[Scalvoris Mountains] Life Forged, Death Forged

From Tried's Mouth to the mysterious Tower, the waters around Scalvoris and the island itself hold a vast array of secrets, just ripe for discovery. Here are landmarks, jungles, mountains, forests and islands of note.

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Ralgar Warborn
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Re: [Scalvoris Mountains] Life Forged, Death Forged

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At the story Cassion told, Ralgar kept focused forward, as if he was being told a tale from a village elder. Despite his beliefs about the Immortals and the lack of care he had for most of them, Ralgar felt different about Cassion. The man had done more than helped them, he had been respectful of Ralgar. The Bro'ky'na took pride in who they were and their culture, and Cassion had respected it, addressing him by his title despite his status as an Immortal. It meant something to the Mortalborn.

As he watched the story unfold in front of him he couldn't help but feel entranced, Cassion's words sinking in deep to all those that listened, or so it seemed. It was almost impressive, the way he could hold a room. But what was more impressive to the Mortalborn was the way the story folded together piece by piece, the girl slowly being saved. Nir'wei, at first, seemed to die. But as Ralgar held a small moment in his head, hoping for Death to return the man to the world of living, Cassion continued the tale. The girl was saved, and those that died would come back. Which meant nobody would die.

Once the tale was over, and the Immortals arrived to speak, Ralgar made sure to approach Cassion and offered his hand to shake once more. "Well done" he said with a nod to the Immortal, his handshake firm and his voice as polite as a man with his tone could be. It was perhaps the one interaction with an Immortal he would like to have in his life, but he would take it with pride and happiness. There was a level of respect that Ralgar had for the Immortal akin to friendship, the respect he had for any brave fighter or good leader.

Eventually, once the story was over he went to the forging, not hugging one another as others seemed to be. As much as he had enjoyed some of the people he met this trial, that was not his way, nor did he expect to stay here long. The sooner he could go back to Scaltoth the better. So he represented Scaltoth, as part of the forging. Then, once it was done, the Deathkissed stood aside and waited for his time to go, his body sore from the new scar on his arm and the pain he had endured along the way.

But feeling better for it, knowing now he was closer to Scaltoth than he had ever been before.
~~Haltunga~~ Common~~
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Re: [Scalvoris Mountains] Life Forged, Death Forged

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The Epilogue:

Everything was silent.

Light poured through a crack in the wall, proof that there was still light out there perhaps, and in the vast cavern the settling dust shone and sparkled as it was caught in that light. For an eternally long second, no one spoke, no one moved. The gravity of what had occured here was heavy in the air and they all felt the weight of it.

And then, Cassion laughed.

There are ancient legends of a god who existed in the primordial potential before any worlds were created and thought about what the worlds would be like. So ludicrous was the reality that he imagined, the god in question laughed ~ and that laughter created the world. There is power in laughter, and healing.

Around him, the other Immortals smiled. Some withdrew, some stayed, but Cassion's laughter rang out.

"Oh, well done!" he said, his chest still shaking. "Well done, each one of you." He gestured to the other Immortals - or the place they had been. "You did what we could not. We are each what we are, created to embody that which we hold Dominion over," then, with an expansive, sweeping gesture, he indicated them. "And you are chaos, utter chaos. Wild imaginings and wonderful ideals, choices laid before you." And with those choices, so clearly laid out, they had taken another path.

"That," Cassion said, gesturing to the area where The Forging had taken place. "That marks something new. Immortal and Spirit and Mortal, standing together. Order and Chaos combined." He smiled a beaming smile, encompassing the mortals and Induks and spirits and animals all. "It will change us all. Each one involved." Looking at Daia, he seemed to speak to her, then, and to say something only she - as the other who had stood in the Forging - could understand. The expression of delight on his face did not detract from the gravitas of the situation - rather it enhanced it.

"It allows us to change." Cassion said and Daia nodded. The Induks moved to stand with the Immortals and the Mortals and just for a moment, in the very heart of Scalvoris, all was in balance.

The Review:

Obviously, this review is of a rather large thread. Please forgive me if I miss something - and let me know if so!

