Vega's Plots

The plot development forum is designed for players and groups to keep track of their plot lines, goals they wish their characters to complete in each season, and anything else that may tie into your character's past, present, and future. Please remember that this is not the Personal Journals forum and should not be treated as such. All information posted within this forum should be information that ties back to your character within the Standing Trials Roleplay.

Moderator: Staff

User avatar
Vega
Approved Character
Posts: 2763
Joined: Sun Jan 08, 2017 5:43 am
Race: Mortal Born
Profession: Hat-Wearer
Renown: 1739
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 10

Featured

Contribution

Milestones

RP Medals

Miscellaneous

Events

Vega's Plots

Plot Notes
[/style2]
Last edited by Vega on Wed Jul 07, 2021 10:50 am, edited 41 times in total. word count: 3
Image

Vega's skin has a reflective metallic sheen with a red glow. Her eyes still swirl biqaj colours, but one colour is always bright red which glows like fire. She has a bright red glow in her chest, situated directly under the mark of a heart (Daia mark) in the middle of a glowing silver dragon on her chest (Xiur). She's unnaturally warm to the touch
User avatar
Vega
Approved Character
Posts: 2763
Joined: Sun Jan 08, 2017 5:43 am
Race: Mortal Born
Profession: Hat-Wearer
Renown: 1739
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 10

Featured

Contribution

Milestones

RP Medals

Miscellaneous

Events

Vega's Plots

Sweetsong Lists!

Order

Population & Military

Focus Points

Resources

XP Increases

Effects
  • Effects:
  • here Stretching the larder: Winston's input into cooking means that Sweetsong is able to feed it's people while using a lot less produce. This means that, each cycle where Winston is present, Sweetsong will build up a store of products which they can dry etc and which can be prepared for cold or austere times.
  • here Fairy friends: While Winston is in residence, there are a lot of Fairies in Sweetsong. This means that they get to interact with the residents and might decide to move in permanently. But beware - Fairies are fickle and mischievous creatures - they can cause a lot of mishaps too!
  • here The Loshova brings new life wherever they go. In the cities and towns in which they stay longer than a season, the crops will grow at an unprecedented rate. Life explodes around the Ashan Blessed, following them even into the cold of Cylus. Places they have dwelt longer than a few trials begin to show signs of their passage. Flowers, shoots, vines, and roots grow exponentially in the area closest to where they rest. While this power is muted in the colder months, it is far from absent. Even Tunawa can benefit from this aura, healing their bodies much swifter when in the presence of a Loshova.
  • here While Kisaik is in residence, any settler in Sweetsong can consider it a trivial thing to gain a complete analysis of any Flora found around Sweetsong. This does require the Player or NPC to conceivably be able to visit Kisaik in the timeline require to get this analysis, i.e. it does not allow Characters to simply instantly identify plats while wondering around the wilderness.
  • here Halcyon Days - While some may rely on wealth or material success in order to mitigate life's misfortunes and sustain their livelihoods, the Daianya brims with optimism that effuses and spreads to their companions, uplifting them even in the midst of one would consider abject poverty. The world regularly seems to drop good fortune and success into their lap. Not only will they enjoy better fortune in their general endeavors, but they will also spread prosperity to all of their neighbors as well. Neighborhoods, where the Daianya resides for more than a season will begin to enjoy a general upgrade in the standards of living, so long as those neighbors have lived there for at least a season as well. Drifters and visitors are not so affected.

    They will not need to work as hard or as long in order to achieve a successful result. They will find things are easier in general, lowering the difficulty of tasks by a full skill level. In order to benefit from this effect, one must own residence within the neighborhood and reside there for a full season before the Halcyon Days take effect, or else contribute positively to society in some way.

    Criminals and those detracting from the prosperity of a neighborhood are not affected by this skill. At adored this ability affects those who contribute positively toward a society in the neighborhood or town where the Daianya generally resides. At Exalted, it extends to an entire city. At Champion, it extends to an entire region.
  • Grave Gold: here - added to Vindecaldra's Foundry.
  • Arboreal Wizardry: The Giving Tree: As long as Kisaik is in residence, when growing or planting a single tree, Sweetsong can count on that one tree as a primary resource for its wood and other resources available from it, for small singular projects (that require less than an entire tree's worth of wood), so long as it's given a season or two to grow from the time it was planted. I.e. Settlers can use these Primary Resources for small projects that would not require an entire tree (or more) to complete. If a project required more than an entire tree, then of course this would still destroy the tree or not be possible. here
  • It is Genesis: The Splicing of New Fruits: As long as Kisaik is in residence, his availability for splicing of various plant species has led to a renaissance for cultivation of fruits and veggies and other edible plants. As such, whenever a PC completes a planting of one edible plant, up to two traits from other plants available from settlement resources can be added to it, chosen at the point of review of the settlement request system. here
Plot Line Reminders!]
Secret plot line incoming!

While hunting one early morning, something happens to Vega that might not have happened for a long time. She finds some tracks that she cannot identify!

It's a solitary collection of prints that at first she might write off as a woodland cat. However with her extraordinary talents, she can tell that this small, agile creature has four legs, a tail, is much like a cat in build and size, but would appear to be able to FLY!

It was impossible to follow a flying creature's tracks, but as the cycle passed, the mysterious prints began to appear more and more frequently as more creatures began to visit the area. With her hunting talents, she may be able to formulate a pattern she might just be able to follow!

What could they be?

The birbbit's that Vega catch have very eye-catching beaks. One of the settlement's hunters, when they see them, wonder how sturdy the beaks are, if they could be crafted into arrowheads.

He goes on to explain, sheepishly as he is aware that Vega is a legendary hunter, that some animals sieze up at the emission of certain sounds. If the beaks could be carved in a way to 'sing' as they fly, it might make an arrow that can panic an animal into sudden stillness before the arrow makes its mark.

