel excruciating pain. This pain is significant enough that large mammals will often becoming enraged to the point of endless attack, until the cursed or the animal dies. Plants will quit growing and/or producing. Humans are susceptible to the curse as well. Physical intimacy is out of the question, as prolonged and internal contact could potentially kill a person. It is not uncommon for people to shy away from the touch of a cursed person (less aggressive humans) or attack after being touched (more aggressive people). Although touch is the main focus of Moseke&amp;#039;s curse, the cursed person is also unable to enjoy formerly living mammals and plants as food. Meat and vegetables taste like ash upon being eaten.&lt;br /&gt;
&lt;br /&gt;
[[Category:Moseke]]&lt;br /&gt;
[[Category:Immortal Marks]]&lt;br /&gt;
[[Category: Moseke Marked PCs]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Progressing_Skills&amp;diff=14015</id>
		<title>Category:Progressing Skills</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Progressing_Skills&amp;diff=14015"/>
		<updated>2019-08-15T22:15:24Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#pagetitle: Progressing Skills}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To progress a non-Fast Track Skill:&lt;br /&gt;
&lt;br /&gt;
* Skill Points / XP&lt;br /&gt;
** 0 - 25 = Novice&lt;br /&gt;
** 26 - 75 = Competent&lt;br /&gt;
** 76 - 150 = Expert&lt;br /&gt;
** 151 - 250 = Master&lt;br /&gt;
&lt;br /&gt;
*Please note: Fast Track skill goes up in 25 point increments 1 - 100. Knowledge requirement is the same for both.&lt;br /&gt;
&lt;br /&gt;
* Knowledge&lt;br /&gt;
**  To progress to Competent you need 11 knowledge&lt;br /&gt;
**  To progress to Expert you need 22&lt;br /&gt;
**  To progress to Master you need 33&lt;br /&gt;
**  To progress to Grandmaster you need 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Click on &amp;quot;Pages in this Category&amp;quot; below to see more content! Thanks!&lt;br /&gt;
&lt;br /&gt;
[[Category:Progressing Your PC]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Progressing_Skills&amp;diff=14014</id>
		<title>Category:Progressing Skills</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Progressing_Skills&amp;diff=14014"/>
		<updated>2019-08-15T22:14:54Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#pagetitle: Progressing Skills}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To progress a non-Fast Track Skill:&lt;br /&gt;
&lt;br /&gt;
* Skill Points / XP&lt;br /&gt;
** 0 - 25 = Novice&lt;br /&gt;
** 26 - 75 = Competent&lt;br /&gt;
** 76 - 150 = Expert&lt;br /&gt;
** 151 - 250 = Master&lt;br /&gt;
&lt;br /&gt;
*Please note: Fast Track skill goes up in 25 point increments 1 - 100. Knowledge requirement is the same for both.&lt;br /&gt;
&lt;br /&gt;
* Knowledge&lt;br /&gt;
**  To progress to Competent you need 11 knowledge&lt;br /&gt;
**  To progress to Expert you need 22&lt;br /&gt;
**  To progress to Master you need 33&lt;br /&gt;
**  To progress to Grandmaster you need 60&lt;br /&gt;
&lt;br /&gt;
[[Category:Progressing Your PC]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Progressing_Skills&amp;diff=14013</id>
		<title>Category:Progressing Skills</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Progressing_Skills&amp;diff=14013"/>
		<updated>2019-08-15T20:29:01Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{pagetitle: Progressing Skills}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To progress a non-Fast Track Skill:&lt;br /&gt;
&lt;br /&gt;
* Skill Points / XP&lt;br /&gt;
** 0 - 25 = Novice&lt;br /&gt;
** 26 - 75 = Competent&lt;br /&gt;
** 76 - 150 = Expert&lt;br /&gt;
** 151 - 250 = Master&lt;br /&gt;
&lt;br /&gt;
*Please note: Fast Track skill goes up in 25 point increments 1 - 100. Knowledge requirement is the same for both.&lt;br /&gt;
&lt;br /&gt;
* Knowledge&lt;br /&gt;
**  To progress to Competent you need 11 knowledge&lt;br /&gt;
**  To progress to Expert you need 22&lt;br /&gt;
**  To progress to Master you need 33&lt;br /&gt;
**  To progress to Grandmaster you need 60&lt;br /&gt;
&lt;br /&gt;
[[Category:Progressing Your PC]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Progressing_Skills&amp;diff=14012</id>
		<title>Category:Progressing Skills</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Progressing_Skills&amp;diff=14012"/>
		<updated>2019-08-15T20:27:02Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TO progress a non-Fast Track Skill:&lt;br /&gt;
&lt;br /&gt;
* Skill Points / XP&lt;br /&gt;
** 0 - 25 = Novice&lt;br /&gt;
** 26 - 75 = Competent&lt;br /&gt;
** 76 - 150 = Expert&lt;br /&gt;
** 151 - 250 = Master&lt;br /&gt;
&lt;br /&gt;
* Knowledge&lt;br /&gt;
**  To progress to Competent you need 11 knowledge&lt;br /&gt;
**  To progress to Expert you need 22&lt;br /&gt;
**  To progress to Master you need 33&lt;br /&gt;
**  To progress to Grandmaster you need 60&lt;br /&gt;
&lt;br /&gt;
[[Category:Progressing Your PC]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Immortal_Marks&amp;diff=13978</id>
		<title>Category:Immortal Marks</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Immortal_Marks&amp;diff=13978"/>
		<updated>2019-08-10T18:29:42Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: /* Blessings &amp;amp; Curses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#pagetitle: Immortal Marks}}&lt;br /&gt;
&lt;br /&gt;
[[file:Blessc.png|center|link=]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This section provides players with information on the Blessings and Curses available at Standing Trials. Each Blessing/Curse comes with a number of benefits and weaknesses which can strongly enhance your roleplay, should you deem it appropriate for your character to be noticed by an Immortal. If you have not taken a look at the [[:Category: Immortals | Immortals of Idalos]], it&amp;#039;s highly recommend that you do for a better understanding of the purpose of them, thus, the Blessing/Curse, and how both tie into the overall storyline. We will continue to update the Blessings/Curses as the role play progresses.&lt;br /&gt;
= Blessings &amp;amp; Curses =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Picture !! Name !! Information&lt;br /&gt;
|-&lt;br /&gt;
| [[File:falbl.png|link=]] || [[:Category:Al&amp;#039;deurn|Al&amp;#039;deurn]] || The Blessing of [[:Category:Faldrun|Faldrun]]. A Blessing most often given to those Faldrun control. Al&amp;#039;deurn is a mark that allows those blessed to harness and control fire.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Starthumb.png|link=]] || [[:Category:Audnev|Audnev]] || The Blessing of [[:Category:Audrae|Audrae]]. Those blessed are gifted with abilities to  deceive, to hide within and manipulate shadow, and perceive the truth  from lies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Bellinos Mark 4 Thumb.jpg|link=]] || [[:Category:Bellinos|Bellinos]] || The Blessing of [[:Category:Vri|Vri]]. A Blessing given to those who are committed to the love the heart may bleed, as well as respect the need for death in life. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Celarion small.png|link=]] || [[:Category:Celarion|Celarion]] || The Blessing of [[:Category:Qylios|Qylios]]. Those blessed with the light of Celarion can inspire courage and light the darkness as they lead those who would fight against evil.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Elindria.jpg|link=]] || [[:Category:Elindria|Elindria]] || The Blessing of [[:Category:Edasha|Edasha]]. Those marked by Edasha are perfectly beautiful, able to inspire jealousy in all those around them, and beautify their environments just by being in them.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:75.png|link=]] || [[:Category:Elithem|Elithem]] || The Blessing of [[:Category:Zanik|Zanik]]. The individuals who carry this aura have been  gifted with abilities which can help them awe, seduce, and deceive the  senses of others.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mmthumb.png|link=]] || [[:Category:Ezere|Ezere]] || The Blessing of [[:Category:Ziell|Ziell]]. Those blessed are gifted with abilities of  foresight, the chill of winter and its blizzards, and maintaining peace.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gwelliph.jpg|50px]]||[[:Category: Gwelliph| Gwelliph]] || The Blessing of [[:Category: Pier &amp;amp; Pre | Pier and Pre]]. This blessing resonates with justice, equality, truth and deceit and is given to those who follow their moral path.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Kasyni2.jpg|link=]] || [[:Category:Kasyni|Kasyni]] || The Blessing of [[:Category:Kata|Kata]] and [[:Category:Mastes|Mastes]]. Those blessed have abilities over the vices that control other people, insanity, and trickery.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Koriel.jpg|link=]] || [[:Category:Koriel|Koriel]] || The Blessing of [[:Category:U&amp;#039;frek|U&amp;#039;frek]]. Those blessed have an unnatural aptitude for navigation and elemental manipulation of water.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Korros1.png|link=]] || [[:Category:Krorros|Krorros]] || The Blessing of [[:Category:Raskalarn|Raskalarn]]. These skilled few can dominate the  battlefield with skills that increase their physical abilities and add  to their destructive capabilities.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lethroda1.png|link=]] || [[:Category:Lethodra|Lethroda]] || The Blessing of [[:Category:Sintra|Sintra]]. These servants of the dark web are given  abilities that enhance their powers of manipulation and give them  spider-like abilities.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flowers.png|link=]] || [[:Category: Loshova|Loshova]] || The Blessing of [[:Category:Ashan|Ashan]]. A blessing given to those who live freely and follow their own spiritual path.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Maerzekthumb.png|link=]] || [[:Category:Maerzek|Maerzek]] || The Blessing of [[:Category:Aeva|Aeva]]. Those who forge their own destiny, who craft the tools to shape the world, will find themselves made new by Aeva.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Miirduzthumb.png|link=]]||[[:Category:Miirduz|Miirduz]]|| The Blessing of [[:Category:Belaera|Belaera]]. Those who wield this will become the devil who offers deal and the jailer of both the weak and the strong.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Nalos.jpg|link=]] || [[:Category:Nalos|Nalos]] || The Blessing of [[:Category:Xiur|Xiur]]. A blessing given to those who those who struggle with the harshness of the world and seek to bring hope.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Nitahithumb.png|link=]] || [[:Category:Nyvahi|Nyvahi]] || The Blessing of [[:Category:Unity| Unity]]. Those marked by the Immortal of Dreams &amp;amp; Nightmares.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Palenonthumb2.png|link=]] || [[:Category:Palenon|Palenon]] || The Blessing of [[:Category:Ilaren|Ilaren]]. Those blessed are gifted with control over lightning, pleasant drunken-ness, and ambition to brawl.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rusalkis Thumb.jpg|link=]] || [[:Category:Rusalkis|Rusalkis]] || The Blessing of [[:Category: Chrien|Chrien]]. Those blessed are gifted with control over storms, are unnaturally lucky, and have a tendency to manipulate the spite in others.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sessthumb.png|link=]] || [[:Category:Sesser|Sesser]] || The Blessing of [[:Category:Syroa|Syroa]]. Those blessed are gifted with abilities to transform with an aptitude for acting much like the Immortal.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sombranthumb.png|link=]] || [[:Category:Sombran|Sombran]] || The Blessing of [[:Category:Chamadarst|Chamadarst]]. Those Blessed are gifted with powers that make use of their accumulated wealth and allow them to more effectively run a business or stay neutral in conflicts. In addition, there is a small array of defensive powers, in case someone attempts to violate the neutrality of those Blessed with Sombran.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sojourn1.jpg|link=]] || [[:Category:Sojourn|Sojourn]] || The Blessing of [[:Category:Cassion|Cassion]]. Those blessed are gifted with abilities allow themselves and their companions to participate in the narrative of their own stories, finding adventure along the way.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[File:SevrathMini.png|link=]] || [[:Category:Sevrath|Sevrath]] || The Blessing of [[:Category:Moseke|Moseke]]. Those blessed are gifted with abilities to heal, to create and forms things from nature, and to protect.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Shirvain.png|link=]] || [[:Category:Shirvain|Shirvain]] || The Blessing of [[:Category:Ralaith|Ralaith]]. Those blessed may find they are able to manipulate time ever so slightly, as well as harness scholarly knowledge and wisdom better than the most committed student.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:89.png|link=]] || [[:Category:Taithir|Taithir]] || The Blessing of [[:Category:Ethelynda|Ethelynda]]. Anyone who attracts her attention enough to be blessed will find themselves with strong shields, both physically and mentally.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Tarouz2.jpg|50px||link=]] || [[:Category:Tarouz|Tarouz]] || The Blessing of [[:Category:Delroth|Delroth]]. Those blessed are gifted with control over avian creatures and the winds that keep them afloat.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Vaelus.jpg|link=]] || [[:Category:Vaelus|Vaelus]] || The Blessing of [[:Category:Vhalar|Vhalar]]. A blessing that gifts abilities over oaths and bonds as well as certain crafting aptitudes. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Karthumb.png|link=]] || [[:Category:Velduris|Velduris]] || The Blessing of [[:Category: Karem|Karem]]. Those who follow The Hunter are gifted with wolf  familiars and abilities that help them survive even the harshest  conditions.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Vinyza.jpg|link=]] || [[:Category:Vinyza|Vinyza]] || The Blessing of [[:Category:Ymiden|Ymiden]]. Ymiden&amp;#039;s blessed are normally followers of a peaceful path, ones who truly commit themselves to the righteous and good of the world.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Xyphathumb.png|link=]] || [[:Category:Xypha|Xypha]] || The Blessing of [[:Category:Yvithia|Yvithia]]. Those blessed are gifted with enhanced  cognitive and linguistic processing and increased intellect, ultimately  leading to telepathic abilities.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Yithnai1.png|link=]] || [[:Category:Yithanai|Yithnai]] || The Blessing of [[:Category:Lisirra|Lisirra]]. The servants of the Plague Lord are gifted with  the ability to create, replicate, and transport disease and insects.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Zuthumb.png|link=]] || [[:Category: Zuuda|Zuuda]] || The Blessing of [[:Category: Famula|Famula]]. Those truly devoted to the service of others are  blessed with abilities over spirit, servitude, and resurrection.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Many of you are probably wondering what Marks are and how they apply to your character, to the world of Idalos, and the story line of the role play. Many of you are also probably wondering how Religion affects these divine powers and how it applies to your character. These two systems encompass a large part of the role play because the Marks serve as a catalyst to the war within the world, so it&amp;#039;s recommended that both Players and Prophets become familiar with this guide.&lt;br /&gt;
&lt;br /&gt;
= What Are Marks? =&lt;br /&gt;
&lt;br /&gt;
Marks act as an extension of the Immortal&amp;#039;s power in lesser, multiple forms. They provide the user with &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;divine&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; power in exchange for a kind of servitude to that Immortal, whether that&amp;#039;s through completing tasks, worship, murders, etc. Marks cannot be earned without proper cause. By this, I mean that the character has to complete a quest, or several, to earn the favor or hatred of the Immortal.&lt;br /&gt;
&lt;br /&gt;
The commonality of marks varies as some Immortals are harder to gain favor or hatred with than others. These divine beings play a large part in every character&amp;#039;s story, whether they&amp;#039;re aware of it or not. They have personalities, history, likes and dislikes, and behave similarly to humans. Therefore, earning the gifts of divine power will sometimes take a lot of work, depending on that Immortal.&lt;br /&gt;
&lt;br /&gt;
The divine powers given to characters from the marks are limited to that Immortal&amp;#039;s domains. So an example of this would be Zanik and his blessing of Elithem. His domains are seduction, music, and strength. If a character acquired his blessing, they could use this divine power for those areas and those areas only.&lt;br /&gt;
&lt;br /&gt;
= Religion Within Idalos =&lt;br /&gt;
== The Immortals and Worship ==&lt;br /&gt;
&lt;br /&gt;
The Immortals themselves are strong. They wield power beyond anything mortal man could wish to control and are beings that spawn calamity with a single touch. These powerful beings harness the purest kind of Ether, the essence of all things magical, strange, and otherworldly. Ether is adaptive and malleable. It may be used to create powerful abilities or form connections with those of mortal flesh. Ether ties into the soul, bringing with it a spark of power governed by the Immortal who chooses to share their power with mortal beings. It is from this connection, this string of power, that amplifies the Immortal&amp;#039;s strength.&lt;br /&gt;
&lt;br /&gt;
When a mortal is marked by an Immortal, they have done enough to gain favor in the eyes of this powerful being. The establishment of a mark is a surge of power that overtakes the mortal being. They are encompassed in the energy of pure, regulated ether— ether that is controlled by the Immortal and either given or taken at their choosing. Faith to the Immortal is imperative to the strength of the mark and its abilities. As a mortal being prays and dedicates their faith to the Immortal, they become better aligned to that Immortal&amp;#039;s domains. This devotion earns them favor, pushing more strength into the mark, thus, more power into their abilities.&lt;br /&gt;
&lt;br /&gt;
== Maintaining and Leveling A Mark ==&lt;br /&gt;
&lt;br /&gt;
Once marked, a player can level the Blessing by doing quests that show both an understanding of their patron Immortals domains and goals, as well as making use of the blessing. Quests can be either minor, self-moderated stories, or more significant stories that can take several threads. A quest can reward a player with up to three new abilities for a blessing.&lt;br /&gt;
&lt;br /&gt;
== Reaching New Blessing Tiers ==&lt;br /&gt;
&lt;br /&gt;
In order to reach a new Blessing Tier, the player will have to meet a few requirements. First, they&amp;#039;ll need to have all 9 powers from the previous tier. Second, they&amp;#039;ll need to do a quest that shows them doing something significant in order to gain more trust and recognition from their patron Immortal. These will always be major quests and will have to be moderated. If the player wants, the moderator can come up with the plot, but the player can ask for a specific plot line as well.&lt;br /&gt;
&lt;br /&gt;
== Getting A Quest ==&lt;br /&gt;
&lt;br /&gt;
Getting a quest is simple. Just apply for one in the [http://standingtrials.com/viewforum.php?f=112 Prophet Support Forum]. You can either ask for a moderated thread that&amp;#039;s up to the moderators discretion, or you can have a specific plot in mind, either way works. Your request will get reviewed, and either approved or given suggestions in order to get it to approval. Once the quest is finished, if it&amp;#039;s self moderated, just put that it&amp;#039;s a Blessing ability quest and it will get reviewed by someone with PSF access who can see your original request.&lt;br /&gt;
&lt;br /&gt;
== Knowledge Strengthens Abilities ==&lt;br /&gt;
&lt;br /&gt;
Three pieces of knowledge determines the character to be a master in that ability. Not all abilities require mastery, though most abilities require at least one piece of knowledge to use proficiently. If a character has no knowledge is an ability, they are considered a novice with it. They may still use it, but they may have a hard time understanding its function until the character has practiced with the ability.&lt;br /&gt;
&lt;br /&gt;
You may request knowledge of mark abilities in your usual review request. Please note, it does count as one of the skill knowledges you are allowed to claim.&lt;br /&gt;
&lt;br /&gt;
= Starting With Marks =&lt;br /&gt;
&lt;br /&gt;
• Post in Prophet Support Forum a story 500 words of more of what your character did to earn the favor of the Immortal whose mark they are trying to receive. Characters may receive their &amp;#039;&amp;#039;first&amp;#039;&amp;#039; blessing or curse with approval of story from the Prophet Support Forum. Anything else must be awarded in RP.&lt;br /&gt;
&lt;br /&gt;
Depending on the mark, mostly anyone is able to start with one. Once a Prophet has approved your mark, you can list it in your marks section on your character sheet. Keep in mind that the abilities and knowledge for the mark must be applied for in review in the same way as a skill knowledge - and count as such. The marks, the abilities, and the knowledge for the marks are separate from your skills. At the time of the mark&amp;#039;s approval in the support forum, the prophet will give you the first 3 of its starting abilities. So in total, you should have 1 name listed in the marks section and 3 abilities for that mark. An example of what I&amp;#039;m talking about can be found [http://standingtrials.com/viewtopic.php?f=37&amp;amp;t=521&amp;amp;p=930#marks here]. &lt;br /&gt;
&lt;br /&gt;
Tell us why you think your character deserves the mark and how they got the Immortals attention. The staff on the Prophet Support Forum will either approve or deny (and offer suggestions) your request. If you&amp;#039;re approved you will be expected to write a story detailing how your character gained the Immortals interest and acquired their mark. The staff will then read your story and award the mark and two abilities(aim for at least 500 words). We advise against applying for a mark that isn&amp;#039;t finished yet as these are subject to change, but not ruled out completely. Make sure you apply for the mark you desire [i]before[/i] you start role playing and give us two or three days to look over your application. If you haven&amp;#039;t heard back by then, PM an active staff member or bump your post.&lt;br /&gt;
&lt;br /&gt;
= Gaining Marks Both In Character &amp;amp; OOC =&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s best that you first figure out which marks you want your character to have before anything else. It&amp;#039;s possible for a character to have a total of 4 marks and out of 20 or so marks, it may be hard to choose, so think wisely. Once you&amp;#039;ve done your research on the Immortal and the mark you want, you&amp;#039;ll need to post in the Prophet Support Forum with the title &amp;#039;Acquiring the Mark of....&amp;#039; and whatever the mark&amp;#039;s name is. You don&amp;#039;t have to be too specific, just let us know why you want the mark, how many marks you have so far, and which area your character is in right now. This will help us set up quests for your character to undertake to gain the mark you want.&lt;br /&gt;
&lt;br /&gt;
We don&amp;#039;t want to make acquiring a mark stressful on you so there are no lengthy requirements for obtaining your first mark. When role playing the quest(s) to obtain the mark, your character needs to demonstrate that they are worthy of that mark. If a character goes on a journey to the city of Hiladrith, and they are performing lots of music, their own music, demonstrating their knowledge of chord progressions, lyrics, rhythms and they perform openly, in front of a large audience unafraid, entertaining, and strong, that may not only get the attention of Hiladrith&amp;#039;s leaders but also, Zanik&amp;#039;s. Earning your first mark can be easy for the most part but you have to remember to &amp;#039;&amp;#039;&amp;#039;show that your character deserves it in role play&amp;#039;&amp;#039;&amp;#039;. Otherwise, what would be the point?&lt;br /&gt;
&lt;br /&gt;
= Leveling Marks =&lt;br /&gt;
&lt;br /&gt;
So how does one advance a mark once they&amp;#039;ve obtained one? That&amp;#039;s where religion comes in. This is too weighty a subject for one section, so please refer to the following section religion for more information.&lt;br /&gt;
&lt;br /&gt;
Listed below are set rules:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;I.&amp;#039;&amp;#039;&amp;#039; To gain your first mark (on that pc) you can write up a story with a minimum of 500 words, performing an act that gains the favor of an Immortal. This act must correlate with the Immortal&amp;#039;s domains as doing something outside of their specialties will be useless in gaining their attention.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;II.&amp;#039;&amp;#039;&amp;#039; Once marked, you must be devoted to the Immortal in order to keep their blessing. Blessings are only as powerful as you, the player, make them. This means, in order to make them stronger, you must worship the Immortal. You cannot, however, completely lose a blessing or curse without a moderated thread.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;III.&amp;#039;&amp;#039;&amp;#039; The knowledge for an ability carries over as you progress up the tiers. Meaning, if you are an expert at Eye of the Beholder (Minor), and you acquire enough devotion for Eye of the Beholder (Moderate), you will be considered an expert in Eye of the Beholder (Moderate).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;IV.&amp;#039;&amp;#039;&amp;#039; You may only receive or lose a Blessing/Curse from a modded thread or through the Prophet Support Forum upon start up.&lt;br /&gt;
&lt;br /&gt;
= Leveling Marks Part 2 =&lt;br /&gt;
Herein is a guide for ways in which a PC might be awarded / ask for / achieve Immortal Mark Abilities. Hope it&amp;#039;s helpful!&lt;br /&gt;
&lt;br /&gt;
First. Ways that a pc might gain mark abilities within their current level (Favored, Adored etc)&lt;br /&gt;
1. The player posts in the PSF, puts forward a plot outline and asks if it could be considered for getting X number of abilities in Y mark. We say yes or no, they do the plot outline, we review and award. Lots of examples of this all around the board. Also - have a look at the &amp;quot;Completed Immortal Mark Requests&amp;quot; area of the PSF&lt;br /&gt;
&lt;br /&gt;
2. The player is in a modded thread where they are awarded mark abilities. That might be a full on modded thread or a modbomb, depending on the story etc. It is important to note, here, that an individual Mod can give however many abilities/ marks they feel are earned through the plot, based on the character&amp;#039;s actions, importance of plot, etc. This is 100% up to the individual mod handling the thread.&lt;br /&gt;
&lt;br /&gt;
3. The player is in a modded plot, at the end of which they are awarded mark abilities. By &amp;quot;modded plot&amp;quot; I mean the kind of thing where the mod gives a player a plot, allows the player to self mod parts, modbombs others, etc, then does the final review - there are a number of examples across the boards.&lt;br /&gt;
&lt;br /&gt;