Overview

Oh my gosh, what a ride this story line has been! For each one of you here, I have absolutely loved your contribution to the plot - your willingness to deal with big things thrown at you and most of all, what has amazed and astonished me with every round of posting is the absolutely amazing writing from you all.Thank you, so much, for taking part in this. You've been amazing! Next season, the seasonal event is going to be blackberry picking and maybe a picnic. Honest! :lol:

Bao Bao

Feedback

Oh, right in the feels! Bao would so easy to underestimate, to only see the small and cute and fluffy little fella. But, throughout this event he has stepped up above and beyond even what is being asked. You convey emotion and innocence and realism in your writing - and your writing is fabulous. Thank you so much for your contribution to this event.

Points

XP = 20
Renown = 25.
Forged Points: 16 (2 for a thread, 2 for collaboration, 2 for Induk presence, 5 for waking them all up / freeing them and 5 for balancing them fully)

Skill knowledge

Caregiving: Showing empathy and concern for the person trapped inside a possessed body
Caregiving: Reaching out to help someone who has hurt you.
Caregiving: Worrying about others, rather than yourself.
Detection: Noticing when half of your group seem "out of reality"
Detection: Spotting changes in the environment.
Discipline: Standing in the presence of Induks
Discipline: Standing in the presence of Immortals
Discipline: Not being overwhelmed by Cassion's story
Discipline: Feeling a deep sadness overwhelm you.
Discipline: Feeling fear and moving anyway.
Discipline: Sacrificing yourself, even though you're afraid.
Endurance: The Forging
Endurance: Standing in a maelstrom
Endurance: The wrath of Qylios
Endurance: The toll of a very long day!
Endurance: The sensation of becoming a Wisp
Engineering: Building an altar
Engineering: Rebuilding a structure at speed
Etiquette: No matter the situation - say thank you!
Psychology: Induk psychology is different.
Psychology: Immortal psychology
Psychology: Seeing a child in an evil body
Socialization: Making your case for mercy
Storytelling: Stories have power
Storytelling: Telling a painful story of your own
Storytelling: Watching Cassion's story
Tactics: Taking individual parts and making them into a whole.
Tactics: Aiming for peace.
Tactics: Call your allies to your aid
Tactics: Creation balances a Diri of Destruction

Non Skill Knowledge

You may assume up to 5 pieces of non-skill knowledge for each PC / NPC you saw / interacted with in this thread. This must make sense for what you have seen / experienced.

