[Approved by Rumour] Gennadiya Alyona Lyosha

This is where CSes are moved to when they are marked as "Approved". If this accidentally locks your CS, don't worry, just PM a prophet and we'll unlock it straight away!

Moderators: Pegasus Pug!!!, Staff, Peer Reviewer, Wiki Worker

User avatar
Gennadiya Lyosha Doctor
Approved Character
Posts: 848
Joined: Wed Nov 08, 2017 11:51 pm
Race: Human
Profession: Physician
Renown: 843
Character Sheet
Character Wiki
Letters
Point Bank Thread
Wealth Tier: Tier 10

Contribution

Milestones

RP Medals

Miscellaneous

Events

Gennadiya Alyona Lyosha














Gennadiya Alyona Lyosha Arishina,

Exalted of Ymiden,
Adored of Moseke,
Favored of Ziell and Daia
White Cloak of the Adunih
Vanquishers of the Lake
Certificate of Science in Medicine
Last edited by Gennadiya Lyosha Doctor on Mon May 06, 2024 3:32 pm, edited 68 times in total. word count: 55
User avatar
Gennadiya Lyosha Doctor
Approved Character
Posts: 848
Joined: Wed Nov 08, 2017 11:51 pm
Race: Human
Profession: Physician
Renown: 843
Character Sheet
Character Wiki
Letters
Point Bank Thread
Wealth Tier: Tier 10

Contribution

Milestones

RP Medals

Miscellaneous

Events

Basics


















. . . . . . . . . . . . . . . . .
Basic Information

Name:

Gennadiya Alyona Lyosha Arishina

Nicknames: Genna, Adiya
Titles: None
Race: Human
Gender: Female
Age: 29
Date of Birth: Ymiden 50 694
Height: 5'8"
Weight: 147 lb.
]Hair Color: Platinum blond
Eye Color: Blue
Mother: Alyona
Father: Kolya
Siblings: Elizaveta
Partner: Pablo Arishina
Children: Lilabelle (Adopted) 9
Birthplace: Lysoria
Current Location: Rharne
Companions: Nayeli
Job: Healer/Head of the Order of the Andunih
Factions: Order of the Andunih, Warden of Lake
Degrees: Certificate of Science in Medicine
Marks: Vinyza (Exalted), Sevrath (Adored),
Daianya (Favored), Ezere (Favored)

Languages (Fluent): Common
Languages (Conversational): Gernevoir
Language (Basic): Irarian, Xanthean, Rakahi

Face Claim: Daenerys Targaryen
Last edited by Gennadiya Lyosha Doctor on Mon Apr 15, 2024 7:04 pm, edited 37 times in total. word count: 119
User avatar
Gennadiya Lyosha Doctor
Approved Character
Posts: 848
Joined: Wed Nov 08, 2017 11:51 pm
Race: Human
Profession: Physician
Renown: 843
Character Sheet
Character Wiki
Letters
Point Bank Thread
Wealth Tier: Tier 10

Contribution

Milestones

RP Medals

Miscellaneous

Events

Physical Description


















. . . . . . . . . . . . . . . . .
Description

Gennadiya Lyosha is taller for a woman, standing at five feet and eight inches. Physically she is slender, but has a good muscle base from walking and carrying supplies and moving patients, and also has a thin layer of body fat that gives her a full body look with feminine curves. Gennadiya stand with her back straight, shoulders back and head held up, and this correct postures helps to showcase her figure to its best advantage. She moves with a grace that speak of self control and confidence.

Gennadiya’s most striking feature though isn’t’ her height or figure but her platinum blond hair. Left to itself her hair has a natural wave in it and reaches down to her thighs. Rarely does she allow it to hang on its own as she finds doing her hair relaxing and pleasant. Her hair is normally braided which change ever few trials to allow her a different flavor. Her face is always flanked by either two strands in loose coils, or braids. Her hair is Gennadiya’s great pride. Her features and skin tones are well suited for her fair hair. The light color in her hair brings out the pinks in Gennadiya’s skin tones. Her slightly darker eyebrows and sapphire blue eyes also stand out in contrast to her hair. Her face is considered pretty by many with its full lips, and rounded curves.

The Lyosian woman normally wears blouses and skirts as she goes about her daily activities as they are flattering and functional. She usually sticks to darker skirts and light blouses as they flatter her coloring best. On occasions she will get dressed up and wear clothing appropriate for the occasions.
Last edited by Gennadiya Lyosha Doctor on Sat Feb 11, 2023 12:03 am, edited 22 times in total. word count: 301
User avatar
Gennadiya Lyosha Doctor
Approved Character
Posts: 848
Joined: Wed Nov 08, 2017 11:51 pm
Race: Human
Profession: Physician
Renown: 843
Character Sheet
Character Wiki
Letters
Point Bank Thread
Wealth Tier: Tier 10

Contribution

Milestones

RP Medals

Miscellaneous

Events

Personality


















. . . . . . . . . . . . . . .
Personality

As one interacts with Gennadiya your first impression is a calm young woman with an open and friendly manner. She seems open and willing to converse with anyone regardless of their social or political standing. She seems well suited to the healers office she has taken upon herself with these traits. It is only as you get to know her better that you discover the truth of the woman before you.

There is a cold white flame burning at the center of her soul. That cold flame express itself in Gennadiya's single minded drive to complete what she had started. Someone who try's to divert her attention away from her goal can find her more unpleasant side. Even then it is like a smiling viper. Her main focus of life is to help others but the deeper drive is to atone for her mistakes on her past.

Update 721

Gennadiya Lyosha has changes with the passing of the Trials. The young woman from Lysoria moved to Rharne and it has brought great changes. Genna is still a very kind person, but that inner intense flame has soften. As she has worked with others and even evaluated her own she has become kinder and more caring. She has worked and pushed herself and the feelings of guilt have slipped away, and while some part will always be there, she is now able to see how much of a workaholic she has become. While to those who don’t know her very well, she would appear very much the same, to those who are close to her, they can tell that her defenses are weaking.


LikesDislikes
MusicDrugs
HealingPersonal Mistakes
TeachingLoud Noise
Rharne
Doing Her Hair
MeritsFlaws
EducatedArrogance
DedicatedPride
CompassionInability to Forgive herself.
Last edited by Gennadiya Lyosha Doctor on Thu Nov 17, 2022 9:57 pm, edited 30 times in total. word count: 308
User avatar
Gennadiya Lyosha Doctor
Approved Character
Posts: 848
Joined: Wed Nov 08, 2017 11:51 pm
Race: Human
Profession: Physician
Renown: 843
Character Sheet
Character Wiki
Letters
Point Bank Thread
Wealth Tier: Tier 10

Contribution

Milestones

RP Medals

Miscellaneous

Events

History


















. . . . . . . . . . . . . . . . .
History

Gennadiya was born to Kolya and Alyona Lyosha on the Ymiden 50 694 in the city of Lysoria. She was the second child of her parents having been preceded the previous year by her elder sister Elizaveta. Kolya Lyosha was a third generation merchant in the city. His family crafted much of the jewelry worn by the local elite. Because of this prosperity the two Lyosha girls grew up with all the best that life could afford.

When Gennadiya was six years old and her sister Elizaveta was seven their mother died of influenza. Gennadiya had been banned from seeing her mother during this time but had snuck past her nurse repeatedly and would be found at her mothers bedside. She wasn't just sitting there, each time she was found with her dress soaked and there was with fresh cold water in the room and a fresh towel of cold water on her mothers head. Many times she was also found with some tea or other medicine her mother or nurse had given to Gennadiya when she was sick.

Gennadiya was devastated when her mother died. The young girl blamed her self. She had failed to cure her mother and she blamed herself for it. Her fathers withdrawal from the girls seemed to her a confirmation of the fact she had failed. She determined at that tender age she would become a world renowned healer and not fail in the future.

Kolya did pull himself out of his depression and returned to normal life but he never smiled or laughed anymore. Gennadiya began to spend her time trying to make him laugh and smile again. The happier she behaved and the more vibrant her laughter could eventually pull a half smile from his lips.

Gennadiya began her schooling as a young lady of wealth would need. Her father besides requiring the normal lessons in house hold management, music, sewing and such also insisted that his daughters be proficient with a ladies weapon that they could defend themselves. Gennadiya excelled as that interior drive of hers forced her to. She learned the war fan and excelled at singing. Lastly she also included medicine as part of her lessons.

It was through this schooling that she was introduced to other wealthy youth in the city. She was friendly and enjoyed their company as it was far more pleasant then the perpetual sadness at his home. These friends introduced her to a new world in Lysoria. The drug underworld. Gennadiya soon began loss control and her scores suffered. That failure in school drove her farther into the world of drugs. The terrible cycle continued until Gennadiya ran away from school and home.

She spent months in and out of a drug stupor until she found her self in the back streets of Lysoria. She was with out her drugs and left with the pain and depression of the withdrawals. It was then that she found herself face to face with her older sister. She had come to rescue her wayward sister.

The rescue turned to disaster as a starving young man attempted to steal the food and cloths Elizaveta had brought for her sister and instead killed the kind hearted woman. Gennadiya freaked out and almost killed the youth before realizing she had brought her sister to this danger. She turned him over to the authorities and sought help for herself.

She returned home where she eventually joined the Order of the Adunih and became a healer. Eventually she moved to Ne'haer were she worked for a few years in the Order. Eventually she moved to Rharne where she meet with Faith and other members and helped in the refounding of the Order.
Last edited by Gennadiya Lyosha Doctor on Thu Nov 17, 2022 9:56 pm, edited 58 times in total. word count: 638
User avatar
Gennadiya Lyosha Doctor
Approved Character
Posts: 848
Joined: Wed Nov 08, 2017 11:51 pm
Race: Human
Profession: Physician
Renown: 843
Character Sheet
Character Wiki
Letters
Point Bank Thread
Wealth Tier: Tier 10

Contribution

Milestones

RP Medals

Miscellaneous

Events

Friends and Family

Companions
Family, Friends and Companions

Husband:
Pablo Arishina

Child:
Lilabell

Parent:
Kolya Lyosha

Siblings:
Elizaveta Dailona Lyosha

Assistant:
Michail Ivanov
Alissa

Dirri:
Nayeli

Animal Companion:
Shal'snoga












. . . . . . . . . . . . . . . .

Pablo Arishina

Name: Pablo Arishina
Race: Human
Date of Birth: Zi’da 40 696 - 29 years old
Skills:Blade – 60 (Expert)
Combat: Shield – 25 (Novice)
Combat: Unarmed – 50 (Competent)
Dancing – 20 (Novice)
Detection – 20 (Novice)
Discipline – 20 (Novice)
Endurance – 30 (Competent)
Mount – 20 (Novice)
Socialization – 20 (Novice)
Stealth – 10 (Novice)
Storytelling – 20 (Novice)
Strength – 50 (Competent)
Tactics – 20 (Novice)
Height: 5’11”
Weight: 170 lb.
Hair Color: Brown Hair
Eyes Color: Brown Eyes
Appearance Description: Pablo stands just short of six feet. Natually he has an Athletic build but arcs of serving in the Lightning Knights has added muscle to his form. He has brown hair that ranges from short to bushy depending on how long its been since he has had a hair cut. He has to shave ever trial to keep a clean shaving face, though if he wants to be clean shaven in the evening he would have to shave again. He wears the various uniforms of the Lightening Knight as appropriate to the situation. Off duty he tends to wear practical trousers and brown shirts.
Personality: Pablo is a enthusiastic light hearted man who is easy to laugh. He works hard and
is loyal to those who he cares for. Despite his humor and jovialness he can be disciplined and follows orders well as a Knight. He can take things seriously but he can also step back and help others relax when they might be overwhelmed by something.
Relationship to PC: Husband
Additional Information : Pablo is a Lightning Knight (Guardian – Corporal).

Seasonal XP +10 to Blade









. . . . . . . . . . . . . . . .

Lilabell

Name: Lilabell
Race: Human
Date of Birth:Vhalar 21 715 - 9
Skills:Endurance 30
Torture 10
Socialization 10
Detection 10
Art 10
Appearance: Lilabell is a 9 year old gift who is just over three feet tall..
While in recent time she has been putting on weight she is still very skinny. When she was rescued her hair was so damaged that they had to cut it all off. Her brown hair is now slowly growing back a nice brown color. Her eyes a green with a ring of yellow around the iris. Her skin is naturally tanner but when she is exposed to sun light she easily can tan. Her neck is permanently scared from collar that had held her prisoner.
Personality:Lilabell is a mixture of contradictions. She is young and full of curiosity but is very afraid to show it or to ask questions. With those adults she knowns well she has opened up to and will ask her questions, but with those she don’t know she will never ask a question. One would think she would be traumatized by her experience but she only ever remembers the dungeon so her new life is full of wonder and good things. Lilabell is a very sweet girl, but was taught how to survive and not the rules of polite society. Luckily she isn't a greedy child and smart so she is learning, but has been known to resort to pinching if frustrated. Lilabell does occasional still have nightmares of the place she came from, but usually hugs and and a listening ear will help her settled down after these stories.
Backstory:Lilabell and her mother were taken captive off of the street by Rharne. They spent a few arcs in those chambers, surviving as best they could and avoiding the Experimenters attention. That was Lilabell’s life until the trial when the Experimenter and his minions came in and slaughtered all the prisoners. Leaving just Lilabell. She was rescued by Vega, Gennadiya, and Varius a few trials later. Unfortunately in the process she died and but was brought back to life by Vega, and healed by Genna. Clinging to the two woman she was brought back to Storm’s Edge. She stayed with them until the end of the siege. At that time she came to live with Genna in Rharne.
Relationship to PC:Rescued/Adopted Orphan









. . . . . . . . . . . . . . . .