4. The player posts in the PSF saying &amp;quot;hey, I did this, can I get abilities for X mark&amp;quot;&lt;br /&gt;
&lt;br /&gt;
5. A peer reviewer posts in the PSF and says &amp;quot;hey, I think this person deserves an ability for this thread&amp;quot;. Prophets review and then approve or not. Please note: the reviewer should just go ahead and review as normal, not delay the review. We&amp;#039;ll add our bit in. &lt;br /&gt;
&lt;br /&gt;
6. A prophet reviews a thread and says &amp;quot;hey, I think this person deserves an ability for this thread&amp;quot; and awards it.&lt;br /&gt;
&lt;br /&gt;
And for clarity - As prophets, we have players pm us and ask for a level up / mark thread for them and we say yes or no in pm. If you can&amp;#039;t get a mod / aren&amp;#039;t clear about it / just want to - you PSF, but if you&amp;#039;ve got a mod lined up, you&amp;#039;re good to go. &lt;br /&gt;
&lt;br /&gt;
Hope this guide is clear. Thanks!&lt;br /&gt;
&lt;br /&gt;
= Grading and Rewarding Marks (For Prophets &amp;amp; Graders) =&lt;br /&gt;
&lt;br /&gt;
Even though Marks are a major part of the game, they aren&amp;#039;t too difficult to get and give out. Graders and Staff are able to create quests for the character to undergo as part of advancing their blessing/curse. However, graders are only allowed to do this if given permission from a staff member in the Prophet Support forum. &lt;br /&gt;
&lt;br /&gt;
When a player is rewarded with a mark, the Immortal must be present to award it to them. Once a thread is submitted for grading, and the grader sees that the character is deserving of a blessing or curse, a staff member must be notified with reason as to why they deserve it in the Prophet Support Forum. A Prophet will either approve or disapprove awarding the character a mark. If they approve it, they may give permission to the grader to role play the Immortal gifting the blessing or curse. If they don&amp;#039;t give the grader direct permission, then the Prophet is expected to finish the thread in a timely manner. The grader can then publish the grade once the blessing or curse has been given.&lt;br /&gt;
&lt;br /&gt;
= Removing Marks =&lt;br /&gt;
&lt;br /&gt;
Characters are able to undergo quests to remove their blessings and/or curses, however, the quests can be a bit tedious. There are a number of ways that a mark can be removed from a character whether that is from the Immortal or from certain items that are able to counteract the effects of the blessing and/or curse. Usually these items involve some kind of magic taken from fractures or special artifacts. If you&amp;#039;re interested in having a blessing or curse removed, post it in the Support Forum and a prophet will be able to work with you on getting it removed.&lt;br /&gt;
&lt;br /&gt;
= Got A Question? =&lt;br /&gt;
&lt;br /&gt;
Contact a prophet or post it in the Q &amp;amp; A forum, specifically in the Immortals section!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Repository of IC Lore]]&lt;br /&gt;
[[Category: Basic / Quick Links]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Immortal_Marks&amp;diff=13977</id>
		<title>Category:Immortal Marks</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Immortal_Marks&amp;diff=13977"/>
		<updated>2019-08-10T18:27:12Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: /* Knowledge Strengthens Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#pagetitle: Immortal Marks}}&lt;br /&gt;
&lt;br /&gt;
[[file:Blessc.png|center|link=]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This section provides players with information on the Blessings and Curses available at Standing Trials. Each Blessing/Curse comes with a number of benefits and weaknesses which can strongly enhance your roleplay, should you deem it appropriate for your character to be noticed by an Immortal. If you have not taken a look at the [[:Category: Immortals | Immortals of Idalos]], it&amp;#039;s highly recommend that you do for a better understanding of the purpose of them, thus, the Blessing/Curse, and how both tie into the overall storyline. We will continue to update the Blessings/Curses as the role play progresses.&lt;br /&gt;
= Blessings &amp;amp; Curses =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Picture !! Name !! Information&lt;br /&gt;
|-&lt;br /&gt;
| [[File:falbl.png|link=]] || [[:Category:Al&amp;#039;deurn|Al&amp;#039;deurn]] || The Blessing of [[:Category:Faldrun|Faldrun]]. A Blessing most often given to those Faldrun control. Al&amp;#039;deurn is a mark that allows those blessed to harness and control fire.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Starthumb.png|link=]] || [[:Category:Audnev|Audnev]] || The Blessing of [[:Category:Audrae|Audrae]]. Those blessed are gifted with abilities to  deceive, to hide within and manipulate shadow, and perceive the truth  from lies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Bellinos Mark 4 Thumb.jpg|link=]] || [[:Category:Bellinos|Bellinos]] || The Blessing of [[:Category:Vri|Vri]]. A Blessing given to those who are committed to the love the heart may bleed, as well as respect the need for death in life. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Celarion small.png|link=]] || [[:Category:Celarion|Celarion]] || The Blessing of [[:Category:Qylios|Qylios]]. Those blessed with the light of Celarion can inspire courage and light the darkness as they lead those who would fight against evil.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Elindria.jpg|link=]] || [[:Category:Elindria|Elindria]] || The Blessing of [[:Category:Edasha|Edasha]]. Those marked by Edasha are perfectly beautiful, able to inspire jealousy in all those around them, and beautify their environments just by being in them.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:75.png|link=]] || [[:Category:Elithem|Elithem]] || The Blessing of [[:Category:Zanik|Zanik]]. The individuals who carry this aura have been  gifted with abilities which can help them awe, seduce, and deceive the  senses of others.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mmthumb.png|link=]] || [[:Category:Ezere|Ezere]] || The Blessing of [[:Category:Ziell|Ziell]]. Those blessed are gifted with abilities of  foresight, the chill of winter and its blizzards, and maintaining peace.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gwelliph.jpg|50px]]||[[:Category: Gwelliph| Gwelliph]] || The Blessing of [[:Category: Pier &amp;amp; Pre | Pier and Pre]]. This blessing resonates with justice, equality, truth and deceit and is given to those who follow their moral path.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Kasyni2.jpg|link=]] || [[:Category:Kasyni|Kasyni]] || The Blessing of [[:Category:Kata|Kata]] and [[:Category:Mastes|Mastes]]. Those blessed have abilities over the vices that control other people, insanity, and trickery.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Koriel.jpg|link=]] || [[:Category:Koriel|Koriel]] || The Blessing of [[:Category:U&amp;#039;frek|U&amp;#039;frek]]. Those blessed have an unnatural aptitude for navigation and elemental manipulation of water.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Korros1.png|link=]] || [[:Category:Krorros|Krorros]] || The Blessing of [[:Category:Raskalarn|Raskalarn]]. These skilled few can dominate the  battlefield with skills that increase their physical abilities and add  to their destructive capabilities.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lethroda1.png|link=]] || [[:Category:Lethodra|Lethroda]] || The Blessing of [[:Category:Sintra|Sintra]]. These servants of the dark web are given  abilities that enhance their powers of manipulation and give them  spider-like abilities.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flowers.png|link=]] || [[:Category: Loshova|Loshova]] || The Blessing of [[:Category:Ashan|Ashan]]. A blessing given to those who live freely and follow their own spiritual path.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Maerzekthumb.png|link=]] || [[:Category:Maerzek|Maerzek]] || The Blessing of [[:Category:Aeva|Aeva]]. Those who forge their own destiny, who craft the tools to shape the world, will find themselves made new by Aeva.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Miirduzthumb.png|link=]]||[[:Category:Miirduz|Miirduz]]|| The Blessing of [[:Category:Belaera|Belaera]]. Those who wield this will become the devil who offers deal and the jailer of both the weak and the strong.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Nalos.jpg|link=]] || [[:Category:Nalos|Nalos]] || The Blessing of [[:Category:Xiur|Xiur]]. A blessing given to those who those who struggle with the harshness of the world and seek to bring hope.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Nitahithumb.png|link=]] || [[:Category:Nitahi|Nitahi]] || The Blessing of [[:Category:Kielik|Kielik]]. Those sponsored by the Mortalborn of Nightmares are a thorn in his sister&amp;#039;s side and a plague upon unwitting dreamers all over Idalos.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spiderwebthumb.png|link=]] || [[:Category: Nyvora|Nyvora]] || The Blessing of [[:Category: Jesine|Jesine]]. Given to the dreamers whose curiosity wanders beyond, into the secret realms of Emea.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Palenonthumb2.png|link=]] || [[:Category:Palenon|Palenon]] || The Blessing of [[:Category:Ilaren|Ilaren]]. Those blessed are gifted with control over lightning, pleasant drunken-ness, and ambition to brawl.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rusalkis Thumb.jpg|link=]] || [[:Category:Rusalkis|Rusalkis]] || The Blessing of [[:Category: Chrien|Chrien]]. Those blessed are gifted with control over storms, are unnaturally lucky, and have a tendency to manipulate the spite in others.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sessthumb.png|link=]] || [[:Category:Sesser|Sesser]] || The Blessing of [[:Category:Syroa|Syroa]]. Those blessed are gifted with abilities to transform with an aptitude for acting much like the Immortal.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sombranthumb.png|link=]] || [[:Category:Sombran|Sombran]] || The Blessing of [[:Category:Chamadarst|Chamadarst]]. Those Blessed are gifted with powers that make use of their accumulated wealth and allow them to more effectively run a business or stay neutral in conflicts. In addition, there is a small array of defensive powers, in case someone attempts to violate the neutrality of those Blessed with Sombran.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sojourn1.jpg|link=]] || [[:Category:Sojourn|Sojourn]] || The Blessing of [[:Category:Cassion|Cassion]]. Those blessed are gifted with abilities allow themselves and their companions to participate in the narrative of their own stories, finding adventure along the way.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[File:SevrathMini.png|link=]] || [[:Category:Sevrath|Sevrath]] || The Blessing of [[:Category:Moseke|Moseke]]. Those blessed are gifted with abilities to heal, to create and forms things from nature, and to protect.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Shirvain.png|link=]] || [[:Category:Shirvain|Shirvain]] || The Blessing of [[:Category:Ralaith|Ralaith]]. Those blessed may find they are able to manipulate time ever so slightly, as well as harness scholarly knowledge and wisdom better than the most committed student.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:89.png|link=]] || [[:Category:Taithir|Taithir]] || The Blessing of [[:Category:Ethelynda|Ethelynda]]. Anyone who attracts her attention enough to be blessed will find themselves with strong shields, both physically and mentally.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Tarouz2.jpg|50px||link=]] || [[:Category:Tarouz|Tarouz]] || The Blessing of [[:Category:Delroth|Delroth]]. Those blessed are gifted with control over avian creatures and the winds that keep them afloat.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Vaelus.jpg|link=]] || [[:Category:Vaelus|Vaelus]] || The Blessing of [[:Category:Vhalar|Vhalar]]. A blessing that gifts abilities over oaths and bonds as well as certain crafting aptitudes. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Karthumb.png|link=]] || [[:Category:Velduris|Velduris]] || The Blessing of [[:Category: Karem|Karem]]. Those who follow The Hunter are gifted with wolf  familiars and abilities that help them survive even the harshest  conditions.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Vinyza.jpg|link=]] || [[:Category:Vinyza|Vinyza]] || The Blessing of [[:Category:Ymiden|Ymiden]]. Ymiden&amp;#039;s blessed are normally followers of a peaceful path, ones who truly commit themselves to the righteous and good of the world.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Xyphathumb.png|link=]] || [[:Category:Xypha|Xypha]] || The Blessing of [[:Category:Yvithia|Yvithia]]. Those blessed are gifted with enhanced  cognitive and linguistic processing and increased intellect, ultimately  leading to telepathic abilities.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Yithnai1.png|link=]] || [[:Category:Yithanai|Yithnai]] || The Blessing of [[:Category:Lisirra|Lisirra]]. The servants of the Plague Lord are gifted with  the ability to create, replicate, and transport disease and insects.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Zuthumb.png|link=]] || [[:Category: Zuuda|Zuuda]] || The Blessing of [[:Category: Famula|Famula]]. Those truly devoted to the service of others are  blessed with abilities over spirit, servitude, and resurrection.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Many of you are probably wondering what Marks are and how they apply to your character, to the world of Idalos, and the story line of the role play. Many of you are also probably wondering how Religion affects these divine powers and how it applies to your character. These two systems encompass a large part of the role play because the Marks serve as a catalyst to the war within the world, so it&amp;#039;s recommended that both Players and Prophets become familiar with this guide.&lt;br /&gt;
&lt;br /&gt;
= What Are Marks? =&lt;br /&gt;
&lt;br /&gt;
Marks act as an extension of the Immortal&amp;#039;s power in lesser, multiple forms. They provide the user with &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;divine&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; power in exchange for a kind of servitude to that Immortal, whether that&amp;#039;s through completing tasks, worship, murders, etc. Marks cannot be earned without proper cause. By this, I mean that the character has to complete a quest, or several, to earn the favor or hatred of the Immortal.&lt;br /&gt;
&lt;br /&gt;
The commonality of marks varies as some Immortals are harder to gain favor or hatred with than others. These divine beings play a large part in every character&amp;#039;s story, whether they&amp;#039;re aware of it or not. They have personalities, history, likes and dislikes, and behave similarly to humans. Therefore, earning the gifts of divine power will sometimes take a lot of work, depending on that Immortal.&lt;br /&gt;
&lt;br /&gt;
The divine powers given to characters from the marks are limited to that Immortal&amp;#039;s domains. So an example of this would be Zanik and his blessing of Elithem. His domains are seduction, music, and strength. If a character acquired his blessing, they could use this divine power for those areas and those areas only.&lt;br /&gt;
&lt;br /&gt;
= Religion Within Idalos =&lt;br /&gt;
== The Immortals and Worship ==&lt;br /&gt;
&lt;br /&gt;
The Immortals themselves are strong. They wield power beyond anything mortal man could wish to control and are beings that spawn calamity with a single touch. These powerful beings harness the purest kind of Ether, the essence of all things magical, strange, and otherworldly. Ether is adaptive and malleable. It may be used to create powerful abilities or form connections with those of mortal flesh. Ether ties into the soul, bringing with it a spark of power governed by the Immortal who chooses to share their power with mortal beings. It is from this connection, this string of power, that amplifies the Immortal&amp;#039;s strength.&lt;br /&gt;
&lt;br /&gt;
When a mortal is marked by an Immortal, they have done enough to gain favor in the eyes of this powerful being. The establishment of a mark is a surge of power that overtakes the mortal being. They are encompassed in the energy of pure, regulated ether— ether that is controlled by the Immortal and either given or taken at their choosing. Faith to the Immortal is imperative to the strength of the mark and its abilities. As a mortal being prays and dedicates their faith to the Immortal, they become better aligned to that Immortal&amp;#039;s domains. This devotion earns them favor, pushing more strength into the mark, thus, more power into their abilities.&lt;br /&gt;
&lt;br /&gt;
== Maintaining and Leveling A Mark ==&lt;br /&gt;
&lt;br /&gt;
Once marked, a player can level the Blessing by doing quests that show both an understanding of their patron Immortals domains and goals, as well as making use of the blessing. Quests can be either minor, self-moderated stories, or more significant stories that can take several threads. A quest can reward a player with up to three new abilities for a blessing.&lt;br /&gt;
&lt;br /&gt;
== Reaching New Blessing Tiers ==&lt;br /&gt;
&lt;br /&gt;
In order to reach a new Blessing Tier, the player will have to meet a few requirements. First, they&amp;#039;ll need to have all 9 powers from the previous tier. Second, they&amp;#039;ll need to do a quest that shows them doing something significant in order to gain more trust and recognition from their patron Immortal. These will always be major quests and will have to be moderated. If the player wants, the moderator can come up with the plot, but the player can ask for a specific plot line as well.&lt;br /&gt;
&lt;br /&gt;
== Getting A Quest ==&lt;br /&gt;
&lt;br /&gt;
Getting a quest is simple. Just apply for one in the [http://standingtrials.com/viewforum.php?f=112 Prophet Support Forum]. You can either ask for a moderated thread that&amp;#039;s up to the moderators discretion, or you can have a specific plot in mind, either way works. Your request will get reviewed, and either approved or given suggestions in order to get it to approval. Once the quest is finished, if it&amp;#039;s self moderated, just put that it&amp;#039;s a Blessing ability quest and it will get reviewed by someone with PSF access who can see your original request.&lt;br /&gt;
&lt;br /&gt;
== Knowledge Strengthens Abilities ==&lt;br /&gt;
&lt;br /&gt;
Three pieces of knowledge determines the character to be a master in that ability. Not all abilities require mastery, though most abilities require at least one piece of knowledge to use proficiently. If a character has no knowledge is an ability, they are considered a novice with it. They may still use it, but they may have a hard time understanding its function until the character has practiced with the ability.&lt;br /&gt;
&lt;br /&gt;
You may request knowledge of mark abilities in your usual review request. Please note, it does count as one of the skill knowledges you are allowed to claim.&lt;br /&gt;
&lt;br /&gt;
= Starting With Marks =&lt;br /&gt;
&lt;br /&gt;
• Post in Prophet Support Forum a story 500 words of more of what your character did to earn the favor of the Immortal whose mark they are trying to receive. Characters may receive their &amp;#039;&amp;#039;first&amp;#039;&amp;#039; blessing or curse with approval of story from the Prophet Support Forum. Anything else must be awarded in RP.&lt;br /&gt;
&lt;br /&gt;
Depending on the mark, mostly anyone is able to start with one. Once a Prophet has approved your mark, you can list it in your marks section on your character sheet. Keep in mind that the abilities and knowledge for the mark must be applied for in review in the same way as a skill knowledge - and count as such. The marks, the abilities, and the knowledge for the marks are separate from your skills. At the time of the mark&amp;#039;s approval in the support forum, the prophet will give you the first 3 of its starting abilities. So in total, you should have 1 name listed in the marks section and 3 abilities for that mark. An example of what I&amp;#039;m talking about can be found [http://standingtrials.com/viewtopic.php?f=37&amp;amp;t=521&amp;amp;p=930#marks here]. &lt;br /&gt;
&lt;br /&gt;
Tell us why you think your character deserves the mark and how they got the Immortals attention. The staff on the Prophet Support Forum will either approve or deny (and offer suggestions) your request. If you&amp;#039;re approved you will be expected to write a story detailing how your character gained the Immortals interest and acquired their mark. The staff will then read your story and award the mark and two abilities(aim for at least 500 words). We advise against applying for a mark that isn&amp;#039;t finished yet as these are subject to change, but not ruled out completely. Make sure you apply for the mark you desire [i]before[/i] you start role playing and give us two or three days to look over your application. If you haven&amp;#039;t heard back by then, PM an active staff member or bump your post.&lt;br /&gt;
&lt;br /&gt;
= Gaining Marks Both In Character &amp;amp; OOC =&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s best that you first figure out which marks you want your character to have before anything else. It&amp;#039;s possible for a character to have a total of 4 marks and out of 20 or so marks, it may be hard to choose, so think wisely. Once you&amp;#039;ve done your research on the Immortal and the mark you want, you&amp;#039;ll need to post in the Prophet Support Forum with the title &amp;#039;Acquiring the Mark of....&amp;#039; and whatever the mark&amp;#039;s name is. You don&amp;#039;t have to be too specific, just let us know why you want the mark, how many marks you have so far, and which area your character is in right now. This will help us set up quests for your character to undertake to gain the mark you want.&lt;br /&gt;
&lt;br /&gt;
We don&amp;#039;t want to make acquiring a mark stressful on you so there are no lengthy requirements for obtaining your first mark. When role playing the quest(s) to obtain the mark, your character needs to demonstrate that they are worthy of that mark. If a character goes on a journey to the city of Hiladrith, and they are performing lots of music, their own music, demonstrating their knowledge of chord progressions, lyrics, rhythms and they perform openly, in front of a large audience unafraid, entertaining, and strong, that may not only get the attention of Hiladrith&amp;#039;s leaders but also, Zanik&amp;#039;s. Earning your first mark can be easy for the most part but you have to remember to &amp;#039;&amp;#039;&amp;#039;show that your character deserves it in role play&amp;#039;&amp;#039;&amp;#039;. Otherwise, what would be the point?&lt;br /&gt;
&lt;br /&gt;
= Leveling Marks =&lt;br /&gt;
&lt;br /&gt;
So how does one advance a mark once they&amp;#039;ve obtained one? That&amp;#039;s where religion comes in. This is too weighty a subject for one section, so please refer to the following section religion for more information.&lt;br /&gt;
&lt;br /&gt;
Listed below are set rules:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;I.&amp;#039;&amp;#039;&amp;#039; To gain your first mark (on that pc) you can write up a story with a minimum of 500 words, performing an act that gains the favor of an Immortal. This act must correlate with the Immortal&amp;#039;s domains as doing something outside of their specialties will be useless in gaining their attention.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;II.&amp;#039;&amp;#039;&amp;#039; Once marked, you must be devoted to the Immortal in order to keep their blessing. Blessings are only as powerful as you, the player, make them. This means, in order to make them stronger, you must worship the Immortal. You cannot, however, completely lose a blessing or curse without a moderated thread.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;III.&amp;#039;&amp;#039;&amp;#039; The knowledge for an ability carries over as you progress up the tiers. Meaning, if you are an expert at Eye of the Beholder (Minor), and you acquire enough devotion for Eye of the Beholder (Moderate), you will be considered an expert in Eye of the Beholder (Moderate).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;IV.&amp;#039;&amp;#039;&amp;#039; You may only receive or lose a Blessing/Curse from a modded thread or through the Prophet Support Forum upon start up.&lt;br /&gt;
&lt;br /&gt;
= Leveling Marks Part 2 =&lt;br /&gt;
Herein is a guide for ways in which a PC might be awarded / ask for / achieve Immortal Mark Abilities. Hope it&amp;#039;s helpful!&lt;br /&gt;
&lt;br /&gt;
First. Ways that a pc might gain mark abilities within their current level (Favored, Adored etc)&lt;br /&gt;
1. The player posts in the PSF, puts forward a plot outline and asks if it could be considered for getting X number of abilities in Y mark. We say yes or no, they do the plot outline, we review and award. Lots of examples of this all around the board. Also - have a look at the &amp;quot;Completed Immortal Mark Requests&amp;quot; area of the PSF&lt;br /&gt;
&lt;br /&gt;
2. The player is in a modded thread where they are awarded mark abilities. That might be a full on modded thread or a modbomb, depending on the story etc. It is important to note, here, that an individual Mod can give however many abilities/ marks they feel are earned through the plot, based on the character&amp;#039;s actions, importance of plot, etc. This is 100% up to the individual mod handling the thread.&lt;br /&gt;
&lt;br /&gt;
3. The player is in a modded plot, at the end of which they are awarded mark abilities. By &amp;quot;modded plot&amp;quot; I mean the kind of thing where the mod gives a player a plot, allows the player to self mod parts, modbombs others, etc, then does the final review - there are a number of examples across the boards.&lt;br /&gt;
&lt;br /&gt;
4. The player posts in the PSF saying &amp;quot;hey, I did this, can I get abilities for X mark&amp;quot;&lt;br /&gt;
&lt;br /&gt;
5. A peer reviewer posts in the PSF and says &amp;quot;hey, I think this person deserves an ability for this thread&amp;quot;. Prophets review and then approve or not. Please note: the reviewer should just go ahead and review as normal, not delay the review. We&amp;#039;ll add our bit in. &lt;br /&gt;
&lt;br /&gt;
6. A prophet reviews a thread and says &amp;quot;hey, I think this person deserves an ability for this thread&amp;quot; and awards it.&lt;br /&gt;
&lt;br /&gt;
And for clarity - As prophets, we have players pm us and ask for a level up / mark thread for them and we say yes or no in pm. If you can&amp;#039;t get a mod / aren&amp;#039;t clear about it / just want to - you PSF, but if you&amp;#039;ve got a mod lined up, you&amp;#039;re good to go. &lt;br /&gt;
&lt;br /&gt;
Hope this guide is clear. Thanks!&lt;br /&gt;
&lt;br /&gt;
= Grading and Rewarding Marks (For Prophets &amp;amp; Graders) =&lt;br /&gt;
&lt;br /&gt;
Even though Marks are a major part of the game, they aren&amp;#039;t too difficult to get and give out. Graders and Staff are able to create quests for the character to undergo as part of advancing their blessing/curse. However, graders are only allowed to do this if given permission from a staff member in the Prophet Support forum. &lt;br /&gt;
&lt;br /&gt;