Rewards

Immortals
  • Ziell's Peace At the end of this, when you are all standing together, Ziell approaches Bao and tells him that he has watched Bao in all of this and that he is incredibly proud and impressed with Bao's dedication to peace. He offers Bao his Blessing. You have been granted the blessing of Ezere at Favored. You get the first three 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.
  • Xiur's Hope Xiur also approaches Bao and tells him that, in the corridor of doors Xiur heard his prayers and answered him. He tells Bao that he is an 'ambassador for hope' in Idalos and it would be Xiur's pleasure to mark him. Bao has been granted Nalos at Favored. He gets the first three abilities.
    Optimism The character is granted an extra three skill points which may be spent only on the following skills: Etiquette, Navigation, Psychology or Teaching. 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.
    Flow of Morale The Blessed is able to bring a brief surge of hopeful resolve to those around him. Within 10 feet, this lasts for eight bits; to 20 feet, it lasts for five bits; to 30 feet it lasts for two bits. At "Adored", double either the range or duration. At "Exalted", double both.
    Calming Overcast A tense situation suddenly undergoes a dusky graying light, and the attitudes of everyone within 50 feet are affected as if the current hostility instead happened the day before, and everyone has had the time to cool off.
  • ZIell's Progression : Alongside the base abilities, Ziell grants Bao progression.
    • The Smell of Conflict This ability can be used to smell aggression and the intent to harm. Violence or the potential of violence has a strong smell. Some marked use this ability to patrol the streets of their city, following the scent to scenes of violent crimes and putting a stop to them. Others catch a whiff of violence growing in the bar and decide to call it an early evening. If someone intends to do the marked one harm, one with this ability can smell it on them.
    • Chill Finger The user of this ability can impart the effects of hypothermia on anyone they meet with skin on skin contact. The effect is immediate and spreads from the point of contact throughout the entire body. During the warmer months this ability, at best, imparts sharp tremors and shortness of breath, but during the colder months it can debilitate an opponent with weakness, chills, and tremors. Not meant to be a deadly ability, this power paradoxically guards the victim against the fatal effects of the chill they are affected with. Although they will experience the full devastation of hypothermia, they will be freed within a break (or when the marked removes contact) with their body temperature restored to a natural, healthy state.
  • Xiur's Progressio Alongside the base abilities, Xiur grants Bao progression.
    • Night Torch The Blessed can touch any item and cause it to glow with a bright, starry light. This light can be directed away from the holder, so as not to dazzle night vision. If no other Nalos abilities are used, this can be maintained as long as the item is held by the Blessed.
    • Fog Bank The Blessed can generate a concealing fog to aid an innocent or threatened person to escape harm. If the target is instead genuinely guilty of some wrong, for which he was being pursued, the fog will instead leave trail behind him; as well as a revealing nimbus around him for a number of breaks equal to the Blessed's Etiquette skill. The target will have to run through the fog bank to activate this trail. During this time, placing this fog a second time will immediately dispel the current one.
  • Daia's Dance with thanks for all he has done, Daia gifts Bao one of her abilities. She thanks him for the singing and dancing with the fairies and she touches his hand. As she does, she tells him always to dance to 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. This may be utilised 3 times a season.
  • Saoire's Personal Gift Although she does not mark Bao, Saoire gives the red panda a gift. Touching his blanket, the Immortal tells him that he can now give his blanket away and whoever he gives it to will feel warm and protected and comforted and safe under it. They will be protected from violence for 1 night and will sleep as comfortably as if they were in a luxurious bed. He can give it away up to three times a season but, she says with a smile, it will also always be with him - to activate the gift, he first pulls a new blanket from the old one.
  • Qylios' Personal Thanks Qylios will speak with Bao and give him a small bracelet which seems to be originally for a child. She tells him that it was a gift she gave, originally, to her grand-daughter. It will bring light in darkness, she tells him, and it will also allow him to call on her, should he need her. Looking him in the eye, Qylios speaks clearly and calmly. The actions of everyone here saved the island but Bao and Nir'wei saved her grand-daughter, and she is humbled and grateful beyond words for his courage and his strength.
Induks
  • Principales of the Song~ Bao has been Forged as a Songforged. You gain the following:
    • A new Diri. Please submit your diri write up here
    • Reforged: Forged are not named as they are for no reason. By accepting an Induk's deal their body is filled with their power and tempered by it, making it tougher than it was before. A Forged will find that their skin is like a leather armour and their bones like iron rods, making them more resistant to blunt physical damage.
    • Light Hearted: Music is special to the Songforged. It is an expression not just of the wonders of the air, but also of the inner thoughts and feeling of the one who plays it. With this ability the Songforged is able to replicate the sounds of any instument without needing the instument itself. They still require skill in the insturment in order to make this sound effective, but simply by moving their fingers through the air in the right way they can replicate the sounds of a flute, harp, drum, or any other instrument they have heard before.
Please note that your Diri must be approved before you may utilise these abilities.

Medals

I have awarded you the following medals
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The Forging. This medal is only available to those who took part in this thread and celebrates your awesomeness.
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Right in the Feels (for the deep emotion in each post)
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It Was Nothing! (for saving the life of the child)
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Been there, died there!
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Ow!
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Me Gooseta (for simply awesome writing all the way through this.

Plot Hook

Following the events of the Forging, things on Scalvoris would never quite be the same. Each person present is given a task by one of the Immortals. It is entirely optional and will infer no negative consequence if you do not do it.

The Immortal who approaches Bao is Famula
The task is to help her understand the experience of life and death from a Cadouri's viewpoint. As you have been a wisp, you will be able to approach it from a unique perspective. How can she help the cadouri to understand that - in fact - the best thing to do is to move on with Vri? What is the perception of death among the Cadouri? What about magic? Basically - Famula would like you to help her understand the cadouri, and help them understand her.