Kolya Lyosha

Name: Kolya Lyosha
Race: Human
Date of Birth:Vhalar 5 667 - 57
Skills:Jewelry Crafting 60
Business Management 60
Appraisal 20
Musical Instrument - Violin 20
Appearance: Kolya stands at 6 feet and 3 inches and weights 169 lb. He has blond hair and pale blue eyes. He has aged well but is still clearly middle aged.
Personality: Koyla has always been a hard worker who expects perfection out of himself. He is also a gentle soul who believes in people even if he isn't all that social. When his wife was alive he was still quiet but could easily laugh and smile. With her death he smiles rarely and laughs, but focused on work and raising his daughters. His currently goals is to get his daughter settled in good match that will take care of her.
Relationship to PC:Father
General Update
[









. . . . . . . . . . . . . . . .

Elizaveta Dailona Lyosha

Name: Elizaveta Dailona Lyosha
Race: Human
Date of Birth:Zi’da 17 Arc 692
Date of Death:Suan Arch 711
Skills:Blade 15
Jewelry Crafting 25
Musical Instrument – Harp 20
Socialization – 20
Care giving - 20
Appearance: Stands 5’2”, honey blond hair, blue/green eyes, It is easy to tell that she and Gennadiya are sisters.
Personality: Elizaveta is the quiet one in the family, but after her mother’s death she learned to guide through love and persuasion her family. By her tender care she kept her father from brooding and with the same love she reigned in her headstrong sister. She could be as determined as the rest of her family though and it was this that lead her out to rescue her sisters on that fateful night.
Relationship to PC:Sister









. . . . . . . . . . . . . . . .

Michail Ivanov

Name: Michail Ivanov
Race: Human
Date of Birth: Zi'da 23rd 692
Skills: Medicine 50
Detection 20
Logistics 40
Research 30
Socialization 20
Appearance: Michail is a human male. He stands at five feet and ten inches tall, and is rather athletically built. He has brown hair and brown eyes. As far as facial hair goes it depends on the season, in the colder months he has a well trimmed beard, but during the hot season it comes off. Though he always keeps the hair on his head rather long. He tends to wear rather neat outfits that give the impression of well maintained, but aren't expensive or bold. On his left hand his middle finger only goes to the second knuckle as the rest was cut off in an accident when he was younger.
Personality: Michail like to help people which is why he became a healer. His family hoped he would become a lawyer and tried to train him in that direction. He resisted and learned what he could about healing. With his father's death he was able to join the Order of Adunih. He became a Green cloak and started learning. He quickly gained his green hood. It was during this time that his abilities in logistics began to shine. He was a decent healer, but with so many of the order helping with the siege he helped with the logistics on the Order's city side.
Relationship to PC: Gennadiya's secretary and green cloak trainee. Genna discovered his talents during the war and agreed to mentor him, but also appointed him as her secretary.
General Update









. . . . . . . . . . . . . . . .

Alissa

Name: Alissa
Race: Biqaj
Date of Birth: 12th Ashan 694
Renown: 350 Renown
Skills:
Blade (Long Sword): 90,
Strength: 50,
Endurance: 50,
Discipline: 25,
Acrobatics: 25,
Ranged Weapon (Bow): 50,
Tactics 25,
Textile Production: 25,
Leatherworking: 25,
Seafaring: 25

Languages: Fluent Common, Broken Common Sign.
Appearance: A tall and angular face, Alissa has a number of scars over her. She stands at six foot tall and is very muscular in her build. She has long dark blonde hair.
Personality: No discernible sense of humour, Alissa is a serious and quiet woman who has a fanatical devotion to the abolition of slavery. Alissa was once one of the "trainees" at Cally's, not there because she was needing to learn a trade, but she had been caught and captured by slavers. When she escaped, she had nothing and she was taken in to Cally's. Due to the mistreatment she had received at the hands of her owners. Having been saved by Faith, Alissa has now joined the Faction and has designated herself as Faith's unofficial bodyguard. She is well known throughout Scalvoris for having escaped slavery and yet, no one can prove how her former owners died.
Relationship to PC: Faction member / body guard.
Anything: Nurp. :)
Skill Ledger:
+40 Longsword - approved ( here ) - total now = 90









. . . . . . . . . . . . . . . .

Nayeli

Name: Nayeli
Race: Dirri
Date of Birth:Ashan 28 720
Appearance: Nayeli Appears like a long arm starfish. Four of the five arms are long and by themselves would almost resemble ribbons. The fifth is much shorter then than the other and when raised could be mistake for a tiara. Most of the body is transparent but through our the body are thin strands seemed to form a pattern and that seems shift colors with a shimmer. There are eyes on the underside of the short arms but unless you look closely you might just think them part of the pattern.
Personality:Nayeli is a friendly diri. She doesn’t really laugh but instead her arms will hum, but each makes its own sound so it can produce a soft music. Nayeli is much like Genna and a welcome company as they both like to act but not before the stop and review the situation. Though while Genna doesn’t pay much attention to other fashion if Nayeli could get her way she would do a makeover for everyone who she likes, not because she doesn’t like how they look, but so they can feel happy looking their best.
Relationship: Dirri Companion









. . . . . . . . . . . . . . . .

Shal'snoga

Name: Shal'snoga
Type of Mount: Air
Mount Speed: Cut land travel time by 1/4. Can't travel over large bodies of water.
Rarity: Rare
Typical Size: 3 feet tall from belly to back/680(Really skinny) - 800(Really fat) pounds/40 feet from tip of tail to tip of snoot, spends most of its time not in flight coiled into a ball 10 feet in diameter. Wing span is 40 feet, but wings fold against the body when not in use. 2 feet wide.
Diet: Specifics very depending on the region, but usually feeds on larger predators or prey.
Trainable: Varies. If raised from infancy, easy. Caught in the wild, difficult. The Sacred Forest in the Eternal Empire will occasionally give one as a gift, in which case they are pre-trained. A trained one can be purchased for 3000 GN/3 ON, but finding one for sale is rare and will require notable IC work.
Pack Mount: Can carry up to 250 pounds without inhibiting its flight abilities, in addition to 2 riders of up to 180 pounds each.
Native to: Sacred Forest, Southern Region forests, Eastern Region mountains.
Locations: Most commonly seen in the Sacred Forest, but can be found in the forests of the Southern Region and in the Eastern Regions mountains, albeit more rarely.
Appearance: The majority of the body is a truly massive serpent, solid muscle and scales. However, it has a coat of feathers running down its back that serve to help keep it warm during its flights. The most noteworthy features are, of course, the great wings rising from the Xiuhcoatl's back, gifting it the power of flight. The Xiuhcoatl has a form of natural armor on the top of it's head, as well as several spikes jutting from its back. These spikes are primarily believed to be used as a defense against predators. However, as the Xiuhcoalt lacks any known predators, this considered a theory formed due to a lack of any solid evidence of the spikes use.
Habitat: Xiuhcoatl prefer heavily forested environments, nesting in the strongest trees and preying on the forests most dominant predators. They have been known to make their home in the mountains, however, though this is rare and the reason behind them doing so is unknown, though it is believed to have to do with population control. Like all reptiles, the Xiuhcoatl don't care for the cold, though they handle it better than most due to the feathery coat on its back. Like all serpents, the Xiuhcoalt eats less than one unfamiliar with serpents might assume. If one is able to feed a Xiuhcoatl 300 pounds of food every seven trials, or roughly two deer, then the great serpent will be well content. If given the opportunity, the Xiuhcoatl will overfeed so as to avoid having to hunt again so soon, though this makes them sluggish and is not recommended for any wishing to use these great serpents as a mount.
Lifespan and Development: Xiuhcoatl are born from softshell eggs, with reproduction taking place in the same fashion as a normal serpent. The infants are roughly 50 pounds and 5 feet long. Their mothers feed them small bits of meat, usually 5-15 pounds every seven Trials. The infants will stay with their mother for two years, during which their size and appetite will steadily increase. After two years, they will be able to fly on their own and will seek their own nest. At this point, a Xiuhcoatl will be fully grown. They can live for up to 80 Arcs, though their ability to fly and hunt is greatly diminished in the last 2 or 3 Arcs of their life.
Uses: As a flying mount, the Xiuhcoatl excels at traveling over land that would otherwise be impassable, making travel both easier and more convenient. However, they are not the fastest of fliers, owing to their great size, and can be outstripped by the faster fliers of Idalos with regularity. That being said, owing to the noodle-esque shape of their body, they can maneuver in ways other flying mounts simply cannot, and there are tales of people flying these great serpents through buildings.
Temperament: Like most serpents, the Xiuhcoatl is a calm creature, difficult to anger and relatively quick to calm itself. That being said, they are also stubborn unless trained, frequently doing the exact opposite of what their trainers tell them to do, apparently out of sheer stubborn desire not to be trained. They are, however, loyal to their riders once properly trained and there are stories of Xiuhcoatl who have belonged to a rider since birth refusing to leave their side even after their die. They also have an odd playful streak, though this usually does not serve the rider. Xiuhcoatl saddles and saddle bags have to specially designed to account for the creatures love of doing corkscrews through the air while in flight. There is also a tale regarding a Xiuhcoalt belonging to an Imperial Marshal that regurgitated a dead Barghest onto the floor of the Imperial Throne Room in front of its riders feet as a show of affection, though this has yet to be confirmed. However, should one manage to anger a Xiuhcoatl, they would be well advised to flee for their life. In addition to the very real possibility of being consumed whole, there is a well documented event where one of the great serpent crushed a guard tower between its coils to attack a hunter that had killed its children. And of course, they are also venomous. One should take great care to never anger a Xiuhcoatl if they can possibly avoid it.
Abilities/Tricks: The Xiuhcoatl possess three main combat abilities. The first is their venom, a lethal toxin capable of slaying even the most resilient of beasts, with rumors abounding that a bite from one was able to fell a dragon, though no proof of this was ever discovered. The second is the strength of their coils, as they are able to crush stone structures in their coils if provoked enough. Finally, their relatively slow speed of flight does not translate to slow movement on the land. A grounded Xiuhcoatl can move and strike as fast as any cobra. However, between their temperament and the fact that Xiuhcoatl scales aren't any harder than those of any other serpent, they are not recommended primarily as a battle mount.
Information: Like most serpents, Xiuhcoatl love to sleep and bask in the warm sun, and are generally fairly lazy creatures as far as exercise goes.
Relationship: Mount
Last edited by Gennadiya Lyosha Doctor on Mon Apr 15, 2024 7:09 pm, edited 45 times in total. word count: 2819
User avatar
Gennadiya Lyosha Doctor
Approved Character
Posts: 848
Joined: Wed Nov 08, 2017 11:51 pm
Race: Human
Profession: Physician
Renown: 843
Character Sheet
Character Wiki
Letters
Point Bank Thread
Wealth Tier: Tier 10

Contribution

Milestones

RP Medals

Miscellaneous

Events

Skills

Skill and
Knolwedge

Grand Master
Medicine
Psychology

Master
Caregiving
Detection
Discipline
Research

Expert
Leadership
Socialization

Competent
Combat: Blades
Combat: Range
Dance
Etiquette
Investigation
Logistics
Needlework
Singing
Teaching

Novice
Cooking
Cosmetology
Field Craft
Investigation
Jewelry Crafting
Linguistics
Seduction
Strength
Tactics

Untrained
Art
Endurance
Engineering
Gardening
Hone
Mount
Politics
Seafaring
Stealth
Storytelling
Transmutation
Writing







Untrained
XP 0 / 25 (250)
2 Knowledges
Art

Description Approver Count
Practice is required Strange 1
Drawing people is different than drawing landscapes Strange 1