It might be worth testing the acoustics, anyway, of the beak bone of the birbbit, at any rate. If only as a musical reed.
Last edited by Vega on Wed Jun 09, 2021 8:55 pm, edited 12 times in total. word count: 1258
Image

Vega's skin has a reflective metallic sheen with a red glow. Her eyes still swirl biqaj colours, but one colour is always bright red which glows like fire. She has a bright red glow in her chest, situated directly under the mark of a heart (Daia mark) in the middle of a glowing silver dragon on her chest (Xiur). She's unnaturally warm to the touch
User avatar
Vega
Approved Character
Posts: 2763
Joined: Sun Jan 08, 2017 5:43 am
Race: Mortal Born
Profession: Hat-Wearer
Renown: 1739
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 10

Featured

Contribution

Milestones

RP Medals

Miscellaneous

Events

Vega's Plots

Plot Notes ~ Hopetoun's Beacon
Image

Find a suitable spot - where in Hopetoun will it be.
√ Hope Point - in "An Unexpected Guest"

Acquire the appropriate materials - For the structure you're wanting to build.
Phoenix Seed
√ Gemini Wood (for the outside frame / stairs) (here) - within tier, assumed in shopping trip 6th Cylus)
√ Glass
√ Yellow Sand (already sent for here - so they have it)
√ Yellow dragon wood (we have)


Hire on the workers and master craftsmen needed to work the materials to the level that is needed.- By whatever means are available to you, but Xiur will be watching.
√ Letter to Darius
√ Letter to Saoire

Build the beacon - determine the size, shape, height, material, etc. Will it be constructed or grown.
Chip grows it
Vega builds the frame
Doran makes the glass.
Intro thread of the experts - Rule #1 - done
Teaching Thread 1: Rule #2 - done
Construction Thread 1: Rover - done
Teaching Thread 2: Rule #3 - done
Construction Thread 2: Herman - done
Teaching Thread 3: Rule #4- done
Construction Thread 3: done
Construction Thread 4: Mavis - done
Teaching Thread 4: Expedition #1 - done
Construction Thread 5: Mad Eye - done


Finish up the Beacon - determine the size, shape, height, material, etc. Will it be constructed or grown.
Collab putting it together.

Make it a beacon of hope - using abilities or skills.
Alchemification of Xiur abilities

Prepare for the arrivals - in every way you see fit.
Letter to Saoire
Searching for hope
Prepare food
Go on a hunt
Get making blankets.

Light the beacon - test it works!
Maybe as part of the "finish up"?

Determine where to send/what to do with the arrivals - Will the refugees be housed in Hopetoun, Saoire's Dream? Anywhere else? Will they be kept together or split up?
Short term - long term.
Last edited by Vega on Thu May 27, 2021 6:19 pm, edited 19 times in total. word count: 294
Image

Vega's skin has a reflective metallic sheen with a red glow. Her eyes still swirl biqaj colours, but one colour is always bright red which glows like fire. She has a bright red glow in her chest, situated directly under the mark of a heart (Daia mark) in the middle of a glowing silver dragon on her chest (Xiur). She's unnaturally warm to the touch
User avatar
Vega
Approved Character
Posts: 2763
Joined: Sun Jan 08, 2017 5:43 am
Race: Mortal Born
Profession: Hat-Wearer
Renown: 1739
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 10

Featured

Contribution

Milestones

RP Medals

Miscellaneous

Events

Vega's Plots

Plot Notes
  • 1st Ashan: Feast
  • Daia's Lions
  • Boat Building
Last edited by Vega on Fri May 28, 2021 12:59 am, edited 3 times in total. word count: 10
Image

Vega's skin has a reflective metallic sheen with a red glow. Her eyes still swirl biqaj colours, but one colour is always bright red which glows like fire. She has a bright red glow in her chest, situated directly under the mark of a heart (Daia mark) in the middle of a glowing silver dragon on her chest (Xiur). She's unnaturally warm to the touch
User avatar
Vega
Approved Character
Posts: 2763
Joined: Sun Jan 08, 2017 5:43 am
Race: Mortal Born
Profession: Hat-Wearer
Renown: 1739
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 10

Featured

Contribution

Milestones

RP Medals

Miscellaneous

Events

Re: Vega's Plots

Heading 1 Heading 2 Heading 3
Content1 Content1 Content1

Code: Select all

[table]
[tr]
[th]Heading 1[/th]
[th]Heading 2[/th]
[th]Heading 3[/th]
[/tr]
[tr]
[td]Content1[/td]
[td]Content1[/td]
[td]Content1[/td]
[/tr]
[/table]

tab1

Content of tab 1

tab2

Content of tab 2
word count: 49
Image

Vega's skin has a reflective metallic sheen with a red glow. Her eyes still swirl biqaj colours, but one colour is always bright red which glows like fire. She has a bright red glow in her chest, situated directly under the mark of a heart (Daia mark) in the middle of a glowing silver dragon on her chest (Xiur). She's unnaturally warm to the touch
User avatar
Vega
Approved Character
Posts: 2763
Joined: Sun Jan 08, 2017 5:43 am
Race: Mortal Born
Profession: Hat-Wearer
Renown: 1739
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 10