Will you help?



Woe

Feedback

What an intriguing PC! You certainly kept me on my toes throughout this event - I loved how very true to himself and his morals Woe was. Your writing is clever and eloquent, your pc finely-crafted and expertly played. Thank you so much for your part in this event, I enjoyed your contribution immensely. Enjoy your rewards!

Points

XP = 20
Renown = 25.
Forged Points: 16 (2 for a thread, 2 for collaboration, 2 for Induk presence, 5 for waking them all up / freeing them and 5 for balancing them fully)
Order of the Adunih: 6 points.

Skill knowledge

Detection: Noticing when half of your group seem "out of reality"
Detection: Spotting changes in the environment.
Detection: Picking people out in a crowd.
Discipline: Standing in the presence of Induks
Discipline: Standing in the presence of Immortals
Discipline: Not being overwhelmed by Cassion's story
Discipline: FInding a single string of a mortal soul
Discipline: Holding on to your emotions to help another.
Discipline: Choosing an unknown path.
Endurance: The Forging
Endurance: Standing in a maelstrom
Endurance: The wrath of Qylios
Endurance: The toll of a very long day!
Etiquette: Turning down an offer politely.
Etiquette: Saying thank you is important
Etiquette: A reciprocal relationship
Etiquette: Adding "No Offence" might help not to cause offence. But probably not.
Etiquette: Advocating for autonomy
Psychology: Induk psychology is different.
Psychology: Immortal psychology
Socialization: Offering choices.
Storytelling: Stories have power
Storytelling: Watching Cassion's story
Tactics: Taking individual parts and making them into a whole.
Tactics: Aiming for peace.
Tactics: Creation balances a Diri of Destruction

Non Skill Knowledge

You may assume up to 5 pieces of non-skill knowledge for each PC / NPC you saw / interacted with in this thread. This must make sense for what you have seen / experienced.