Master
XP 155 / 250 (250)
40 Knowledges
Caregiving

Description Approver Count
Fresh Water And A Fresh Towel Can Go A Long Way (RM) 1
Recognizing someone who is hiding exhaustion Praetorum 2
Communicating with shy children Praetorum 3
How to offer comfort without embarrassing patient. Kasoria 4
Being prepared for potential need. Abra 5
Sometimes you can stop stupid behavior you just can help fix it. Abra 6
Children don’t need to be aware of all parents concerns. Abra 7
People feel better with those they love. Abra 8
Keeping sick people away from the cold. Doran 9
Providing an activity for someone who needs something to focus on. Doran 10
Caregiving Doran 11
Caregiving Yrmellyn Cole 12
Caregiving Yrmellyn Cole 13
Caregiving Doran 14
Caregiving Pigboy 15
Caregiving Pigboy 16
Caregiving Pigboy 17
Caregiving Pigboy 18
Caregiving Pigboy 19
Caregiving Pigboy 20
Caregiving Pigboy 21
Caregiving Doran 22
Caregiving Doran 23
Caregiving Doran 24
Caregiving Pegs 25
Caregiving Pegs 26
Caregiving Pegs 27
Caregiving Pegs 28
Caregiving Pegs 29
Caregiving Pegs 30
Caregiving Pegs 31
Caregiving Pegs 32
Caregiving Avalon 33
Caregiving Pigs 34
Caregiving Pigs 35
Caregiving Pigs 36
Caregiving Pigs 37
Caregiving Pegasus 38
Caregiving Pigs 39
Caregiving Pigs 40





Competent
XP 35 / 75 (250)
12 Knowledges
Combat:Blades

Description Approver Count
Conceal as a regular fan (SP) 1
Finding sensitive spots for stabbing. Alistair 2
Effectively concealing a small weapon. Alistair 3
Effective spot to strike with the war fan Praetorum 4
Flipping fan open in mid swing Praetorum 5
using the fans weight as a bludgeon Praetorum 6
Knowing when to use an open fan verse a closed fan Praetorum 7
Blades Squirrel 7
Blades Squirrel 8
Blades Squirrel 9
Blades Yrmellyn Cole 10
Blades Doran 11
Blades Doran 12





Competent
XP 35 / 75 (250)
12 Knowledges
Combat: Ranged

Description Approver Count
Ranged Weapons Doran 1
Ranged Weapons Doran 2
Ranged Weapons Doran 3
Ranged Weapons Doran 4
Ranged Weapons Doran 5
Ranged Weapons Doran 6
Ranged: Types of arrow Squirel 7
Ranged: Uses of different arrow-types Squirel 8
Ranged: Know your ammunition Squirel 9
Ranged: Use Oasis water on your ammunition. Squirel 10
Range Squirels 11
Range Squirels 12
Range Squirels 13





Novice
XP 10 / 25 (250)
4 Knowledges
Cooking

Description Approver Count
Cooking Pigs 1
Cooking Pigs 2
Bacon is editable even when burned Pigs 3
Cleaning the cooking dishes right away. Pigs 4





Novice
XP 20 / 25 (250)
9 Knowledges
Cosmetology

Cosmetology Avalon 1
Cosmetology Avalon 2
Cosmetology Avalon 3
Cosmetology Avalon 4
Cosmetology Avalon 5
Cosmetology Avalon 6
Cosmetology Avalon 7
Cosmetology Avalon 8
Using clothing color to reflect a mood Jackalope 9





Competent
XP 35 / 75 (250)
18 Knowledges
Dance

Description Approver Count
Country Clapping Dance Strange 1
Country Line Dance Doran 2
Rharne Polka. Doran 3
Following along with a group Doran 4
Dance Doran 5
Dance Doran 6
Dance Pig 7
Dance Pig 8
Dance Pig 9
Dance Pig 10
Dance Pig 11
Dance Pig 12
Dance Pig 13
Dance Pig 14
Dance Pig 15
Dance Pig 16
Dance Pig 17
Some Dances have aggressive feel between parnters Bas 18





Master
XP 195 / 250 (250)
72 Knowledges
Detection

Description Approver Count
Gathering information about a situation. Alistair 1
Observing people Strange 2
Noticing people’s relation based up their interaction with others. Strange 3
Determining when someone is open to be talked to. Strange 4
Asking others about their plans. Strange 5
Working out the unspoken parts of a story. Strange 6
Detection Doran 7
Detection Doran 8
Detection Yrmellyn Cole 9
Detection Yrmellyn Cole 10
Detection Yrmellyn Cole 11
Listening to explanations Squirel 12
Detection Kasoria 13
Detection Kasoria 14
Detection Pig Boy 15
Detection Pig Boy 16
Detection Pig Boy 17
Detection Doran 18
Detection Doran 19
Using Healer's Sight to identify how many people around her. Avalon 20
Watching for visual signs of a heart attack Avalon 21
Healer's Sight Ability allows her to see all the body at once, or focus on specific areas. Avalon 22
Healer’s Sight can help determine babies position during birth. Doran 23
Detection: Mother’s vitals can help in diagnosis. Doran 24
Detection Doran 25
Detection Doran 26
Detection Pig Boy 27
Detection Pig Boy 28
Detection Pegs 29
Detection Pegs 30
Detection Pegs 31
Detection Pegs 32
Detection Pegs 33
Detection Pegs 34
Detection Pegs 35
Detection Pegs 36
Detection Pegs 37
Detection Pegs 38
Detection doran 39
Detection doran 40
Detection doran 41
Detection Pig Boy 42
Detection Pig Boy 43
Detection Avalon 44
Detection Avalon 45
Recognizing When Emotions Are Effect By Immortals/induks Pegasus 46
Recognizing Symbolism Even If You Don't Understand The Symbols Pegasus 47
Recognizing When Something Is Sacred To An Immortal Pegasus 48
Detection Pigs 49
Detection Pigs 50
Detection Pigs 51
Detection Pigs 52
Detection Pigs 53
Detection Pigs 54
Detection Pigs 55
Detection Pigs 56
Detection Pigs 57
Detection Pigs 58
Detection Pigs 59
Detection Pigs 60
Detection Pigs 61
Detection Pigs 62
Detection Pigs 63
Detection Pigs 64
Detection Pigs 65
Detection Pigs 66
Detection Pigs 67
Detection Pegasus 68
Detection Pegasus 69
Detection Pegasus 70
Recognizing someone can be two people Jackalope 71





Master
XP 195 / 250 (250)
67 Knowledges
Discipline

Reigning in ones anger Praetorum 1
Addiction can weaken resolve. Praetorum 2
Choosing Ahead of Event not to drink Strange 3
Resisting abundant temptation Strange 4
Focusing on the main issues Octopie 5
Accepting a logical rejection of an idea and helping with a better idea. Octopie 6
Keeping notes about decisions Octopie 7
Working through chaos Octopie 8
Not allowing personal feelings to cloud your judgement Octopie 9
Not blurting out what’s on your mind. Strange 10
Distracting oneself from being motion sick. Strange 11
Being polite when surprised Strange 12
Controlling frustration at peoples misunderstanding Strange 13
Discipline Yrmellyn Cole 14
Discipline Yrmellyn Cole 15
Working to control disgust at worms Azreal 16
Discipline Pig boy 17
Discipline Doran 18
Discipline Doran 19
Discipline Doranl 20
Discipline Doran 21
Discipline Doran 22
Discipline Doran 23
Discipline Doran 24
Discipline Doran 25
Discipline: Not showing your fear Squirel 26
Discipline Pigs 27
Discipline Pigs 28
Discipline Pigs 29
Discipline Pigs 30
Discipline Pigs 31
Discipline Squirels 32
Discipline Squirels 33
Discipline Pig Boy 34
Discipline Pig Boy 35
Discipline Pig Boy 36
Discipline Pig Boy 37
Discipline Squirels 38
Discipline Squirels 39
Discipline Pig Boy 40
Discipline Pig Boy 41
Discipline Squirrel 42
Discipline Squirrel 43
Discipline Peg 44
Discipline Peg 45
Discipline Peg 46
Discipline Peg 47
Discipline Peg 48
Discipline Peg 49
Discipline Peg 50
Discipline Peg 51
Discipline Peg 52
Discipline Peg 53
Discipline Charater start update 54
Discipline Charater start update 55
Discipline Charater start update 56
Discipline Charater start update 57
Discipline Charater start update 58
Discipline Charater start update 59
Discipline Charater start update 60
Discipline Charater start update 61
Discipline Pigs 62
Discipline Pigs 63
Discipline Pigs 64
Discipline Pegasus 65
Steeling yourself again random accusations Jackalope 66
Keeping from thinking about something you were told not to think about. Bas 67





Untrained
XP 0 / 25 (250)
1 Knowledges
Endurance

Description Approver Count
Endurance Pigs 1






Untrained
XP 0 / 25 (250)
2 Knowledges
Engineering

Description Approver Count
Engineering. Oberan 1
Engineering. Oberan 2






Competent
XP 31 / 25 (250)
23 Knowledges
Etiquette

Description Approver Count
Politely deferring conversation to a better time. Strange 1
Greeting others with a sincere compliment. Strange 2
How to ask people to dance. Strange 3
Etiquette Pig 4
Etiquette Pig 5
Etiquette Pig 6
Etiquette Pig 7
Etiquette Pig 8
Etiquette Pig 9
Etiquette Pig 10
Etiquette Pig 11
Etiquette Pig 12
Etiquette Pig 13
Etiquette Avalon 14
Etiquette Avalon 15
Etiquette Avalon 16
Etiquette Avalon 16
Etiquette Avalon 17
Not Monopolizing The Hostess Attention Pegasus 18
Etiquette Pegasus 19
Etiquette Pegasus 20
Etiquette Pegasus 21
Etiquette Pegasus 22
Etiquette Pegasus 23





Novice
XP 10 / 25 (250)
5 Knowledges
Field Craft

Description Approver Count
Field Craft Pigs 1
Cooking Pigs 2
Field Craft Pigs 3
Cooking Pigs 4
Cooking Pigs 5





Untrained
XP 0 / 25 (250)
10 Knowledges
Gardening

Description Approver Count
What conditions Mint grows best in. Arlo 1
Identifying young healthy mint plants verses old sickly Arlo 2
Preparing the soil Azreal 3
Worms can surprise you in the dirt. Azreal 4
Nature of lavender plants Azreal 5
Nature of Sage Plants Azreal 6
Gardening [url=hhttps://www.standingtrials.com/viewtopic.php?p=167401#p167401]Pig Boy[/url] 7
Gardening [url=hhttps://www.standingtrials.com/viewtopic.php?p=167401#p167401]Pig Boy[/url] 8
Gardening [url=hhttps://www.standingtrials.com/viewtopic.php?p=167401#p167401]Pig Boy[/url] 9
Gardening [url=hhttps://www.standingtrials.com/viewtopic.php?p=167401#p167401]Pig Boy[/url] 10





Untrained
XP 0 / 25 (250)
1 Knowledges
Hone

Description Approver Count
Hone Oberan 1





Competent
XP 30 / 60 (250)
17 Knowledges
Investigation

Investigation Peg 1
Investigation Peg 2
Investigation Peg 3
Investigation Peg 4
Investigation Peg 5
Investigation Peg 6
Investigation Peg 7
Investigation Pegasus 8
Investigation Pegasus 9
Investigation Pegasus 10
Investigation Pegasus 11
Investigation Pegasus 12
Investigation Pigs 13
Investigation Pigs 14
Investigation Pigs 15
Investigation Pigs 16
Investigation Pigs 17





Novice
XP 25 / 25 (250)
5 Knowledges
Jewelry Crafting

Description Approver Count
Gold is a malleable metal Strange 1
How links are crafted Strange 2
Pattern of the links determines strength Strange 3
Why there are different Karats of gold Strange 4
Is an art form Strange 5





Expert
XP 78 / 150 (250)
48 Knowledges
Leadership

Description Approver Count
Getting a group to move forward even when there are depressed. Alistair 1
Seeking Advice from others Octopie 2
Organizing an idea into working project.Abra 3
Understanding limits of a budget. Abra 4
Setting limits Abra 5
Being thrust into the lime light at the last minute. Abra 6
Leadership - Yrmellyn Cole 7
Leadership - Yrmellyn Cole 8
Leadership - Yrmellyn Cole 9
Leadership - Yrmellyn Cole 10
Leadership Doran 11
Leadership Doran 12
Leadership Doran 13
Leadership Pigs 14
Leadership Pigs 15
Leadership Pigs 16
Leadership Pigs 17
Leadership Pigs 18
Leadership - Having get together with those your in charge of. Doran 19
Leadership - learning about those you lead from themselves. Doran 20
Leadership Doran 21
Leadership Doran 22
Leadership Doran 23
Leadership Doran 24
Leadership Doran 25
Leadership Doran 26
Leadership Doran 27
Leadership Pig boy 28
Leadership Pig boy 29
Leadership Pigs 30
Leadership Pigs 31
Leadership Pigs 32
Leadership Pigs 33
Leadership Pigs 34
Leadership Pigs 35
Leadership Pigs 36
Leadership Pigs 37
Leadership Doran 38
Leadership Doran 39
Leadership Pigs 40
Leadership Pigs 41
Leadership Pigs 42
Leadership Pigs 43
Leadership Pigs 44
Leadership Pigs 45
Leadership Pigs 46
Brining everyone to the same plan Bas 47
Determine when plans need to expand. Bas 48