Featured

Contribution

Milestones

RP Medals

Miscellaneous

Events

Re: Vega's Plots

Archive Skill Point Ledger - Site Change
Skills Point Ledger
[/style2]
Skills
Thread or Skill NamePoints AwardedPoints SpentRunning Total
Meditation [RB} 25[RB] 2500
Starting Package 500050
Ranged Combat: Bow ..1040
Blades ..1030
Strength ..10 20
Endurance..1010
Fieldcraft..10 00
Strength +2 (JD)
Fieldcraft +2 (JD)
Melee Combat +3 (JD)
Ranged Combat +3 (JD)
Seafaring +2 (JD)
Alighting15--15/15
Combat: Ranged--105
Combat: Blade --500
Dreams of Seas and Stars15==15/30
Combat: Ranged--213
Combat: Blade--76
Acrobatics--33
Linguistics--30
Dreamwalking 1--0 (DW: 1)
Hunting, Not Fishing15==15/45
Hunting--510
Fieldcraft--100
Serenity's Price 14==14/59
Fieldcraft--311
Strength--110
Dreamwalking 1-0 (DW: 2)
Searching 15==15/74
Fieldcraft--105
Storytelling--32
Linguistics--20
Fair Exchange15==15/89
Strength-- 213
Hunting--67
Linguistics--70
New Arcs Eve15==15/104
Combat: Blades --105
Cooking--50
Twitters15=15/119
Hunting--150
Can't See The Wood15==15/134
Linguistics--1500
Lost in the Cold Trial 1 20==20/154
Stealth--2000
Food is the stuff of.. Nightmares?15==15/169
Stealth--510
Dreamwalking 1-0 (DW:3)
The Hard Way15==25/194
The Sev'ryn Way15==40/209
Shake a Tail Feather15==55/224
Flips, Trips, Bends & Breaks15==70/239
Acrobatics--2446
Strength --1036
Storytelling--2412
Dancing--1200
Bits of Bob, Bob's in Bits15==15/254
Repercussions15==30/269
The Dawn Ball15==45/284
Dreamwalking 100 (DW: 4)
Work is a Four-Letter Word15==60/299
Something Wicked15==75/314
Dreamwalking 100 (DW:5)
Lost in the Cold: Trial 220==95/334
Combat: Ranged ==1085
Endurance==2560
Fieldcraft==2040
Combat: Blades ==2020
Linguistics==2000
In The Dark of the Night15==15/349
Dancing==1500
Dreamwalking 1-0 (DW: 6)
For One Night Only 15==15/364
Linguistics--1500
Dreamwalking 100 (DW: 7)
Lost is a Four Letter Word, Too15==15/379
Storytelling ==1500
Everything Looks Better in the Morning 15==15/394
Hunting==1500
Next Steps15==15/409
One Fish, Two Fish...15==30/424
Storms at Sea15==45/439
Getting Into a Routine15==60/454
Lost in the Cold: Finale20==80/474
Gnome Traps15==95/489
Dreamwalking 1--0 (DW: 8)
Got Game?15/504--110
Dreams of Home15--125/519
Dreamwalking1--0 (DW:9)
No Nonny Nonny Here15/534--140
Stories15/549--155
Mwẹnz Tsäbtä16/565--171
You, Me & A Bruxen Makes Three!15--186/580
Where Fools Go, Trouble Follows15--201/595
A (Not So) Well Kept Secret15--216/610
There's No Place Like Home15--231/625
Retribution15--246/640
The Unknown 1011256/650
Dreamwalking1-0 (DW:10)
They Say It's A Small World15--261/665
Hunting--20952
Just Passing By15--67/ 680
Domestic Bliss15--82/695
Combat: Blades--8200
Dinner for Three15--15/710
Another Fine Mess15--30/725
Combat: Bow--3000
Tolerating Uncertainty15--15/740
Fishing for Family Feuds15--30/755
A Trial and an Arc15--45/790
Letters from Home15--60/805
A Little Mouse With Clogs On!15--75/820
Paternal Wisdom10--85/830
Shades of Silver10--95/840
A brisk morning stroll!15--110/855
Swimming--2585
Strength--4342
Eggs & Training1052/865
In the strangest places1062/875
Getting Into the Swing1072/885
Normalcy15--87/900
Bow--1374
Woodworking--2549
Why so blue, Arlo Creede?15--64/915
The Other Man10--74/930
Woodworking--5024
Fletching--2400
Patience & The Price of Fish15--15/945
Fishing--1500
Harbour Songs15--15/960
Unarmed Combat--1500
Why're you such a dweeb?10--10/970
Dreamwalking1-0 (DW:11)
Changes15--25/985
Meditation--223
Unarmed Combat--1013
Tactics--1300
Just After, Just Before15--15.1000
In the middle of the night15--30/1015
Fieldcraft--3000
Blood in the Water15--15/1030
Sword--1500
Elbows and Knees15--15/1045
Matters of the Heart10--25/1055
Sword--2500
Some Live, Some Die15--15/1070
Endurance--1500
Plans and Plots10--10/1080
Seeking Sev'ryn Souls15--25/1095
Seafaring--2500
Traditions10--10/1105
The Spice Interrogation15--25/1120
Medicine--2500
Surreal Searches15--15/1135
Medicine--223
Humble Pie15--28/1150
Preparation10--38/1160
Cosmetology--2721
Getting Ready10--31/1170
Turning10--41/1180
Woodworking--338
Climbing--2513
Culmination15--28/1195
Blade (Sword)--2800
Not At All Awkward15--15/1210
Perspective15--30/1225
Strength--3000
A Trial & An Arc ii15--15/1240
One, two, three... eat!15--30/1255
Strength--3000
A fox and an elephant, sitting in a tree15--15/1270
Strength--1500
Afterglow15--15/1285
Endurance--1500
Maiden Voyage15--15/1300
Endurance--1302
Acrobatics--0200
Blood Ties15--15/1315
Sword--1500
Upward Mobility10--10/1325
Woodworking--1000
The Pistachio Pirates15--15/1340
Fishing--123
Woodworking--0300
The Warmth of Death20--20/1360
Swift of Feet, Sharp of Mind20--40/1380
Interludes15--55/1395
Making Friends15--70/1410
Blades (Longsword) --2545
Acrobatics--4500
The Fire Within10--10/1420
Thwarted at every turn15--25/1435
Acrobatics --0421
Climbing --0219
Navigation --1900
Open seas, dark skies15--15/1440
Hammer Time15--30/1455
Unfamiliar Steps10--40/1465
Discipline--2713
Distance15--28/1480
Navigation -- 0820
Meditation --1010
Discipline --1000
Mirror, Mirror15--15/1495
Eruptions15--30/1510
Every Girl Likes to Shop10--40/1520
Endurance--4000
Different Strokes15--15/1535
At What Cost, Freedom?15--30/1550
Endurance--3000
Molten Musings and Mountain Meditation20--20/1570
Endurance--515
Woodworking--1500
Shadow20--20
Two Naughty Granitees15--35/1585
Gambling--2015
Dreams & Devotion15--30/1600
Woodworking--3000
This isn't my camp15--15/1615
Like the (fat) cat that got the cream15--30/1630
Life After Death15--45/1645
A Little Girl With Great Big Plans10--55/1655
Missing Vital Information10--65/1665
Fiddle--2540
Woodworking --4000
Ice Forged Rose15--15/1680
Dreamwalking100 (DW:12)
Princess in the Tower15--30/1695
Fi, My Foe? Um!10--40/1705
Bridging the Gap10--50/1715
Only the Resolute15--65/1730
Psychology--3530
Working it Out15--45/1745
Snoot Schnizzling & Biscuit Buttering15--60/1760
Silence is Golden on the Silver Sea10--70/1770
Solitude Standing10--80/1780
Mount--1565
Musical Instrument: Fiddle--5015
Gambling--1500
Much Ado About the Wrong Thing100010/1790
Setting Sail15--25/1805
Things that go Bump!15--40/1820
Stepping Out15--55/1835
Change of Brace15--70/1850
Music Flows in Silver Blood10--80/1860
Nella's Pearl15--95/1875
Another Day in Parad-Ice15--110/1890
Under Starry Skies15--125/1905
Investigation --7550
A Trial Long Past15--65/1920
Pies and Pints15--80/1935
The Last Piece15--95/1950
Fiddle--7525
Suspicious Behaviour15--40/1965
Friends and Teachers15--55/1980
Chased Awake by Shadows15--70/1995
Shortbow--7000
An Unbreakable Bond15--15/2010
Shortbow--510
Reheating the Trail15--25/2025
Looking for Mercy15--40/2040
Reflections on the Water10--50/2050
Family Gatherings, Expectations & Naming Kittens10--60/2060
Fiddle--60--
Same Dance, Different Steps15--15/2075
Fiddle--15--
Harmony10--10/2085
Piano--10--
I'm Fixing A Hole15---15/2100
Piano--15--
Melody10--10/2110
One Upmanship1525/2125
Piano--205
Fiddle--50
Generosity10--10/2135
Fiddle--100
Soul Searching in the Wrong Places15/2150--15
Fiddling & Horsing Around15--30/2165
Discipline--3000
Imperfections of the Heart15--15/2180
The Grandmother etc15--30/2195
Musical Instrument: Gittern--2505
Magic Beans15--20/2210
Crunchy Outer Coating15--35/2225
Acrobatics--3500
[/style2]