Rewards

Immortals
  • Ziell's Peace At the end of this, when you are all standing together, Ziell speaks to Woe and tells him that he was impressed with his negotiation and attempts to end this peacefully. He offers Woe his mark. You have been granted the blessing of Ezere at Favored. You get the first three 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.
  • Moseke's Gaze Moseke also approaches Woe and tells him that she was impressed with his down to earth nature and his focus on healing Kura. Woe has been granted Sevrath at Favored. He gets the first three abilities.
    Willow's 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.
  • Chamadarst's Approval Woe met with Chamadarst's approval in this event, and Chamadarst nods to him in recognition of such. That nod infers a progression in his Sombran mark:
    Fracturetouch An improved version of the Glasstouch ability, Fracturetouch works through fabrics such as gloves, hand wraps, or other form of cloth or textiles, allowing the Blessed some more protection against things that are hazardous to touch. In addition, the effect is more powerful, as it not only imparts the relative frailty of glass upon that which is affected, but it causes deep fractures to appear in the affected object, making them even easier to break, especially thicker objects that Glasstouch alone could not sufficiently weaken. This ability still only works on non-organic objects.
    Coin Armor No matter how hard someone tries to stay neutral, others won't always allow it. Because of this, even the most neutral of Sombran bearers will find themselves embroiled in a fight and in need of protection. Since they may not always wear armor, the ability to make armor is a very useful thing. By giving up some of their hoarded wealth, they can create armor. The more wealth they give up, the more the armor protects and the more durable this armor is. In addition, a Sombran can use this ability on someone else, though this ability still costs money when using this way. This armor fades crumbles to dust after the danger has passed, but for an Sombran who isn't normally a fighter, an emergency suit of armor is a useful thing indeed. Sacrificing 5 WP will generate a suit of armor at the Blessed's Wealth Tier, either on the Sombran or on someone else. Sacrificing 3 WP will generate a suit of armor one wealth tier below the Blessed's Wealth Tier, while sacrificing 8 WP will generate a suit of armor one tier above the Blessed's Wealth Tier
  • Famula's Protection. Famula is impressed with Woe's willingness to sacrifice aspects of himself which were previously important. She removes his magic, restoring his soul. You are now at 0 points and uninitiated in your magics. You may reassign those points to other, non-magic skills.
  • ZIell's Progression : Alongside the base abilities, Ziell grants Bao progression.
    • The Smell of Conflict This ability can be used to smell aggression and the intent to harm. Violence or the potential of violence has a strong smell. Some marked use this ability to patrol the streets of their city, following the scent to scenes of violent crimes and putting a stop to them. Others catch a whiff of violence growing in the bar and decide to call it an early evening. If someone intends to do the marked one harm, one with this ability can smell it on them.
    • Chill Finger The user of this ability can impart the effects of hypothermia on anyone they meet with skin on skin contact. The effect is immediate and spreads from the point of contact throughout the entire body. During the warmer months this ability, at best, imparts sharp tremors and shortness of breath, but during the colder months it can debilitate an opponent with weakness, chills, and tremors. Not meant to be a deadly ability, this power paradoxically guards the victim against the fatal effects of the chill they are affected with. Although they will experience the full devastation of hypothermia, they will be freed within a break (or when the marked removes contact) with their body temperature restored to a natural, healthy state.
  • Vri's Gratitude Woe is given a small glass bottle by Vri. Vri explains that it is a Memento bottle and it allows Woe to breathe a memory into it. If he does that, then it functions as a MementoA marked of Vri can designate objects as Memento’s, specially enchanted items that hold memories. Most small objects can hold, at most, a single uninterrupted memory. It is said that working with a master crafter, specialized memento’s can be created but at this level, only one memory can be stored per object. When the memory is stored the user has a choice, to share the memory completely and sever it from their own mind, or share an echo of it. The echo will be muted, not completely clear, as if experiencing things through a heavy curtain. Usually this will still be enough to communicate the experience, but to truly have the owner of a memento experience the memory, it must be cut away entirely from the mind of the one giving it. Once tasked, the Memento can impart this memory to anyone who holds the object next. At this level, the memory is limited. The first other person to touch the object will receive the memory, causing the Memento to once again be only an object. A marked can either task their own memories, or the willing memories of another. but with a slight difference. Woe can place one of his own memories in there and, while it is in there, the memory will be gone from him. Opening the bottle and breathing in the contents will fully restore the memory to him. Should another breathe in the contents, they will see the memory clearly, although they will know it was not theirs, and it will be lost to Woe forever.
  • Sintra's Loss Woe has lost his Sintra mark. You no longer have access to the abilities etc. If your mark had granted you points above the 250 mark and so granted capstones, you may keep the points and capstone
Induks
  • Principales of the Soul~ Woe has been Forged as a Soulforged. You gain the following:
    • A new Diri called SodImage. Please see approval post here
    • Reforged: Forged are not named as they are for no reason. By accepting an Induk's deal their body is filled with their power and tempered by it, making it tougher than it was before. A Forged will find that their skin is like a leather armour and their bones like iron rods, making them more resistant to blunt physical damage.
    • Soulforged have a special bond with nature. They see the plants and trees of the world not just as resources or decorations, but as living, breathing entities. With this ability the Soulforged is able to speak to plants and trees, allowing them to ask the flora to reveal information it might have overheard so long as they have sufficient social skills to persuade the plant to part with this information.
Please note that your Diri must be approved before you may utilise these abilities.

Medals

I have awarded you the following medals
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The Forging. This medal is only available to those who took part in this thread and celebrates your awesomeness.
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Philanthropist (for your contribution of a monetary nature!)
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Pioneer (the only one to refuse Forging)

Plot Hook

Following the events of the Forging, things on Scalvoris would never quite be the same. Each person present is given a task by one of the Immortals. It is entirely optional and will infer no negative consequence if you do not do it.

The Immortal who approaches Woe is U'frek
U'frek points out that Scalvoris could have easily sunk into the oceans and he feels that - since the pirate lords left - there is a decrease in respect for the water among Scalvoris citizens. He asks Woe if he might help with that - possibly by working with factions on Scalv to have better boat travel (offering floating healing, for example, and trading in different places). He also wonders if Egilrun might be key to this with the shipbuilding trade. Perhaps more celebrations on the water or increased awareness of the seas, he considered. This will help, he believes, mitigate against the negative impact of Chrien, also.