Novice
XP 10 / 25(250)
5 Knowledges
Linguistic

Learn new words in Xanthea Alistair 1
Linguistics Yrmellyn Cole 2
Linguistics Yrmellyn Cole 3
Linguistics Doran 4
Linguistics Doran 5





Competent
XP 30 / 25(250)
17 Knowledges
Logistics

Reorganizations is sometimes required Octopie 1
Logistics Doran 2
Logistics Squirell 3
Logistics Squirell 4
Logistics Pigs 5
Logistics Pigs 6
Logistics Pigs 7
Logistics Pigs 8
Logistics Doran 9
Logistics Doran 10
Logistics Pigs 11
Logistics Pigs 12
Logistics Pigs 13
Logistics Pigs 14
Logistics Pigs 15
Logistics Pigs 16
Logistics Pigs 17





Grand Master
XP 100 / 100 (100)
125 Knowledges
Medicine

Description Approver Count
Leaching drugs from body (SP) 1
Review your diagnosis. Abra 2
Identifying a Coma Pegasus 3
Seeing pattern in when people come down with temporary reactions. Abra 4
Put Pressure On The Wound RM 5
Children need different healing environment then adults. Abra 6
Checking for fetal movements Pegasus 7
Delivering mothers have easier time delivering in comfortable locations Abra 8
Collecting symptoms information and identifying without seeing injury. Pegasus 9
Preventing Hypothermia with fire and dry clothing. Abra 10
signs of Fuzz Kasoria 11
Bleeding and Cramps can be a sign of miscarriage Abra 12
Creating Antidote (buzz) Kasoria 13
Rest is the best counter to pregnancy complications Abra 14
Alfalfa herbal use Kasoria 15
A miscarriage will pass tissue and the fetus Abra 16
Judging when patient needs another does Kasoria 17
Medicine Doran 18
When a medication stops being medicine but dangerous substance Kasoria 19
Medicine Doran 20
Recognizing improvement in patients condition. Kasoria 21
Medicine Pigboy 22
Recognizing a Mint Plant Arlo 23
Medicine Pigboy 24
How to Harvest Mint for herbal use Arlo 25
Medicine Pigboy 26
Mint Tea helps with indigestion and anxiety. Arlo 27
Medicine Pigboy 28
Use of Ginger to help with food poisoning Alistair 29
Medicine Pigboy 30
Recognizing what can cause food poisoning Alistair 31
Medicine Pigboy 32
Recognizing a common cold Praetorum 33
Medicine Pigboy 34
Recognizing Cataract Korva 35
Medicine Doran 36
Recognizing the difference between old age and disease. Korva 37
Medicine Doran 38
Recognizing drug induced psychosis Octopie 39
Medicine Doran 40
Recognizing drug induced seizues Octopie 41
Medicine Doran 42
Knowing when it's proper to use medications Octopie 43
Medicine Doran 44
Signs of an overdose Octopie 45
Medicine Doran 46
Recognizing others using ginger to fight motion sickness Strange 47
Collecting symptoms of a new disease Kasoria 48
Cure for the Ember Plague Kasoria 49
Using a Magnifier to see blood behavior Kasoria 50
Different parts of blood Kasoria 51
folk Remedies Strange 52
Medicine Praetorum 53
Medicine Praetorum 54
Medicine Praetorum 55
Medicine Pigboy 56
Medicine Pigboy 57
Medicine Pigboy 58
Medicine Pig Boy 59
Medicine Pig Boy 60
Medicine Pig Boy 61
Medicine Pig Boy 62
Medicine Doran 63
Medicine Doran 64
The way blood flows between a healthy person and someone having a heart attack. Avalon 65
Old bone injuries can still be seen years later. Avalon 66
Babies skull bones not one solid pieces. Doran 67
Medicine - how contractions move muscles for birthing Doran 68
Surgery: Stitching wounds. SP 69
Surgery: Recognizing when a stitch has healed Alistair 70
Surgery: Recognizing when a stitch is or isn’t infected. Alistair 71
Surgery: Removing Stitches. Alistair 72
Surgery: Labor moves at its own pace Korva 73
Surgery: Using contractions effectively to deliver Korva 74
Surgery: Determining if a patient’s pulse is healthy Korva 75
Surgery: The difference be human reproductive and a sheep’s reproductive Korva 76
Surgery: How to properly remove blades Octopie 77
Surgery: Cleanliness of tools Octopie 78
Surgery: Removing a blade incorrectly causes more damage Octopie 79
Surgery: Where on the body is the best place to draw blood. Kasoria 80
Surgery: How to extract blood. Kasoria 81
Surgery: How to separate the parts of blood. Kasoria 82
Surgery: How to administer blood into the body. Kasoria 83
Surgery: Grasping the edge of the sliver to extract it.Doran 84
Surgery: Understanding swellings reaction time a sliver. Doran 85
Surgery: Tweezer can be used in surgery. Doran 86
Surgery: Doran 87
Surgery: Doran 88
Surgery: Doran 89
Surgery Doran 90
Surgery Doran 91
Surgery Doran 92
Surgery Pig boy 93
Surgery Pigboy 94
Surgery Pigboy 95
Surgery Pigboy 96
Surgery Pigboy 97
Surgery Doranl 98
Surgery Doran 99
Surgery Pigboy 100
Surgery Pigboy 101
Surgery Pigboy 102
Surgery Doran 103
Surgery Doran 104
Medicine Peg 105
Medicine Peg 106
Medicine Peg 107
Medicine Peg 108
Medicine Peg 109
Medicine Pig boy 110
Medicine Pig boy 111
Medicine Pigs 112
Medicine Pigs 113
Medicine Pigs 114
Medicine Pigs 115
Medicine Pigs 116
Medicine Pigs 117
Medicine Pigs 118
Medicine Pigs 119
Medicine Pigs 120
Medicine Pigs 121
Medicine Pigs 122
Medicine Pigs 123
Medicine Pigs 124
Medicine Pigs 125





Untrained
XP 0 / 25(250)
3 Knowledges
Mount

Description Approver Count
Mount horse Squirrel 1
The art of getting ready to go quickly Squirel 2
Dismount Squirel 3





Competent
XP 26 / 75(250)
12 Knowledges
Needlecraft

Running Stitch RM 1
Needlecraft Jackalope 2
Needlecraft Jackalope 3
Needlecraft Jackalope 4
Needlecraft Jackalope 5
Needlecraft Jackalope 6
Needlecraft Charater start update 7
Needlecraft Charater start update 8
Needlecraft Charater start update 9
Needlecraft Charater start update 10
Needlecraft Charater start update 11
Needlecraft Pigs 12





Untrained
XP 0 / 25(250)
3 Knowledges
Politics

Politics Pig Boy 1
Politics Pig Boy 2
Politics Pig Boy 3





Grand Master
XP 250 / 250 (250)
67 Knowledges
Psychology

Description Approver Count
Remembering and using your patients names. Pegasus 1
Compliment others makes them more cooperative Alistair 2
Calming the patient and addressing worries. Kasoria 3
Using examples to teach a concept Arlo 4
Recognizing the signs of shock. Alistair 5
Helping someone express themselves. Praetorum 6
Telling someone the truth tactfully Praetorum 7
Understanding that children need love through action Praetorum 8
Empathizing with someone Octopie 9
Sharing your past to make a statement Octopie 1
Managing patient’s expectation. Kasoria 10
Songs help calm a patient. Strange 11
Hope can help people changes Strange 12
Understanding the struggles of parentless children. Abra 13
Men Like to prove themselves Abra 14
The plunge provided competition without violence. Abra 15
Even fathers will grieve at a miscarriage Abra 16
A widower will think about his wife while on the date. Doran 17
Psychology Squirrel 18
Psychology Squirrel 19
Psychology Doran 20
Psychology Doran 21
Psychology Yrmellyn Cole 22
Psychology Yrmellyn Cole 23
Psychology Pig boy 24
Psychology Pig boy 25
Psychology Doran 26
Psychology Doran 27
Psychology Doran 28
Psychology Doran 29
Psychology Doran 30
Psychology Doran 31
Psychology Doran 32
Psychology Doran 33
Psychology Squirrel 34
Psychology Squirrel 35
Psychology Squirrel 36
Psychology Doran 37
Psychology Doran 38
Psychology Pig Boy 39
Psychology Pig Boy 40
Psychology Peg 41
Psychology y Peg 42
Psychology Peg 43
Psychology Peg 44
Psychology Peg 45
Psychology Peg 46
Psychology Peg 47
Psychology Peg 48
Psychology Peg 49
immortals/induks Feel The Need To Publicly Award People Pegasus 50
a Crowds Mood Can Affect An Individuals Pegasus 51
Psychology Pigs 52
Psychology Pigs 53
Psychology Pigs 54
Psychology Pigs 55
Psychology Pigs 56
Psychology Pigs 57
Psychology Pigs 58
Psychology Pigs 59
Psychology Pigs 60
Psychology Pigs 61
Psychology Pigs 62
Keeping away guilt from something that you couldn't have changed Jackalope 63
Determining what type of treatment for trauma is desired. Bas 64
Sometimes people need to help in different ways Bas 65
Psychology Doran 66
Psychology Doran 67





Master
XP 155 / 250(250)
38 Knowledges
Research

Description Approver Count
Research Pig boy 1
Research Pig boy 2
Research Pig boy 3
Research Praetorum 4
Research Praetorum 5
Research Praetorum 6
Research Kasoria 7
Research Kasoria 8
Research Kasoria 9
Research Kasoria 10
Research Doran 11
Research Doran 12
Research Squirrel 13
Research Squirrel 14
Research Squirrel 15
Research Charater start update 16
Research Charater start update 17
Research Charater start update 18
Research Charater start update 19
Research Charater start update 20
Research Charater start update 21
Research Charater start update 22
Research Charater start update 23
Research Charater start update 24
Research Charater start update 25
Research Charater start update 26
Research Charater start update 27
Research Charater start update 28
Research Charater start update 29
Research Pigs 30
Research Pigs 31
Research Pigs 32
Research Pigs 33
Research Pigs 34
Research Pigs 35
Research Pigs 36
Research Pigs 37
Research Pigs 38





Novice
XP 0 / 25(250)
10 Knowledges
Seafaring

Description Approver Count
Seafaring Pigs 1
Seafaring Pigs 2
Seafaring Pigs 3
Seafaring Pigs 4
Seafaring Pigs 5
Seafaring Pigs 6
Seafaring Pigs 7
Seafaring Pigs 8
Seafaring Pigs 9
Seafaring Pigs 10





Novice
XP 10 / 25(250)
8 Knowledges
Seduction

Description Approver Count
Seduction Yrmellyn Cole 1
Seduction Yrmellyn Cole 2
Seduction Pig boy 3
Seduction Pig boy 4
Seduction Pig boy 5
Seduction Oberan 6
Seduction Oberan 7
Seduction Doran 8





Competent
XP 26 / 25(250)
15 Knowledges
Singing

Description Approver Count
Basic Vocal Exercises (RM) RM 1
The Importance Of Warming Up Your Voice (RM) RM 2
Having a song on hand to entertain others Strange 3
Singing Yrmellyn Cole 4
Singing Yrmellyn Cole 5
Singing Doran 6
Singing Doran 7
Singing Charater start update 8
Singing Charater start update 9
Singing Charater start update 10
Singing Charater start update 11
Singing Charater start update 12
Singing Doran 13
Singing Doran 14
Singing Doran 15





Expert
XP 101 / 150(250)
54 Knowledges
Socialization

Description Approver Count
Recognizing someone in distress. Alistair 1
Helping preserve a friends dignity Alistair 2
Socialization: Asking questions at the right time to get an answer. Strange 3
Asking polite questions to learn more about someone. Strange 4
Returning help to someone who offer to help you. Strange 5
Socialization Squirrel 6
Socialization Squirrel 7
Socialization Pig boy 8
Socialization Oberan 9
Socialization Oberan 10
Socialization Oberan 11
Socialization Pig Boy 12
Socialization Pig Boy 13
Socialization Pig Boy 14
Socialization Pig Boy 15
To face the truth about a loved sister. Strange 16
Helping someone understand that they have to change to make something better. Strange 17
Persuasion Yrmellyn Cole 18
Persuasion Yrmellyn Cole 19
Persuasion Yrmellyn Cole 20
Socialization Jackalope 21
Socialization Doran 22
Socialization Doran 23
Socialization Avalon 24
Socialization Avalon 25
Socialization Avalon 26
Socialization Avalon 27
Socialization Avalon 28
Socialization Avalon 29
Socialization Avalon 30
Socialization Avalon 31
Giving a practical and beautiful gift to newly weds Pegasus 32
Socialization Pegasus 33
Socialization Pegasus 34
Socialization Pegasus 35
Socialization Pegasus 36
Socialization Pegasus 37
Socialization Pigs 38
Socialization Pigs 39
Socialization Doran 40
Socialization Doran 41
Socialization Doran 42
Socialization Pigs 43
Socialization Pigs 44
Socialization Pigs 45
Socialization Pigs 46
Socialization Pigs 47
Socialization Pigs 48
Socialization Pigs 49
Socialization Pigs 50
Socialization Pigs 51
Socialization Pigs 52
Socialization Pigs 53
Socialization Pegasus 53
Introducing your self to find allies when your all stuff animals. Bas 54