Archive Money Ledger (Site Change)
Ledgers & Accounts
Coin Ledger
ItemDebitCredit Total
Starting Package ... 100gn 100gn
Forefeit Housing ... 250gn 350gn
Longsword 25gn 325gn
Shortbow 10gn 315gn
Arrows (40) 1gn 314gn
Tent (2 person) 30gn284gn
Bedroll 5gn279gn
Lantern 10gn269gn
Bags (2xlarge, 1xmed) 1gn 268gn
Canteen 5gn 263gn
Small Flask 5gn258gn
Blank Journal 5gn253gn
Waterproof Tarp (1 small, 1 large) 20gn233gn
Drinks & Blanket 18gn 215gn
Whisky, Hat & Silver 21gn1sn294gn 9sn
Small cooking pot 3gn291gn 9sn
Longsword for Arlo 25gn 266gn 9sn
Underdress 1gn264gn 9sn
Dress 5gn 259gn 9sn
Stockings 1gn 258gn 9sn
Socks 1gn 257gn 9sn
Gloves 2gn 255gn 9sn
Boots (thigh) 1gn 254gn 9sn
Trousers 5gn 249gn 9sn
Coat (lost in "Lost in the Cold) 7gn242gn 9sn
Heavy Blanket 8gn234gn 9sn
Coat 7gn 227gn 9sn
New clothes, food & alcohol 34gn193gn 9sn
Cylus 717 wage: expenses deducted 87gn 3sn281gn 2sn
Horse, dress etc170gn 5sn 110gn 7sn
Another New Dress!20gn90gn 7sn
Supplies for the jungle 10gn80gn7sn
Supplies for Camp!78gn2gn 7sn
Pay: Vhalar 717--1,177gn 7sn 1,180gn 4sn
Beer @ O'Rourkes--3sn1,180gn 1sn
Pay: Zi'da 717--1,052gn 1sn2,232gn 2sn
Date Night!85gn--2,147gn 2sn
184 Point Bank Points * 5 = --920gn3067gn 2sn
50% of Schooner purchase 2,500gn--567gn 2sn
Practice Swords10gn--557gn 2sn
Grandfathered Renown__600gn1,157gn 2sn
Scribe's Kit18gn--1,139gn 2sn
Books, Maps & Tea100gn--1,039gn 2sn
NPCs Cylus 71840gn--999gn 2sn
Stuff to do while stuck in bed...100--899gn 2sn
NPCs Ashan 71850gn849gn 2sn
Two new NPCs (Sian and Lily)20gn 829gn 2sn
Shopping for the Wedding160gn--669gn 2sn
Entrance to the Athenium15gn--654gn 2sn
Payment for Dylan 1gn--653gn 2sn
Another Entrance fee10gn--643gn 2sn
Bounty!--100gn743gn 2sn
Date in Rharne - 3 night retreat200gn--543gn 2sn
NPCs Ymiden & Saun140gn--403gn 2sn
Got swindled by a kid who sold her magic beans3gn 2sn--400gn
Paid for piano lessons!50gn--350gn
Dresses & Hat10gn--340gn
200gn Reward-200gn540gn
Archive Coin Ledger No Adjustment 540gn
300gn Renown Reward +300gn 840gn
300gn Reward +300gn 1,140gn
Total Currency: 0 ON, 540 GN, 0 SN, 0 CN
NB: No wages or expenses in seasons Vega had no job and lived in the wilderness. All jobs have expenses taken out. Where she worked that season, NPCs are paid for there. Where not, I deduct them here.

PB

► Show Spoiler

Clothing

City Dwellers Starting Package
  • One set of clothing (cloak, blouse, skirt, undergarments, pair of boots. All clothing is standard quality.
All paid for in ledger
  • One hat
  • Underdress
  • Dress
  • Stockings
  • Socks
  • Gloves
  • Boots (thigh)
  • Trousers
  • Coat
  • Good dress (Orange, cotton, lace trim)
  • Good dress (Blue, cotton)
Very Posh Dress and cosmetics and underwear and nightgown.
Grizzly-bee-hide longjohns & hat
Duplicity Dress
Cloak of Hiding

Weapons

  • Longsword (paid 25gn in ledger)
  • Shortbow (paid 10gn in ledger)
  • Arrows x 40 (paid 1gn in ledger)
  • Longsword Enchantment Permanent Enchantment Vega's intricate rose scar has transferred to the hilt of her longsword. As such, she can activate the Molten enchantment within her sword by mentally focusing on it. This Enchantment allows her to burn through anything that would normally be burned by magma/lava, while maintaining the strength, edge, and edge of her blade. In addition to this, Vega's use of this ability has burned away impurities in Vega's blade, so that it is sharper and stronger while in either form. All previous abilities of the Death Forged Rose are lost and replaced by this. here
  • Image
    Melody:
    A masterwork sea blue crystal sword forged from the body of Perfection. This sword is nearly as hard as Adamantite and slices just as cleanly. On the flat of the sword several words will appear when the blade is held in the right light that only Vega can see. The words are: "May You Never Break".

    Melodic Ballad:Melody is unique as it 'sings' when the blade in swung creating a bright resonate tone that sounds similar to the sharp peal of an echoing bell. The sound is not loud enough to startle anyone but it can be heard even amid the din of an ongoing battle. The Melodic Ballad creates an aura around the wielder roughly twenty feet in diameter that will cause enemies to be put on edge and be innately intimidated by the wielder. Enemies will be more likely to flee, especially if they do not possess at least Competency in Discipline. Something about Melody's sharp piercing voice; although beautiful seems to unnerve opponents, while leaving allies completely alone. This effect is dependent on Vega's opinions of the people around her. [NOTE: This effect is strengthened slightly and it's radius of effect increased by ten feet when in use alongside the sword Harmony


    March to Arms: Vega will find over time that, after using the sword for several trials [20 trials] that Melody will return to her hand if she focuses enough on the sword, the blade with resonate with it's telltale song before flying into her grasp, as if borne on an invisible wind. This effect can only be achieved if the sword is within her line of sight. This ability cannot be used to harm others as Melody will always move around obstacles before returning to it's master's hand.