When a player is rewarded with a mark, the Immortal must be present to award it to them. Once a thread is submitted for grading, and the grader sees that the character is deserving of a blessing or curse, a staff member must be notified with reason as to why they deserve it in the Prophet Support Forum. A Prophet will either approve or disapprove awarding the character a mark. If they approve it, they may give permission to the grader to role play the Immortal gifting the blessing or curse. If they don&amp;#039;t give the grader direct permission, then the Prophet is expected to finish the thread in a timely manner. The grader can then publish the grade once the blessing or curse has been given.&lt;br /&gt;
&lt;br /&gt;
= Removing Marks =&lt;br /&gt;
&lt;br /&gt;
Characters are able to undergo quests to remove their blessings and/or curses, however, the quests can be a bit tedious. There are a number of ways that a mark can be removed from a character whether that is from the Immortal or from certain items that are able to counteract the effects of the blessing and/or curse. Usually these items involve some kind of magic taken from fractures or special artifacts. If you&amp;#039;re interested in having a blessing or curse removed, post it in the Support Forum and a prophet will be able to work with you on getting it removed.&lt;br /&gt;
&lt;br /&gt;
= Got A Question? =&lt;br /&gt;
&lt;br /&gt;
Contact a prophet or post it in the Q &amp;amp; A forum, specifically in the Immortals section!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Repository of IC Lore]]&lt;br /&gt;
[[Category: Basic / Quick Links]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Immortal_Marks&amp;diff=13976</id>
		<title>Category:Immortal Marks</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Immortal_Marks&amp;diff=13976"/>
		<updated>2019-08-10T18:25:45Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: /* Starting With Marks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#pagetitle: Immortal Marks}}&lt;br /&gt;
&lt;br /&gt;
[[file:Blessc.png|center|link=]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This section provides players with information on the Blessings and Curses available at Standing Trials. Each Blessing/Curse comes with a number of benefits and weaknesses which can strongly enhance your roleplay, should you deem it appropriate for your character to be noticed by an Immortal. If you have not taken a look at the [[:Category: Immortals | Immortals of Idalos]], it&amp;#039;s highly recommend that you do for a better understanding of the purpose of them, thus, the Blessing/Curse, and how both tie into the overall storyline. We will continue to update the Blessings/Curses as the role play progresses.&lt;br /&gt;
= Blessings &amp;amp; Curses =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Picture !! Name !! Information&lt;br /&gt;
|-&lt;br /&gt;
| [[File:falbl.png|link=]] || [[:Category:Al&amp;#039;deurn|Al&amp;#039;deurn]] || The Blessing of [[:Category:Faldrun|Faldrun]]. A Blessing most often given to those Faldrun control. Al&amp;#039;deurn is a mark that allows those blessed to harness and control fire.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Starthumb.png|link=]] || [[:Category:Audnev|Audnev]] || The Blessing of [[:Category:Audrae|Audrae]]. Those blessed are gifted with abilities to  deceive, to hide within and manipulate shadow, and perceive the truth  from lies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Bellinos Mark 4 Thumb.jpg|link=]] || [[:Category:Bellinos|Bellinos]] || The Blessing of [[:Category:Vri|Vri]]. A Blessing given to those who are committed to the love the heart may bleed, as well as respect the need for death in life. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Celarion small.png|link=]] || [[:Category:Celarion|Celarion]] || The Blessing of [[:Category:Qylios|Qylios]]. Those blessed with the light of Celarion can inspire courage and light the darkness as they lead those who would fight against evil.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Elindria.jpg|link=]] || [[:Category:Elindria|Elindria]] || The Blessing of [[:Category:Edasha|Edasha]]. Those marked by Edasha are perfectly beautiful, able to inspire jealousy in all those around them, and beautify their environments just by being in them.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:75.png|link=]] || [[:Category:Elithem|Elithem]] || The Blessing of [[:Category:Zanik|Zanik]]. The individuals who carry this aura have been  gifted with abilities which can help them awe, seduce, and deceive the  senses of others.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mmthumb.png|link=]] || [[:Category:Ezere|Ezere]] || The Blessing of [[:Category:Ziell|Ziell]]. Those blessed are gifted with abilities of  foresight, the chill of winter and its blizzards, and maintaining peace.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gwelliph.jpg|50px]]||[[:Category: Gwelliph| Gwelliph]] || The Blessing of [[:Category: Pier &amp;amp; Pre | Pier and Pre]]. This blessing resonates with justice, equality, truth and deceit and is given to those who follow their moral path.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Kasyni2.jpg|link=]] || [[:Category:Kasyni|Kasyni]] || The Blessing of [[:Category:Kata|Kata]] and [[:Category:Mastes|Mastes]]. Those blessed have abilities over the vices that control other people, insanity, and trickery.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Koriel.jpg|link=]] || [[:Category:Koriel|Koriel]] || The Blessing of [[:Category:U&amp;#039;frek|U&amp;#039;frek]]. Those blessed have an unnatural aptitude for navigation and elemental manipulation of water.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Korros1.png|link=]] || [[:Category:Krorros|Krorros]] || The Blessing of [[:Category:Raskalarn|Raskalarn]]. These skilled few can dominate the  battlefield with skills that increase their physical abilities and add  to their destructive capabilities.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lethroda1.png|link=]] || [[:Category:Lethodra|Lethroda]] || The Blessing of [[:Category:Sintra|Sintra]]. These servants of the dark web are given  abilities that enhance their powers of manipulation and give them  spider-like abilities.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flowers.png|link=]] || [[:Category: Loshova|Loshova]] || The Blessing of [[:Category:Ashan|Ashan]]. A blessing given to those who live freely and follow their own spiritual path.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Maerzekthumb.png|link=]] || [[:Category:Maerzek|Maerzek]] || The Blessing of [[:Category:Aeva|Aeva]]. Those who forge their own destiny, who craft the tools to shape the world, will find themselves made new by Aeva.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Miirduzthumb.png|link=]]||[[:Category:Miirduz|Miirduz]]|| The Blessing of [[:Category:Belaera|Belaera]]. Those who wield this will become the devil who offers deal and the jailer of both the weak and the strong.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Nalos.jpg|link=]] || [[:Category:Nalos|Nalos]] || The Blessing of [[:Category:Xiur|Xiur]]. A blessing given to those who those who struggle with the harshness of the world and seek to bring hope.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Nitahithumb.png|link=]] || [[:Category:Nitahi|Nitahi]] || The Blessing of [[:Category:Kielik|Kielik]]. Those sponsored by the Mortalborn of Nightmares are a thorn in his sister&amp;#039;s side and a plague upon unwitting dreamers all over Idalos.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spiderwebthumb.png|link=]] || [[:Category: Nyvora|Nyvora]] || The Blessing of [[:Category: Jesine|Jesine]]. Given to the dreamers whose curiosity wanders beyond, into the secret realms of Emea.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Palenonthumb2.png|link=]] || [[:Category:Palenon|Palenon]] || The Blessing of [[:Category:Ilaren|Ilaren]]. Those blessed are gifted with control over lightning, pleasant drunken-ness, and ambition to brawl.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rusalkis Thumb.jpg|link=]] || [[:Category:Rusalkis|Rusalkis]] || The Blessing of [[:Category: Chrien|Chrien]]. Those blessed are gifted with control over storms, are unnaturally lucky, and have a tendency to manipulate the spite in others.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sessthumb.png|link=]] || [[:Category:Sesser|Sesser]] || The Blessing of [[:Category:Syroa|Syroa]]. Those blessed are gifted with abilities to transform with an aptitude for acting much like the Immortal.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sombranthumb.png|link=]] || [[:Category:Sombran|Sombran]] || The Blessing of [[:Category:Chamadarst|Chamadarst]]. Those Blessed are gifted with powers that make use of their accumulated wealth and allow them to more effectively run a business or stay neutral in conflicts. In addition, there is a small array of defensive powers, in case someone attempts to violate the neutrality of those Blessed with Sombran.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sojourn1.jpg|link=]] || [[:Category:Sojourn|Sojourn]] || The Blessing of [[:Category:Cassion|Cassion]]. Those blessed are gifted with abilities allow themselves and their companions to participate in the narrative of their own stories, finding adventure along the way.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[File:SevrathMini.png|link=]] || [[:Category:Sevrath|Sevrath]] || The Blessing of [[:Category:Moseke|Moseke]]. Those blessed are gifted with abilities to heal, to create and forms things from nature, and to protect.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Shirvain.png|link=]] || [[:Category:Shirvain|Shirvain]] || The Blessing of [[:Category:Ralaith|Ralaith]]. Those blessed may find they are able to manipulate time ever so slightly, as well as harness scholarly knowledge and wisdom better than the most committed student.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:89.png|link=]] || [[:Category:Taithir|Taithir]] || The Blessing of [[:Category:Ethelynda|Ethelynda]]. Anyone who attracts her attention enough to be blessed will find themselves with strong shields, both physically and mentally.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Tarouz2.jpg|50px||link=]] || [[:Category:Tarouz|Tarouz]] || The Blessing of [[:Category:Delroth|Delroth]]. Those blessed are gifted with control over avian creatures and the winds that keep them afloat.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Vaelus.jpg|link=]] || [[:Category:Vaelus|Vaelus]] || The Blessing of [[:Category:Vhalar|Vhalar]]. A blessing that gifts abilities over oaths and bonds as well as certain crafting aptitudes. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Karthumb.png|link=]] || [[:Category:Velduris|Velduris]] || The Blessing of [[:Category: Karem|Karem]]. Those who follow The Hunter are gifted with wolf  familiars and abilities that help them survive even the harshest  conditions.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Vinyza.jpg|link=]] || [[:Category:Vinyza|Vinyza]] || The Blessing of [[:Category:Ymiden|Ymiden]]. Ymiden&amp;#039;s blessed are normally followers of a peaceful path, ones who truly commit themselves to the righteous and good of the world.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Xyphathumb.png|link=]] || [[:Category:Xypha|Xypha]] || The Blessing of [[:Category:Yvithia|Yvithia]]. Those blessed are gifted with enhanced  cognitive and linguistic processing and increased intellect, ultimately  leading to telepathic abilities.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Yithnai1.png|link=]] || [[:Category:Yithanai|Yithnai]] || The Blessing of [[:Category:Lisirra|Lisirra]]. The servants of the Plague Lord are gifted with  the ability to create, replicate, and transport disease and insects.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Zuthumb.png|link=]] || [[:Category: Zuuda|Zuuda]] || The Blessing of [[:Category: Famula|Famula]]. Those truly devoted to the service of others are  blessed with abilities over spirit, servitude, and resurrection.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Many of you are probably wondering what Marks are and how they apply to your character, to the world of Idalos, and the story line of the role play. Many of you are also probably wondering how Religion affects these divine powers and how it applies to your character. These two systems encompass a large part of the role play because the Marks serve as a catalyst to the war within the world, so it&amp;#039;s recommended that both Players and Prophets become familiar with this guide.&lt;br /&gt;
&lt;br /&gt;
= What Are Marks? =&lt;br /&gt;
&lt;br /&gt;
Marks act as an extension of the Immortal&amp;#039;s power in lesser, multiple forms. They provide the user with &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;divine&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; power in exchange for a kind of servitude to that Immortal, whether that&amp;#039;s through completing tasks, worship, murders, etc. Marks cannot be earned without proper cause. By this, I mean that the character has to complete a quest, or several, to earn the favor or hatred of the Immortal.&lt;br /&gt;
&lt;br /&gt;
The commonality of marks varies as some Immortals are harder to gain favor or hatred with than others. These divine beings play a large part in every character&amp;#039;s story, whether they&amp;#039;re aware of it or not. They have personalities, history, likes and dislikes, and behave similarly to humans. Therefore, earning the gifts of divine power will sometimes take a lot of work, depending on that Immortal.&lt;br /&gt;
&lt;br /&gt;
The divine powers given to characters from the marks are limited to that Immortal&amp;#039;s domains. So an example of this would be Zanik and his blessing of Elithem. His domains are seduction, music, and strength. If a character acquired his blessing, they could use this divine power for those areas and those areas only.&lt;br /&gt;
&lt;br /&gt;
= Religion Within Idalos =&lt;br /&gt;
== The Immortals and Worship ==&lt;br /&gt;
&lt;br /&gt;
The Immortals themselves are strong. They wield power beyond anything mortal man could wish to control and are beings that spawn calamity with a single touch. These powerful beings harness the purest kind of Ether, the essence of all things magical, strange, and otherworldly. Ether is adaptive and malleable. It may be used to create powerful abilities or form connections with those of mortal flesh. Ether ties into the soul, bringing with it a spark of power governed by the Immortal who chooses to share their power with mortal beings. It is from this connection, this string of power, that amplifies the Immortal&amp;#039;s strength.&lt;br /&gt;
&lt;br /&gt;
When a mortal is marked by an Immortal, they have done enough to gain favor in the eyes of this powerful being. The establishment of a mark is a surge of power that overtakes the mortal being. They are encompassed in the energy of pure, regulated ether— ether that is controlled by the Immortal and either given or taken at their choosing. Faith to the Immortal is imperative to the strength of the mark and its abilities. As a mortal being prays and dedicates their faith to the Immortal, they become better aligned to that Immortal&amp;#039;s domains. This devotion earns them favor, pushing more strength into the mark, thus, more power into their abilities.&lt;br /&gt;
&lt;br /&gt;
== Maintaining and Leveling A Mark ==&lt;br /&gt;
&lt;br /&gt;
Once marked, a player can level the Blessing by doing quests that show both an understanding of their patron Immortals domains and goals, as well as making use of the blessing. Quests can be either minor, self-moderated stories, or more significant stories that can take several threads. A quest can reward a player with up to three new abilities for a blessing.&lt;br /&gt;
&lt;br /&gt;
== Reaching New Blessing Tiers ==&lt;br /&gt;
&lt;br /&gt;
In order to reach a new Blessing Tier, the player will have to meet a few requirements. First, they&amp;#039;ll need to have all 9 powers from the previous tier. Second, they&amp;#039;ll need to do a quest that shows them doing something significant in order to gain more trust and recognition from their patron Immortal. These will always be major quests and will have to be moderated. If the player wants, the moderator can come up with the plot, but the player can ask for a specific plot line as well.&lt;br /&gt;
&lt;br /&gt;
== Getting A Quest ==&lt;br /&gt;
&lt;br /&gt;
Getting a quest is simple. Just apply for one in the [http://standingtrials.com/viewforum.php?f=112 Prophet Support Forum]. You can either ask for a moderated thread that&amp;#039;s up to the moderators discretion, or you can have a specific plot in mind, either way works. Your request will get reviewed, and either approved or given suggestions in order to get it to approval. Once the quest is finished, if it&amp;#039;s self moderated, just put that it&amp;#039;s a Blessing ability quest and it will get reviewed by someone with PSF access who can see your original request.&lt;br /&gt;
&lt;br /&gt;
== Knowledge Strengthens Abilities ==&lt;br /&gt;
&lt;br /&gt;
Three pieces of knowledge determines the character to be a master in that ability. Not all abilities require mastery, though most abilities require at least one piece of knowledge to use proficiently. If a character has no knowledge is an ability, they are considered a novice with it. They may still use it, but they may have a hard time understanding its function until the character has practiced with the ability.&lt;br /&gt;
&lt;br /&gt;
= Starting With Marks =&lt;br /&gt;
&lt;br /&gt;
• Post in Prophet Support Forum a story 500 words of more of what your character did to earn the favor of the Immortal whose mark they are trying to receive. Characters may receive their &amp;#039;&amp;#039;first&amp;#039;&amp;#039; blessing or curse with approval of story from the Prophet Support Forum. Anything else must be awarded in RP.&lt;br /&gt;
&lt;br /&gt;
Depending on the mark, mostly anyone is able to start with one. Once a Prophet has approved your mark, you can list it in your marks section on your character sheet. Keep in mind that the abilities and knowledge for the mark must be applied for in review in the same way as a skill knowledge - and count as such. The marks, the abilities, and the knowledge for the marks are separate from your skills. At the time of the mark&amp;#039;s approval in the support forum, the prophet will give you the first 3 of its starting abilities. So in total, you should have 1 name listed in the marks section and 3 abilities for that mark. An example of what I&amp;#039;m talking about can be found [http://standingtrials.com/viewtopic.php?f=37&amp;amp;t=521&amp;amp;p=930#marks here]. &lt;br /&gt;
&lt;br /&gt;
Tell us why you think your character deserves the mark and how they got the Immortals attention. The staff on the Prophet Support Forum will either approve or deny (and offer suggestions) your request. If you&amp;#039;re approved you will be expected to write a story detailing how your character gained the Immortals interest and acquired their mark. The staff will then read your story and award the mark and two abilities(aim for at least 500 words). We advise against applying for a mark that isn&amp;#039;t finished yet as these are subject to change, but not ruled out completely. Make sure you apply for the mark you desire [i]before[/i] you start role playing and give us two or three days to look over your application. If you haven&amp;#039;t heard back by then, PM an active staff member or bump your post.&lt;br /&gt;
&lt;br /&gt;
= Gaining Marks Both In Character &amp;amp; OOC =&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s best that you first figure out which marks you want your character to have before anything else. It&amp;#039;s possible for a character to have a total of 4 marks and out of 20 or so marks, it may be hard to choose, so think wisely. Once you&amp;#039;ve done your research on the Immortal and the mark you want, you&amp;#039;ll need to post in the Prophet Support Forum with the title &amp;#039;Acquiring the Mark of....&amp;#039; and whatever the mark&amp;#039;s name is. You don&amp;#039;t have to be too specific, just let us know why you want the mark, how many marks you have so far, and which area your character is in right now. This will help us set up quests for your character to undertake to gain the mark you want.&lt;br /&gt;
&lt;br /&gt;
We don&amp;#039;t want to make acquiring a mark stressful on you so there are no lengthy requirements for obtaining your first mark. When role playing the quest(s) to obtain the mark, your character needs to demonstrate that they are worthy of that mark. If a character goes on a journey to the city of Hiladrith, and they are performing lots of music, their own music, demonstrating their knowledge of chord progressions, lyrics, rhythms and they perform openly, in front of a large audience unafraid, entertaining, and strong, that may not only get the attention of Hiladrith&amp;#039;s leaders but also, Zanik&amp;#039;s. Earning your first mark can be easy for the most part but you have to remember to &amp;#039;&amp;#039;&amp;#039;show that your character deserves it in role play&amp;#039;&amp;#039;&amp;#039;. Otherwise, what would be the point?&lt;br /&gt;
&lt;br /&gt;
= Leveling Marks =&lt;br /&gt;
&lt;br /&gt;
So how does one advance a mark once they&amp;#039;ve obtained one? That&amp;#039;s where religion comes in. This is too weighty a subject for one section, so please refer to the following section religion for more information.&lt;br /&gt;
&lt;br /&gt;
Listed below are set rules:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;I.&amp;#039;&amp;#039;&amp;#039; To gain your first mark (on that pc) you can write up a story with a minimum of 500 words, performing an act that gains the favor of an Immortal. This act must correlate with the Immortal&amp;#039;s domains as doing something outside of their specialties will be useless in gaining their attention.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;II.&amp;#039;&amp;#039;&amp;#039; Once marked, you must be devoted to the Immortal in order to keep their blessing. Blessings are only as powerful as you, the player, make them. This means, in order to make them stronger, you must worship the Immortal. You cannot, however, completely lose a blessing or curse without a moderated thread.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;III.&amp;#039;&amp;#039;&amp;#039; The knowledge for an ability carries over as you progress up the tiers. Meaning, if you are an expert at Eye of the Beholder (Minor), and you acquire enough devotion for Eye of the Beholder (Moderate), you will be considered an expert in Eye of the Beholder (Moderate).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;IV.&amp;#039;&amp;#039;&amp;#039; You may only receive or lose a Blessing/Curse from a modded thread or through the Prophet Support Forum upon start up.&lt;br /&gt;
&lt;br /&gt;
= Leveling Marks Part 2 =&lt;br /&gt;
Herein is a guide for ways in which a PC might be awarded / ask for / achieve Immortal Mark Abilities. Hope it&amp;#039;s helpful!&lt;br /&gt;
&lt;br /&gt;
First. Ways that a pc might gain mark abilities within their current level (Favored, Adored etc)&lt;br /&gt;
1. The player posts in the PSF, puts forward a plot outline and asks if it could be considered for getting X number of abilities in Y mark. We say yes or no, they do the plot outline, we review and award. Lots of examples of this all around the board. Also - have a look at the &amp;quot;Completed Immortal Mark Requests&amp;quot; area of the PSF&lt;br /&gt;
&lt;br /&gt;
2. The player is in a modded thread where they are awarded mark abilities. That might be a full on modded thread or a modbomb, depending on the story etc. It is important to note, here, that an individual Mod can give however many abilities/ marks they feel are earned through the plot, based on the character&amp;#039;s actions, importance of plot, etc. This is 100% up to the individual mod handling the thread.&lt;br /&gt;
&lt;br /&gt;
3. The player is in a modded plot, at the end of which they are awarded mark abilities. By &amp;quot;modded plot&amp;quot; I mean the kind of thing where the mod gives a player a plot, allows the player to self mod parts, modbombs others, etc, then does the final review - there are a number of examples across the boards.&lt;br /&gt;
&lt;br /&gt;
4. The player posts in the PSF saying &amp;quot;hey, I did this, can I get abilities for X mark&amp;quot;&lt;br /&gt;
&lt;br /&gt;
5. A peer reviewer posts in the PSF and says &amp;quot;hey, I think this person deserves an ability for this thread&amp;quot;. Prophets review and then approve or not. Please note: the reviewer should just go ahead and review as normal, not delay the review. We&amp;#039;ll add our bit in. &lt;br /&gt;
&lt;br /&gt;
6. A prophet reviews a thread and says &amp;quot;hey, I think this person deserves an ability for this thread&amp;quot; and awards it.&lt;br /&gt;
&lt;br /&gt;
And for clarity - As prophets, we have players pm us and ask for a level up / mark thread for them and we say yes or no in pm. If you can&amp;#039;t get a mod / aren&amp;#039;t clear about it / just want to - you PSF, but if you&amp;#039;ve got a mod lined up, you&amp;#039;re good to go. &lt;br /&gt;
&lt;br /&gt;
Hope this guide is clear. Thanks!&lt;br /&gt;
&lt;br /&gt;
= Grading and Rewarding Marks (For Prophets &amp;amp; Graders) =&lt;br /&gt;
&lt;br /&gt;
Even though Marks are a major part of the game, they aren&amp;#039;t too difficult to get and give out. Graders and Staff are able to create quests for the character to undergo as part of advancing their blessing/curse. However, graders are only allowed to do this if given permission from a staff member in the Prophet Support forum. &lt;br /&gt;
&lt;br /&gt;
When a player is rewarded with a mark, the Immortal must be present to award it to them. Once a thread is submitted for grading, and the grader sees that the character is deserving of a blessing or curse, a staff member must be notified with reason as to why they deserve it in the Prophet Support Forum. A Prophet will either approve or disapprove awarding the character a mark. If they approve it, they may give permission to the grader to role play the Immortal gifting the blessing or curse. If they don&amp;#039;t give the grader direct permission, then the Prophet is expected to finish the thread in a timely manner. The grader can then publish the grade once the blessing or curse has been given.&lt;br /&gt;
&lt;br /&gt;
= Removing Marks =&lt;br /&gt;
&lt;br /&gt;
Characters are able to undergo quests to remove their blessings and/or curses, however, the quests can be a bit tedious. There are a number of ways that a mark can be removed from a character whether that is from the Immortal or from certain items that are able to counteract the effects of the blessing and/or curse. Usually these items involve some kind of magic taken from fractures or special artifacts. If you&amp;#039;re interested in having a blessing or curse removed, post it in the Support Forum and a prophet will be able to work with you on getting it removed.&lt;br /&gt;
&lt;br /&gt;
= Got A Question? =&lt;br /&gt;
&lt;br /&gt;
Contact a prophet or post it in the Q &amp;amp; A forum, specifically in the Immortals section!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Repository of IC Lore]]&lt;br /&gt;
[[Category: Basic / Quick Links]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:All_Discipline_Achievements&amp;diff=13972</id>
		<title>Category:All Discipline Achievements</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:All_Discipline_Achievements&amp;diff=13972"/>