Will you help?



Praetorum

Feedback

I really enjoy Prae and his thought processes. This event has been the first time I've gotten to mod Prae like this and I've loved that opportunity. You write him really well and create a pc who is nuanced and expertly portrayed. I feel like I know Prae a lot better after this event and that is down to your writing and your attention to detail. I hope to see Prae in and around Scalv more. Awesome stuff!

Points

XP = 20
Renown = 25.
Forged Points: 16 (2 for a thread, 2 for collaboration, 2 for Induk presence, 5 for waking them all up / freeing them and 5 for balancing them fully)

Skill knowledge

Detection: Noticing when half of your group seem "out of reality"
Detection: Spotting changes in the environment.
Detection: Listening to key words in conversations.
Detection: Noticing changes in the air.

Discipline: Standing in the presence of Induks
Discipline: Standing in the presence of Immortals
Discipline: Not being overwhelmed by Cassion's story
Discipline: Controlling your spark
Discipline: Not giving in to hunger or desire.
Discipline: Staring down a Diri of Destruction

Endurance: The Forging
Endurance: Standing in a maelstrom
Endurance: The wrath of Qylios
Endurance: The toll of a very long day!

Etiquette: When to bring up questions - and when not.
Etiquette: Bowing to an Induk.

Meditation: Calming yourself in a torrent
Meditation: Ensuring that you retain focus, even when in an incredibly busy place.

Psychology: Induk psychology is different.
Psychology: Immortal psychology

Socialization : Putting forward an argument for magic.
Socialization: Clearly explaining why you think what you do.
Socialization: Constructing a clear and lucid argument.

Storytelling: Stories have power
Storytelling: Watching Cassion's story

Tactics: Taking individual parts and making them into a whole.
Tactics: Aiming for peace.
Tactics: Creation balances a Diri of Destruction
Tactics: Focus on the big goal
Tactics: Do not allow individual power to overwhelm the group goal.

Non Skill Knowledge

You may assume up to 5 pieces of non-skill knowledge for each PC / NPC you saw / interacted with in this thread. This must make sense for what you have seen / experienced.