Camp/ Cabin

  • Tent (2 person) - combined with Arlo's tend into 1 x big tent.
  • Bedroll
  • Lantern
  • Bags (2xlarge, 1xmed)
  • Canteen
  • Small Flask
  • Blank Journal
  • Waterproof Tarp (1 small, 1 large)
  • Heavy Blanket
  • Horse (Storm) + gear.
  • Woodworkers Kit X
  • Bert the bear
  • Artists kit X
  • Fiddle X
  • Instruction Books for above X

Transitory Stuff

  • 1 x bottle whiskey (paid in ledger)
  • 1 x Spulmokawarta (dead) ~ split between her and Arlo
  • 2 x Sn'oh deer
  • 1 x Northern Sea Wolf
  • 1 x Oh-deer corpse (Arlo has another one)
  • Lighstones x 2 ( here)
  • 1 x pantheon corpse X
  • 1 x pretty shell X
  • 1 x heavy woolen knitted blanket X
  • 1 x Turtle Emerald Shell X
  • 4 x bear pelts, teeth, claws etc. X
  • 2 x jars of honey, X
  • various giant bee stingers, pelts, wings X
  • 3 x thundermaw carcasses (shared with Arlo) X

Misc: Important

A small pebble from the base of the tower here
My mother's journals
A silver compass which doesn't work (engraved with name Lei'nox)
Chest with weird stuff in it from here
Bracelet from Arlo here
Chuckles' Core Fire Entity Core If the Core of Chuckles is placed in a source of fire or heat for a full season, Chuckles will become Vega's companion. He has a desire to travel, to see the "fires of the world" which he will bring up constantly. He dislikes water and cold. He is also especially sarcastic toward anyone that isn't Vega or a Fire Defier. He is only kind to others if they are actively working with fire in a kind way. If his elemental body is damaged, he will revert to his core. If his core is damaged, it will explode and he is dead. here
Hopes Fiddle: Approved here
The fiddle itself is, as it seems to be, an antique and beautifully crafted instrument with a lot of history. When played by one of Xiur's blessed, however, it provokes one of three emotional responses in all those who hear it. The response is directly linked to the kind of music Vega is playing and the emotion will be the one she is trying to instil. For all three, this imparts a feeling, does not determine anyone's actions but provides a "nudge", nothing more. The responses Vega is able to provoke when she plays this fiddle are:
a) Hopefulness: with upbeat and cheery music, those who hear the fiddle being played will have a boost to their resolve and feeling of optimism - Vega can not make them feel optimistic that X or Y will happen but can instill a general feeling of being more up beat.
b) Peace and calm: with gentle and slow music, those who hear the fiddle being played will feel calmer, less inclined to violence or anger. Again, a general feeling, not one that she can target as feeling peaceful towards X.
c) Entranced: with a haunting melody, those who hear the fiddle will be focused on the music, pulled in to the emotion of it and will feel the urge to focus on that.
Vega can use this ability once a trial and so long as she keeps playing, the ability will work for up to an hour. However, she has to be playing, it has to be heard etc.

Mirror of Perfections: On their way out of the cavern Vega found one of the mirrors at the bottom of the lake. It is a golden hand-mirror that seems to constantly show the onlooker the best possible version of themselves. Some would consider this an artist's tool as it will always show a perfected version of the world reflected in it. Those that look into the mirror always report feeling a swell in self confidence. Found here

Mistral Reward: You have been given 200gn for returning the children to Mistral Village from the grateful parents. (in ledger)

Crystal Pendant: Within the dusty remains of Perfection's crystal you find a beautiful crystal necklace on a golden chain. There is a perfectly faceted diamond shaped crystal as the pendant.The crystal constantly shifts between hues of gold, crimson and orange while occasionally becoming colorless. The colors seems to have something to do with your current emotional state, similar to how Biqaj eyes work. Though the pendant glows especially bright when Vega is angry, as if feeding off the fire within her. Found here

A very old coin. Proof that it was a treasure map, no matter what Arlo says! here

Renown

► Show Spoiler

Last edited by Vega on Tue Dec 31, 2019 10:42 pm, edited 2 times in total. word count: 3423
Image

Vega's skin has a reflective metallic sheen with a red glow. Her eyes still swirl biqaj colours, but one colour is always bright red which glows like fire. She has a bright red glow in her chest, situated directly under the mark of a heart (Daia mark) in the middle of a glowing silver dragon on her chest (Xiur). She's unnaturally warm to the touch
User avatar
Vega
Approved Character
Posts: 2763
Joined: Sun Jan 08, 2017 5:43 am
Race: Mortal Born
Profession: Hat-Wearer
Renown: 1739
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 10

Featured

Contribution

Milestones

RP Medals

Miscellaneous

Events

Re: Vega's Plots

Challenge1
Creation Challenges Submission

  1. Have your character create something in a thread using a skill they do not possess, could be anything from a cake, to an arrow, to a torch. Never tried basketweaving, shoemaking or knitting? Give it a go!: Link to post!
  2. Create a time when your character was seen as weak, or showed signs of weakness in front of another PC. (This can be Memory or Present time): Link to post!
  3. Write a thread where your pc starts to plan / plot or put in place something for their future: Link to post!
  4. Create a location. (You could develop one for a city or ic. with A dream? A story/plot? You decide! Paint with words here people): Link to post!
  5. Create a creature. (You could develop one for a city or ic. with A dream? A story/plot? You decide! Paint a picture with words!): Link to post!
  6. Have your character OR an Npc your character is often around create a song, poem, or tall tale about your character or another PC or NPC: Link to post!
  7. Have your character create a short term goal and then reach said goal by the end of the event: Link to post!
  8. Create a vlog or journal entry going over some details about your character that you think no one has caught on to yet! (Yes, we want to know a thing or two about your character! That and maybe even you haven’t found it out yet! Only time will tell!): Link to post!
  9. Create a tense/awkward situation that your character has to manage to get through somehow by using a skill they've never used / have no points in: Link to post!
  10. Let your character create their own path through,around, and/or over something difficult that they must get past. (Either literally or figuratively):Link to post!
Last edited by Vega on Thu Jan 02, 2020 12:24 pm, edited 1 time in total. word count: 310
Image

Vega's skin has a reflective metallic sheen with a red glow. Her eyes still swirl biqaj colours, but one colour is always bright red which glows like fire. She has a bright red glow in her chest, situated directly under the mark of a heart (Daia mark) in the middle of a glowing silver dragon on her chest (Xiur). She's unnaturally warm to the touch
User avatar
Vega
Approved Character
Posts: 2763
Joined: Sun Jan 08, 2017 5:43 am
Race: Mortal Born
Profession: Hat-Wearer
Renown: 1739
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 10

Featured

Contribution

Milestones

RP Medals

Miscellaneous

Events

Re: Vega's Plots

Challenge2
Story Challenges Submission

  1. Have your character encounter a unique regional/city-specific fauna: Link to post!
  2. Have your character discover a secret about another PC - true or not!: Link to post!
  3. Have your PC visit a unique location within their city and meet someone they didn't expect to see there! (This can be PC or NPC and may be someone they know or a stranger.): Link to post!
  4. Include somewhere in a single post the words: heartbeats, tango, dullard, phantom, and wonderland:Link to post!
  5. Pass on a story to a child (17 years of age or younger this can be NPC or PC): Link to post!
  6. Participate in a feast/City -specific celebration: Link to post!
  7. Learn more about an Immortal of your choice (at least 5 non-skill knowledges): Link to post!
  8. Find information about a missing person/bounty/or otherwise lost person that someone is trying to find. Become part of their story: Link to post!
  9. Save an animal/or any being of any race from anything from theft, to death: Link to post!
  10. Take a moment and go back to your characters past. Write about a memory of theirs either in a memory thread or them remembering in a current one. Include important figures from your pc's past and explore an area / aspect / situation you haven't explored so far with them: Link to post!
Last edited by Vega on Thu Jan 02, 2020 12:25 pm, edited 1 time in total. word count: 231
Image