		<updated>2019-08-07T20:34:51Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: Created page with &amp;quot;  Category: Discipline Achievements&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Discipline Achievements]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Discipline_Achievements&amp;diff=13971</id>
		<title>Category:Discipline Achievements</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Discipline_Achievements&amp;diff=13971"/>
		<updated>2019-08-07T20:34:16Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: Created page with &amp;quot;Capstones and other achievements.  Category: Discipline&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Capstones and other achievements.&lt;br /&gt;
&lt;br /&gt;
[[Category: Discipline]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Discipline_Capstones&amp;diff=13970</id>
		<title>Category:Discipline Capstones</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Discipline_Capstones&amp;diff=13970"/>
		<updated>2019-08-07T20:33:55Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: Created page with &amp;quot;All Discipline Capstones here.   Category: Discipline Achievements&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All Discipline Capstones here. &lt;br /&gt;
&lt;br /&gt;
[[Category: Discipline Achievements]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Kisaik&amp;diff=13923</id>
		<title>Category:Kisaik</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Kisaik&amp;diff=13923"/>
		<updated>2019-08-06T14:40:28Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#pagetitle: Kisaik }}&lt;br /&gt;
[[File: Kisaik01.png | right]]&lt;br /&gt;
=Introduction=&lt;br /&gt;
* PC full name:  Kisaik Ciuruọrun sọ Kufuata Karo&lt;br /&gt;
* CS link:  [https://www.standingtrials.com/viewtopic.php?f=37&amp;amp;t=15813  here]&lt;br /&gt;
* Notable Events: [[:Category: Kisaik Notable Threads | here]]&lt;br /&gt;
* Race:  [[:Category: Mortalborn|Mortalborn]]&lt;br /&gt;
* Date of Birth:  Ymiden 70th 699&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=CS Approval Rewards=&lt;br /&gt;
CS Approved by: Prongs&lt;br /&gt;
&lt;br /&gt;
*Skill Points &lt;br /&gt;
** +3 Stealth (Hiding on the ship from everyone around)&lt;br /&gt;
** +3 Swimming (Swimming to survive the ship wreck)&lt;br /&gt;
** +3 Animal Husbandry (Taking care of and raising the Cat)&lt;br /&gt;
 &lt;br /&gt;
*Knowledge &lt;br /&gt;
** Stealth: Hiding is Easy When You are Small&lt;br /&gt;
** Swimming: Suriving going Overboard&lt;br /&gt;
** Socialization: Pestering Someone Sometimes Works&lt;br /&gt;
** FieldCraft: Suriving on Insects&lt;br /&gt;
&lt;br /&gt;
*Starting Renown: 10 (Prongs)&lt;br /&gt;
&lt;br /&gt;
==Starter Quest==&lt;br /&gt;
&lt;br /&gt;
In seeking out employment as a mercenary within one of the many companies in Yaralon, Kisaik is told that she needs to show her skills and prove herself able. It will be up to Kisaik to prove to these leaders the skills that she posesses to make her a valued member within the company. Will it be stealth? Riding? It will be up to her.&lt;br /&gt;
&lt;br /&gt;
=Renown=&lt;br /&gt;
&amp;lt;br&amp;gt;+50 Small - [https://www.standingtrials.com/viewtopic.php?f=362&amp;amp;t=19121  50% off a one-off purchase]&lt;br /&gt;
&amp;lt;br&amp;gt;+100 Medium&lt;br /&gt;
&amp;lt;br&amp;gt;+150 Small&lt;br /&gt;
&amp;lt;br&amp;gt;+200 Medium&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;#039;&amp;#039;&amp;#039;+250 Large, Locally Renowned&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
= Son of Aelig=&lt;br /&gt;
&lt;br /&gt;
Kisaik name is [[:Category: Aelig | Aelig]]&amp;#039;s [[:Category:Mortalborn| Mortalborn]] son.&lt;br /&gt;
&lt;br /&gt;
PSF Approval [https://www.standingtrials.com/viewtopic.php?f=362&amp;amp;t=18818 here]&lt;br /&gt;
&lt;br /&gt;
== Mortalborn Parent Story==&lt;br /&gt;
It was a very dark, overcast season, when Peona and Tsani planted their sprout in the soil of the Ojogbon tree. There was plenty of rain, and moisture in the air, but very little in the way of sunlight hit their poor sprout, making them worry that it might not grow at all.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Getting desperate for help, they decided to depart for the swamps to look for a great wisp that had been spotted there. After a long journey, they found the great, bright wisp, and begged for his help in giving light to the sprout before it failed. Moved by some inscrutable motive, the entity followed them to the spot where Kisaik was growing, and shone a nimbus of false light upon him.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Unknown to any, this entity was not a Wisp, but in fact the Immortal of Mimicry and Chaos, Aelig himself. It had decided long ago that it wished to have a spawn of the Tunawa race, being as their kind were so well disposed toward his domains of mimicry and illusion.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To their surprise, and delight, he began to grow swiftly before their eyes, until they had a full grown sprout, with dark bark and glowing veins. But before they could celebrate by plucking him out of the ground, the mother&amp;#039;s grandfather emerged from a nearby hut. He stood before Aelig, and threatened the great Immortal, telling him that he must leave at once, and never return.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Amused, but in no way threatened, Aelig laughed a terrible laugh. The laughter persisted for many hours, frightening the mother and father enough to chase them out of the village, and send them fleeing to the docks and over the ocean. They were effectively banished, and left their sprout to the mercy of the entity and their grand father. Once the parents had been disposed of, Aelig took it upon himself to consume the grandfather, in effect making him one of his forms. From then, his avatar in the form of that grandfather, raised Kisaik in the ways he saw fit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Meanwhile, Kisaik grew, knowing only his extended family and his &amp;#039;Great Grandpa&amp;#039;, learning all of the typical tunawa arts, stories, education and such, which were corrupted and tainted by the concepts of chaos and mimicry. Eventually he rebelled against these ideas, skewing to the concepts of justice, law, and order as a remedy to the atrophic chaos that threatened to stifle anything that grew. He went out into the world to seek his parents.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Domains==&lt;br /&gt;
* Hats&lt;br /&gt;
* Echo&lt;br /&gt;
* Growth&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
* Hats: Everchanging Hat: Kisaik has an illusionary hat that changes shape based on his current obsession or interest. There&amp;#039;s a hat for near every skill set and profession that he becomes enamored with. Here are a few examples:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
** Knight: The hat becomes a visored helmet. He becomes obsessed with chivalry and emphasizes the importance of honor and defense of the weak.&lt;br /&gt;
** Wizard: The hat becomes a tall, wide-brimmed wizard hat, and Kisaik becomes more interested in his pursuits in Alchemy and more esoteric pursuits.&lt;br /&gt;
** Ninja: The hat becomes a rattan hat, which prompts Kisaik to emphasize his skills of stealth, subterfuge, and deception.&lt;br /&gt;
** Priest: The Hat becomes a miter, or other similar and Kisaik becomes more concerned with spiritual pursuits such as meditation, oratory. He becomes both introspective and preachy in this form.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
While under the influence of his current obsession, his personality and relationships will not fundamentally change. Just his specific passions and interests. The Illusory hat cannot be lost, and will find itself back on Kisaik&amp;#039;s head should he misplace or leave it behind. Also, while the hat is taking the form of a profession/interest that includes the need for a kit, he can conjure a kit relating to those skills from within the hat. The kit&amp;#039;s quality is equal in value to his current wealth tier. A skill kit can be conjured in such a way three times a trial, but will disappear should his hat change shape. The kit never includes weapons/armor/ammunition. He can change hats about three times a trial.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Growth: Fantastic Reach: Kisaik can grow and extend his limbs near instantly and much farther than the typical tunawa. He can extend either one limb to five feet long, two limbs two and a half feet, or all four limbs and neck one foot. This helps him dodge and stay mobile in combat, as well as increase his reach on the fly. The ability can be active for roughly ten bits three times a trial. He will find himself hungry for sugary treats after using this power.&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
* Echo: Clarion Call: an extention of a tunawa&amp;#039;s ability to throw their voice and imitate animal noises, Kisaik can make himself understood by animals near and far, to the point where depending on his Etiquette and other social skills, he may be able to convince them to come to his aid. Otherwise, he can reason with creatures that are negatively disposed toward him. This functions as a one-way communication, as he cannot understand the animal&amp;#039;s language.&lt;br /&gt;
[[Category: All PC Records]]&lt;br /&gt;
[[Category: Aelig Mortalborn]]&lt;br /&gt;
[[Category: Mortalborn PCs]]&lt;br /&gt;
[[Category: All Mortalborn]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Kisaik_Notable_Threads&amp;diff=13922</id>
		<title>Category:Kisaik Notable Threads</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Kisaik_Notable_Threads&amp;diff=13922"/>
		<updated>2019-08-06T14:33:53Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: Created page with &amp;quot;{{#pagetitle: Kisaik Notable Threads}} right =Overview= Notable Threads for Kisaik =Global Events= *   =Global Significance= *   =City Specific= ==City N...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#pagetitle: Kisaik Notable Threads}}&lt;br /&gt;
[[File:Kisaik02.png|right]]&lt;br /&gt;
=Overview=&lt;br /&gt;
Notable Threads for Kisaik&lt;br /&gt;
=Global Events=&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
=Global Significance=&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
=City Specific=&lt;br /&gt;
==City Name==&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
[[Category: Kisaik]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=File:Kisaik02.png&amp;diff=13921</id>
		<title>File:Kisaik02.png</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=File:Kisaik02.png&amp;diff=13921"/>
		<updated>2019-08-06T14:33:06Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Kisaik&amp;diff=13920</id>
		<title>Category:Kisaik</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Kisaik&amp;diff=13920"/>
		<updated>2019-08-06T14:21:33Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: Created page with &amp;quot;{{#pagetitle: Kisaik }}  right =Introduction= * PC full name:  Kisaik Ciuruọrun sọ Kufuata Karo * CS link:  [https://www.standingtrials.com/viewtop...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#pagetitle: Kisaik }}&lt;br /&gt;
[[File: Kisaik01.png | right]]&lt;br /&gt;
=Introduction=&lt;br /&gt;
* PC full name:  Kisaik Ciuruọrun sọ Kufuata Karo&lt;br /&gt;
* CS link:  [https://www.standingtrials.com/viewtopic.php?f=37&amp;amp;t=15813  here]&lt;br /&gt;
* Notable Events: [[:Category: Kisaik Notable Threads | here]]&lt;br /&gt;
* Race:  [[:Category: Mortalborn|Mortalborn]]&lt;br /&gt;
* Date of Birth:  Ymiden 70th 699&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=CS Approval Rewards=&lt;br /&gt;
CS Approved by: Prongs&lt;br /&gt;
&lt;br /&gt;
*Skill Points &lt;br /&gt;
** +3 Stealth (Hiding on the ship from everyone around)&lt;br /&gt;
** +3 Swimming (Swimming to survive the ship wreck)&lt;br /&gt;
** +3 Animal Husbandry (Taking care of and raising the Cat)&lt;br /&gt;
 &lt;br /&gt;
*Knowledge &lt;br /&gt;
** Stealth: Hiding is Easy When You are Small&lt;br /&gt;
** Swimming: Suriving going Overboard&lt;br /&gt;
** Socialization: Pestering Someone Sometimes Works&lt;br /&gt;
** FieldCraft: Suriving on Insects&lt;br /&gt;
&lt;br /&gt;
*Starting Renown: 10 (Prongs)&lt;br /&gt;
&lt;br /&gt;
==Starter Quest==&lt;br /&gt;
&lt;br /&gt;
In seeking out employment as a mercenary within one of the many companies in Yaralon, Kisaik is told that she needs to show her skills and prove herself able. It will be up to Kisaik to prove to these leaders the skills that she posesses to make her a valued member within the company. Will it be stealth? Riding? It will be up to her.&lt;br /&gt;
&lt;br /&gt;
= Son of Aelig=&lt;br /&gt;
&lt;br /&gt;
Kisaik name is [[:Category: Aelig | Aelig]]&amp;#039;s [[:Category:Mortalborn| Mortalborn]] son.&lt;br /&gt;
&lt;br /&gt;
PSF Approval [https://www.standingtrials.com/viewtopic.php?f=362&amp;amp;t=18818 here]&lt;br /&gt;
&lt;br /&gt;
== Mortalborn Parent Story==&lt;br /&gt;
It was a very dark, overcast season, when Peona and Tsani planted their sprout in the soil of the Ojogbon tree. There was plenty of rain, and moisture in the air, but very little in the way of sunlight hit their poor sprout, making them worry that it might not grow at all.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Getting desperate for help, they decided to depart for the swamps to look for a great wisp that had been spotted there. After a long journey, they found the great, bright wisp, and begged for his help in giving light to the sprout before it failed. Moved by some inscrutable motive, the entity followed them to the spot where Kisaik was growing, and shone a nimbus of false light upon him.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Unknown to any, this entity was not a Wisp, but in fact the Immortal of Mimicry and Chaos, Aelig himself. It had decided long ago that it wished to have a spawn of the Tunawa race, being as their kind were so well disposed toward his domains of mimicry and illusion.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To their surprise, and delight, he began to grow swiftly before their eyes, until they had a full grown sprout, with dark bark and glowing veins. But before they could celebrate by plucking him out of the ground, the mother&amp;#039;s grandfather emerged from a nearby hut. He stood before Aelig, and threatened the great Immortal, telling him that he must leave at once, and never return.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Amused, but in no way threatened, Aelig laughed a terrible laugh. The laughter persisted for many hours, frightening the mother and father enough to chase them out of the village, and send them fleeing to the docks and over the ocean. They were effectively banished, and left their sprout to the mercy of the entity and their grand father. Once the parents had been disposed of, Aelig took it upon himself to consume the grandfather, in effect making him one of his forms. From then, his avatar in the form of that grandfather, raised Kisaik in the ways he saw fit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Meanwhile, Kisaik grew, knowing only his extended family and his &amp;#039;Great Grandpa&amp;#039;, learning all of the typical tunawa arts, stories, education and such, which were corrupted and tainted by the concepts of chaos and mimicry. Eventually he rebelled against these ideas, skewing to the concepts of justice, law, and order as a remedy to the atrophic chaos that threatened to stifle anything that grew. He went out into the world to seek his parents.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Domains==&lt;br /&gt;
* Hats&lt;br /&gt;
* Echo&lt;br /&gt;
* Growth&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
* Hats: Everchanging Hat: Kisaik has an illusionary hat that changes shape based on his current obsession or interest. There&amp;#039;s a hat for near every skill set and profession that he becomes enamored with. Here are a few examples:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
** Knight: The hat becomes a visored helmet. He becomes obsessed with chivalry and emphasizes the importance of honor and defense of the weak.&lt;br /&gt;
** Wizard: The hat becomes a tall, wide-brimmed wizard hat, and Kisaik becomes more interested in his pursuits in Alchemy and more esoteric pursuits.&lt;br /&gt;
** Ninja: The hat becomes a rattan hat, which prompts Kisaik to emphasize his skills of stealth, subterfuge, and deception.&lt;br /&gt;
** Priest: The Hat becomes a miter, or other similar and Kisaik becomes more concerned with spiritual pursuits such as meditation, oratory. He becomes both introspective and preachy in this form.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
While under the influence of his current obsession, his personality and relationships will not fundamentally change. Just his specific passions and interests. The Illusory hat cannot be lost, and will find itself back on Kisaik&amp;#039;s head should he misplace or leave it behind. Also, while the hat is taking the form of a profession/interest that includes the need for a kit, he can conjure a kit relating to those skills from within the hat. The kit&amp;#039;s quality is equal in value to his current wealth tier. A skill kit can be conjured in such a way three times a trial, but will disappear should his hat change shape. The kit never includes weapons/armor/ammunition. He can change hats about three times a trial.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Growth: Fantastic Reach: Kisaik can grow and extend his limbs near instantly and much farther than the typical tunawa. He can extend either one limb to five feet long, two limbs two and a half feet, or all four limbs and neck one foot. This helps him dodge and stay mobile in combat, as well as increase his reach on the fly. The ability can be active for roughly ten bits three times a trial. He will find himself hungry for sugary treats after using this power.&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
* Echo: Clarion Call: an extention of a tunawa&amp;#039;s ability to throw their voice and imitate animal noises, Kisaik can make himself understood by animals near and far, to the point where depending on his Etiquette and other social skills, he may be able to convince them to come to his aid. Otherwise, he can reason with creatures that are negatively disposed toward him. This functions as a one-way communication, as he cannot understand the animal&amp;#039;s language.&lt;br /&gt;
[[Category: All PC Records]]&lt;br /&gt;
[[Category: Aelig Mortalborn]]&lt;br /&gt;
[[Category: Mortalborn PCs]]&lt;br /&gt;
[[Category: All Mortalborn]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=File:Kisaik01.png&amp;diff=13919</id>
		<title>File:Kisaik01.png</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=File:Kisaik01.png&amp;diff=13919"/>
		<updated>2019-08-06T14:06:46Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Renown&amp;diff=13904</id>
		<title>Renown</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Renown&amp;diff=13904"/>
		<updated>2019-08-02T11:13:23Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: /* Medium Rewards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Renown Guide=&lt;br /&gt;
This is a guide for the &amp;#039;&amp;#039;&amp;#039;Renown System.&amp;#039;&amp;#039;&amp;#039; The Renown System is a measure of how well-known your PC is. The Renown System doesn&amp;#039;t function as a system of morality, with positive and negative renown. There is &amp;#039;&amp;#039;&amp;#039;only&amp;#039;&amp;#039;&amp;#039; positive renown, but that does not necessarily mean that your PC&amp;#039;s renown is &amp;quot;positive&amp;quot;. A mass murderer might be as renowned as a philanthropist. &lt;br /&gt;
&lt;br /&gt;
=Renown Points=&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Renown Points&amp;#039;&amp;#039;&amp;#039; are a broad measure of your character&amp;#039;s personal renown. Please note that your character can still be perceived as famous or infamous; however, that nuance is up to the individual who is reacting to your PC. For example, someone who is well-known as an avid follower of certain Immortals will be positively received by some people and negatively received by others. Renown is a measurement of how well-known you are, not how people react to you.&lt;br /&gt;
&lt;br /&gt;
=Starting Renown=&lt;br /&gt;
All PCs start on *zero* (0) renown, but may be rewarded up to 30 Renown Points as CS (Character Sheet) rewards. This will be rewarded based on the PC&amp;#039;s pre-creation history. This is the history included in their CS upon start.&lt;br /&gt;
&lt;br /&gt;
=Renown Point Rewards=&lt;br /&gt;
Renown Points are awarded by Peer Reviewers as part of the review process. Points can also be awarded by Prophets for world-wide events and modded threads or stories which are reviewed by them. All earned points should be recorded on your Character Sheet, and displayed under your profile (seen at the right side of the screen in the forums). To display your Renown Points in your profile, go to the UCP (User Control Panel), then Profile, and then choose the appropriate number of renown. Make sure to click Submit after you make changes to your renown.&lt;br /&gt;
&lt;br /&gt;
=Awarding Renown: A Guide for Peer Reviewers!=&lt;br /&gt;
Awarding renown is a fairly straightforward task. In order to decide how much renown a PC should get for a specific thread, ask yourself the question, “What level of impact will this thread have on how well-known the PC is?” The answer to that question is the amount of renown that you should reward. &lt;br /&gt;
* No Impact: 0 Renown Points (It is perfectly ok to give 0 Renown Points, even if the PC has requested renown.) &lt;br /&gt;
* Slight: 5 Renown Points&lt;br /&gt;
* Small: 10 Renown Points &lt;br /&gt;
* Medium: 15 Renown Points &lt;br /&gt;
* Large: 20 Renown Points &lt;br /&gt;
* Enormous: 25 Renown Points &lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
Here are some examples of the kinds of things which might cause you to give Slight, Small, Medium, Large, or Enormous renown when reviewing a thread.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Slight:&amp;#039;&amp;#039;&amp;#039; A minor good or bad deed, starting a new job, enrolling for a qualification, meeting someone famous.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Small:&amp;#039;&amp;#039;&amp;#039; Hosting a public event, winning a small tournament, stopping or taking part in a minor crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Medium:&amp;#039;&amp;#039;&amp;#039; Getting involved in local government, taking notable part in a battle, gaining a qualification, making a major discovery in any field.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Large:&amp;#039;&amp;#039;&amp;#039; A major good or bad deed, stopping or taking part in a major crime, getting involved in national government or international politics, making a major change to a region&amp;#039;s legal practices, winning a major tournament.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Enormous:&amp;#039;&amp;#039;&amp;#039; Taking part in a Global Plot, doing something previously considered impossible, becoming the Champion of an Immortal. &amp;#039;&amp;#039;&amp;#039;Enormous renown rewards are only available via modded threads.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Please note that these are only some examples of deeds which might earn renown. Peer Reviewers should use their discretion to award how many Renown Points seem reasonable per thread. If in doubt, ask a Prophet. &lt;br /&gt;
&lt;br /&gt;
Also, please take into account the &amp;#039;&amp;#039;&amp;#039;current&amp;#039;&amp;#039;&amp;#039; level of renown for a PC. If, for example, a PC has 740 renown and is very well-known as a criminal mastermind, swiping an apple off of a market stall probably should not affect their renown. &lt;br /&gt;
&lt;br /&gt;
=Renown Point System= &lt;br /&gt;
Please note that if your PC has multiple aliases with different renown &amp;quot;totals&amp;quot; per alias,  you should keep a &amp;quot;grand total&amp;quot;, on which your rewards will be based.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;#039;&amp;#039;&amp;#039;+1000 Large, Internationally Renowned&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;br&amp;gt;+950 Medium&lt;br /&gt;
&amp;lt;br&amp;gt;+900 Small&lt;br /&gt;
&amp;lt;br&amp;gt;+850 Medium&lt;br /&gt;
&amp;lt;br&amp;gt;+800 Small&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;#039;&amp;#039;&amp;#039;+750 Large, Regionally Renowned&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;br&amp;gt;+700 Medium&lt;br /&gt;
&amp;lt;br&amp;gt;+650 Small&lt;br /&gt;
&amp;lt;br&amp;gt;+600 Medium&lt;br /&gt;
&amp;lt;br&amp;gt;+550 Small&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;#039;&amp;#039;&amp;#039;+500 Large, Nationally Renowned&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;br&amp;gt;+450 Medium&lt;br /&gt;
&amp;lt;br&amp;gt;+400 Small&lt;br /&gt;
&amp;lt;br&amp;gt;+350 Medium&lt;br /&gt;
&amp;lt;br&amp;gt;+300 Small&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;#039;&amp;#039;&amp;#039;+250 Large, Locally Renowned&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;br&amp;gt;+200 Medium&lt;br /&gt;
&amp;lt;br&amp;gt;+150 Small&lt;br /&gt;
&amp;lt;br&amp;gt;+100 Medium&lt;br /&gt;
&amp;lt;br&amp;gt;+50 Small&lt;br /&gt;
&amp;lt;br&amp;gt;+0&lt;br /&gt;
&lt;br /&gt;
=Rewards=&lt;br /&gt;
The rewards achieved are detailed below. All rewards must be recorded in your CS.&lt;br /&gt;
==Small Rewards==&lt;br /&gt;
Upon achieving a Small Reward, players may choose 1 from the following list:&lt;br /&gt;
*A 1 WP gift / donation to your PC.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*50 [[Point Bank]] Points.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*A one-off discount of 50% from any &amp;#039;&amp;#039;&amp;#039;one&amp;#039;&amp;#039;&amp;#039; purchase of a &amp;#039;&amp;#039;&amp;#039;single item&amp;#039;&amp;#039;&amp;#039; from the [[:Category: The Shoppe | Shoppe]]. This is a one time deal. This can only apply to bulk items if they&amp;#039;re for a PC Business, Faction, or if they&amp;#039;re building materials. If you&amp;#039;re unsure of whether your purchase qualifies for the discount, ask a staff member and they&amp;#039;ll clear it up. When taking your 50% discount, please round *up*.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 So, if you&amp;#039;re purchasing an item worth 17wp:&lt;br /&gt;
 17wp x 0.5 = 8.5wp rounded up to 9wp.&lt;br /&gt;
&lt;br /&gt;
==Medium Rewards==&lt;br /&gt;
Upon achieving a Medium Reward, players may choose 1 from the following list (please note that bonuses are cumulative):&lt;br /&gt;
*+3 to any relevant skill. This must be agreed either with your local Prophet or via the [https://www.standingtrials.com/viewforum.php?f=362 PSF] (Prophet Support Forum) and must be in your Prophet Notes. This is 3 / 100 for FT or 3/250 for all other skills and may take the skill over the 250xp cap. This does not apply to Domain Magic.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*From any &amp;#039;&amp;#039;&amp;#039;one&amp;#039;&amp;#039;&amp;#039; section in the Shoppe, you may access items and/or services as if you were 1 Tier above your own [[Wealth Tiers | Wealth Tier]]. (You may choose this option for a Medium Reward up to &amp;#039;&amp;#039;&amp;#039;five&amp;#039;&amp;#039;&amp;#039; times.) It may also apply to Business / Faction setup costs.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*+1 WP to your Seasonal Wage from now on.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Large Rewards==&lt;br /&gt;