Untrained
XP 0 / 25(250)
4 Knowledges
Stealth

Description Approver Count
Stealth Squirels 1
Stealth Squirels 2
Stealth Squirels 3
Stealth Squirels 4





Untrained
XP 0 / 25(250)
4 Knowledges
Storytelling

Description Approver Count
Storytelling Pig 1
Storytelling Pig 2
Storytelling Pig 3
Storytelling Pig 4





Novice
XP 5 / 25(250)
9 Knowledges
Strength

Description Approver Count
Strength Oberan 1
Strength Oberan 2
Strength Pig Boy 3
Strength Pig Boy 4
Strength Pig Boy 5
Strength Pig Boy 6
Strength Pig Boy 7
Strength Pig Boy 8
Spreading the weight of a object secure it better Pig Boy 8





Novice
XP 15 / 25(250)
24 Knowledges
Tactics

Description Approver Count
Tactics: Pig Boy 1
Tactics: Pig Boy 2
Tactics: Pig Boy 3
Tactics: Pig Boy 4
Tactics: Pig Boy 5
Tactics: Pig Boy 6
Tactics: Pig Boy 7
Tactics: Pig Boy 8
Tactics: Pig Boy 9
Tactics: Pig Boy 10
Thinking about the group tactics Squirel 11
Considering things early Squirel 12
Everyone has a role. Squirel 13
Tactics Squirels 14
Tactics Squirels 15
Tactics Squirels 16
Tactics Squirels 17
Tactics Squirels 18
Tactics Squirels 19
Tactics Peg 20
Tactics Peg 21
Tactics Peg 22
Tactics Peg 23
Tactics Peg 24





Competent
XP 30 / 75(250)
17 Knowledges
Teaching

Description Approver Count
Explaining what abilities Favored of Ymiden have. Strange 1
Explaining the importance of forgiving others. Strange 2
Explaining medicine to the unskilled Squirel 3
Cutting to the basics Squirel 4
Give examples Squirel 5
Teaching Doran 6
Teaching Doran 7
Teaching Doran 8
Teaching Doran 9
Teaching Doran 10
Teaching Doran 11
Teaching Doran 12
Teaching Doran 13
Teaching Pigs 14
Teaching Pigs 15
Teaching Pigs 16
Teaching Pigs 17





Untrained
XP 0 / 25 (250)
1 Knowledges
Transmutation

Description Approver Count
Transmutation Oberan 1





Untrained
XP 0 / 75(250)
5 Knowledges
Writing

Description Approver Count
Multiple drafts of notes Octopie 1
People take notes differently Azreal 2
Writing Squirrel 3
Writing Squirrel 4
Writing Squirrel 5
Last edited by Gennadiya Lyosha Doctor on Tue Apr 16, 2024 4:57 pm, edited 170 times in total. word count: 4180
User avatar
Gennadiya Lyosha Doctor
Approved Character
Posts: 848
Joined: Wed Nov 08, 2017 11:51 pm
Race: Human
Profession: Physician
Renown: 843
Character Sheet
Character Wiki
Letters
Point Bank Thread
Wealth Tier: Tier 10

Contribution

Milestones

RP Medals

Miscellaneous

Events

Skill Ledger


















. . . . . . . . . . . . . . . . .
Ledger

Thread Skill Point Adjustment Running Total
Racial +25 25
Blade: Ware Fan -25 0
Starting EXP +50 50
Jewelry Crafting -5 45
Medicine -25 20
Singing -5 15
Surgery -15 0
Ymiden's Mark +3 3
Psychology -3 0
Ymiden's Adored Mark +6 6
Psychology -6 0
Moseke's Mark +3 3
Medicine -3 0
Starting Bonus +9 9
Discipline -3 6
Sewing -3 3
Caregiving -3 0
The Morning Rounds +10 10
Surgery -5 5
psychology -5 0
Little Monsters +15 15
Surgery -5 10
Caregiving -5 5
Linguistics -5 0
At Least It was Good wine +15 10
Medicine -5 10
Caregiving -5 5
Discipline -5 0
Why is the Mint Gone +10 10
Medicine -5 5
Singing -5 0
Monsters In The Dark +15 15
Medicine -5 10
Psychology -5 5
Discipline -5 0
Dance of the Fan +10 10
Discipline -5 5
Caregiving -5 0
It all Started with a Sneeze +15 15
Medicine -5 10
Psychology -5 5
Caregiving -5 0
The Contradictions of Gold +10 10
Medicine -5 5
Jewelry Crafting -5 0
Greeting the Dawn Part 1 +15 15
Medicine -5 10
Singing -5 5
Caregiving -5 0
Beauty is More then Skin Deep +10 10
Psychology -5 5
Jewelry Crafting -5 0
Order from Chaos 2: Defining the problem +15 15
Leadership -10 5
Sewing -5 0
To Heal Or Not To Heal +20 20
Medicine -10 10
Surgery -10 0
Dirty Thief +15 15
Medicine -10 5
Discipline -5 0
A Plague of Our Own Making +15 15
Surgery -10 5
Discipline -5 0
From the Ashes +10 10
Psychology -5 5
Discipline -5 0
Greeting the Dawn Part 2 +15 15
Jewelry Crafting -5 10
Psychology -5 5
Discipline -5 0
Lady Mercy +15 15
Leadership -5 10
Psychology -5 5
Discipline -5 0
Order from Chaos Foundations +15 15
Leadership -5 10
Medicine -10 0
The Retrieval +15 15
Medicine -10 5
Leadership -5 0
You Can Only control Yourself +10 10
Discipline -5 5
Psychology -5 0
The Plunge +15 15
Psychology -5 10
Teaching -5 5
Discipline -5 0
The Burden of the Healer +10 10
Discipline -5 5
Psychology -5 0
No Haven for the Guilty +15 15
Persuasion -10 5
Tactics -5 0
A Mountain of A Problem +15 15
Persuasion -10 5
Tactics -5 0
last of the knights +15 15
Surgery -10 5
Teaching -5 0
Maybe I want to fly +15 15
Persuasion -5 10
Teaching -5 5
Psychology -5 0
Guilt of the Widower +15 15
Surgery -10 5
Dance -5 0
Drawing on Experience +15 15
Range -10 5
Surgery -5 0
Surgery on the Fly +10 10
Psychology -5 5
Surgery -5 0
Business in Volta +15 15
Blade -5 10
Medicine -2 8
Caregiving -3 5
Detection -5 0
The Cold Light of Day +15 15
Caregiving -5 10
Psychology -5 5
Detection -5 0
Remember Sunshine and Happiness +15 15
Singing -5 10
Psychology -5 5
Detection -5 0
Avid Pupils +15 15
Blades -5 10
Psychology -5 5
Detection -5 0
Lives to Be Saved +10 10
Surgery -5 5
Research -5 0
Maybe Frogs Where better +10 10
Cosmetology -5 5
Research -5 0
War Arrives: Forging +15 15
Research -5 10
Cosmetology -5 5
Seduction -5 0
The Healing Women +15 15
Surgery -5 10
Cosmetology -5 5
Seduction -5 0
Preparing for War" Saving the Toys +15 15
Surgery -5 10
Cosmetology -5 5
Research -5 0
A Home for a Calling +10 10
Discipline -5 5
Psychology -5 0
Return of Light and Rebirth of Storm's Edge +15 15
Leadership -5 10
Psychology -5 5
Dance -5 0
Rummaging Around Down Below +15 15
Leadership -5 10
Surgery -5 5
Research -5 0
The Experience of Youth and Bravado +10 10
Disipline -5 5
Surgery -5 0
He Pulled What Out of the Hole +15 15
Leadership -5 10
Surgery -5 5
Discipline -5 0
There Are Many types of protectors +15 15
Leadership -5 10
Surgery -5 5
Teaching -5 0
Answers Burned Away +20 20
Psychology -5 15
Discipline -5 10
Range -5 5
Tactics -5 0
The Daddy Daughter Dance +10 10
Detection -10 0
Mummers Ball +30 30
Discipline -5 25
Range -15 10
Dancing -10 0
Treasures of Words and Facts +10 10
Caregiving -5 5
Detection -5 0
Songs the Night Sings, Part 2 +15 15
Caregiving -5 10
Surgery -5 5
Disipline -5 0
The Rise of Rhaum; The Fall of Rharne. +20 20
Range -5 15
Dance -5 10
Discipline -5 5
Detection -5 0
Well That's not good +15 15
Discipline -5 10
Psychology -10 0
Orange Sky +15 15
Discipline -15 0
Why Is it Always At the Bottom +15 15
Discipline -10 5
Dance -5 0
Who Thought These Creatures Up +15 15
Discipline -10 5
Leadership -5 0
[Command Central] The heart of the matter. +15 15
Discipline -10 5
Research -5 0
Yes Its Time +15 15
Discipline -10 5
Detection -5 0
Looking Below the Surface +10 10
Detection -10 0
Memories Honored +10 10
Detection -10 0
Servire et Tueri +15 15
Detection -15 0
2021 Skill Down - Surgery +110 110
Psychology -110 0
Needle and Sharptongue +10 10
Needlecraft -10 0
Saoire Event Gennadiya and Cyrus +15 15
Linguistics -5 10
Socilization -5 5
Needlecraft -5 0
I just Wanted to Say Hi +15 15
Detection -5 10
Research -10 0
School of Fish +15 15
Caregiving -5 10
Research -10 0
ruins Dawn +40 40
Caregiving -20 20
Discipline -10 10
Psycology -10 0
Marks +9 9
Leadership -3 6
Singing -6 0
Saoire Event +15 15
Caregiving -10 5
Dancing -5 0
Update to Starting Skills +32 32
Disipline -20 32
Research -10 2
The Daily Growth +10 10
Detection -10 0
Singing to Oatmeal +10 10
Detection -10 0
Gravity is the Enemy +10 10
Research -10 0
Saoire's Feast Entrance +15 15
Research -15 0
Saoire's Water table +15 15
Research -15 0
What does Love do +20 20
Detection -20 0
Volunteers, Anyone, Volunteers +10 10
Logistics -10 0
Double, Double Toil and Trouble +10 10
Detection -10 0
Its One of Those Weeks Part 1 +10 10
Detection -10 0
Its One of Those Weeks Part 2 +10 10
Detection -10 0
A show to die For +15 15
Psychology -15 0
Rharne Bachelorette Round 1 +10 10
Psychology -1 9
Needlecraft -9 0
Rharne Bachelorette Round 2 +10 10
Needlecraft -4 6
Socialization -6 0
Rharne Bachelorette Round 3 +10 10
Socialization -10 0
Rharne Bachelorette Round 4 +10 10
Socialization -10 0
Rharne Bachelorette Round 5 +10 10
Socialization -10 0
Taking Steps 1 +10 10
Caregiving -10 0
Wrap It Up In A Scarf +10 10
Caregiving -10 0
Walking A Tightrope +10 10
Research -10 0
Taking Steps 2 +10 10
Research -10 0
Taking Steps 3 +10 10
Teaching -10 0
So About this Guest List +10 10
Research -10 0
Blood Gods, Dust Men, and Stone Masons +15 15
Caregiving -15 0
Slice of Life +15 15
Caregiving -15 0
Rharne Bachelorette 6 +10 10
Detection -10 0
Dreams Kissing Reality +10 10
Logistics -10 0
Some People are never Satisfied +10 10
Logistics -10 0
Finding the Place Part 1 +10 10
Field Craft -10 0
Finding the Place Part 2 +10 10
Cooking -10 0
Round and Round the Spire +15 15
Investigation -10 5
Etiquette -5 0
Understanding Someone's Brain +10 10
Research -5 5
Strength -5 0
Some Surprises Aren't Pleasant +10 10
Research -10
One River to Another +15 15
Etiquette -15 0
The Wages of Thalassophobia +20 20
Etiquette -1 19
Research -5 14
Caregiving -14 0
the Master List +10 10
Etiquette -10 0
Find the Culprit +10 10
Discipline -10 0
Special Invites +10 10
Caregiving +10 0
Finding Your Place Part 3 +15 15
Leadership 15 0
Finding the Culprit +10 10
Leadership 10 0
The Story must go on +10 10
Investigation 10 0
Not Giving up on You +10 10
Investigation 10 0
Fever On the Brain +10 10
Socializatio 10 0
Return of the Egg +15 10
Research 5 10
Socialization 10 0
His Name Sake +10 10
Detection 10 0
Dreams of war and Fury +20 20
Detection 20 0
Last edited by Gennadiya Lyosha Doctor on Fri Apr 19, 2024 10:55 pm, edited 130 times in total. word count: 1422
User avatar
Gennadiya Lyosha Doctor
Approved Character
Posts: 848
Joined: Wed Nov 08, 2017 11:51 pm
Race: Human
Profession: Physician
Renown: 843
Character Sheet
Character Wiki
Letters
Point Bank Thread
Wealth Tier: Tier 10

Contribution

Milestones

RP Medals

Miscellaneous

Events

Abilities

List of Abilities
Abilities, Magic and Marks

Marks :
Vinyza - Exalted
Sevrath - Adored
Daianya - Favored
Ezere - Favored

Bonds:
Lovulas Warden- Vanquishers
























. . . . . . . . . . . . . . . . .
Vinyza

Favored Abilities

Early to Rise (Minor)
Add an extra three skill points to one of the following skills: Agriculture, Cartography, Meditation, Psychology or Swimming. Any skill points granted by this Mark can break the 100 point cap on skills.