Vega's skin has a reflective metallic sheen with a red glow. Her eyes still swirl biqaj colours, but one colour is always bright red which glows like fire. She has a bright red glow in her chest, situated directly under the mark of a heart (Daia mark) in the middle of a glowing silver dragon on her chest (Xiur). She's unnaturally warm to the touch
User avatar
Vega
Approved Character
Posts: 2763
Joined: Sun Jan 08, 2017 5:43 am
Race: Mortal Born
Profession: Hat-Wearer
Renown: 1739
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 10

Featured

Contribution

Milestones

RP Medals

Miscellaneous

Events

Re: Vega's Plots

Challenge3
Growth Challenges Submission

  1. Have your character teach a trick of their trade another person (PC or NPC): Link to post!
  2. Have your character learn a trick of a trade from another person (PC or NPC): Link to post!
  3. Expand your characters knowledge on something they wouldn’t normally try to learn about. (identify what that is, then gain 5 knowledges in it. These can be skill or non-skill knowledges): Link to post!
  4. Have your character fail horribly at something: Link to post!
  5. Have your character fail horribly at something, then have them try again and again until they don't fail. (Note: this can be the same 'thing' they fail at as above, or it can be different. Up to you!): Link to post!
  6. Have your character watch something and attempt to copy it/stop it: Link to post!
  7. Have your character guide someone somewhere or be guided somewhere: Link to post!
  8. Have your character meet a new PC (Can be VIA Emea): Link to post!
  9. Use a moment from your character’s past to learn something new about to-trial!: Link to post!
  10. Train/practice a skill your character has been meaning to work on: Link to post!
word count: 200
Image

Vega's skin has a reflective metallic sheen with a red glow. Her eyes still swirl biqaj colours, but one colour is always bright red which glows like fire. She has a bright red glow in her chest, situated directly under the mark of a heart (Daia mark) in the middle of a glowing silver dragon on her chest (Xiur). She's unnaturally warm to the touch
User avatar
Vega
Approved Character
Posts: 2763
Joined: Sun Jan 08, 2017 5:43 am
Race: Mortal Born
Profession: Hat-Wearer
Renown: 1739
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 10

Featured

Contribution

Milestones

RP Medals

Miscellaneous

Events

Re: Vega's Plots

Original
Thunder Priestesses
Image
The Thunder Priestesses are one of the three most powerful factions in the city of Rharne. This women-only faction was created by Ilaren’s first female Champion during the 280th arc to unite the Immortal’s supporters. Their overarching directive is to govern religion in Rharne, gather intelligence across Idalos, and advance Ilaren’s goals in the Immortals War. There are between 1500-1600 active Priestesses spread throughout Idalos at any one time, with about 600-700 of those living in Rharne.

Within Rharne, the Thunder Priestesses are viewed as Ilaren’s eyes and ears. It is rumoured that they see all and know all through their network of sisters spread across the many regions of Idalos, and many Rharnians see them as the city’s champions and protectors. If the Lightning Knights are the city’s sword, then the Thunder Priestesses are the city’s shield.

The sisterhood is split into four branches, each with its own specialization. The Clerics oversee religion, the Healers provide medical aid to their sisters and the city, the Emissaries act as ambassadors for Rharne, and the Warriors act as Ilaren’s personal agents. While the Priestesses in each branch have varying skillsets, the faction is widely known for its prowess in Unarmed Combat, regardless of specialization. All sisters are taught defensive combat skills in order to protect themselves and each other should the need arise.

A Thunder Priestess can usually be recognized by her attire. Novitiates wear white robes, while Priestesses and above wear dark purple robes. Inside the Lightning Cathedral, the robes are always worn unless one is visiting or leaving. Outside the Lightning Cathedral, the robes are sometimes traded in for more practical clothing. Emissaries often choose to wear attire that aligns with the city they are visiting, whereas Warriors tend to dress in leather armour and gear.

The Oath: Upon joining the Thunder Priestesses, a new member must swear an oath of allegiance to Ilaren and the sisterhood, in which she promises to place the mission and goals of the faction above her own self-interest. After the oath is sworn, the new member is required to complete the ritual with a shot of whiskey.

The oath is repeated as follows:

“I pledge an oath of loyalty to Ilaren and the Thunder Priestesses.

I swear to place the interests of my sisters above myself, to serve Ilaren with integrity, and to show bravery in times of fear. I further swear to faithfully support, protect, and defend my sisterhood and the citizens of Rharne against those that wish us harm.

May I always find courage in myself, strength in my sisters, and faith in Ilaren.”


Priestesses are allowed to marry, though this is discouraged since a partnership and/or family is considered a distraction from the faction’s directive.
Requirements
For Joining:
  • Your character must identify as female and be at least 16 arcs old
  • Your character is required to join the faction as a Novitiate, unless special permission is granted by a Prophet to begin as a Priestess. No character may begin as a High Priestess, Head Priestess, or Matriarch.
  • Your character must not be marked by any of Ilaren’s enemies, specifically Faldrun, Chrien, and Edasha.
  • Your character must swear an oath of allegiance to Ilaren and the sisterhood, in which she promises to place the mission and goals of the faction above her own self-interest.
For Remaining an Active Member:
  • One job thread per season detailing your character’s work as a Thunder Priestess
  • One additional job thread per season if your character has chosen to reside within the Lightning Cathedral
Benefits
1. All Priestesses earn Fame for their membership in the sisterhood. Novitiates earn +2 Fame, Priestesses earn +5 Fame, High Priestesses earn +8 Fame, Head Priestesses earn +10 Fame, and the Matriarch earns +15 Fame. Fame is stacked (ie.if a character starts as a Novitiate and gets promoted through the ranks to Matriarch, they have the potential to earn a total of +40 Fame points).

2. Faction-sponsored travel is free, though personal expenses must be paid for by each character.

3. Sisters have access to a world-wide network of Priestesses and safe houses.

4. The Lightning Knights are closely allied with the Thunder Priestesses. Each Priestess (L2 and higher) is usually paired with a Lightning Knight for protection, though the Knights tend to go above and beyond their role as bodyguard and frequently become one of their most trusted partners.

5. Each character is awarded the following knowledge upon joining the Thunder Priestesses: “Faction: Thunder Priestesses,” “Thunder Priestesses: The Oath,” and “Immortal: Ilaren”. For newly-made characters, these are in addition to the 5 pieces of starting knowledge.