Upon achieving a Large Reward, players may choose 1 from the following list. You must then write a thread (either collaborative or solo) wherein your PC acquires your Large Reward IRP (in roleplay). This thread must be signed off in review by a Prophet and the reward is not in effect until this happens.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Locally Renowned.&amp;#039;&amp;#039;&amp;#039; Choose any one of the following:&lt;br /&gt;
*1 NPC with 150 skill points, with no less than 10 and no more than 30 skill points in any one skill. Must be approved via the PSF.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*A group of faceless NPC followers. Five NPCs with 50 skill points each, which must be spent on no less than 5 and no more than 20 skill points in any one skill per NPC. Must be approved via the PSF.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;quot;Signature Item:&amp;quot; With a base item valued at no more than Tier 7, the PC is gifted a unique item with a minor enchantment on it. This enchantment should be roughly the equivalent of an ability from a Favoured Immortal Mark and must be approved via the PSF.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Nationally Renowned.&amp;#039;&amp;#039;&amp;#039; Choose any one of the following:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1 NPC with 250 skill points, with no less than 10 and no more than 40 skill points in any one skill. Must be approved via the PSF.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*A group of faceless NPC followers. Ten NPCs with 50 skill points each, which must be spent on no less than 5 and no more than 20 skill points in any one skill per NPC. Must be approved via the PSF.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;quot;Signature Item:&amp;quot; With a base item valued at no more than Tier 8, the PC is gifted a unique item with a moderate enchantment on it. This should be roughly the equivalent of an ability from an Adored Immortal Mark and must be approved via the PSF.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Regionally Renowned.&amp;#039;&amp;#039;&amp;#039; All PCs at this level receive a Legendary Mount, which must be approved through the PSF, as well as any one of the following:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1 NPC with 350 skill points, with no less than 10 and no more than 50 skill points in any one skill. Must be approved via the PSF.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*A group of faceless NPC followers. Ten NPCs with 75 skill points each, which must be spent on no less than 5 and no more than 20 skill points in any one skill per NPC. Must be approved via the PSF.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;quot;Signature Item:&amp;quot; With a base item valued at no more than Tier 9, the PC is gifted a unique item with a major enchantment on it. This should be roughly the equivalent of an ability from an Exalted Immortal Mark and must be approved via the PSF.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Internationally Renowned.&amp;#039;&amp;#039;&amp;#039; Choose any one of the following:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1 NPC with 450 skill points, with no less than 10 and no more than 60 skill points in any one skill. Must be approved via the PSF.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*A group of faceless NPC followers. Twenty NPC followers with 100 skill points each, which must be spent on no less than 5 and no more than 30 skill points in any one skill per NPC. Must be approved via PSF.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;quot;Signature Item:&amp;quot; With a base item valued at Tier 10, the PC is gifted a unique item with a legendary enchantment on it. This should be roughly the equivalent of an ability above an Exalted Immortal Mark but not quite at Champion level, and must be approved via the PSF.&lt;br /&gt;
&lt;br /&gt;
=But I&amp;#039;ve Reached 1000 Renown?=&lt;br /&gt;
When a PC has been awarded 1000 renown, they have achieved a level of renown so high that most if not all other PCs will have heard of them. At this level of renown, renown rewards follow a different pattern. The rewards cycle through for every 500 Renown Points gained past the first 1000, scaling endlessly.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Post 1000&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;+100 Medium&lt;br /&gt;
&amp;lt;br&amp;gt;+200 Medium (This must be a different Medium Reward than above.)&lt;br /&gt;
&amp;lt;br&amp;gt;+300 &amp;#039;&amp;#039;&amp;#039;Large, Internationally Renowned&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;br&amp;gt;+400 &amp;#039;&amp;#039;&amp;#039;Large, Internationally Renowned&amp;#039;&amp;#039;&amp;#039; (This must be a different Large Reward than above.)&lt;br /&gt;
&amp;lt;br&amp;gt;+500 &amp;#039;&amp;#039;&amp;#039;Massive Renown&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
There is only one reward for achieving a Massive level of renown. &lt;br /&gt;
*&amp;quot;Signature Item:&amp;quot; With a base item valued at Tier 10, the PC is gifted a unique item with a legendary enchantment on it. This should be roughly the equivalent of an ability similar to a Champion level Immortal Mark or a Revealed Mage and must be approved via the PSF.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Furthermore, once a PC has reached 750+ renown, in the optional starting non-skill knowledge, we add a knowledge about that PC to the Auto-Generated CS Template, and a rough description of what they are famous for. This is optional, and does not use up any of the ten non-skill knowledge slots.&lt;br /&gt;
&lt;br /&gt;
=Useful Links=&lt;br /&gt;
[http://standingtrials.com/viewtopic.php?f=9&amp;amp;t=10752&amp;amp;p=73795#p73795 Q &amp;amp; A Thread!]&lt;br /&gt;
&lt;br /&gt;
=Credit=&lt;br /&gt;
Basilisk &amp;amp; Pegasus&lt;br /&gt;
&lt;br /&gt;
[[Category: Step 07 Starting Renown]]&lt;br /&gt;
[[Category: Progressing Renown]]&lt;br /&gt;
[[Category: Guides]]&lt;br /&gt;
[[Category: Basic / Quick Links]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Renown&amp;diff=13903</id>
		<title>Renown</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Renown&amp;diff=13903"/>
		<updated>2019-08-02T11:12:57Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: /* Small Rewards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Renown Guide=&lt;br /&gt;
This is a guide for the &amp;#039;&amp;#039;&amp;#039;Renown System.&amp;#039;&amp;#039;&amp;#039; The Renown System is a measure of how well-known your PC is. The Renown System doesn&amp;#039;t function as a system of morality, with positive and negative renown. There is &amp;#039;&amp;#039;&amp;#039;only&amp;#039;&amp;#039;&amp;#039; positive renown, but that does not necessarily mean that your PC&amp;#039;s renown is &amp;quot;positive&amp;quot;. A mass murderer might be as renowned as a philanthropist. &lt;br /&gt;
&lt;br /&gt;
=Renown Points=&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Renown Points&amp;#039;&amp;#039;&amp;#039; are a broad measure of your character&amp;#039;s personal renown. Please note that your character can still be perceived as famous or infamous; however, that nuance is up to the individual who is reacting to your PC. For example, someone who is well-known as an avid follower of certain Immortals will be positively received by some people and negatively received by others. Renown is a measurement of how well-known you are, not how people react to you.&lt;br /&gt;
&lt;br /&gt;
=Starting Renown=&lt;br /&gt;
All PCs start on *zero* (0) renown, but may be rewarded up to 30 Renown Points as CS (Character Sheet) rewards. This will be rewarded based on the PC&amp;#039;s pre-creation history. This is the history included in their CS upon start.&lt;br /&gt;
&lt;br /&gt;
=Renown Point Rewards=&lt;br /&gt;
Renown Points are awarded by Peer Reviewers as part of the review process. Points can also be awarded by Prophets for world-wide events and modded threads or stories which are reviewed by them. All earned points should be recorded on your Character Sheet, and displayed under your profile (seen at the right side of the screen in the forums). To display your Renown Points in your profile, go to the UCP (User Control Panel), then Profile, and then choose the appropriate number of renown. Make sure to click Submit after you make changes to your renown.&lt;br /&gt;
&lt;br /&gt;
=Awarding Renown: A Guide for Peer Reviewers!=&lt;br /&gt;
Awarding renown is a fairly straightforward task. In order to decide how much renown a PC should get for a specific thread, ask yourself the question, “What level of impact will this thread have on how well-known the PC is?” The answer to that question is the amount of renown that you should reward. &lt;br /&gt;
* No Impact: 0 Renown Points (It is perfectly ok to give 0 Renown Points, even if the PC has requested renown.) &lt;br /&gt;
* Slight: 5 Renown Points&lt;br /&gt;
* Small: 10 Renown Points &lt;br /&gt;
* Medium: 15 Renown Points &lt;br /&gt;
* Large: 20 Renown Points &lt;br /&gt;
* Enormous: 25 Renown Points &lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
Here are some examples of the kinds of things which might cause you to give Slight, Small, Medium, Large, or Enormous renown when reviewing a thread.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Slight:&amp;#039;&amp;#039;&amp;#039; A minor good or bad deed, starting a new job, enrolling for a qualification, meeting someone famous.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Small:&amp;#039;&amp;#039;&amp;#039; Hosting a public event, winning a small tournament, stopping or taking part in a minor crime.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Medium:&amp;#039;&amp;#039;&amp;#039; Getting involved in local government, taking notable part in a battle, gaining a qualification, making a major discovery in any field.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Large:&amp;#039;&amp;#039;&amp;#039; A major good or bad deed, stopping or taking part in a major crime, getting involved in national government or international politics, making a major change to a region&amp;#039;s legal practices, winning a major tournament.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Enormous:&amp;#039;&amp;#039;&amp;#039; Taking part in a Global Plot, doing something previously considered impossible, becoming the Champion of an Immortal. &amp;#039;&amp;#039;&amp;#039;Enormous renown rewards are only available via modded threads.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Please note that these are only some examples of deeds which might earn renown. Peer Reviewers should use their discretion to award how many Renown Points seem reasonable per thread. If in doubt, ask a Prophet. &lt;br /&gt;
&lt;br /&gt;
Also, please take into account the &amp;#039;&amp;#039;&amp;#039;current&amp;#039;&amp;#039;&amp;#039; level of renown for a PC. If, for example, a PC has 740 renown and is very well-known as a criminal mastermind, swiping an apple off of a market stall probably should not affect their renown. &lt;br /&gt;
&lt;br /&gt;
=Renown Point System= &lt;br /&gt;
Please note that if your PC has multiple aliases with different renown &amp;quot;totals&amp;quot; per alias,  you should keep a &amp;quot;grand total&amp;quot;, on which your rewards will be based.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;#039;&amp;#039;&amp;#039;+1000 Large, Internationally Renowned&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;br&amp;gt;+950 Medium&lt;br /&gt;
&amp;lt;br&amp;gt;+900 Small&lt;br /&gt;
&amp;lt;br&amp;gt;+850 Medium&lt;br /&gt;
&amp;lt;br&amp;gt;+800 Small&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;#039;&amp;#039;&amp;#039;+750 Large, Regionally Renowned&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;br&amp;gt;+700 Medium&lt;br /&gt;
&amp;lt;br&amp;gt;+650 Small&lt;br /&gt;
&amp;lt;br&amp;gt;+600 Medium&lt;br /&gt;
&amp;lt;br&amp;gt;+550 Small&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;#039;&amp;#039;&amp;#039;+500 Large, Nationally Renowned&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;br&amp;gt;+450 Medium&lt;br /&gt;
&amp;lt;br&amp;gt;+400 Small&lt;br /&gt;
&amp;lt;br&amp;gt;+350 Medium&lt;br /&gt;
&amp;lt;br&amp;gt;+300 Small&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;#039;&amp;#039;&amp;#039;+250 Large, Locally Renowned&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;br&amp;gt;+200 Medium&lt;br /&gt;
&amp;lt;br&amp;gt;+150 Small&lt;br /&gt;
&amp;lt;br&amp;gt;+100 Medium&lt;br /&gt;
&amp;lt;br&amp;gt;+50 Small&lt;br /&gt;
&amp;lt;br&amp;gt;+0&lt;br /&gt;
&lt;br /&gt;
=Rewards=&lt;br /&gt;
The rewards achieved are detailed below. All rewards must be recorded in your CS.&lt;br /&gt;
==Small Rewards==&lt;br /&gt;
Upon achieving a Small Reward, players may choose 1 from the following list:&lt;br /&gt;
*A 1 WP gift / donation to your PC.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*50 [[Point Bank]] Points.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*A one-off discount of 50% from any &amp;#039;&amp;#039;&amp;#039;one&amp;#039;&amp;#039;&amp;#039; purchase of a &amp;#039;&amp;#039;&amp;#039;single item&amp;#039;&amp;#039;&amp;#039; from the [[:Category: The Shoppe | Shoppe]]. This is a one time deal. This can only apply to bulk items if they&amp;#039;re for a PC Business, Faction, or if they&amp;#039;re building materials. If you&amp;#039;re unsure of whether your purchase qualifies for the discount, ask a staff member and they&amp;#039;ll clear it up. When taking your 50% discount, please round *up*.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 So, if you&amp;#039;re purchasing an item worth 17wp:&lt;br /&gt;
 17wp x 0.5 = 8.5wp rounded up to 9wp.&lt;br /&gt;
&lt;br /&gt;
==Medium Rewards==&lt;br /&gt;
Upon achieving a Medium Reward, players may choose 1 from the following list (please note that bonuses are cumulative):&lt;br /&gt;
*+3 to any relevant skill. This must be agreed either with your local Prophet or via the [https://www.standingtrials.com/viewforum.php?f=362 PSF] (Prophet Support Forum) and must be in your Prophet Notes. This is 3 / 100 for FT or 3/250 for all other skills and may take the skill over the 250xp cap. This does not apply to Domain Magic.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*From any &amp;#039;&amp;#039;&amp;#039;one&amp;#039;&amp;#039;&amp;#039; section in the Shoppe, you may access items and/or services as if you were 1 Tier above your own [[Wealth Tiers | Wealth Tier]]. (You may choose this option for a Medium Reward up to &amp;#039;&amp;#039;&amp;#039;five&amp;#039;&amp;#039;&amp;#039; times.)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*+1 WP to your Seasonal Wage from now on.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Large Rewards==&lt;br /&gt;
Upon achieving a Large Reward, players may choose 1 from the following list. You must then write a thread (either collaborative or solo) wherein your PC acquires your Large Reward IRP (in roleplay). This thread must be signed off in review by a Prophet and the reward is not in effect until this happens.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Locally Renowned.&amp;#039;&amp;#039;&amp;#039; Choose any one of the following:&lt;br /&gt;
*1 NPC with 150 skill points, with no less than 10 and no more than 30 skill points in any one skill. Must be approved via the PSF.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*A group of faceless NPC followers. Five NPCs with 50 skill points each, which must be spent on no less than 5 and no more than 20 skill points in any one skill per NPC. Must be approved via the PSF.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;quot;Signature Item:&amp;quot; With a base item valued at no more than Tier 7, the PC is gifted a unique item with a minor enchantment on it. This enchantment should be roughly the equivalent of an ability from a Favoured Immortal Mark and must be approved via the PSF.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Nationally Renowned.&amp;#039;&amp;#039;&amp;#039; Choose any one of the following:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1 NPC with 250 skill points, with no less than 10 and no more than 40 skill points in any one skill. Must be approved via the PSF.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*A group of faceless NPC followers. Ten NPCs with 50 skill points each, which must be spent on no less than 5 and no more than 20 skill points in any one skill per NPC. Must be approved via the PSF.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;quot;Signature Item:&amp;quot; With a base item valued at no more than Tier 8, the PC is gifted a unique item with a moderate enchantment on it. This should be roughly the equivalent of an ability from an Adored Immortal Mark and must be approved via the PSF.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Regionally Renowned.&amp;#039;&amp;#039;&amp;#039; All PCs at this level receive a Legendary Mount, which must be approved through the PSF, as well as any one of the following:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1 NPC with 350 skill points, with no less than 10 and no more than 50 skill points in any one skill. Must be approved via the PSF.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*A group of faceless NPC followers. Ten NPCs with 75 skill points each, which must be spent on no less than 5 and no more than 20 skill points in any one skill per NPC. Must be approved via the PSF.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;quot;Signature Item:&amp;quot; With a base item valued at no more than Tier 9, the PC is gifted a unique item with a major enchantment on it. This should be roughly the equivalent of an ability from an Exalted Immortal Mark and must be approved via the PSF.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Internationally Renowned.&amp;#039;&amp;#039;&amp;#039; Choose any one of the following:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1 NPC with 450 skill points, with no less than 10 and no more than 60 skill points in any one skill. Must be approved via the PSF.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*A group of faceless NPC followers. Twenty NPC followers with 100 skill points each, which must be spent on no less than 5 and no more than 30 skill points in any one skill per NPC. Must be approved via PSF.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;quot;Signature Item:&amp;quot; With a base item valued at Tier 10, the PC is gifted a unique item with a legendary enchantment on it. This should be roughly the equivalent of an ability above an Exalted Immortal Mark but not quite at Champion level, and must be approved via the PSF.&lt;br /&gt;
&lt;br /&gt;
=But I&amp;#039;ve Reached 1000 Renown?=&lt;br /&gt;
When a PC has been awarded 1000 renown, they have achieved a level of renown so high that most if not all other PCs will have heard of them. At this level of renown, renown rewards follow a different pattern. The rewards cycle through for every 500 Renown Points gained past the first 1000, scaling endlessly.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Post 1000&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;+100 Medium&lt;br /&gt;
&amp;lt;br&amp;gt;+200 Medium (This must be a different Medium Reward than above.)&lt;br /&gt;
&amp;lt;br&amp;gt;+300 &amp;#039;&amp;#039;&amp;#039;Large, Internationally Renowned&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;br&amp;gt;+400 &amp;#039;&amp;#039;&amp;#039;Large, Internationally Renowned&amp;#039;&amp;#039;&amp;#039; (This must be a different Large Reward than above.)&lt;br /&gt;
&amp;lt;br&amp;gt;+500 &amp;#039;&amp;#039;&amp;#039;Massive Renown&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
There is only one reward for achieving a Massive level of renown. &lt;br /&gt;
*&amp;quot;Signature Item:&amp;quot; With a base item valued at Tier 10, the PC is gifted a unique item with a legendary enchantment on it. This should be roughly the equivalent of an ability similar to a Champion level Immortal Mark or a Revealed Mage and must be approved via the PSF.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Furthermore, once a PC has reached 750+ renown, in the optional starting non-skill knowledge, we add a knowledge about that PC to the Auto-Generated CS Template, and a rough description of what they are famous for. This is optional, and does not use up any of the ten non-skill knowledge slots.&lt;br /&gt;
&lt;br /&gt;
=Useful Links=&lt;br /&gt;
[http://standingtrials.com/viewtopic.php?f=9&amp;amp;t=10752&amp;amp;p=73795#p73795 Q &amp;amp; A Thread!]&lt;br /&gt;
&lt;br /&gt;
=Credit=&lt;br /&gt;
Basilisk &amp;amp; Pegasus&lt;br /&gt;
&lt;br /&gt;
[[Category: Step 07 Starting Renown]]&lt;br /&gt;
[[Category: Progressing Renown]]&lt;br /&gt;
[[Category: Guides]]&lt;br /&gt;
[[Category: Basic / Quick Links]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Ghost_Well&amp;diff=13892</id>
		<title>Category:Ghost Well</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Ghost_Well&amp;diff=13892"/>
		<updated>2019-07-29T22:45:55Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ashyte.jpg | center]]&lt;br /&gt;
&lt;br /&gt;
==Location and Rarity==&lt;br /&gt;
&lt;br /&gt;
Ghost Wells, or Ashytes as called by the Seekers, can be found in the Beneath or in areas of mass hauntings. The Ghost Well is the result of a ghost having lost every bit of its ectoplasm, either through Syphon or some other attack. This causes the soul of the ghost to harden into a Ghost Well. &lt;br /&gt;
&lt;br /&gt;
==Physical Details==&lt;br /&gt;
&lt;br /&gt;
* Raw - It is a clear green stone, somewhat oblong shaped with jade coloration and a deeper, darker misty miasma which seems to settle and shift when it is moved. &lt;br /&gt;
&lt;br /&gt;
* Core - The core of a Ghost Well radiates pure, blinding white light. &lt;br /&gt;
&lt;br /&gt;
* Fragments - The fragments are a dull, seafoam green.&lt;br /&gt;
&lt;br /&gt;
==Inherent Abilities==&lt;br /&gt;
Ghost Wells can store near infinite amounts of Ectoplasm, and as such, are greatly desired by other Ghosts in order to Syphon them. Ghost wells also do not harden in the standard way when refined, but rather, remain malleable, able to be reshaped easily. &lt;br /&gt;
&lt;br /&gt;
===Raw State===&lt;br /&gt;
&lt;br /&gt;
A Raw Ghost Well allows anyone who sustains skin contact with the stone longer than a break to suddenly see into the Beneath in distorted ways. Spirits and Souls become visible in the Beneath and the physical plane. This vision is never completely clear. &lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
&lt;br /&gt;
The Core of a Ghost Well has one inherent ability. Touching it allows for glimpses into the various past lives of the soul, but in no clear or coherent order. Additionally, it is the truest form of one&amp;#039;s soul. This means that the soul is trapped outside the cycle of life and death. To Zuuda, and those with experience with ghosts, they will feel nothing but agony and torment from the soul in this state. It has not yet been discovered whether or not these souls can be restored to a state to allow them to reenter the cycle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fragments===&lt;br /&gt;
&lt;br /&gt;
The fragments don&amp;#039;t have any latent power beyond the ability to physically damage ghosts and ectoplasm. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Moderation Status==&lt;br /&gt;
It requires no moderation approval to create or find.&lt;br /&gt;
&lt;br /&gt;
[[Category: Wells Primer]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Thirst_Diamond&amp;diff=13891</id>
		<title>Category:Thirst Diamond</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Thirst_Diamond&amp;diff=13891"/>
		<updated>2019-07-29T22:45:35Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Aberryte.jpg | center]]&lt;br /&gt;
&lt;br /&gt;
==Location and Rarity==&lt;br /&gt;
&lt;br /&gt;
Thirst Diamonds, or Aberrytes as called by the Seekers, can never be found in nature, nor in a fracture. They can only be created through the act of a Domain Mage Flaying a person. They flay the Domain Ether from a person and store it within one of their organs, thus creating the Thirst Diamond&lt;br /&gt;
&lt;br /&gt;
==Physical Details==&lt;br /&gt;
&lt;br /&gt;
* Raw - These wells always take the shape of the organ that was crystallized in their creation, tending toward black-red, crimson-red, or milky bone white with veins of red...however this well has been reported with all kinds of colors. &lt;br /&gt;
&lt;br /&gt;
* Core - The core is a rounded lump, in the same color as the veins of the Raw State.&lt;br /&gt;
&lt;br /&gt;
* Fragments - The fragments are always pure black in color.&lt;br /&gt;
&lt;br /&gt;
==Inherent Abilities==&lt;br /&gt;
Thirst Diamonds can store 4 Novice Aspects, 3 Competent, 2 Expert, 1 Master Aspects of any Domain Magic, (or a proper combination of such, with Novice being .25, Competent .33, Expert .50, Master 1.0 with the maximum total being 1.0). A Domain Mage inherently can feel the different aspects, thus allowing them to choose which they want to use. These stored aspects are 1 time use, but more can be added after the first are used.&lt;br /&gt;
&lt;br /&gt;
===Raw State===&lt;br /&gt;
&lt;br /&gt;
A Raw Thirst Diamond can only be used by the Domain Mage that created it. In its raw state, it reduces the Thirst of the mage that created it by half at all times. This does not stack with multiple Thirst Diamonds. However, if possessed by another mage, it doubles the Thirst in them.&lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
&lt;br /&gt;
The Core of the Thirst Diamond is able to store the Spark of a mage that has been flayed to death. During this flaying, the attacking mage can pull one spark from the victim and store it within the Core. The spark inside the core is now dormant. It can be used to initiate a person into that magic exactly the one time. This initiation does not need to be consensual, but it does require domain ether to be fed into the well to activate it. Once activated, it can be touched to the skin of the initiation target. The Spark will attempt to latch onto the soul of the target. The initiation will either succeed fully, partially fail creating an initiation monster, or fully fail, killing the target. If it fails fully, the well breaks, and the spark disappears, and the stored ether is backlashed against the mage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fragments===&lt;br /&gt;
&lt;br /&gt;
The Fragments are able to detect a mage that is deep into their Thirst after a Flaying. They will vibrate softly, increasing as they grow closer, and have a starting range of 100 meters. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Moderation Status==&lt;br /&gt;
It requires no moderation approval to create.&lt;br /&gt;
&lt;br /&gt;
[[Category: Wells Primer]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Prayer_Stone&amp;diff=13890</id>
		<title>Category:Prayer Stone</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Prayer_Stone&amp;diff=13890"/>
		<updated>2019-07-29T22:45:10Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Immortanyte.jpg | center]]&lt;br /&gt;
&lt;br /&gt;
==Location and Rarity==&lt;br /&gt;
&lt;br /&gt;
Prayer Stones, or Immortanyte as called by the Seekers, can be found within the Untold near to a Mortalborn or Immortal&amp;#039;s Emean Domain, found on the external boundaries of a Mortalborn or Immortal&amp;#039;s Emean Domain, and inside a Mortalborn or Immortal&amp;#039;s Emean Domain. They may also be found within Grand Fractures.&lt;br /&gt;
&lt;br /&gt;
==Physical Details==&lt;br /&gt;
&lt;br /&gt;
* Raw - Prayer Stones are long and oblong stones, with a distinct flared base. They come with a green-silver tinge with swirling darkness within them.&lt;br /&gt;