Painted Sunrise (Minor)
The Blessed can enhance the color of anything with the colors of the sunrise. This can be used to conceal someone or something by making it the same sunburst color scheme as everything around it. This change will last as long as noon of the same trial.

Ray of Sunlight (Minor)
The Blessed one can, from any logical point on his body, emit a ray of sunlight. This can be used like a torch in a dark place, a flare for searchers, a dazzling blinder against an attacker, a flash signal to send messages over considerable distance, or any other creative use. This ray can be maintained for ten bits (minutes) for each ability the Blessed has in this Mark (so, 30 bits at first, etc)

Eye of the Beholder (Minor)
Once a week, the Blessed one can make one target truly put themselves in their adversary's shoes, allowing them to see things from their perspective. Regular skills like Persuasion and Negotiation are far more effective in conjunction with this ability. Negative based coercion, like Intimidation or Bribery however, can completely undo these benefits. Many an altercation or long-standing feud has been resolved through the use of this one power.

Dawn Sweeper (Minor)
Many magic effects are based upon a "once-per-trial" basis. The Blessed one can fold the time envelope of a spell to immediately cause it to reach the end of its duration. This is as if the rebirth of dawn, of a new trial, swept away the effects of one harmful domain magic spell on either himself or another willing target. This boon is nigh unstoppable at dawn. Otherwise, the Blessed one must have more points in Meditation or Discipline than the mage has in Meditation or Resistance (their choice). This does not grant the caster a "refund" of ether to reuse, nor any additional buffer against overstepping. The Blessed One can use this ability once per trial for each tier of the mark.

Warming/Cooling Trend:
The Blessed can impart an actual rise or drop in local temperature, to bring relief and encourage good moods. This can be up to a 15-degree effect in a single building; a 10-degree effect over a city block, or a 5-degree effect over a small village. At "Adored", raise the effect by an additional 5 degrees, and make the new 5-degree area be the size of a large town. At "Exalted", add another 5-degrees, and have the new 5-degree area be the size of an entire city. This effect will remain for an entire trial, but can not be generated again for another three.

Bright Eyes:
The Blessed is able to look into any level of natural brightness with no debilitating effect. This means no attempt to dazzle him with natural light will work. He is able to enjoy this resistance for ten bits (minutes) per trial for each ability he has in this mark. Magically created dazzling effects may work against him however.

Shimmering Blank:
The Blessed can generate the mirage-like shimmer that makes distant details or features unseen. But he can use it to make things much closer go unnoticed, by having the light rays that would expose them be caught up in an updraft of light refraction. This ability can affect an area of volume equal to one hundred (100) cubic foot for every tier of this blessing the Blessed one possesses. Technically, this effect will last as long as the sun is in the sky, but is less likely to be noticed during the hottest part of the trial.

Focus of Forgiveness:
The Blessed can apply an aura of compassion to a target he feels is genuinely remorseful over some deed he has committed. If this person surrenders to authorities, this aura will inspire compassion in those that are to judge him. This aura will last until either judgement takes place, or for one full cycle. This can only be cast once per season. At "Adored, it can be cast twice per season. At "Exalted", it can be cast three times.

Adored Abilities

Morning Watch
The character is granted an extra six skill points which may be spent only on the following skills: Agriculture, Cartography, Meditation, Psychology or Swimming. 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.

Updraft:
The Blessed can generate a strong updraft to lift an object. He can lift one hundred (100) pounds of weight per tier of this blessing this way. This can be a single heavy object, or the cumulative weight of several small items. This can be used to lift the Blessed one himself, or at least as an aid to climbing by neutralizing a great deal of weight. It can also be quickly activated to significantly soften the impact of a fall. Once the full equivalent of weight has been lifted in this way, the Blessed one can not use this until the next trial.

Sun Spots:
The Blessed can strip the light from a target, so that visibility is impossible. This can be done to either a live, mobile target for up to ten seconds (trills) per ability in this mark. The target may resist this, lessening the effect by one second per point of their Resistance skill. The Blessed may also apply this to an area of five square feet, and for five bits, per ability in this blessing. This can be done once per trial. At "Exalted", it can be done three times per trial.

Atonement
The Blessed can instill, into a single belligerent target, the desire to right a single great wrong. If it is a wrong that cannot be undone, the target will be overwhelmingly compelled to surrender to those authorities that would rule on his wrongdoing. This can be attempted once per season, and can only be resisted when the target's combination of their points in Discipline, added to their Resistance points, exceed the Blessed's combined Psychology and Discipline points. If the target does not resist this power, the Blessed MUST also apply "Focus of Forgiveness" at the first opportunity.

Cleansing Dawn
Where "Dawn Sweeper" allows the Blessed to take away one existing harmful spell effect from a willing target; this allows him to block this hostile cast at its inception, and can affect unwilling targets as well. This means that the Blessed can also stop an enemy from casting enhancing spells on himself. Again, this ability is greatly enhanced at dawn. Otherwise, if contested, the Blessed must have more combined Discipline and Meditation points than the opponent has skill levels plus either Meditation or Resistance. Like "Dawn Sweeper", this does not extend any refund of domain resources, or buffer against overstepping, to the target. The Blessed One can use this ability once for every five abilities in this mark he possesses.

Flight Stream
Whatever means are being employed for flight, whether natural or magical, this boon enhances it, making the very air currents themselves lift and hurry the target along his way. This can double the target's speed, although the individual flying is still subject to the normal limits of endurance etc. In the alternative, the target can simply fly three times as far as usual at his normal speed.

Rays of Revelation
The Blessed one casts revealing rays of dawning truth upon one or more targets, showing them up for what they truly are. The number of times he can reveal a target's true nature this way depends on the targets' Domain, Disguise, Resistance or Deception skill, whichever is greater. The Blessed one essentially accumulates 10 points for each ability in this blessing he has and he "spends" these points to overcome this obstacle. His expenditure accumulates with each target.

Forgive or Forget
The Blessed one imposes the scales of one target's anger upon himself. If the target chooses the path of forgiveness and compassion, he unknowingly gains a boon which allows him to neutralize one harmful magic spell cast against him. The power of spell that can be neutralized is equal to what the Blessed is able to negate. If the target instead clings to his grudge, he himself forgets whatever hostile skill he would have employed in anger, whether a weapon skill or a magic domain, the next three times he targets that person. In accordance with the same spirit of forgiveness, this weight can not be imposed by the Blessed one on any person more than once. At Exalted, this works the next five times the subject targets that person.

Lazy Summer Trial
The Blessed one imposes a lethargic malaise upon anyone with angry, hostile intent; filling them with the desire to just kick back and relax for the rest of the trial. Armor becomes an unpleasant burden, if not an actual fear of heat prostration. Those affected may even decide to go for a swim to "cool off", regardless of the actual water temperature. Those with no anger or fear will not be affected by this lethargic mood. This can affect all targets in an area equal to 300 square yards per ability in this blessing. This can only be done once every three trials.

Exalted Abilities

Sunrise Tribute
The character is granted an extra nine skill points which may be spent only on the following skills: Gardening, Cartography, Meditation, Psychology or Swimming. 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.


Eye in the Sky
The Blessed is aligned with the sun's position to be able to see anywhere upon which the sun is currently shining. The Blessed is able to "zoom in" on any spot the sunlight hits. Thus does not mean he can look into buildings, unless the sunlight is shining directly through a window or doorway or some similar opening. Still, he is limited to what can be seen from that spot alone. Also, if clouds cover the ground, the Blessed is NOT able to "zoom" through them. The further the gaze roams from 'high noon" dead center of the sunlight, the darker the vision becomes. The Blessed can not use any kind of dark vision spell or artifact to supercede this limitation. This sight can be enjoyed once per trial for 1 bit per 10 devotion points. No other blessing can be used at the same time.
Mark Story
The world was dim as the moons light shown down on the courtyard. For the young woman who sat dejected against one of the four walls that formed the make shift courtyard the world was brighter than it had been on many trials, she wasn't exactly sure how many had passed with her in this state. Her gaze traveled down her slumped form and for the her brain registered just how bad she looked. She couldn't have told anyone the last time she had taken a bath but couldn't find it in herself to care. She had failed so utterly and completely that such things like appearances and hygiene had lost their value.

Her focus instead turned inward towards the beast in her soul that hungered for more of the escape. To delve once again into heavenly bliss and drive away all the pain. She looked through her bags once again and for the tenth time that night was again confirmed that she had used her stash. She would have to buy more but with what cash she wasn't sure. She had sold anything of value that she had escaped with and used it to feed herself and purchase her hobby soon though most of her coins had gone to buying the drugs she had come to depend on. She grabbed a strand of her hair. It was dirty but with its length could still sell for a decent cost especially if she cleaned it first. She knew there was another way to earn money and while she had charmed a number of men into giving her coins she hadn't been yet willing to sell that.

"Gennadiya." A voice called in the darkness. The young woman's head shot up at both the sound of her name which she hadn't heard in a long time and the voice of the speaker. Her searching but still dulled gaze looked to one of the streets that came on to the courtyard and noticed the hooded lantern. The light drew closer and closer until Gennadiya could finally see the young woman who carried the light source. Elizaveta moved across the garbage strewed cobbles with a graceful pace. Her expression was sorrowful as she knelt next to her sister.

Gennadiya drew back farther into her self trying to shy away from that expression and that light. Her sister set the lantern and something else down. Elizaveta reached out her hand and touched her sister's cheek. The caress was tender and loving and was like a stamp to Gennadiya's heart.

"Please go away!" She said in her voice which now crackled.

"Don't be silly Adiya." Elizaveta murmured moving her hand from cheek to hair as gentle began to smooth it back from Gennadiya's face. The movement was tender and loving and reminded the wayward Gennadiya of happier times.

"Go. I am not worthy of your attention and love." Gennadiya said in a half chocking voice. She felt guilt eat at her soul knowing how much promise she once had.

"You where always stubborn dear sister." Elizaveta said in her soft voice. Gennadiya could hear a determination in that voice that said she wasn't going to budge. "I am here to bring you home. Quiet my dear sister I have found you and I am going to help you."

"How can you forgive my weakness?" Gennadiya said as she fought back tears.

"Ymiden teaches us that forgiveness should be freely offered as we all come short and hurt others." Elizaveta took her sisters chin in her other hand and turned the lost woman's face so that two sets of blue eyes starred into each other. Gennadiya's own eyes were tearing up. Before she had fled her sister had tried to talk with her then but Gennadiya had been to proud to admit her addiction. Now there was room for pride. "Gennadiya you can be reborn, you can change your life as Ymiden teaches us."

"Sister I can't break this. This monster has me and I can't climb my way out of it's lair." Gennadiya said speaking out loud for the first time that she was weak.

"Oh my sister you are right. Laying here will keep drawing you back to the beast, but I am your hero and can pull you out." She stood up then and took her sister hand. "Come .... ahh"

At that moment a blade had emerged from the shadows behind Elizaveta and pressed it against her throat. Gennadiya screamed even as her sister took a step back. She grabbed at the lantern and open its light to full extent. A boy stood there holding her sister. Gennadiya remembered seeing him on the streets with her these past months.

"Giv me you valuables." He said in slurred and broken common. Gennadiya looked on the ground frantically in front of her. There was a bag that Elizaveta had brought with her. She grabbed it, the way that he held that knife terrified Gennadiya. His hand shook from with drawls and nerves that he could accidentally slice her sister throat. On her knees know Gennadiya moved to stand and held out the bag pleading.