Rewards

Immortals
  • Qylios' Blessing At the end of this, when you are all standing together, Qylios approaches Praetorum and thanks him for standing against her, for Praetorum and Xander's actions have saved them all. She offers Praetorum her Blessing. You have been granted the blessing of Celarion at Favored. You get the first three abilities
    Bond (Minor) The Favored can Bond with 1 other person. In doing so the Bonded individual gains a single glowing band around their left forearm. The Bond remains as long as both the Favored and the Bonded allow it. The Bond only functions within 300 feet of the Favored, and dissipates shortly beyond that distance.
    Illustrius SKills I The character is granted an extra three skill points which may be spent only on the following skills: Blades, Leadership, Discipline, or 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.
    Bound in BattleThe Favored and those Bonded with them are better able to fight together. Their tactics and movements flow almost seamlessly with little-to-no spoken communication. The Bond passes insights and slight thoughts between those Bonded while in combat together.
  • Moseke's Gaze Moseke also approaches Praetorum and points out that he should have other options for healing folk than flinging magic it like it's going out of fashion. The All-Mother is very matronly, motherly, and gives him a clear and steely gaze. Because he defaulted to his use of magic in a fracture, she points out, Elisabeth died. So, since there's no long-term harm done, she offers him an option. So saying, she tells him that now, once a trial, he can heal someone properlySimilar 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 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. ..
  • Ethelynda's Pleasure Ethelynda approaches Prae and tells him that she is happy with him and what he has done here, this trial. He progresses in his Taithir mark
    Detect Threat An ability that is passive in nature, Detect Threat allows the Shield-Bearer to know when harm is intended to them or their allies. This makes it difficult, though not impossible, to be caught off guard or backstabbed. However, knowing there is a threat doesn't allow the Shield-Bearer to know when or where it's going to come from, so it does not pay for them to get complacent and rely too much on this ability.
    Serpentine Venom A skill that seems out of place with the majority of Taithir's skills, Serpentine Venom is a skill that gives the bearer the same paralytic venom found within the bite of the Ithecal, however, instead of being limited to a bite this skill allows the bearer to coat their weapons in this venom. The potency of the venom and how long it lasts varies on how and where it is being used and the how familiar the user is with this skill.
  • Qylios' Thanks Alongside the base abilities granted, Qylios progresses Praetorum in her mark.
    • Brilliant Weapons (Minor) ~ The Favored is able to create weapons out of solid light. The Favored can only generate one melee weapon at a time. To produce a weapon, the Favored must be in an area of substantial illumination (ie. Outside during the day, in a well-lit room, or at night during a full moon).
    • Bound Tongue (Minor) ~ The Favored is able to understand one Fluent Language of those they have Bonded. The selected language can be changed once per trial.
  • Cassion's Curiosity It has to be said, it's rare that a mortal surprises Cassion quite as much as Praetorum did with the whole spark suggestion. He approaches Praetorum and, with a grin, flips a coin over to him. When Praetorum looks he sees that it isn't a coin at all, but a single disc marked like a chainstone. It allows Prae to use the Cassion-granted ability of Safecamp Safe Camp is an ability Cassion allows his followers during such a time to avoid some of the worst of what untamed Idalos has to offer. Any camp can be deemed, ‘safe’, but only a single camp for a trial. The Sojourner marks the edges of the camp with drops of his own blood, naturally warding away predators and creatures who might prowl through the night. Marking an entrance, a Sojourner opens a door to a comfortable extra-dimensional space with a warm roaring fire in the hearth that will burn all eve if willed to. This room often changes depending on the area the Sojourner is in, naturally blending with local customs of comfort and style. No object from this room can be taken from the inside as it exists only as a respite for the weary. This ability is only available if the Sojourner takes the time to set up camp, and cannot be used instantly in a combat situation to avoid harm or escape to an extra-dimensional space. This space, while comfortable and roomy enough for a traveler, a few companions, and even their mount, holds no food or other comforts save those that they might need to enjoy a restful evening. A side effect of the ability is that it naturally draws non-aggressive travelers to the location, a beacon for any and all who walk the road to their own ends, but do not seek the end of others they may meet. A Sojourner is not permitted to refused entrance or rest to any who come, even if that means they must sleep on the hard floor outside. Any outsiders seeking to enter the extra-dimensional space for a hostile or aggressive purpose will find themselves in the material space taken up by the camp, not allowed into the space created by the Sojourner. Should the entrance to the space be discovered and destroyed, the Sojourner and all interred companions are transported back to the material space occupied by the Camp. three times a season.
Induks
  • Principales of Ice~ Praetorum has been Forged as a Iceforged. You gain the following:
    • A new Diri called AurienImage. Please see diri approval here
    • Reforged: Forged are not named as they are for no reason. By accepting an Induk's deal their body is filled with their power and tempered by it, making it tougher than it was before. A Forged will find that their skin is like a leather armour and their bones like iron rods, making them more resistant to blunt physical damage.
    • 0 Points: Frozen Heart: Sometimes a guardian must make tough choices in order to do their duty. They must be able to put aside their own personal desires and act in the best interests of many. Ishallr understands this better than most, and with this ability allows his Iceforged to ease the burden of such a difficult decision. Frozen Heart is an ability that can be activated by the user at will, or triggered by Ishallr or the Iceforged's diri. With it the Iceforged's emotions are temporarily removed, allowing them to act with cool dispassion and focus in any situation, and make the most logical decisions without taking into account individual emotions.

Medals

I have awarded you the following medals
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The Forging. This medal is only available to those who took part in this thread and celebrates your awesomeness.
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Pioneer (you surprised the beejebus outta Cassion!)
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Painting with words (because you do!)

Plot Hook

Following the events of the Forging, things on Scalvoris would never quite be the same. Each person present is given a task by one of the Immortals. It is entirely optional and will infer no negative consequence if you do not do it.