&lt;br /&gt;
* Core - The core is always a pure green, square cut emerald like gemstone.&lt;br /&gt;
&lt;br /&gt;
* Fragments - The fragments tend to cut away in elongated diamond shapes of a silver and black coloring.&lt;br /&gt;
&lt;br /&gt;
==Inherent Abilities==&lt;br /&gt;
Prayer Stones can store 5 Favored, 4 Adored, 3 Exalted, 2 Champion, (or a proper combination of such, with Favored being .20, Adored .25, Exalted .33, Champion .5 with the maximum total being 1.0). A Blessed can inherently can feel the different aspects, thus allowing them to choose which they want to use. These stored aspects are 1 time use, but more can be added after the first are used.&lt;br /&gt;
&lt;br /&gt;
===Raw State===&lt;br /&gt;
&lt;br /&gt;
The Raw Prayer Stone boosts the powers of a Blessed who possesses it, awakening a growing zeal for the domains and tasks of the deity(ies) the longer it is in their possession. When handled by a blessed individual, a Prayer Stone &amp;#039;bonds&amp;#039; to their particular mark(s) and will always hum a quiet, low, resonate frequency the first time it is within thirty feet of the same mark. While in possession by a Blessed, it is anathema to those who are marked differently, muting their powers. The well may only mute at the level of the person who touched it. So if a Favored of Delroth is in possession of it, the Favored of other Immortals would find their Favored powers nullified or vastly weakened while within a 10 meter radius of them.&lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
&lt;br /&gt;
The Core of the Prayer Stone has two effects. The first is that it lets the Blessed in possession of it know the direction of the nearest individual that is cursed by one of the Blessed&amp;#039;s Immortals. It does this through a mental tug, guiding the Blessed with a fairly high accuracy. The second is that can act as a one-time use emergency escape for the Blessed that possesses it. This means that if the Blessed is considered to be in extreme danger, as determined by the individual themselves, the Well will remove them from that danger, in a fashion in line with their Blessing(s). If a Faldrun Marked were to use it, they might disappear from an assassination attempt in a flash of flame, appearing in the nearest campfire. The range of this teleportation type removal is fairly short, and once it is used, the Prayer Stone is neutralized, losing all of its powers. It can be recharged within the Untold or Grand Fracture over the course of a cycle, or an Immortal can recharge it instantly.&lt;br /&gt;
&lt;br /&gt;
===Fragments===&lt;br /&gt;
&lt;br /&gt;
The Fragments of a prayer stone resonate with the Core or Raw Well they came from, so long as the Core or Raw Well are in the possession of a Blessed. The Fragments allow the Blessed to hear any and all prayers given by those in possession of a Fragment. This does not stop the prayers from reaching the Immortals, or other sources, just simply allows the Blessed to eavesdrop. If the Core or Raw Well is not possessed by a Blessed, the fragments hold no special effects.&lt;br /&gt;
&lt;br /&gt;
==Moderation Status==&lt;br /&gt;
These wells require moderator permission to obtain. Contact a moderator before requesting these as a reward in a review. The moderator that gives permission can either do the review themselves, or leave a Mod Note in the review request stating that the player may receive it.&lt;br /&gt;
[[Category: Wells Primer]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Miracle_Stone&amp;diff=13889</id>
		<title>Category:Miracle Stone</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Miracle_Stone&amp;diff=13889"/>
		<updated>2019-07-29T22:44:49Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Essenthyte.png | center]]&lt;br /&gt;
&lt;br /&gt;
==Location and Rarity==&lt;br /&gt;
The Miracle Stone, or Essenthyte as called by the Seekers, has only ever been discovered within a Grand Fracture. There&amp;#039;s only ever been one documented use of it, in the Kingdom of Sheor. They are considered to be the most powerful, and rare, type of well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Physical Details==&lt;br /&gt;
&lt;br /&gt;
* Raw - The Miracle Stone is a sphere of pure, gentle light. It is truly unbreakable, and as such, has no Core or Fragment state. The Miracle Stone has a personality of its own and can communicate through a form of telepathy with whoever is holding it. They often speak about a purpose they have, speaking as though Emea itself created them to complete said purpose.&lt;br /&gt;
&lt;br /&gt;
* Core - N/A&lt;br /&gt;
&lt;br /&gt;
* Fragments - N/A&lt;br /&gt;
&lt;br /&gt;
==Inherent Abilities==&lt;br /&gt;
Miracle Stones can store 8 Novice Aspects, 6 Competent, 5 Expert, 4 Master, 3 Revelation Aspects of any Domain Magic, (or a proper combination of such, with Novice being .125, Competent .166, Expert .200, Master .250, and Revelation .333 with the maximum total being 1.0). A Domain Mage inherently can feel the different aspects, thus allowing them to choose which they want to use. These stored aspects are 1 time use, but more can be added after the first are used.&lt;br /&gt;
&lt;br /&gt;
===Raw State===&lt;br /&gt;
&lt;br /&gt;
Each Miracle Stone is completely unique in their power. As such, their Raw State powers are outlined by the Moderator that grants them as a reward. These are to be world changing powers, in line with the idea of them effectively being miracles. Additionally, a moderator should include a Purpose and mild overview of a Miracle Stone&amp;#039;s personality.&lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
===Fragments===&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
==Moderation Status==&lt;br /&gt;
These wells require a Moderator Quest in order to obtain as a reward. They cannot be granted by Peer Reviewers.&lt;br /&gt;
&lt;br /&gt;
[[Category: Wells Primer]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Dark_Star&amp;diff=13888</id>
		<title>Category:Dark Star</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Dark_Star&amp;diff=13888"/>
		<updated>2019-07-29T22:44:32Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Obstimite.jpg | center]]&lt;br /&gt;
&lt;br /&gt;
==Location and Rarity==&lt;br /&gt;
&lt;br /&gt;
Dark Stars, or Obstimites as called by the Seekers, can be found in Major and Grand Fractures. Every Major Fracture will have exactly 1 Dark Star within it, while Grand Fractures will have multiple. Removing the Dark Star from a Major Fracture will cause the fracture to deteriorate, and seal away, locked from both Emea and Idalos. Removing all the Dark Stars from a Grand Fracture will not cause this. These wells are terribly rare, as they are incredibly difficult to find and locate within the Fractures.&lt;br /&gt;
&lt;br /&gt;
==Physical Details==&lt;br /&gt;
&lt;br /&gt;
* Raw - Obstimyte is found as a perfect sphere, utterly black, with motes of colored lights in a spiral within. It is stronger than a diamond and is resistant to all but the highest forms of damage and stress, making it incredibly difficult, but possible, to Ensorcell.&lt;br /&gt;
&lt;br /&gt;
* Core - The core is a tiny, exact version of the raw form. A core of a Dark Star has never found to be destructible.&lt;br /&gt;
&lt;br /&gt;
* Fragments - There are never any fragments of a Dark Star. All pieces cut away become the energy that was run through the well, and gets reabsorbed into the dark star they were cut from.&lt;br /&gt;
&lt;br /&gt;
==Inherent Abilities==&lt;br /&gt;
Dark Stars can store 5 Novice Aspects, 4 Competent, 3 Expert, 2 Master, 1 Revelation Aspects of any Domain Magic, (or a proper combination of such, with Novice being .20, Competent .25, Expert .33, Master .5, and Revelation 1.0 with the maximum total being 1.0). A Domain Mage inherently can feel the different aspects, thus allowing them to choose which they want to use. These stored aspects are 1 time use, but more can be added after the first are used.&lt;br /&gt;
&lt;br /&gt;
===Raw State===&lt;br /&gt;
&lt;br /&gt;
The Raw Dark Star serves as protection within Fractures and Emea. The wielder of it will always be protected from Emea corruption. &lt;br /&gt;
&lt;br /&gt;
While within a Major Fracture, the Raw Dark Star effectively makes the person accepted by the fracture, and thus won&amp;#039;t be attacked by anything living in there, nor affected by anything else. However, doing anything to harm a fracture will often break this illusion, such as removing wells or damaging the denizens. &lt;br /&gt;
&lt;br /&gt;
While within a Grand Fracture, the Raw Dark Star will increase the resistance to various effects in the fracture, and make the wielder harder to perceive, but they will still always be visible and affected. &lt;br /&gt;
&lt;br /&gt;
Within Emea, the Raw Dark Star will always lead the wielder to the nearest exit from Emea that leads to Idalos, usually a fracture.&lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
&lt;br /&gt;
The Dark Star Core creates a magical gravitational pull on any external magic use within a 1 meter range of it. This is often described as a whirlpool that sucks the magic into the Dark Star and deposits it within Emea. This ability isn&amp;#039;t unending though, as Master and Revealed mages can overload it, often at the cost of heavy overstepping. Overloading the Dark Star Core causes it to collapse, and creates a Major Fracture, often with a large explosion the size of a city block, accompanying it.&lt;br /&gt;
&lt;br /&gt;
Note on the Major Fracture: If this happens to a PC&amp;#039;s Dark Star, they will be asked to write up the Major Fracture location. This is not a requirement, but a courtesy. If they decline, the Moderator of the area can choose what to do with it.&lt;br /&gt;
&lt;br /&gt;
===Fragments===&lt;br /&gt;
&lt;br /&gt;
There are no fragments of a Darkstar.&lt;br /&gt;
&lt;br /&gt;
==Moderation Status==&lt;br /&gt;
These wells require moderator permission to obtain. Contact a moderator before requesting these as a reward in a review. The moderator that gives permission can either do the review themselves, or leave a Mod Note in the review request stating that the player may receive it.&lt;br /&gt;
&lt;br /&gt;
[[Category: Wells Primer]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Ruby_of_Love&amp;diff=13887</id>
		<title>Category:Ruby of Love</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Ruby_of_Love&amp;diff=13887"/>
		<updated>2019-07-29T22:44:12Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Harthyte.jpg | center]]&lt;br /&gt;
&lt;br /&gt;
==Location and Rarity==&lt;br /&gt;
&lt;br /&gt;
Rubies of Love, or Harthytes as called by the Seekers, can be found in Major or Grand Fractures. They also occasionally spawn in places where a two souls have bonded through love, or in a place where two lovebound souls were torn apart.&lt;br /&gt;
&lt;br /&gt;
==Physical Details==&lt;br /&gt;
&lt;br /&gt;
* Raw - The shape of Ruby of Love is always curiously organ-like, complex and with a rosy/red color. Mages have noted the well has a &amp;#039;heart beat&amp;#039; when touched and feels warm in the palm.&lt;br /&gt;
&lt;br /&gt;
* Core - The core of Ruby of Love is a deep, blood red, heart shaped stone, glowing lightly and is always warm to the touch. &lt;br /&gt;
&lt;br /&gt;
* Fragments - Fragments are a faded pink.&lt;br /&gt;
&lt;br /&gt;
==Inherent Abilities==&lt;br /&gt;
Can store 4 Novice Aspects, 3 Competent Aspects, 2 Expert Aspects, or 1 Master aspect of any Domain Magic (or a proper combination of such, with Novice being .25, Competent .33, Expert .50, and Master being 1.0, with the maximum total being 1.0). A Domain Mage inherently can feel the different aspects, thus allowing them to choose which they want to use.&lt;br /&gt;
&lt;br /&gt;
Rubies of Love come with two states in which their effects work. The first is with anyone. Normal people. The second effect is if the individual is deeply in love with another person who loves them back. Finally, Rubies of Love can only be used by the person who refined it and those they are lovebound to.&lt;br /&gt;
 &lt;br /&gt;
===Raw State===&lt;br /&gt;
&lt;br /&gt;
Standard - Ruby of Love has been noted to have remarkable healing properties when left in the room of the sick or badly injured. Their dreams are warm, comfortable, and almost never terrifying. It instantly cauterizes wounds and alleviates sickness. While no substitute for actual medical expertise, Ruby of Love can be a powerful well to have in the presence of the struggling, especially if no other help is found. Ruby of Love seems to give others a chance to survive, protecting them while they heal and aiding the process.&lt;br /&gt;
&lt;br /&gt;
Lovebound - When in the possession of someone who loves another, the stone will alert them when someone they truly love is injured or ill, and will guide them through a compass like warmth to them. Once there, the lover may use the Standard ability of the well.&lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Standard - The Core state of the Ruby of Love has an interesting property. It is able to be refined through the power of love. This is done by two of the people who love each other holding it and just feeling the love with one another. Once refined through love, it possesses a curious property of being able to convert any of the refining energies of wells into the power of love. This can then be passed through other unrefined wells, refining them with this energy. Unrefined through love, the core is inert and useless, and will not accept any other energies.&lt;br /&gt;
&lt;br /&gt;
Lovebound - Any well that is refined through love via this well becomes bound to the original refiner and those they are lovebound to. This is a method of protecting all of these wells from use by anyone other than the lovebound.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fragments===&lt;br /&gt;
&lt;br /&gt;
Standard - Grows warm when anyone is thinking of the holder in a loving manner and it will beat lightly to that person&amp;#039;s heartbeat. &lt;br /&gt;
&lt;br /&gt;
Lovebound - Allows the holder to send thoughts once per trial to any of their lovebound, anywhere in Idalos, Emea, or any other place. This is one way sending of these thoughts and lasts for five bits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Moderation Status==&lt;br /&gt;
It requires no moderation approval to gather, assuming proper permissions have been granted for the appropriate fracture.&lt;br /&gt;
[[Category: Wells Primer]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Etherstone&amp;diff=13886</id>
		<title>Category:Etherstone</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Etherstone&amp;diff=13886"/>
		<updated>2019-07-29T22:43:26Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Transmuteite.jpg | center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Location and Rarity== &lt;br /&gt;
Etherstone, or Transmuthyte as called by the Seekers, is a type of well that can only be gathered out of the personal fracture of a Transmutation mage. This is not the same as the wells that can be made through the Transmutation ability &amp;#039;Well-Craft&amp;#039;. This can only be achieved by a master or revealed Transmutation mage.&lt;br /&gt;
&lt;br /&gt;
===Personal Fracture===&lt;br /&gt;
A personal fracture can only be entered by a master or revealed Transmutation mage. This is done by filling their body to the brim with their own ether, then quickly condensing that into their soul. This can only be done once per trial for the mage. No other person or being can be brought into the personal fracture, and only objects that are made by the Transmutation ether of the mage can be brought in. Other objects will remain where the mage left from. Returning back to the normal world is done through the same process, but it costs significantly less ether.&lt;br /&gt;
&lt;br /&gt;
Each transmutation mage&amp;#039;s personal fracture is different from the others, but it is typically always the same. The only time it changes is if the Transmutation mage increases in the competency of any of their magics or if they gain/lose a Spark. This fracture can be used to gain access to the Untold for the Transmutation mage. &lt;br /&gt;
&lt;br /&gt;
The personal fracture layout follows the layout and size of a Major Fracture. The player&lt;br /&gt;
can submit a location writeup of this Personal Fracture to the PSF to have it approved for use. &lt;br /&gt;
&lt;br /&gt;
Etherstones are the most common wells found within a Transmutation mage&amp;#039;s personal fracture, but any other wells marked as &amp;#039;Common&amp;#039; can be found within them as well. These other types of wells are NOT classified as Etherstones / Transmuthyte. While there is no hard limit onto the amount of allowable wells to be found, if a reviewer or Moderator feels it is being abused, they are allowed to apply consequences/dangers into the personal fracture.&lt;br /&gt;
&lt;br /&gt;
The personal fracture is not without its dangers. Emean beings can find their way in, and if the mage is experiencing any particular turmoil in their mind or soul, that will be reflected within the personal fracture as well. These dangerous aspects can be self determined by the writer of the transmutation mage or a Moderator can apply them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Physical Details==&lt;br /&gt;
* Raw - Etherstones can be found in any shape and color, but always in a solid state. There is a curious color flash along the edges and shimmer, which tends to most closely mimic the Transmutation color of the mage who created it.&lt;br /&gt;
&lt;br /&gt;
* Core - The core is an exact replica of the shape of the raw Etherstone. It is a pure color of the the Transmutation mage&amp;#039;s color.&lt;br /&gt;
&lt;br /&gt;
* Fragments - The fragments are the same color, but faded, as the Transmutation mage&amp;#039;s color, but maintain no standard shape.&lt;br /&gt;
&lt;br /&gt;
==Inherent Abilities==&lt;br /&gt;
Etherstones come in two categories of effects. The first category is based on if the mage using them is the Transmutation mage that gathered it. The second category is if another person is using it.&lt;br /&gt;
&lt;br /&gt;
1 - Can store 8 Novice Aspects, 6 Competent Aspects, 4 Expert Aspects, 2 Master Aspects, or 1 Revealed of any Domain Magic (or a proper combination of such, with Novice being .25, Competent .33, Expert .50, Master being 1.0, and Revealed being 2.0, with the maximum total being 2.0). A Domain Mage inherently can feel the different aspects, thus allowing them to choose which they want to use.&lt;br /&gt;
&lt;br /&gt;
2 - Can store 4 Novice Aspects, 3 Competent Aspects, 2 Expert Aspects, or 1 Master aspect of any Domain Magic (or a proper combination of such, with Novice being .25, Competent .33, Expert .50, and Master being 1.0, with the maximum total being 1.0). A Domain Mage inherently can feel the different aspects, thus allowing them to choose which they want to use.&lt;br /&gt;
&lt;br /&gt;
===Raw State===&lt;br /&gt;
&lt;br /&gt;
1 - The raw Etherstone holds the ether charge of a mage who made it far better than any other and in the case of thralls and other well based creations, creates a &amp;#039;reboot&amp;#039; routine where if the connection between thrall and mage is cut, it will quickly re-assert itself one time as though the mage had reached out to re-ignite the connection.&lt;br /&gt;
&lt;br /&gt;
2 - The raw Etherstone will flare in the presence of the Transmutation mage that gathered it. They have no other inherent effects.&lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
&lt;br /&gt;
1 - The Etherstone core protects the Transmutation mage&amp;#039;s ether, ambient or within them. Their ether cannot be flayed, absorbed, stolen, or otherwise manipulated unless the Etherstone is destroyed or removed from their immediate presence (1 meter). &lt;br /&gt;
&lt;br /&gt;
2 - The Etherstone core is inherently connected to the mage, and as such, can often be used against them if Ensorcelled, doubling the effectiveness of the Ensorcelled item. If used against anything else that isn&amp;#039;t the connected mage (or an item made by the mage through Transmutation or other Domain Magic), it works at half effectiveness.&lt;br /&gt;
&lt;br /&gt;
===Fragments===&lt;br /&gt;
&lt;br /&gt;
1 - The Etherstone fragments act as false beacons for the Transmutation mage. They will trigger the presence flaring in a Raw Etherstone tied to them, and any Ensorcelled item used to attempt to locate the Transmutation mage will lead to the closest Etherstone fragment instead, unless the Transmutation mage is closer than any of the fragments.&lt;br /&gt;
&lt;br /&gt;
2 - The Etherstone fragments will lightly tug toward the nearest Transmutated item, Etherstone, or the Transmutation mage themselves. This only has an effective range of 20 meters. If outside the range, it does nothing.&lt;br /&gt;
&lt;br /&gt;
==Moderation Status==&lt;br /&gt;
It requires no moderation approval to gather, assuming proper permissions have been granted for the appropriate fracture.&lt;br /&gt;
&lt;br /&gt;
[[Category: Wells Primer]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Nightmare_Well&amp;diff=13885</id>
		<title>Category:Nightmare Well</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Nightmare_Well&amp;diff=13885"/>
		<updated>2019-07-29T22:43:06Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Umberdyteorsomestupidfuckinname.png | center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Location and Rarity== &lt;br /&gt;
A Nightmare Well, called Umadyte by the Seekers, tends to be much less common, found in Major or Grand Fractures. They are also sometimes obtainable from the corpses of Nightmare Beasts. Regardless of dreamwalking ability, if a person finds one of these in the corpse of a Nightmare Beast, they can bring it back into the waking world.&lt;br /&gt;
&lt;br /&gt;
==Physical Details==&lt;br /&gt;
* Raw - A Nightmare Well is identified by sharp edges and its pure white coloring.&lt;br /&gt;
* Core - The core is bright, glowing white, blinding to look at for most people.&lt;br /&gt;
* Fragments - The fragments are dull grey and flat.&lt;br /&gt;
&lt;br /&gt;
==Inherent Abilities==&lt;br /&gt;
Can store 4 Novice Aspects, 3 Competent Aspects, 2 Expert Aspects, or 1 Master aspect of any Domain Magic (or a proper combination of such, with Novice being .25, Competent .33, Expert .50, and Master being 1.0, with the maximum total being 1.0). A Domain Mage inherently can feel the different aspects, thus allowing them to choose which they want to use.&lt;br /&gt;
&lt;br /&gt;
===Raw===&lt;br /&gt;
A person who falls asleep with a raw Nightmare Well within 2 meters of them will be trapped in their dreamscape indefinitely unless the well is moved/destroyed, or a Dreamwalker gets them out. During this time, Nightmare beasts are extremely attracted to the individual&amp;#039;s dreamscape. If the person is a Dreamwalker, but not marked by either Jesine or Kielik, they will experience a temporary -10 Dreamwalking bonus. If they are marked by Jesine or Kielik, they will be unaffected by the bonus. This cannot drop the skill below 0.&lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
&lt;br /&gt;
Nightmare Well cores are able to amplify ambient energies of all types (Domain Ether, Divine Ether, Ectoplasm, Ephemera) within a 20 meter radius. This effectively makes that sphere of influence a powerhouse for those abilities. Any use of abilities of these energy types within this sphere makes them twice as effective and cost half as much to use. The only exception to this are the Aspects stored within the well itself.&lt;br /&gt;
&lt;br /&gt;
===Fragments===&lt;br /&gt;
&lt;br /&gt;
Nightmare Wells will vibrate in the presence (10 meters) of a Dreamwalker. If the individual in possession of the Nightmare Well is a Dreamwalker, it will ignore them.&lt;br /&gt;
&lt;br /&gt;
==Moderation Status==&lt;br /&gt;
It requires no moderation approval to gather, assuming proper permissions have been granted for the appropriate fracture.&lt;br /&gt;
&lt;br /&gt;
[[Category: Wells Primer]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Dreamstone&amp;diff=13884</id>
		<title>Category:Dreamstone</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Dreamstone&amp;diff=13884"/>
		<updated>2019-07-29T22:42:48Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Emetyte.jpeg | center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Location and Rarity== &lt;br /&gt;
A Dreamstone, called Emetyte by the Seekers, tends to be much less common, found in Major or Grand Fractures. They are also sometimes obtainable from the corpses of Nightmare Beasts. Regardless of dreamwalking ability, if a person finds one of these in the corpse of a Nightmare Beast, they can bring it back into the waking world.&lt;br /&gt;
&lt;br /&gt;
==Physical Details==&lt;br /&gt;
* Raw - A Dreamstone is easily recognizable with its smooth edges, globular shape, and moving swirls of purple, green, and blue ether within the stone itself. A Dreamstone is also known to have a somewhat electrical feel to those who handle it.&lt;br /&gt;
* Core - The core of a Dreamstone is pure black obsidian and perfectly spherical. &lt;br /&gt;
* Fragment - Fragments tend to be faded grey with a slight sheen of another color.&lt;br /&gt;
&lt;br /&gt;
==Inherent Abilities==&lt;br /&gt;
Can store 4 Novice Aspects, 3 Competent Aspects, 2 Expert Aspects, or 1 Master aspect of any Domain Magic (or a proper combination of such, with Novice being .25, Competent .33, Expert .50, and Master being 1.0, with the maximum total being 1.0). A Domain Mage inherently can feel the different aspects, thus allowing them to choose which they want to use. &lt;br /&gt;
&lt;br /&gt;
===Raw===&lt;br /&gt;
Falling asleep with a raw Dreamstone within 2 meters of a person will initiate them into Dreamwalking if they are not already. If the individual is a Dreamwalker, it will grant them a +10 temporary bonus to the skill, effectively letting them be 1 Tier higher. This cannot exceed the 100 point max cap. &lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
Dreamstone cores are able to absorb ambient energies of all types (Domain Ether, Divine Ether, Ectoplasm, Ephemera) within a 20 meter radius. This effectively makes that sphere of influence devoid of these energies. Any use of abilities of these energy types within this sphere makes them half as effective and cost twice as much to use. The only exception to this are the Aspects stored within the well itself.&lt;br /&gt;
&lt;br /&gt;
===Fragment===&lt;br /&gt;
Dreamstone fragments always come in pairs, as recognized by sharing the same sheen coloring. The paired fragments only work while within the immediate presence of 2 individual that are capable of dreaming. Otherwise, they have no additional effects. They serve as Nightmare Beast warnings. If one individual&amp;#039;s dreamscape is invaded by a Nightmare Beast, the fragment with the other individual will begin to a gong-like resonance. If the individual is a dreamwalker, they can tap the stone to immediately be put into the first individual&amp;#039;s dreamscape (this only works if the stone is activated by a Nightmare Beast.) If the individual is not a dreamwalker, it will simply work to gather their attention.&lt;br /&gt;
&lt;br /&gt;
==Moderation Status==&lt;br /&gt;
It requires no moderation approval to gather, assuming proper permissions have been granted for the appropriate fracture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Wells Primer]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Skeever_Stone&amp;diff=13883</id>
		<title>Category:Skeever Stone</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Skeever_Stone&amp;diff=13883"/>