"Take it please just take it." Gennadiya wailed in her desperation. As she waved the bag it happened even as she had feared. His shaking had twitched to much and sliced inward. Gennadiya watched her sister as shock and pain crossed her face. Then the light flashed out of her sister's eyes.

With a primeval scream she hurled the pack at him and caught her sister even as collapsed. Sobs escaped from her throat as the blood began to soak the front of Elizaveta's dress. Anger and hatred broke in here and she grabbed the war fan at her sisters belt. Gennadiya couldn't ever have told you the details of the fight but her mind didn't clear until she was kneeling over the desperate boy.

The sharp blade of the fans spokes were pressed against the boys throat. Just slight pressure would end his life in the same way as he had ended her sister's. He was laying there and for the first time Gennadiya saw him. He was tall but he was nothing more the a boy, one who had grown in height but no other ways. He was balling pleading for his life. His body was trembling from the fear and the horrors of what he had just done. Gennadiya could even feel him wetting himself.

She prepared to finish it but then realized this wasn't justice just vengeance. Gennadiya would have blood on her hands. She looked more closely at the boy and felt her heart break. This poor child, and in that moment as she saw true sorrow and deep desperation she understood forgiveness. She gentle pulled the blade back. This boy had killed her sister but Gennadiya had brought her sister out and she knew she could beg for forgiveness for her part if she demanded death now. The anger was gone and replaced with sympathy.

"I forgive you." She said in a quiet sincere voice. Then she smacked the butt of war fan against the boys head and watched as his eyes rolled back and he blacked out. She may have forgiven him but didn't trust him.

She crawled back over to her sister's body and began to weep. After a time she said. "I won't let your death be in vain. I will go back and I will defeat this monster. You will be proud of me sister. I wouldn't stop there Elizaveta. I will work to help others defeat this monster." Deep within herself she felt the commitment take root as nothing ever before had.

"True Forgiveness and a rebirth." A voice said from one of the allys. Gennadiya's head shot up and starred at the face of a handsome man who smiled sadly at her. She then felt Ymiden's mark come upon her as dawn began to touch the horizon.





















. . . . . . . . . . . . . . . . .
Sevrath

Favored Abilities

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'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.

Sevrath's Skills
The character is granted an extra three 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.

Moseke's Light (Minor)
Similar to Sevrath's Will, the user is capable of focusing divine energy into a minor injury (abrasion, small cut/puncture, etc.) and coax the cells into healing. This ability requires multiple events to "convince" 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's skin like a mist and is focused towards the palms and fingers where it is released upon contact of another individual's flesh. Multiple uses of this ability for long periods of time will cause headache and fatigue.

Sevrath'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 "convince" 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.

Sru'Alubosa (Minor)
Standing for 'nature form,' 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.

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.

Lemun Suna (Minor):
Standing for 'seed sleep,' 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).

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'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.

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.

Adored Abilities

Moseke's Light (Moderate)
Similar to Sevrath'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 "convince" 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's skin like a mist and is focused towards the palms and fingers where it is released upon contact of another individual's flesh. Multiple uses of this ability for long periods of time will cause headaches and fatigue.

Sevrath'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 "convince" 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.

Sevrath'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.

Mother'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's branches grow to cover most of the user'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's Will.

Sru'Alubosa (Moderate):
Standing for 'nature form,' 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.





















. . . . . . . . . . . . . . . . .
Daianya

Favored Abilities

Sentiment
The Favored has the unique ability of being able to pluck a shimmering, silvery hair from their head, regardless of whether or not they have actual hair. This hair may be tailored into anything that the Favored might make from Needlecraft. While the tailoring, as a whole, is being done, the Favored may focus on a memory or strong emotion, and weave it into the object. Once it is finished, the silvery hair will change color and appearance to fit the object made. Following that, anyone who makes contact with the object will either be able to see the memory as a vision or feel the emotions as strongly as the Favored imparted into the object. These things can be resisted easily if so desired by those who touch it.

Invigorate
The Favored has the ability to generate more Lifeforce than they need while dancing. Passively, this keeps the Favored young and vigorous, staving off the effects of aging. However, when used in the presence of decay, decrepit, or anything past the prime of its life (as this only applies to living things), this ability will turn back the biological clock, returning them to their peak, and never younger. This is strictly physical, and does not affect the mind, memories, etc. For simple things such as plants and small animals, this affect kicks in over the span of a few minutes. For more complex beings, such as older animals and people, it requires roughly one hour of dance per year of invigoration. This ability does not affect time, so it does not remove scars, injuries, etc.

Trusted Gaze
The Favored must lock eyes with a person and activate this ability. The Favored's own eyes will change to look like the eyes of someone that person trusts or believes in. This change includes eye color, shape, and other such details of the eyes. This is only visible to that person, and it can be done with multiple people in order to overlap the effect. This effect lasts for up to one hour. It cannot be used on the same people twice in one day.

The Beat of Your Own Drum
The Favored will find themselves able to improve in all aspects of their life simply by dancing. No matter what it is the Favored is doing, if they do it while dancing, they will find themselves better at it. This reflects itself in the Skills they use.
If the Favored's dancing skill is of higher tier than the target skill they are improving, that target skill may be utilized at one tier higher than it currently is. If the dancing skill is of equal or lower tier than the target skill, the Favored will find smaller improvements to the skill that makes what they are doing easier and more efficient.

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

The Snitching Stitch
The Favored may pluck a golden, shimmering hair from the tip of a finger, regardless of whether or not they have actual hair. This hair may be tailored into anything that the Favored might make from Needlecraft. During the process of creating the item, the Favored may focus on their emotions or memories, though it is important to pick one, as failure to do so renders the ability moot. The created item must be given to a person in order to activate the next part of the ability. If the item was created with emphasis on emotions, and is held or worn by the person it was gifted to, the ability activates. If the person's emotions are being manipulated, either by mundane, magical, or divine means, it will alert the Favored that created the item. This alert is a different sensation for each Favored, but it will always indicate who the alert is coming from. It does not indicate what the source of the manipulation is nor the protected person's location. Creating the same item with an emphasis on memory, and is held or worn by the person it was gifted to, the ability activates. If the person's memory or intelligence are being manipulated, either by mundane, magical, or divine means, it will alert the Favored that created the item. This alert is a different sensation for each Favored, but it will always indicate who the alert is coming from. It does not indicate what the source of the manipulation is nor the protected person's location. The Favored cannot gift these items to themselves. They can maintain 3 of these gifts at Favored, 6 at Adored, 9 at Exalted, and 12 at Champion.

The Gift of Life
Once per season, the Favored can help two people establish a bond together. This bond requires completely willing consent on the part of both parties, and will not activate if there's any form of coercion or force in play. The Favored can only be the third party in this ritual, they cannot apply this to themselves. The ability requires the Favored to touch the skin of both people who wish to utilize it. Over the course of an hour, the Favored will cycle and mingle the Lifeforce from both people. While tiring and draining for the Favored, this is refreshing and invigorating for the other two people. Once it is completed, one of the two people will experience their stomach glowing briefly for a couple of days. That individual has become pregnant, with a child born of the two participants in this ritual. The individual that has become pregnant does not need to be female. If the individual is a male, the mark will temporarily alter their body to allow for the child to grow within them, changing back to normal after the child is born. The parents do not need to be of compatible genders or races to form a child through this method. However, if the races are not compatible under normal circumstances, the child will be born as completely one or the other of the two parents' races, not a mixed breed. The pregnancy will always take roughly 270 days, regardless of the races involved. The child is always born through the stomach if created through this ability. The stomach and womb will glow when it is time to give birth. It will split open, to allow the child to be pulled out. It will then reseal and heal, completely, over the course of two to three days, returning the parent's body back to how it was prior to being impregnated.

Inner Voice
Once activated, the Favored has the ability to make themselves heard clearly by any and all in a radius around the Favored, without having to yell or scream. If they do yell or scream, the radius doubles. This ability is active for up to one hour a day. The radius on this is roughly the size of a tavern at Favored, a village at Adored, a castle at Exalted, and a city at Champion.

A Dancer's Call
While dancing, the Favored can close their eyes. This lets them astral project themselves into the Grand Ballroom of Daia's Emean Domain. To onlookers, this changes nothing, nor will they notice anything beyond the closing of the eyes. The Grand Ballroom is filled with other dancing projections, and is always as large as it needs to be to accommodate. All the projections are of people that are currently dancing, anywhere in Idalos. They don't know their projections are there, and the projections are simply dancing just as they are dancing. Should the person stop dancing, the projection leaves The Grand Ballroom. The Favored is able to dance among these people, and can see them as they appear, albeit a bit transparent. Should the favored begin dancing with one of these people, the pair will begin sharing a sympathetic and telepathic connection. This can be severed by either party, at any time by stopping the dance. During this connection, all thoughts and emotions are shared, but only that which is given. Thoughts and emotions not explicitly withheld will be shared. Nothing can be forced from either party. However, during this connection the Favored can establish the person as a Dancing Partner. If so established, anytime either of the Dancing Partners begin to dance, the other will know, often described as their legs yearning to boogie. This is a bond that lasts until the Favored wishes to break it. But in order to break it, there must be a dance off, with rules established by both dancers. Whoever wins gets to determine the fate of the bond. In the event that both dancers are marked by Daia, either can initiate a dance off.





















. . . . . . . . . . . . . . . . .
Ezere

Favored Abilities

Snow Falls Silently
In the winter, one can almost hear the sound of quiet snow drifting and building around them. This ability takes that silence and applies it to a different sound. The user of this ability can silence all sound they make, evoking nothing louder than the gentle sifting of snow. (They can maintain this ability for half a break before needing to rest.)

Calm Before the Storm
The user of this ability can target one person who is able to hear them. The ability lives within the words that are said and this ability is especially powerful in the moments before a verbal argument comes to blows. The target will feel all anger, annoyance, fear, and violence seep away from them. It may not change their minds about their disagreement with the other party, but they will no longer feel compelled to escalate the argument. This ability is triggered with a few words or sentences to the targeted individual. Those especially learned in Meditation can resist, but cannot hold their anger for long. This ability is useless against those that are already in pitched combat.

Winter's Warmth
The blessed individual doesn't feel the cold as strongly and is able tolerate much colder temperatures than the average person, walking in snow without footwear, venturing outside during Cylus, or swimming in an icy lake without issue. The marked cannot be affected by an ice or cold-based effect.





















. . . . . . . . . . . . . . . . .
Lovalus

Edict of Lovalus:
This ability can be cast from Genna's hands at half-effectiveness, infused into any bow she wields for full-effectiveness, or cast from a Spiritborn Weapon for double-effectiveness. This will create a spirit arrow of concentrated ephemera, similar in consistency and effect to Brightgleam Water, however highly concentrated and functioning as a spirit projectile. Upon contact with the target, the energy diffuses into them, and immediately forces a powerful calming effect on their minds, at max effectiveness equivalent to that of a Master-level Empath attack that brings with it an intense feeling of relaxation that can cause unconsciousness if the target cannot continuously resist the attack, and causing docility and aversion to combat in those who cannot completely shrug off the attack. Genna is also able to tailor the effectiveness of each arrow to suit her needs at the moment. Using multiple arrows on the same individual does not boost effectiveness.

Boon of Lovalus: Healer's sight
Lovalus spirit granted ability to Gennadiya is Healer’s Sight. Genna is passively aware of the health of everyone around her within twenty feet and if asked could tell you how many people are there. If Genna focuses one of those individuals she is able to immerse herself into that person, and spending time she had mental traverse every part of their physical body. This can come in various levels. She can do a see the whole body at once and see any large issues but not really any details, or she can focus on a specific part and see all the details this includes such things and clogged arteries as well as the chemical reactions in the brain with this come the understanding of what is causing such issues. Example being in the case of a drug addict she would understand that certain chemicals flood the brain because of a particular substance, and the chemical causes certain effects. With practice Genna will be able to do more then just see these details, but able to influence them. Returning to the example. With practice and understand she can help influence the brain to return to producing the correct balance of chemicals, or she can help clear a clogged artery before a heart attack.Genna having the knowledge of what is causing a certain effect wouldn’t necessary know how to resolve it unless she has the knowledge independently.

Flameborn’s Bane:
You are all now fairly resistant to the fire of a Flameborn and you are capable of injuring them with your weapons. The power within you will grant you a burst of endurance and strength when in the presence of one of these creatures. This ability will also apply somewhat to any servant of Faldrun, you will be some more resistant to their flames and will be given a cool burst of endurance when combating them.