6. All sisters are given access to free Unarmed Combat lessons (held every morning at the Lightning Cathedral), as well as any training that aligns with their chosen branch.

7. Characters may choose to take up residence within the South Wing of the Lightning Cathedral. Living within the Cathedral is free, though players must write a second job thread detailing their PC’s work as a Thunder Priestess. Novitiates share a windowed, semi-private room with one other Novitiate. Semi-private rooms are 400 square feet and contain two beds, two desks, two chairs, two chests, and a fireplace. Priestesses and High Priestesses have their own 300 square foot private room with a window. Each private room comes with one bed, two chairs, one desk, one chest, and a fireplace. Head Priestesses and the Matriarch reside in 600 square foot rooms. The bathing chambers, kitchens, and dining areas are all public.
Branches
Image
Four distinct branches lie beneath the Thunder Priestess banner, each with its own specialization and mission. The Clerics govern religion, the Healers provide medical aid to their sisters and the city, the Emissaries act as ambassadors for Rharne, and the Warriors act as Ilaren’s personal agents in the Immortals War.

Once a Novitiate completes their training, serves at least one season within the sisterhood, and meets the minimum skill/knowledge requirements to advance, she may select one of the four branches to join and is promoted to the role of Priestess. This choice is usually made by each Novitiate depending on their individual skillsets and interests. On occasion, however, Novitiates may find themselves directed to join a specific branch based on the faction’s needs. Priestesses rarely change branches once a choice is made, but making a change is not unheard of.

1. Clerics: The Cleric branch governs religion across Rharne and is the first point of contact for Ilaren’s worshippers. Theses Priestesses are the caretakers for the Lightning Cathedral and the face of the faction at all public events in Rharne. They often volunteer their time to support the city in good works projects. Since the Clerics’ ultimate mission is to spread word of Ilaren and increase her mortal followers, they also send out missionaries to cities across Idalos.

2. Healers: The Healer branch provides medical aid to their sisters, to the city of Rharne, and to allied cities across Idalos. Healers, like all Priestesses, are well-versed in Unarmed Combat, but they tend to be defensively-focused. While many of these healers are also members of the Order of Adunih, their primary loyalty is to Ilaren and the Thunder Priestesses. They sometimes support the Emissary branch as ambassadors or the Cleric branch as missionaries, and may travel to disaster-stricken or war-torn regions in order to provide their aid.

3. Emissaries: The Emissary branch acts as ambassadors for Rharne. These Priestesses are often spread throughout Idalos and are tasked with strengthening ties with Rharne’s allies, keeping up-to-date on any changes in global politics, and gathering intelligence on other cities, factions, and events that could potentially impact Ilaren and Rharne.

4. Warriors: The Warrior branch is the most secretive of the four branches, and their existence is not widely known outside of the Thunder Priestesses and the Lightning Knights. Warriors act as Ilaren’s spies and agents, and they are frequently sent on missions with the specific intent of advancing Ilaren’s interests in the Immortals’ War.
Rankings
Level 1: Novitiate (Daughter)
Novitiate is the first rank within the Thunder Priestess faction. The newly initiated Novitiate wears white robes to denote her status. She is expected to attend training in the form of classes and tutoring in order to learn about the sisterhood’s goals and branches, as well as the skills needed to advance. She is also expected to complete daily chores within the Lightning Cathedral so as to help with its upkeep and test her devotion.

Each Novitiate is assigned a Priestess as her mentor, who guides her through her daily activities and is available to answer any questions that may arise. The Novitiate’s mentor often helps her select a branch that best aligns with her skills and attends her graduation ceremony. Many Priestesses continue to interact with their mentors even after they’ve been promoted from the Novitiate rank.

Once a Novitiate completes their training, serves at least one season within the sisterhood, and meets the minimum skill/knowledge requirements to advance, she may select one of the four branches to join and is promoted the role of Priestess. This choice is usually made by each Novitiate depending on their individual skillsets and interests. On occasion, however, Novitiates may find themselves directed to join a specific branch based on the faction’s needs.

A ceremony is held to commemorate each Novitiate’s graduation. Here, the Novitiate trades in her white robes for robes in a dark purple shade and completes a short ritual. The ceremony is open to anyone in the faction, but, at very least, her mentor and a Head Priestess representing her chosen branch will be in attendance. The graduation ritual varies depending on the branch:
  • Clerics light a candle to signify that they will lead Ilaren’s followers through the darkness.
  • Healers re-pot a small plant to symbolize renewal and continued growth.
  • Emissaries write the Oath on a piece of parchment before burning the paper to ash. The action symbolizes their loyalty to Ilaren, as well as the ever-changing nature and relevance of knowledge.
  • Warriors cut a thin line into the palm of their non-dominant hand with a dagger to symbolize their willingness to bleed for Ilaren’s cause.
After the ritual, the Head Priestess pronounces the Novitiate an official Priestess and may introduce her to the Lightning Knight Liaison who she will be partnered with. The pair each throw back a shot of whiskey and, with that, the graduation ceremony is complete.

Skill Requirements: N/A
Mark Requirements: N/A

Level 2: Priestess (Sister)
A Priestess acts as a representative for her branch, and she wears a silver chain-linked bracelet as a reminder of the connection between herself and her sisters. Her trials consist of improving her skills, mentoring Novitiates, and accepting low- to medium-profile assignments. She will often be assigned a Lightning Knight as a guard, and so some of her time is also spent building trust with their partner.

Priestesses are given assignments from the High Priestesses and Head Priestesses, and are expected to accept their orders without argument. Depending on the branch and the assignment, they may find themselves asked to travel to other cities. Though they are given as much advance warning as possible, they must always be prepared to leave Rharne should the need arise.

Branch: Cleric
Skill Requirements:
  • Unarmed Combat (Competent)
  • Meditation (Competent)
  • Persuasion (Competent)
  • Teaching or Storytelling (Novice)
  • Leadership (Novice)
Mark Requirements: N/A

Branch: Healer
Skill Requirements:
  • Unarmed Combat (Competent)
  • Medicine (Competent)
  • Poisons (Competent)
  • Surgery (Novice)
  • Resistance (Novice)
Mark Requirements: N/A

Branch: Emissary
Skill Requirements:
  • Unarmed Combat (Competent)
  • Politics (Competent)
  • Rhetoric (Competent)
  • Intelligence (Novice)
  • Leadership (Novice)
Mark Requirements: N/A

Branch: Warrior
Skill Requirements:
  • Unarmed Combat (Competent)
  • Weapon (Competent)
  • Intelligence or Investigation (Competent)
  • Tactics (Novice)
  • Disguise or Deception (Novice)
Mark Requirements: N/A

Level 3: High Priestess (Sister)
In order to advance from Priestess to High Priestess, a sister must have Ilaren’s trust and are sometimes asked to complete a test of loyalty. All High Priestesses are given Palenon’s blessing, and must show a high level of competence in the skills required by their branch. Much like a Priestess, a High Priestess acts as a representative for her branch and spends her time improving her skills, giving assignments to Priestesses, and accepting medium- to high-profile assignments. High Priestesses wear two silver chain-linked bracelets to represent the increase in responsibility that they have accepted.