		<updated>2019-07-29T22:42:27Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:Morlakyte.png | center]]&lt;br /&gt;
&lt;br /&gt;
==Location and Rarity== &lt;br /&gt;
Skeever Stones, or Morlakyte as called by the Seekers, can be found in all types of Fractures. They are rare in Minor Fractures, Uncommon in Major and Personal Fractures, and Common in Grand Fractures. They can occasionally be found in areas where a large amount of Ether (divine or domain) was expended, in areas where a person became a Revealed Mage or Champion in a mark, and from within the corpses of a person who has been Flayed to death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Physical Details==&lt;br /&gt;
* Raw - This rich blue and dark green well is capable of forming skeletal stone legs, this raw well hunts beings of Idalos from within the Fracture and burrows into their body, co-opting control of their being. This well starts off the size and shape of a coin. It has an unparalleled hunger for Ether (Domain or Divine) and the life force of others and grows the more it consumes. It has no upper limit of how large it can get. Skeever Stones can become powerful if left unchecked, adapting to its new form and creating a dangerous magical beast bent on devouring mages, Mortalborn, Marked, Wells, Magical Items, and any person or being it can gets its claws on. &lt;br /&gt;
&lt;br /&gt;
* Core - The core of the well is always the size and shape of a coin, and is the same deep blue-green, and is lacking the stone legs.&lt;br /&gt;
&lt;br /&gt;
* Fragments - The fragments of this well are a dull white, lacking in any power, unable to store any aspects or be consumed for energy.&lt;br /&gt;
&lt;br /&gt;
==Inherent Power==&lt;br /&gt;
Skeever Stones can store 6 Novice Aspects, 4 Competent Aspects, or 2 Expert Aspect of any Domain Magic (or a proper combination of such, with Novice being .33, Competent .50, Expert being 1.0 with the maximum total being 2.0). A Domain Mage inherently can feel the different aspects, thus allowing them to choose which they want to use. These stored aspects are 1 time use, but more can be added after the first are used.&lt;br /&gt;
&lt;br /&gt;
===Raw===&lt;br /&gt;
Raw Skeever Stones can absorb any and all known energies in Idalos and convert them into Domain Ether within themselves. While this does make the Skeever Stone grow in size and make it more aggressive, it effectively becomes the largest ether &amp;quot;battery&amp;quot; possible, although incredibly dangerous to keep around in a raw state. Additionally, Raw Skeever Stones that are not allowed to consume regularly will begin to shrink, all the way back down to their coin size. Keeping multiple Skeevers is incredibly dangerous as they will try to consume one another. Using a Raw Skeever Stone in a magical creation runs the risk of it growing the same legs and leaving the mage, or in the case of Necromancy, slipping the leash, becoming an independent undead, no longer under the Necromancer&amp;#039;s control. It can steal feast on energies even if constructed, so long as the well is left raw.&lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
The Core of the Skeever Stone contains all the energy from the Raw state, but is no longer able to absorb energies, grow its legs, and otherwise consume. This allows even the largest of Skeever Stones to be defeated and become workable. Additionally, when the core is used in magical creations, they become bonded to the mage that first runs their power through them, unable to be used by any other. In regards to Necromancy, an undead with a Skeever Core can never slip the leash, though it can still turn on the Necromancer themselves. &lt;br /&gt;
&lt;br /&gt;
===Fragments===&lt;br /&gt;
Fragments are completely unusable except in a mundane sense as a shard of a crystal. &lt;br /&gt;
&lt;br /&gt;
==Moderation Status== &lt;br /&gt;
These wells require moderator permission to obtain or interact with. Contact a moderator before requesting these as a reward in a review. The moderator that gives permission can either do the review themselves, or leave a Mod Note in the review request stating that the player may receive it.&lt;br /&gt;
&lt;br /&gt;
[[Category: Wells Primer]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Leechsilver&amp;diff=13882</id>
		<title>Category:Leechsilver</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Leechsilver&amp;diff=13882"/>
		<updated>2019-07-29T22:42:07Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Oolasyte.jpg | center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Location and Rarity== &lt;br /&gt;
Leechsilver, or Oolasyte as called by the Seekers, can only be found in Major or Grand Fractures, with no difference in rarity in either. Additionally, it can be found around the entrances to any of the Grand Fractures and is fairly common in the Yaralon region due to the high concentration of Major Fractures.&lt;br /&gt;
&lt;br /&gt;
==Physical Details==&lt;br /&gt;
* Raw - Remarkably difficult to procure, Oolasyte has the texture of crystal but the form of liquid. It cannot be separated, but when taken from where it is housed, immediately its form looses all cohesion and becomes difficult to hold. It tends to range from an azure with black whorls to a stark teal with grey whorls. &lt;br /&gt;
&lt;br /&gt;
* Core - There is no core.&lt;br /&gt;
&lt;br /&gt;
* Fragments - There are no fragments.&lt;br /&gt;
&lt;br /&gt;
==Inherent Abilities==&lt;br /&gt;
Leechsilver can store 3 Novice Aspects, 2 Competent Aspects, or 1 Expert Aspect of any Domain Magic (or a proper combination of such, with Novice being .33, Competent .50, Expert being 1.0 with the maximum total being 1.0). A Domain Mage inherently can feel the different aspects, thus allowing them to choose which they want to use. These stored aspects are 1 time use, but more can be added after the first are used. &lt;br /&gt;
&lt;br /&gt;
===Raw State===&lt;br /&gt;
Leechsilver hardens into whatever shape it has been poured into, but can sometimes shift that shape from time to time. Leechsilver exhibits a strange draw toward living beings. If left on its own, it will slowly flow towards any being with a heartbeat that passes within thirty feet. It seems that once freed from a Fracture, Oolasyte seeks only to parasitically enter another living being. If it does so, Leechsilver drives its host with inexplicable urges, always seeking out more Leechsilver to add. Protective of its host, Leechsilver can harden and spread itself throughout the body to wherever it needs to be quite quickly, guarding against impacts or attacks and healing its host from the inside. The host of Leechsilver can innately sense when a Fracture is going to open in a radius of several miles, as well as being able to sense the presence of Sparks. &lt;br /&gt;
&lt;br /&gt;
For whatever reason, Leechsilver will attempt to inhabit a mage if it has no current host, but when in a host it avoids them. Those who have been invaded by Leechsilver report that the longer they were possessed, the more cogent its voice became. What began as simple urges develops over trials into an actual voice and semi-consciousness that grows with the more Leechsilver gathered. A Leechsilver can exist within a mage&amp;#039;s body without any immediate adverse effects, allowing them to transport a powerful well within them if necessary. &lt;br /&gt;
&lt;br /&gt;
While within those without a spark, it causes what is akin to an allergic reaction to any form of domain magic the host comes in contact with. This includes rashes and sores on the skin, nausea and vomiting, dizziness, loss of appetite, fever, and many other similar symptoms. These disappear once the host is away from domain magic. &lt;br /&gt;
&lt;br /&gt;
After a Leechsilver has been inside a host for one full arc, it will exit the body, able to form a perfect doppleganger of the host, in all physical aspects. If the host was a mage, the Leechsilver will have been able to copy their magic. This allows the Leechsilver to use all the abilities the mage could use at the time of its exit. At this point, the Leechsilver will avoid the mage at all costs, and will defend itself if followed or attacked. It will seek out other people to copy, especially those that are mages. There is no upper bound of the amount of magics it can copy, nor of forms it can copy. It cannot grow in the magics on its own, only able to steal them. &lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
There is no core.&lt;br /&gt;
&lt;br /&gt;
===Fragments=== &lt;br /&gt;
There are no fragments.&lt;br /&gt;
&lt;br /&gt;
==Moderation Status==&lt;br /&gt;
These wells require moderator permission to obtain or interact with. Contact a moderator before requesting these as a reward in a review. The moderator that gives permission can either do the review themselves, or leave a Mod Note in the review request stating that the player may receive it.&lt;br /&gt;
&lt;br /&gt;
[[Category: Wells Primer]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Splinterstone&amp;diff=13881</id>
		<title>Category:Splinterstone</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Splinterstone&amp;diff=13881"/>
		<updated>2019-07-29T22:41:47Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Splinterthyte.jpg | center]]&lt;br /&gt;
&lt;br /&gt;
==Location and Rarity== &lt;br /&gt;
Splinterstone, or Splinterthyte as called by the Seekers, can only be found in Major or Grand Fractures. It is quite uncommon in Major Fractures, but is incredibly common in Grand Fractures. Additionally, it can be found floating within a sand, dust storm, or tornado, only to disappear once that weather phenomenon fades away.&lt;br /&gt;
 &lt;br /&gt;
==Physical Details==&lt;br /&gt;
* Raw - Splinterstone&amp;#039;s raw form is the hardest part of it to find. It is a strange well, as it is found broken into pieces already. All of these are fragments, and there is no true core. If all of the pieces can be found and pieced back together, they will bind together into the raw form. The raw form is cobalt blue.&lt;br /&gt;
* Core - There is no core.&lt;br /&gt;
* Fragments - Deep orange and faded.&lt;br /&gt;
&lt;br /&gt;
==Inherent Abilities==&lt;br /&gt;
Splinterstones can store 3 Novice Aspects, 2 Competent Aspects, or 1 Expert Aspect of any Domain Magic (or a proper combination of such, with Novice being .33, Competent .50, Expert being 1.0 with the maximum total being 1.0). A Domain Mage inherently can feel the different aspects, thus allowing them to choose which they want to use. These stored aspects are 1 time use, but more can be added after the first are used. This storage and use is shared through ALL of the same pieces of the well.&lt;br /&gt;
&lt;br /&gt;
===Raw===&lt;br /&gt;
The raw state has the ability to be touched to any nonliving object and thus break that object into pieces the size of coins. This works on any object of any size. However, it is a temporary effect. After one full trial, the object pieces, will fly back toward each other and reform the object as though no damage had occurred. If a piece of the object physically cannot reach the rest, it will travel through Emea and back instead. If separate pieces were completely destroyed, they will be reformed. The raw Splinterstone can only do this to one object at any given time, and the object can be reformed early by touching the well back to a piece of it. &lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
There is no core.&lt;br /&gt;
&lt;br /&gt;
===Fragments===&lt;br /&gt;
The fragments have a natural draw toward each other. The fragments can extend the stored aspects of the well through all of themselves. This allows well constructs to be made less fragile in the sense that fragments can be destroyed and the construct still functions. So long as one fragment remains, the construct will still operate as desired, with only mild loss of power and reliability. &lt;br /&gt;
&lt;br /&gt;
Additionally, the fragments have a curious effect on those who keep them close to them. The fragments tends to cause temporary psychosis, phantom voices and hallucinations. Rather than random, these breaks with reality are often directed around something the individual has realized or noticed subconsciously, but has not consciously recognized it. Some call these &amp;#039;Cricket Stones&amp;#039; named for a persistent magical &amp;#039;chirp&amp;#039; of focused psychosis when something in the individual&amp;#039;s environment is amiss.&lt;br /&gt;
&lt;br /&gt;
==Moderation Status==&lt;br /&gt;
These wells require moderator permission to obtain. Contact a moderator before requesting these as a reward in a review. The moderator that gives permission can either do the review themselves, or leave a Mod Note in the review request stating that the player may receive it.&lt;br /&gt;
&lt;br /&gt;
[[Category: Wells Primer]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Stone_Well&amp;diff=13880</id>
		<title>Category:Stone Well</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Stone_Well&amp;diff=13880"/>
		<updated>2019-07-29T22:41:14Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Stonewell.jpg | center]]&lt;br /&gt;
&lt;br /&gt;
==Location and Rarity==&lt;br /&gt;
&lt;br /&gt;
Stone Wells, or Territes as called by the Seekers, can be found in any type of [[:Category: Fractures | Fracture]], especially those found underground. They can also be found in the deepest parts of a mountain or mines.&lt;br /&gt;
&lt;br /&gt;
==Physical Details==&lt;br /&gt;
&lt;br /&gt;
* Raw - When this raw well is found within a fracture, it is typically found away from any other type of stone. It appears as a deep brown crystal, and is typically made of hard lines and angles, no curves. Finding it within a mountain or mine is nearly impossible except for the most observant, as it will appear as a normal stone or gem or ore, depending on what it last touched. If left away from any stone for twenty trials, it will revert to its normal state. This well is incredibly dense and is just as strong as diamond.&lt;br /&gt;
&lt;br /&gt;
* Core - The core of this well is a deep brown pyramid. This core is the densest part of the well, and is harder than a diamond. &lt;br /&gt;
&lt;br /&gt;
* Fragments - The fragments are rather fragile and can crumble easily under pressure, turning into sand. They maintain a faded brown coloring.&lt;br /&gt;
&lt;br /&gt;
==Inherent Abilities==&lt;br /&gt;
Stone Wells can store 3 Novice Aspects or 2 Competent Aspects of any Domain Magic, (or a proper combination of such, with Novice being .33, Competent .50 with the maximum total being 1.0). A Domain Mage inherently can feel the different aspects, thus allowing them to choose which they want to use. These stored aspects are 1 time use, but more can be added after the first are used.&lt;br /&gt;
&lt;br /&gt;
===Raw State===&lt;br /&gt;
&lt;br /&gt;
This well will transform into an exact replica of any stone, gem, or ore that it touches, regardless of the size difference. It is exactly the same in all ways, up until it touches another stone, gem, or ore. If it is physically altered while in this changed state, it will not revert back to its normal form, and will forever be in the new form. If it goes 20 trials without touching any of these, it will revert back to its normal form. &lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
&lt;br /&gt;
The core of this stone will reduce any and all stone within 2 meters of it to dust over the course of a full trial. This does not apply to gems or metals.&lt;br /&gt;
&lt;br /&gt;
===Fragments===&lt;br /&gt;
&lt;br /&gt;
The fragments of this stone will attach to any stone, gem, or metal through an effect similar to magnetism.&lt;br /&gt;
&lt;br /&gt;
==Moderation Status==&lt;br /&gt;
It requires no moderation approval to gather, assuming proper permissions have been granted for the appropriate fracture.&lt;br /&gt;
&lt;br /&gt;
[[Category: Wells Primer]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Rainbow_Well&amp;diff=13879</id>
		<title>Category:Rainbow Well</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Rainbow_Well&amp;diff=13879"/>
		<updated>2019-07-29T22:40:31Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ezymyte.jpg | center]]&lt;br /&gt;
&lt;br /&gt;
==Location and Rarity==&lt;br /&gt;
&lt;br /&gt;
Rainbow Wells, or Ezymite as called by the Seekers, are found in Major and Grand Fractures, with no particular one having more than any other. However, small wells of this type can sometimes be found at the end of a rainbow that has touched the ground.&lt;br /&gt;
&lt;br /&gt;
==Physical Details==&lt;br /&gt;
&lt;br /&gt;
* Raw - A Rainbow Well is kaleidoscopic in its coloring, hence the name. It is always small, never larger than a grapefruit. It is incredibly fragile in its raw state. &lt;br /&gt;
&lt;br /&gt;
* Core - The core is completely transparent and devoid of color. The cores of Rainbow Wells  are especially fragile and volatile. &lt;br /&gt;
&lt;br /&gt;
* Fragments - The fragments are faded, but maintain the rainbow spectrum of coloring. However, these are the hardest part of the well to come by, for it is so brittle, fragments tend to reduce to useless powder.&lt;br /&gt;
&lt;br /&gt;
==Inherent Abilities==&lt;br /&gt;
Rainbow Wells can store 3 Novice Aspects or 2 Competent Aspects of any Domain Magic, (or a proper combination of such, with Novice being .33, Competent .50 with the maximum total being 1.0). A Domain Mage inherently can feel the different aspects, thus allowing them to choose which they want to use. These stored aspects are 1 time use, but more can be added after the first are used.&lt;br /&gt;
&lt;br /&gt;
===Raw State===&lt;br /&gt;
&lt;br /&gt;
Raw Rainbow Wells can always be detected by a person who has a domain magic spark within them. This detection ability increases based on the tier of the mage, with novice at 20 meter, competent at 50 meter, expert at 100 meter, master at 200 meter, and revealed at 500 meter. This allows them to be found typically easier by mages than non-mages.&lt;br /&gt;
&lt;br /&gt;
===Core State===&lt;br /&gt;
&lt;br /&gt;
The core state can be put in front of a person&amp;#039;s eye and allow them to see residual domain ether that is leftover from spells recently cast by a mage, appearing like a fog. This doesn&amp;#039;t typically leave a trail, but rather clouds in each spot a fair amount of ether was used.&lt;br /&gt;
&lt;br /&gt;
===Fragment State===&lt;br /&gt;
&lt;br /&gt;
The fragments will &amp;#039;chime&amp;#039; softly in the presence of active magic, at the same distances listed in raw. These have been called Traitorstones by Hildarathi government and the Mantis of Rynmere.&lt;br /&gt;
&lt;br /&gt;
===Moderation Status===&lt;br /&gt;
It requires no moderation approval to gather, assuming proper permissions have been granted for the appropriate fracture.&lt;br /&gt;
&lt;br /&gt;
[[Category: Wells Primer]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Fire_Well&amp;diff=13878</id>
		<title>Category:Fire Well</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Fire_Well&amp;diff=13878"/>
		<updated>2019-07-29T22:40:12Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Imedyte.jpg | center]]&lt;br /&gt;
&lt;br /&gt;
==Location and Rarity==  &lt;br /&gt;
Fire Well, or Imedyte as called by the Seekers, can be found in any size of [[:Category: Fractures | Fracture]]. It appears to be extremely common in Fractures that have an abundance of heat or fire. Additionally, they can be found deep in the hearts of active volcanic areas, and occasionally get spewed out during particularly large and violent eruptions.&lt;br /&gt;
&lt;br /&gt;
==Physical Details==&lt;br /&gt;
* Raw - It is a deep bluish purple, and never has any sharp edges, only sloping ones. It is only found in a solid form. It is completely resistant to any type of heat based manipulation of its shape or form. It has a fairly large size range, from the size of apples up to the size of boulders. It is extremely dense and heavy, and quite tough to break.&lt;br /&gt;
&lt;br /&gt;
* Core - The core glows a bright reddish-purple and is the most dense point of the well.&lt;br /&gt;
&lt;br /&gt;
* Fragments - The fragments are a soft faded purple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inherent Abilities==&lt;br /&gt;
Fire Wells can store 2 Novice Aspects or 1 Competent Aspect of any Domain Magic. These stored aspects are 1 time use, but more can be added after the first are used.&lt;br /&gt;
&lt;br /&gt;
===Raw State===&lt;br /&gt;
It absorbs all heat around it that is warmer than the internal temperature of a human. This does not increase the heat of the well itself. The range of this is roughly 1 meter radius.&lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
When this well is placed in a flame it will maintain an endless amount of fuel for the flame. This well maintains the exact size of the flame it is put in, however, so the fire cannot shrink nor spread. Anything that comes into the original flame&amp;#039;s area though will be burned as expected, and flames can be taken away from it, replaced by the well.&lt;br /&gt;
&lt;br /&gt;
===Fragments===&lt;br /&gt;
Imedyte possesses an internal heat that is difficult to ignore and impossible to extinguish. It radiates this heat which can often pass for a small fire.&lt;br /&gt;
&lt;br /&gt;
==Moderation Status==&lt;br /&gt;
It requires no moderation approval to gather, assuming proper permissions have been granted for the appropriate fracture.&lt;br /&gt;
&lt;br /&gt;
[[Category: Wells Primer]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Frost_Well&amp;diff=13877</id>
		<title>Category:Frost Well</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Frost_Well&amp;diff=13877"/>
		<updated>2019-07-29T22:39:53Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Frost Well.jpg | center]]&lt;br /&gt;
&lt;br /&gt;
==Location and Rarity==&lt;br /&gt;
Frost Wells, or Glacites as called by the Seekers, can be found in any size of [[:Category: Fractures | Fracture]], however, it appears to be extra common in fractures that appear in watery areas or colder regions. Additionally, it is said to have been found in the deepest parts of a glacier.&lt;br /&gt;
&lt;br /&gt;
==Physical Details==&lt;br /&gt;
* Raw - This well can be found in a number of ways. If surrounded by solid objects, such as when embedded in stone, it can appear as solid or as a liquid. When in air or floating, it will only appear as a liquid. And when in a liquid, it will only appear as a solid. Regardless of which state it is in, it is typically a deep blue, reminiscent of ice and cold. It has a fairly large size range, from the size of coins up to the size of boulders. The frost well is brittle, breaking easily, and is particularly easy to damage by heat, which can melt it or make it even more brittle.&lt;br /&gt;
&lt;br /&gt;
* Core - The core of the frost well is almost entirely translucent, more akin to a slightly blue diamond. &lt;br /&gt;
&lt;br /&gt;
* Fragments - The fragments of the frost well are a faded blue, darker like the raw state.&lt;br /&gt;
&lt;br /&gt;
==Inherent Abilities==&lt;br /&gt;
Frost Wells can store 2 Novice Aspects or 1 Competent Aspect of any Domain Magic. These stored aspects are 1 time use, but more can be added after the first are used.&lt;br /&gt;
&lt;br /&gt;
===Raw State===&lt;br /&gt;
The well will continuously absorb all water it comes into physical contact with, rejecting any and all impurities. This includes liquid water, steam, and ice.&lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
The core will release a constant stream of icy wind through any exposed facets. The larger the facet, the greater the stream will be.&lt;br /&gt;
&lt;br /&gt;
===Fragments===&lt;br /&gt;
The frost fragments will gently pull toward the nearest large body of water or large body of ice whichever is closest. Once touching this source of water or ice, it will begin producing more of the ice or water, opposite of whichever it touches, continuously. This does not apply to large bodies of steam, fog, or clouds.&lt;br /&gt;
&lt;br /&gt;
==Moderation Status==&lt;br /&gt;
It requires no moderation approval to gather, assuming proper permissions have been granted for the appropriate fracture.&lt;br /&gt;
&lt;br /&gt;
[[Category: Wells Primer]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Glowstone&amp;diff=13876</id>
		<title>Category:Glowstone</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Glowstone&amp;diff=13876"/>
		<updated>2019-07-29T22:39:26Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Glowstone.jpg | center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Location and Rarity== &lt;br /&gt;
Glowstones, or Lumite as called by the Seekers, can be found in any size of [[:Category: Fractures | Fracture]], particularly those around the Hotlands. It can also be occasionally found in the sunniest areas of Idalos during Saun. It is incredibly common and is one of the easiest to find and harvest.&lt;br /&gt;
&lt;br /&gt;
==Physical Details==&lt;br /&gt;
* Raw - This well is exclusively found in a solid, stone state. When raw, it is pure black and dull. It has a massive size range, from as tiny as grains of rice to the size of boulders. It&amp;#039;s as brittle as stone, often creating many fragments when being struck by anything hard.&lt;br /&gt;
&lt;br /&gt;
* Core &amp;amp; Fragments - Glow bright orange or yellow, and often appears to be more akin to a gemstone, with the core glowing a bit more bright than fragments. &lt;br /&gt;
&lt;br /&gt;
==Inherent Abilities==&lt;br /&gt;
Glowstones can store 1 Novice Aspects of any Domain Magic. This stored aspects is 1 time use, but more can be added after the first is used.&lt;br /&gt;
&lt;br /&gt;
===Raw State===&lt;br /&gt;
In its raw state, it absorbs all light within a 1 meter radius of itself. This creates pockets of pure darkness. This makes it fairly simple to find within a fracture, assuming light sources are available. &lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
When reduced to its core, a bright, glowing gemstone is found. This core will increase in brightness and warmth when looked upon by a sentient being.&lt;br /&gt;
&lt;br /&gt;
===Fragments===&lt;br /&gt;
The fragments glow bright orange as well, though duller than the core. The brightness is roughly the same as a standard campfire, but they lack any form of heat.&lt;br /&gt;
&lt;br /&gt;
==Moderation Status==&lt;br /&gt;
This well can be gathered from Minor, Major, and Grand Fractures. It requires no moderation approval to gather, assuming proper permissions have been granted for the appropriate fracture.&lt;br /&gt;
&lt;br /&gt;
[[Category: Wells Primer]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Wells_Primer&amp;diff=13875</id>
		<title>Category:Wells Primer</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Wells_Primer&amp;diff=13875"/>
		<updated>2019-07-29T22:38:34Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What is a Well?==&lt;br /&gt;
&lt;br /&gt;
A well is crystallized energy of some form. The majority of these are made from Ether, the energy that comes from [[:Category: Emea | Emea]]. But any form of energy that achieves a crystalline form constitutes a well. Wells have several different states. Raw wells are those that have not been altered since their harvest or creation. Refined wells have had energy run through them, giving them new properties. [[:Category: Ensorcelling | Ensorcelled]] wells have been cut and crafted, changing the properties they bear. Finally, fragmented wells are the leftover pieces, too small for their full power, but still keeping some aspects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Raw Wells===&lt;br /&gt;