Brightgleam Oasis:
It is in the purview of the Induk of Lake Lovalus to call water and life into existence anywhere. Once per trial a Warden may summon forth a magically infused spring that will eventually form a small pool over the next five bits. The water that is summoned has healing abilities and will slowly heal anyone touched with it’s water while in a fifty foot proximity to the spring. The water will have a faint turquoise glow and will rapidly heal flesh wounds that are soaked or doused in the water within five bits. This water can also be weaponized as weapons dipped in it will be highly effective against Flameborn and any other servants of Faldrun. Arrows will sink deeper, and blades or bludgeons touched by the Brightgleam waters will burn and scald opponents that are cut or hammered by them. The Oasis can also be planted and used like a trap to lure enemies of Faldrun into, this will cause intense scalding pain and will weaken them.

Font of Life:
Brightgleam Oasis may now be enhanced by the Warden by placing a drop of their own blood within it. When this is done the Oasis will expand over the next trial into a pool that is a couple feet deep and that will begin growing plants and trees around it. The healing effect of the waters will vanish once the blood is added and instead will cause the growth of plant-life nearby allowing a Warden to slowly transform a dry and lifeless area into a beautiful oasis over the course of the next thirty trials. This ability is used to restore land that has been harmed by the forces of destruction. Font of Life may be used once a trial.

Spiritborn Armor:
Due to the bonding between the Warden and their Diri via the Heart of Lovalus, the Diri now gains useful ability of growing and shape-shifting into a suit of armor for their bonded. The Warden can still hear and speak with their Diri but they will become a suit of armor that is almost a second skin across the Warden’s entire body. The Armor will appear like plate mail that is crafted from raw spiritual ephemera often possessing icy embellishes around the helm and shoulders depending on the tastes of the Warden. It will possess the strength to dull physical strikes and reduce the effect of magical attacks by half, making the Warden far more resilient in combat. After five bits the Spiritborn Armor will begin to crack if continually attacked. The Warden may take cover for another five bits in order to give the Diri time to regenerate its strength. This will allow the armor to continue functioning for another five bits before requiring time to recharge. If continually attacked for over five bits the armor will begin to fracture before shattering. If this happens the Diri will go silent, unable to be contacted for at least three trials. During this time the Warden will have a great deal of difficulty using their abilities, some may even be impossible to use. During these three trials the Diri is healing and recouping its strength. The Spiritborn Armor may be dismissed at any time prior to it breaking and the Diri will take their original form. It takes one bit for the Diri to transform into the Armor.

Last edited by Gennadiya Lyosha Doctor on Mon May 06, 2024 3:30 pm, edited 141 times in total. word count: 7454
User avatar
Gennadiya Lyosha Doctor
Approved Character
Posts: 848
Joined: Wed Nov 08, 2017 11:51 pm
Race: Human
Profession: Physician
Renown: 843
Character Sheet
Character Wiki
Letters
Point Bank Thread
Wealth Tier: Tier 10

Contribution

Milestones

RP Medals

Miscellaneous

Events

Possessions

Possessions

Tier 10 Wealth

Edibles

Edibles available at Tier 8 and above are of the best quality, with excellent variety and decoration (e.g. rare meats, imported luxuries, complex dishes, fancy desserts). Seasoning of all kinds is widely available. Sweet treats of all kinds are commonplace. Expensive, rare, and luxury items are available.

Drugs & Medicine

Medicines and alcohol available at Tier 9 and Tier 10 are of luxurious quality. Expensive, rare, and luxury items are commonplace.

Clothing

Starting Tier 10, a PC is allowed to choose 7 outfits of masterwork quality. Their Wealth Tier allows them to replace like for like every cycle, and to add a new masterwork outfit four times per cycle. They have masterwork accessories and masterwork cosmetics.

Jewelry

Starting Tier 10, a PC is allowed to choose 5 sets of masterwork+ quality jewelry. Their Wealth Tier allows them to add a new set of masterwork+ jewelry four times per cycle. Tier 10 jewelry is made from a choice of Tier 10 metals and has 4 Tier 10 gemstones.

Armor

Starting at Tier 10 a PC is allowed to choose 3 of the following: 1 set of masterwork-quality Tier 8 armor and 1 masterwork-quality Tier 8 shield. After they have been in the Tier for an arc, they are allowed to add an additional set of masterwork Tier 8 armor and 1 masterwork Tier 8 shield. They may add this same set of armor and shield each arc that they remain in the Tier.

Weapon

Starting Tier 10 a PC is allowed to choose 2 masterwork+ quality weapons or sets of weapons, and 2 masterwork-quality weapons or sets of weapons. After they have been in the Tier for an arc, they are allowed to add an additional masterwork+ weapon or set of weapons. They may add an additional masterwork+ weapon or set of weapons each arc that they remain in the Tier.

Mount

Starting Tier 10 a PC is allowed to choose 1 excellent+ quality mount. Their mount can be Exotic or Non-Exotic. After they have been in the Tier for an arc, they are allowed to add an additional excellent+ mount. They may add an additional excellent+ mount each arc that they remain in the Tier.

Property and Land

A Tier 10 building includes one small room, three average rooms, three large rooms, and three huge rooms with masterwork+ quality furnishings. Tier 10 buildings are huge in size and are exceedingly complex and luxurious, not only in design but in aesthetics. They have an enormous amount of room to live in, and are usually located within the rich districts of a city.

Household Items

Starting Tier 10, a PC will have multiples of any necessary household items, and enough of those items to accomodate their family as well as many guests. They will have a wide range of gardening tools, as well as multiples of items which are unnecessary but common. Items such as many or rarer books, art supplies, or musical instruments are considered common at this Tier. Luxury items, such as detailed maps, rare books, or other items of professional interest, collection, or scholarly pursuit are available. At Tier 10 a PC may have as many such items as are wanted. All items are of masterwork quality.

Kits

At Tier 10 a PC will have however many masterwork+ quality skill kits they need for whichever hobbies or professions they have.





. . . . . . . . . . . . . . . . .
Rharne Home

Purchased Tier 10 House as part of renown reward.

Inherited Tier 10 House from Faith





. . . . . . . . . . . . . . . . .
Ne'haer Home

Ne'haer (Western Half)

- Housing will be 400 sq ft.
Houses include one bed, two chairs, one table, two knives, a set of six plates (assorted), one chest, and a fireplace.





. . . . . . . . . . . . . . . . .
Clothing

8 sets of Masterwork clothing
Party Dress
Order Robes
Silver Hair Chain
Masterwork Leather Armor
a bolt of masterwork+ fabric






. . . . . . . . . . . . . . . . .
Weapons

War Fan - Prized Possession (Owned by dead sister)
Masterwork Dagger
Masterwork Long Bow






. . . . . . . . . . . . . . . . .
Medical Supplies

Order supplied Medical Kit (Bandages [3], Tourniquet set [1], Wooden Slint Braces [6], Cloth Bandage Strips [15], Bandage Hooks [12], Jar of Sealing Jelly [1], Folding Burner [1], Boiling Pot [1], Vial of Burner fuel [1], Cauterizing Iron [5], Needle Set (curved and Straight) [1], 50' spool of thread [1], Precision Tweezers [1], Precision Scissors [1], Large Vial of Antiseptic Alcohol [1], Sponges [1], Slings [1])
Geminite Surgical Kit.
Mosekes Bandage: The bandage that was used to treat Moseke's wound was left behind. The bandage is impervious to infection and can be used multiple times but must be washed in-between uses.
Emergency Medicine:: A small bag which can be hung easily on her belt, this medicine bag unfolds and opens up to be much bigger than is possible when you see it. A sort of mini Domain Bag, it opens up to include a small, basic, but full medical kit.





. . . . . . . . . . . . . . . . .
Magical Items

Everlasting Red Rose [1] - Perfect Red pose that never fades. Also causes blemish and scars to fade.
The Veil of Sight: The wearer finds that their sight is unable to be hindered through magical or physical means. They can automatically see through any material placed over their eyes. They are also able to see through both smoke and darkness without requiring any additional light, though they do not have the ability to see through walls and doors. This ability will also counter the vision aspect of the Naerikk’s Gift of Shadows.
Ilaren's Token: a seemingly normal coin, but with the insignia of Ilaren, three lightning bolts clutched in a fist, printed upon one side. At his time of greatest need, clutching the coin in her fist and offering a prayer to Ilaren has a chance to draw her to answer her call, and perform an act to rescue her from danger. This will only work if Ilaren is not otherwise indisposed at that moment - and Ilaren will only answer this call once, upon which time it becomes an ordinary, if pretty, coin.
Gate Rings: Gate-rings also work similar to Rupturing, allowing any individual holding them to 'blink' to a destination within 5m that they can see in exchange for one charge of the ring. The ring holds three charges, replenishing one charge every minute. The ring can also blinks all inorganic material that the individual is holding (allowing the person to blink carrying items only as large and as heavy as they can carry)
Snow flake Pedant: depicting a snowflake, carved in tienite. While wearing it, she is able to resist temperature extremes. While this won't protect her from direct contact with freezing ice, water, or fire, it will allow her to comfortably stand in their presence without any additional exhaustion or deleterious effects.
Ear Pieces of Understanding: On the surface the the Ear pieces appear to be a delicate piece of ear jewelry crafted from Tienite ore. They are delicate looking but do to the material they are crafted from are as strong as steal with out the additional weight. Their true value though comes when they are worn. When both are worn together they allow the wearer to have any language spoke translated into the wearer’s dominant language. While understand is granted it is only when the wearer is meeting a speakers eyes that the wearer will realizes the speaker is using another language. Otherwise unless they think about it they would assume the other is just speaking their own language. This doesn’t grant the ability to speak the other persons language.
Alcove Jug: A black ceramic jug decorated with images of the statue Gennadiya found in her alcove. It sits in a bowl and looks like a jug / bowl used to help with washing in a bedroom. Once a trial, it pours a full carafe of fine wine or large serving bowl of soup.
Mirror Image: A pair of mirrors which can be hung in totally different places - no matter what the distance, once a trial they can be activated and will allow communication between the two. If Genna stands in front of one of them, she will see the reflection of the other mirror, and hear what is being said. The same is true in reverse so, while they could be used for spying, there is a chance they will be seen. Excellent for two way communication, however.
Hair Clip: A hair clip which you put in your hair and after simply clipping it in it allows you to put your hair in very complicated arrangements without the necessary cosmetology skill. It also protects from rain and provides you with a small energy boost while wearing it.
Dragon scale: It's a small, beautiful, dragon scale which seems to be made from shimmering rainbow blackness. Once a trial it will heal Genna only of any moderate wounds.

Faith's collection of Echo Scrolls.
29 x Echo scrolls
Kura
Genna
Order: Scalv
Order: Rharne
Order: EE
Praetorum here
The rest are empty.
10 x Echo Boxes
Praetorum
Ilaren's own Tea Pot- a pot for brewing (and mostly indestructible container) any mundane kind of Tea that never runs dry on that Tea. When you need more Tea., just pour more water. Set it and forget it. This cask or container of Tea can be shared with as many people as you wish. Great for parties!
10 Bloodlight Grapes: A Quacian staple, however, these are no ordinary bloodlight grapes. They are alchemically enhanced to heal the person who consumes them of various infirmities. Eating one of these grapes will cure a single disease. Eating three will remove up to a deadly poison. Eating nine will remove a curse.

Gennadiya & Winston (The Order and Isonomia) PB's Palace: A simple piece of chalk. Twice a day Faith can use this chalk to draw a door. When she does, it becomes a door to a "room of requirement" (which PB insists is his palace) of varying size, depending on what it contains.

In there, neatly organised and clearly labelled, is whatever Faith needs for her current project. She can identify one project per season and this item will allow her to resource it. The room itself won't provide raw materials such as building supplies, but it will provide sheets and blankets. Strangely, though, it won't provide prepared food, but will provide the ingredients needed to make that food. Medical supplies, clothing, etc, all of these will be provided. Specialist medical equipment or scientific supplies, however, will not. The note attached to it reads. "My friends. You can do this - and I hope this helps."

Also - in the War of Death & Souls Faith got access to pretty much all known poisons, medical herbs, plants, etc. Also metals and wood - I was told I could choose 5 very rare metails and woods, but I only got around to four metals and no wood so that's what there is. SMALL amount of Grave Gold, Faldrinium, Tienite and Ghost Metal. I don't know how much a small amount is, what I remember being told by Aegis was "an ingot or two of each." Faith also has 1 ingot of Star Metal that she bought to make Padraig's wedding ring. There's a wedding rings worth taken from it. But you guys can have the rest.





. . . . . . . . . . . . . . . . .
Magical Items

Collecting of Pictures from Luna's Dream orphanage

Xiuhcoatl as 750 Reward

Inherited a Pegasus from Faith

Last edited by Gennadiya Lyosha Doctor on Thu Jun 15, 2023 9:35 pm, edited 45 times in total. word count: 1947
Post Reply Request an XP Review Claim Wealth Thread

Return to “Approved CSes”