Branch: Cleric
Skill Requirements:
  • Unarmed Combat (Expert)
  • Meditation (Expert)
  • Persuasion (Expert)
  • Teaching or Storytelling (Competent)
  • Leadership (Competent)
Mark Requirements: Mark of Palenon (Favored or higher)

Branch: Healer
Skill Requirements:
  • Unarmed Combat (Expert)
  • Medicine (Expert)
  • Poisons (Expert)
  • Surgery (Competent)
  • Resistance (Competent)
Mark Requirements: Mark of Palenon (Favored or higher)

Branch: Emissary
Skill Requirements:
  • Unarmed Combat (Expert)
  • Politics (Expert)
  • Rhetoric (Expert)
  • Intelligence (Competent)
  • Leadership (Competent)
Mark Requirements: Mark of Palenon (Favored or higher)

Branch: Warrior
Skill Requirements:
  • Unarmed Combat (Expert)
  • Weapon (Expert)
  • Intelligence or Investigation (Expert)
  • Tactics (Competent)
  • Disguise or Deception (Competent)
Mark Requirements: Mark of Palenon (Favored or higher)

Level 4: Head Priestess (Sister)
The Head Priestesses lead each of the four branches. There is one Head Priestess per branch, and each wears a gold chain-linked bracelet to symbolize her leadership over her branch. The Head Priestess’ role is to organize missions for her specific branch, to resolve conflicts between sisters, to oversee the recruitment and training of Novitiates and Priestesses, and to communicate key information. Each Head Priestess is also expected to liaison with the other three Head Priestesses, the Matriarch, and Ilaren in order to understand the current and future state of the sisterhood and Rharne.

To become a Head Priestess, a Sister must meet the skill and mark requirements and be voted into the role. When a Head Priestess position opens up, any High Priestess within the branch may be nominated or self-nominated to run for the position. Branches typically groom 2-3 High Priestesses to take over the role of Head Priestess should the opportunity present itself, but even those who have not been groomed for the role may be nominated as long as they meet the selection criteria.

Each nominee must have at least two Sisters who second the nomination, as well as the approval of the Matriarch. All of the Priestesses and High Priestesses in the branch will then participate in a ballot vote. The Sister with the most votes will become Head Priestess of the branch unless, in extremely rare circumstances, the Matriarch overrules the selection.

Branch: Cleric
Skill Requirements:
  • Unarmed Combat (Master)
  • Meditation (Master)
  • Persuasion (Master)
  • Teaching or Storytelling (Expert)
  • Leadership (Expert)
Mark Requirements: Mark of Palenon (Adored or higher)

Branch: Healer
Skill Requirements:
  • Unarmed Combat (Master)
  • Medicine (Master)
  • Poisons (Master)
  • Surgery (Expert)
  • Resistance (Expert)
Mark Requirements: Mark of Palenon (Adored or higher)

Branch: Emissary
Skill Requirements:
  • Unarmed Combat (Master)
  • Politics (Master)
  • Rhetoric (Master)
  • Intelligence (Expert)
  • Leadership (Expert)
Mark Requirements: Mark of Palenon (Adored or higher)

Branch: Warrior
Skill Requirements:
  • Unarmed Combat (Master)
  • Weapon (Master)
  • Intelligence or Investigation (Master)
  • Tactics (Expert)
  • Disguise or Deception (Expert)
Mark Requirements: Mark of Palenon (Adored or higher)

Level 5: Matriarch (Mother)
There is only ever one Matriarch at a time. She governs all four branches, and represents the Thunder Priestess faction as one of the four mortal members on Rharne’s Council. Her role is to lead the Thunder Priestesses, to set the tone and vision for the faction, and to work directly with Ilaren to help achieve the Immortals’ goals. She has the final say in all matters related to the faction, and her authority is exceeded only by Ilaren herself.

The Matriarch wears a gold necklace with a lightning bolt charm, along with four gold chain-linked bracelets to symbolize her leadership over all of the faction’s branches. She is selected by Ilaren from the small group of Head Priestesses who lead each of the four branches and remains in her role until she either retires due to age, passes away, or, in extraordinary circumstances, is removed from her post by Ilaren.

Skill Requirements:
  • Leadership (Master)
Mark Requirements: Mark of Palenon (Exalted)
Key Locations
Lightning Cathedral: The Lightning Cathedral is the Thunder Priestess’ headquarters. It is located at the very top of the city of Rharne, and is often a point of focus for visitors due to its immense size and beauty. The Cathedral houses a variety of public, private, and secret locations, and even sisters who have been part of the faction for several arcs don’t know all it contains.

Sisters often choose to live within the Cathedral during their time in Rharne due to its convenience, as all education, training, and meetings take place here. The Immortal Ilaren also resides within the Cathedral when she is in the city, which adds to the location’s allure.

The Cathedral is broken up into wings. The North Wing contains the training grounds and classrooms, while the South Wing contains all residential quarters (including Ilaren’s) and living amenities. The East Wing contains a large number of meeting rooms for both public and private events, as well as a public space for meditation and prayer, and the West Wing hosts the command centers for the Matriarch and each of the four branches. In the center of the Cathedral is the faction’s ever-expanding library, which leads outside into a circular courtyard and garden.

Safe Houses: The Thunder Priestesses have safe houses scattered across Idalos in each region where their members work. The location of these safe houses is known only to Ilaren, the Matriarch, the Head Priestesses, and those who may have a need for them (primarily the sisters belonging to the Emissary or Warrior branches). Occasionally, in dire situations, a Lightning Knight may be allowed knowledge of or access to one of these safe houses - though they will find that the house’s location swiftly changes soon after the Knight’s need for it disappears.

Every safe house appears non-descript to outsiders, and is often so common-looking that even those living nearby may forget its existence. There never any markings or indicators of the house’s connection to the Thunder Priestesses, save for its caretaker. Each house has a caretaker - a Priestess in the region - who ensures it remains livable. She may or may not reside in the home herself. Caretakers are chosen based on their combat and medical skills, their ability to be discrete, and their capacity for withstanding interrogation and/or torture.
Credit: Rumour & Zenith
word count: 3111
Image

Vega's skin has a reflective metallic sheen with a red glow. Her eyes still swirl biqaj colours, but one colour is always bright red which glows like fire. She has a bright red glow in her chest, situated directly under the mark of a heart (Daia mark) in the middle of a glowing silver dragon on her chest (Xiur). She's unnaturally warm to the touch
Post Reply Request an XP Review Claim Wealth Thread

Return to “Plot Development”