Wells often appear like large, uncut gemstones, and in many ways, they are jewels. In their raw form, they are limited to one effect until they&amp;#039;ve been changed. This raw effect tends to be the effect that type of well is most known for, but isn&amp;#039;t necessarily their strongest. Raw wells can be manipulated, usually by Ensorcellors, shaped as needed. &lt;br /&gt;
&lt;br /&gt;
===Refined Wells===&lt;br /&gt;
When energy is run through a raw well, it refines it, granting power based on the location of the refining. A well refined in a workshop in Idalos will not have the same effect brought out of it as an identical well refined in Emea. Location means everything in the refining process.&lt;br /&gt;
 &lt;br /&gt;
Mages tend to have the easiest time refining wells, as they can feed their ether through them. However, any energy source can be used, be it ether (domain or divine), ectoplasm or ephemera, even electricity. The energy used does not matter as much as where it is applied. Once refined, the well becomes rigid, harder. For many who deal in wells, it is important to shape the well prior to refining, for shaping it after is difficult as they are easier to break. This refining adds new effects to wells.&lt;br /&gt;
&lt;br /&gt;
The rigid, refined wells are the bread and butter of Ensorcelling. Ensorcellors are the craftsman who further shape and change the refined wells. It is an incredibly dangerous trade to get into, for not only are the precious (and often expensive) wells fragile in this state, they are also volatile. Ensorcellors break, shape, polish, and cut down the well. But each step of this process triggers a reaction, which can be different from well to well. A well struck by a chisel one day might cause a flash of lightning to arc off it, and the next day cause the chisel to melt. It truly is chaos in an Ensorcellor&amp;#039;s workshop. &lt;br /&gt;
&lt;br /&gt;
===Well Cores and Fragments===&lt;br /&gt;
One of the goals in the Ensorcelling process is to cut the well down to its most concentrated and flawless point. All wells have a bit of perfection in them, where their connection to their energy source is strongest. This flawlessness is what Ensorcellors seek. So they cut the refined well down, doing their best to not be destroyed in the process. There doesn&amp;#039;t seem to be any perfect rhyme or reason to the process, and the best Ensorcellors say it is often a combination of experience and a whole bunch of intuition. This intuition is key, to know that striking your chisel one face may kill you, and the other grant you your boons. It is far from an exact science, but it is one of the most lucrative in Idalos.&lt;br /&gt;
&lt;br /&gt;
Once the flawless core is cut free from the well, the remaining pieces become fragment wells. These wells still hold power, but being severed from the core diminishes it. These fragments are often made into working tools for the Ensorcellor or sold to those who wish to use their curious properties for other purposes.&lt;br /&gt;
&lt;br /&gt;
==Acquiring Wells==&lt;br /&gt;
Wells can be acquired from every plane of existence through a wide variety of means. They are often classified based of the regions they come from, because of having different energy sources. &lt;br /&gt;
&lt;br /&gt;
===Emean Wells===&lt;br /&gt;
The most commonly known wells come from [[:Category: Fractures | Fractures]]. These wells are part of the Emean wells class, and all of them are made from crystalline ether. In addition to the fractures, these wells are found throughout the various sections of Emea. The energy in these wells is often sought after by mages, as it is the same as their own. These wells appear in strange ways, or at least as strange as Emea is. Some of them are embedded in stone, seeming no different than gemstones. Others might be found in the body of an Emean creature, acting like a stronger type of &amp;quot;heart&amp;quot;. Others can be found moving around in Emea, some found in plants, or occasionally simply floating around in a gas state. When it comes to collecting Emean wells, there simple is no standard.&lt;br /&gt;
&lt;br /&gt;
===Divine Wells===&lt;br /&gt;
The next class of wells are the Divine wells. These wells are made from ether that has been used by the [[:category: Immortals | Immortals]]. These wells are almost exclusively found within the [[:Category: Immortal Domains | Emean Domains of the Immortals]]. However, they are known to grow on the outside of the Emean Domains as well, allowing them to be harvested without trespassing. These wells contain powers associated with their Immortal&amp;#039;s domains. They tend to be fairly rare, as their powers can be used for, or against, the Immortal. Divine wells do all share one particular thing in common, and that is their ability to act as a type of compass to lead people through Emea and to the domain the well came from. Additionally, the Divine well acts like a key, granting entrance to the Immortal&amp;#039;s Domain. Immortals have occasionally gifted these wells to their most loyal and trusted followers, but often tell the follower of the potential dangers of it falling in the wrong hands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spirit Wells===&lt;br /&gt;
Spirit wells come from [[:Category: The Beneath | the Beneath]], more specifically, the Imaginings. While these wells can be found in either of the two planes of existence, they are much more abundant in the Imaginings. They are formed from crystallized ephemera. This is often generated by the Imaginings itself, however, spirit wells are also formed when a spirit is destroyed in its entirety, which is no simple task. If the spirit loses all of its ephemera, its connection to the Imaginings crystallizes. The spirit itself cannot be recovered from the spirit well, but new spirits can be born from them. These wells are quite rare, and often viewed as less useful, for very few people have experience in the use of ephemera. &lt;br /&gt;
&lt;br /&gt;
===Soul Wells===&lt;br /&gt;
Soul wells come the Beneath as well. These are created from crystallized ectoplasm. They are naturally existing in the Beneath, particularly in areas with an abundance of ghosts. [[:Category: Ghosts | Ghosts]] are also able to create these wells through their [[:Category: Hex | Hex]] and [[:Category: Syphon | Syphon]] abilities. Finally, if a ghost is completely depleted of ectoplasm, reduced lower than even a [[:Category: Whisper | Whisper]], their soul and connection to the Beneath crystallizes into the well. Those with an affinity to ghosts and souls can feel the consciousness within the well, even recognize it. But there is no communication between a soul well and anyone else. These wells are somewhat rare, as they tend to mostly be used by ghosts, who fight over them if discovered.&lt;br /&gt;
&lt;br /&gt;
==Universal Uses of Wells==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Well Type !! Energy Types !! Can be absorbed by &lt;br /&gt;
|-&lt;br /&gt;
| Emean Wells || Domain Ether || Domain Mages &lt;br /&gt;
|-&lt;br /&gt;
| Divine Wells || Divine Ether || Blessed and Mortalborn  &lt;br /&gt;
|-&lt;br /&gt;
| Soul Wells || Ectoplasm || Ghosts, Zuuda, others with Ectoplasm &lt;br /&gt;
|-&lt;br /&gt;
| Spirit Wells || Ephemera || Spirits, Loshova, others with Ephemera &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Aspects===&lt;br /&gt;
All wells can store aspects (spells, abilities, etc) within them, so long as those stored aspects are of the same energy type as them. For many of these, they are limited in just how high of an aspect they can store. Higher tier wells can store higher leveled aspects, but are also much more rare. All wells can only store one aspect at a time.&lt;br /&gt;
&lt;br /&gt;
These aspects can be called upon anyone with access to the energy type used. This allows mages and blessed alike to store spells and abilities for later use. However, those without access to the specific energy type cannot use them unless the well has been Ensorcelled to allow it. &lt;br /&gt;
&lt;br /&gt;
Emean wells can store aspects of [[:Category: Magic | Domain Magic]]. These may only be triggered by a domain mage of any kind. The mage does not have to be the same level as the aspect that is stored.&lt;br /&gt;
&lt;br /&gt;
Divine wells can store aspects of [[:Category: Immortal Marks | Immortal Blessings and curses]]. These may only be triggered by an individual bearing a Divine Mark of some sort (blessing and cursed). These marks do not need to be the same tier as the aspect stored.&lt;br /&gt;
&lt;br /&gt;
Soul wells can store aspects of Ectoplasm, Domain Magic, and Immortal Blessings and curses.&lt;br /&gt;
&lt;br /&gt;
Spirit wells can store aspects of [[:Category: Spirits | spirits]], ephemera, and the natural world.&lt;br /&gt;
&lt;br /&gt;
===Well Absorption===&lt;br /&gt;
&lt;br /&gt;
Emean wells and Soul wells can have their energy absorbed by Mages through the act of flaying, which instantly drains the desired amount, making it much faster and efficient than flaying a person. The mage can choose to drag this process out, to make it take longer, if they so desire. This will deplete raw wells, though they recharge. Fragments can be drained, but will not recharge and will shatter when they run out. Energy absorbed in this manner will replenish the mage&amp;#039;s ether reserves. This does not increase the Mage&amp;#039;s Thirst nor does it invite Overstepping. However, if the well is capable of a higher tier than the flaying mage, Flaying will rebound on the mage, causing them to start wildly dumping their raw ether into the well, often causing a loss of control. This will invite Overstepping if the mage isn&amp;#039;t able to sever the connection.&lt;br /&gt;
&lt;br /&gt;
Divine wells and Soul wells can have their energy absorbed by those who have Blessing from an Immortal or are a mortalborn. This method varies greatly based upon the Immortals that have blessed them or are their parent. This can manifest itself in methods such as a [[:Category: Faldrun | Faldrun]] born having to burn a well with his blessing and inhaling the smoke or a [[:Category: Cassion | Cassion]] marked having to eat the well. The absorption of a divine well by a Marked individual often allows them to go above the limits of a specific ability, or to instantly recharge the ability if it has been used up. Additionally, the absorption of a Divine well by a mortalborn (must be from the mortalborn&amp;#039;s parent domain) can greatly reduce existing Fracturing. If no Fracturing is present, it has the potential to grant new abilities or a new domain to the mortalborn. &lt;br /&gt;
&lt;br /&gt;
Spirit wells can be absorbed by spirits and ghosts, but unless a mortal has some special access to ephemera control, typically cannot be absorbed by mortals, regardless of their magic or divine status.&lt;br /&gt;
&lt;br /&gt;
==Emea Wells==&lt;br /&gt;
&lt;br /&gt;
===Novice and Competent Tier===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Well Type !! Fractures !! Idalos !! Rarity !! Magic Storage !! Mod Status&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category: Glowstone | Glowstone / Lumite ]] || Any size fracture, especially those in the Hotlands. || Found in the sunniest areas during Saun. || Most common well || 1 Novice Aspect || Self Mod&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category: Frost Well | Frost Well / Glacite]] || Any size fracture, especially those in watery or cold areas. || Found within the hearts of glaciers. || Common || 1 Competent Aspect, 2 Novice Aspects || Self Mod&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category: Fire Well | Fire Well / Imedyte ]] || Any size fracture, especially those with an abundance of heat or fire. || Found in the heart of volcanoes and occasionally spewed out during eruptions. || Common || 1 Competent Aspect, 2 Novice Aspects || Self Mod&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category: Rainbow Well | Rainbow Well / Ezymite ]] || Major or Grand fractures. || Can be found at the end of a rainbow upon the ground || Uncommon || 2 Competent Aspects, 3 Novice Aspects || Self Mod&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category: Stone Well | Stone Well / Territe]] || Any size fracture, especially those found underground || Found in the hearts of mines or mountains || Common || 2 Competent Aspects, 3 Novice Aspects || Self Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Expert Tier===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Well Type !! Fractures !! Idalos !! Rarity !! Magic Storage !! Mod Status&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category: Splinterstone | Splinterstone / Splinthinyte ]] || Major or Grand fractures || Dust or sandstorms and tornadoes || Uncommon in Major Fractures, Common in Major Fractures || 1 Expert, 2 Competent, 3 Novice || Moderator Permission&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category: Leechsilver | Leechsilver / Oolasyte ]] || Major and Grand Fractures || Around Grand Fracture entrances and in Yaralon region || Uncommon || 1 Expert, 2 Competent, 3 Novice || Moderator Permission&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category: Skeever Stone | Skeever Stone / Morlakyte ]] || All Fracture types || In locations of high ether (divine and domain) use, areas where a mage became Revealed, areas where a marked became Champion, and from Flayed corpses.  || Varies, see writeup || 1 Expert, 2 Competent, 3 Novice || Self Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Master+ Tier===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Well Type !! Fractures !! Idalos !! Rarity !! Magic Storage !! Mod Status&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category: Dreamstone | Dreamstone / Emetyte ]] || Major or Grand Fractures || Can be found in dreams, from the corpses of Nightmare Beasts || Uncommon || 1 Master, 2 Expert, 3 Competent, or 4 Novice || Self Mod&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category: Nightmare Well | Nightmare Well / Umadyte ]] || Major and Grand Fractures || Can be found in dreams, from the corpses of Nightmare Beasts || Uncommon || 1 Master, 2 Expert, 3 Competent, or 4 Novice || Self Mod&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category: Etherstone | Etherstone / Transmuthyte ]]|| Transmutation mage&amp;#039;s Personal Fracture || N/A || Common || See Writeup || Self Mod&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category: Ruby of Love | Ruby of Love / Harthyte ]]|| Major and Grand Fractures || Spawn around two souls binding, or breaking apart, in love || Uncommon || 1 Master, 2 Expert, 3 Competent, 4 Novice || Self Mod&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category: Dark Star | Dark Star / Obstimyte ]]|| Major and Grand Fractures || N/A || Rare || 1 Revelation, 2 Master, 3 Expert, 4 Competent, 5 Novice || Mod Permission&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category: Miracle Stone | Miracle Stone / Essenthyte ]]|| Grand Fractures || N/A || Extremely Rare || 3 Revelation, 4 Master, 5 Expert, 6 Competent, 8 Novice  || Mod Quest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Divine Wells==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Well Type !! Fractures !! Idalos !! Rarity !! Divine Storage !! Mod Status&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category: Prayer Stone | Prayer Stone / Immortanyte ]]|| Grand Fractures || The Untold, Immortal/Mortalborn Emea Domains || Rare || 2 Champion, 3 Exalted, 4 Adored, 5 Favored || Mod Permission&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Soul Wells==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Well Type !! Fractures !! Idalos !! Rarity !! Magic Storage !! Mod Status&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category: Thirst Diamond | Thirst Diamond / Aberryte ]]|| N/A || Created through Flaying || Common || 1 Master, 2 Expert, 3 Competent, 4 Novice || Self Mod&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category: Ghost Well | Ghost Well / Ashyte ]]|| N/A || Found in the Beneath, from Ghosts || Uncommon || See Description || Self Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spirit Wells==&lt;br /&gt;
&lt;br /&gt;
Spirit Wells are only given by Moderators, either through a moderated quest or as a review reward they do. These cannot be given by standard moderators. The raw, core, and fragment effects are created by the moderator who awards it, and each spirit well is unique.&lt;br /&gt;
&lt;br /&gt;
==Refining a Well==&lt;br /&gt;
&lt;br /&gt;
===Energy Types===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Energy Type !! Where found !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Domain Ether || Emea, Mages, Fractures || If an Emean Well, doubles the Aspects able to be stored. If any other well, allows Aspects of the spark type used in the refinement to be stored.&lt;br /&gt;
|-&lt;br /&gt;
| Divine Ether || Blessed, Mortalborn, Immortal Domains in Emea, Immortals || If a Divine Well, doubles the Aspects able to be stored. If any other well, allows Aspects of the Immortal ether used in the refinement to be stored. &lt;br /&gt;
|-&lt;br /&gt;
| Ectoplasm || Ghosts, Zuuda, The Beneath || If a Soul Well, doubles the Aspects able to be stored. If any other well, allows Aspects of the Ectoplasm used in the refinement to be stored.  &lt;br /&gt;
|-&lt;br /&gt;
| Ephemera || Spirits, Loshova, The Imaginings, The Beneath || If a Spirit Well, doubles the Aspects able to be stored. If any other well, allows Aspects of the Ephemera used in the refinement to be stored.&lt;br /&gt;
|-&lt;br /&gt;
| Electricity || Naturally occurring, Defiance Mages, Palenon|| Allows Aspects of Lightning from Defiance, Palenon, Lightning Spirits, and other similar things to be stored in the well. &lt;br /&gt;
|-&lt;br /&gt;
| Power of Love || Through the use of Rubies of Love or Bellinos || Any well refined through the power of love will have its location felt by the person who refined it, no matter its location. This feeling is different for every person, but they can always find it if they try.&lt;br /&gt;
|}&lt;br /&gt;
To have more energy types added, please define their existence and submit to the PSF.&lt;br /&gt;
&lt;br /&gt;
===Location Refinement===&lt;br /&gt;
&lt;br /&gt;
====Emea Areas====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Dreamscapes || This effect allows the wielder of the well to bring the well with them into their Dreamscape, as well as anything the well has been constructed into, regardless of Dreamwalking ability.&lt;br /&gt;
|-&lt;br /&gt;
| The Veil || This effect allows the wielder of the well to find their way to their own Dreamscape, through a mental tugging of sorts.&lt;br /&gt;
|-&lt;br /&gt;
| The Untold || This effect amplifies the inherent effects of the well (meaning Refinement effects and ensorcelled effects are exempted) by a degree of ten, to the point of making the well incredibly powerful, but unstable. Wells refined here will shatter within 10 trials of their refinement, releasing all of their energy at once, often creating a fracture (minor or major).&lt;br /&gt;
|-&lt;br /&gt;
| Immortal Domains || Unreleased until the Location is written up.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Fractures====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Personal Fractures || Allows the wielder to access the personal fracture the well was refined in, from anywhere in the world. &lt;br /&gt;
|-&lt;br /&gt;
| Minor Fractures || Allows the wielder the ability to open, or close, a minor fracture in the proximity of the well once per cycle. This will always lead into the Untold.&lt;br /&gt;
|-&lt;br /&gt;
| Major Fractures || Allows the wielder the ability to teleport once per cycle to the heart of the Fracture where it was refined.&lt;br /&gt;
|-&lt;br /&gt;
| Anox&amp;#039;s Grand Fracture (Hotlands) || Unreleased until the Location is written up&lt;br /&gt;
|-&lt;br /&gt;
| Ati&amp;#039;el&amp;#039;s Grand Fracture (North Reaches) || Unreleased until the Location is written up&lt;br /&gt;
|-&lt;br /&gt;
| Brelt&amp;#039;ek&amp;#039;s Grand Fracture (Beneath Hiladrith) || Unreleased until the Location is written up&lt;br /&gt;
|-&lt;br /&gt;
| Cierel&amp;#039;s Grand Fracture (Near Augiery) || Unreleased until the Location is written up&lt;br /&gt;
|-&lt;br /&gt;
| Fei&amp;#039;s Grand Fracture (Scalvoris) || Unreleased until the Location is written up&lt;br /&gt;
|-&lt;br /&gt;
| Luesco&amp;#039;s Grand Fracture (Over Viden) || Unreleased until the Location is written up&lt;br /&gt;
|-&lt;br /&gt;
| Pieren&amp;#039;s Grand Fracture (Near Quacia) || Unreleased until the Location is written up&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====The Beneath====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Location !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Generally in the Beneath || This effect allows the wielder to be completely invisible/undetectable to Tier 2 or lower ghosts, and to any Anak and Diri spirits. &lt;br /&gt;
|-&lt;br /&gt;
| Near to a Vergence || This effect causes the well to ping when near to a Large or Massive Vergence. However, this pinging also attracts ghosts to the wielder. Small Vergences cannot be detected this way.&lt;br /&gt;
|-&lt;br /&gt;
| Near to an Emean Convergence || This effects causes the well to vibrate when in the presence (3 meters) of any person or object that has been in the Beneath in the last three trials. The well will will also ping when in the presence (3 meters) of any person or object that has been in the Untold in the last three trials.&lt;br /&gt;
|-&lt;br /&gt;
| Highly populated ghost areas ||  This effect allows the wielder to interact, in a physical sense, completely with ghosts that haven&amp;#039;t materialized into the plane of existence the wielder is in. This does NOT allow for the detection of ghosts.&lt;br /&gt;
|-&lt;br /&gt;
| The Imaginings || This effect amplifies Concepts and Purposes in the wielder. Effectively, this lures more spirits that embody or feed on those concepts and purposes to the wielder.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Primers]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Kielik&amp;diff=13840</id>
		<title>Category:Kielik</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Kielik&amp;diff=13840"/>
		<updated>2019-07-24T11:26:15Z</updated>

		<summary type="html">&lt;p&gt;Pegasus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Note: Kielik no longer exists. This is one half of who Unity was previously =&lt;br /&gt;
[[File:Kielik2.png | left | thumbnail | link=|&amp;lt;center&amp;gt;&amp;lt;p style=&amp;quot;font-size: 13px&amp;quot;&amp;gt;&amp;#039;&amp;#039;&amp;#039;Fast Facts&amp;#039;&amp;#039;&amp;#039;&amp;lt;/p style&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; | style=&amp;quot;font-size:13px;&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Status&amp;#039;&amp;#039;&amp;#039; || Alive&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Domain&amp;#039;&amp;#039;&amp;#039; || Nightmares, Insomnia, Oblivion&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Location&amp;#039;&amp;#039;&amp;#039; || Emea&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Position&amp;#039;&amp;#039;&amp;#039; || Serves Sintra&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Parent&amp;#039;&amp;#039;&amp;#039; || [[:Category: Vri |Vri]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Blessing&amp;#039;&amp;#039;&amp;#039;|| [[:Category: Nitahi|Nitahi]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Allies&amp;#039;&amp;#039;&amp;#039; || [[:Category: Sintra |Sintra]], [[Labrae]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Enemies&amp;#039;&amp;#039;&amp;#039; || [[:Category: Vri |Vri]], [[:Category: Jesine | Jesine]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Scribe&amp;#039;&amp;#039;&amp;#039; || Basilisk&lt;br /&gt;
|}]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:14px&amp;quot;&amp;gt;The son of Vri and brother of Jesine, Kielik spent his time in much the same way as his sister, asleep somewhere out of the way. But while Jesine delved into dreams to live in a world of imagination and dreams, Kielik spent his time in a world of terror and madness, either out of a deliberate attempt to be there or out of that part of the world of dreams choosing him as its avatar on Idalos. Either way, the end result was that by the time of his mothers death, neither Vri nor Jesine could claim to know Kielik and without her, he drifted apart from them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In time, he found out about the Immortal Sintra and her daughter Labrae through the nightmares that pervaded Idalos. The two fascinated Kielik and he began to spread fear of them in his own way, guiding peoples brief trips into the world of dreams into the realm of nightmares, where some of them went mad from the terror of their dreams and still others went into a comatose state, never to escape from the world of dreams. In time, this activity brought him to Sintra&amp;#039;s attention and he gained an audience with the Webspinner. She talked him into serving her, giving him an outlet for his love of causing nightmares and insanity and giving her an agent in the world of dreams, a priceless asset.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In his service to Sintra, Kielik&amp;#039;s madness grew even stronger and her found himself consumed by a desire to have his father and sister join him as servants of Sintra and avatars of the realm of nightmares. Now he finds himself split between spreading his nightmares across Idalos and battling his sister in the world of dreams, for he can make her fall, Kielik believes he can attract his fathers attention and lure him into their world, where Kielik can battle him. However, much like Jesine, few mortals of Idalos are actively aware of Kielik, for outside of the world of dreams he is all but powerless, merely a mortal man with a powerful father. As such, he rarely leaves the world of dreams unless called by Sintra or Labrae, her daughter.&amp;lt;/p style&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:14px&amp;quot;&amp;gt;Kielik is a man of average height and build with gray eyes and wild, straw colored hair. However, his most notable feature is the look in his eyes, for it is the look of a man who has completely succumbed to insanity, who cannot be reasoned or bargained with. However, few people see this form, for most often he appears as a sleepers deepest held nightmare. &amp;lt;/p style&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Memories of the Past==&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:14px&amp;quot;&amp;gt; How much of Kielik&amp;#039;s memories are reality and how much are nightmares is hard to tell, even for him. Over his life Kielik has witnessed the impossible a multitude of times, from the destruction of all life on Idalos to the creation of a new era of the Original Beings, all through the world of dreams. Because of this, the only memories he knows for certain are his are in regard to his service to Sintra and parts of his time with his family before the death of his mother. Kielik remembers Vri as a good father, if somewhat distant and reserved, who wasn&amp;#039;t able to stop the growing madness of his son. Outside that, he doesn&amp;#039;t recall any significant details about Vri. &amp;lt;/p style&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Presently==&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-size:14px&amp;quot;&amp;gt; Kielik currently waits in the realm of nightmares, plotting his next move against Jesine. &amp;lt;/p style&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Unity]]&lt;/div&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
</feed>