The Immortal who approaches Praetorum is Ymiden
Ymiden is intrigued by Prae's suggestion to Cassion regarding magic and he wonders if Praetorum has any ideas for how this might be achieved in more mundane life. Magic in and of itself, Ymiden believes, is destructive and damaging to people - both those who have sparks and those who are affected by magic. He tasks Prae, if he would do so, with setting up a group or faction who work for the more balanced use of magic. People who do not simply use magic first and last, nor those who are ardently against it. But a group who promote a balanced use of - and perception of - magic.

Will you help?


Oram

Feedback

I love how you write Oram - he is both incredibly brave and undeniably human all at once. He has the ability to really cut to the heart of a matter and do what is important - when he was building that altar, I cheered aloud at him. He is expertly written and a deeply insightful pc who is a pleasure to read. I hope you enjoy the rewards!

Points

XP = 20
Renown = 25.
Forged Points: 16 (2 for a thread, 2 for collaboration, 2 for Induk presence, 5 for waking them all up / freeing them and 5 for balancing them fully) . This brings Oram's new total to 20.

Skill knowledge

Detection: Noticing when half of your group seem "out of reality"
Detection: Spotting changes in the environment.
Detection: Noticing ways your diri changes
Detection: Noticing changes in your environment by seeing changes in someone else's.
Dancing: Dancing with the fairies.
Discipline: Standing in the presence of Induks
Discipline: Standing in the presence of Immortals
Discipline: Not being overwhelmed by Cassion's story
Discipline: Continuing to focus in the face of exhaustion.
Discipline: Standing firm, being loyal.
Discipline: Not balking when you recognise a Diri of Destruction
Discipline: The art of a defiant glare
Endurance: The Forging
Endurance: Standing in a maelstrom
Endurance: The wrath of Qylios
Endurance: The toll of a very long day!
Endurance: Feeling battered by your environment
Endurance: Physical battering.
Engineering: Rebuilding something broken
Engineering: How to reconstruct in a crisis
Engineering: Building without looking!
Psychology: Induk psychology is different.
Psychology: Immortal psychology
Storytelling: Stories have power
Storytelling: Watching Cassion's story
Storytelling: Getting to the bottom line of a story
Storytelling: Watching yourself in a story woven by Cassion is a unique experience for a sojourner.
Tactics: Taking individual parts and making them into a whole.
Tactics: Aiming for peace.
Tactics: Creation balances a Diri of Destruction

Non Skill Knowledge

You may assume up to 5 pieces of non-skill knowledge for each PC / NPC you saw / interacted with in this thread. This must make sense for what you have seen / experienced.

Rewards

Immortals
  • Ziell's Peace At the end of this, when you are all standing together, Ziell approaches Oram and offers his Blessing. He explains that he is impressed with Oram's attitude and hopes to forge a relationship. You have been granted the blessing of Ezere at Favored. You get the first three 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.
  • Xiur's Hope Xiur also approaches Oram and tells him that, in the Sweetwine Tree and here he was more than impressed with Oram's determined nature. He blesses Oram's Bow and gives it the permanent enchantment of Shooting StarA Bow can be blessed to emit a ray of star light in a path that displays the trajectory of the arrow nocked upon it. This does not affect the shooter's ability to maintain this aim, and if the light moves from the target upon release of the arrow, the shot will still miss the mark.
  • Cassion's Favourite Cassion is pleased with Oram, who progresses in his Sojourn mark:
    • Safe Camp When one takes camp in the wilderness, they take risk. Dangers lurk when the traveler is in stasis and many expeditions have ended with ambush in the dark of night. Safe Camp is an ability Cassion allows his followers during such a time to avoid some of the worst of what untamed Idalos has to offer. Any camp can be deemed, ‘safe’, but only a single camp for a trial. The Sojourner marks the edges of the camp with drops of his own blood, naturally warding away predators and creatures who might prowl through the night. Marking an entrance, a Sojourner opens a door to a comfortable extra-dimensional space with a warm roaring fire in the hearth that will burn all eve if willed to. This room often changes depending on the area the Sojourner is in, naturally blending with local customs of comfort and style. No object from this room can be taken from the inside as it exists only as a respite for the weary. This ability is only available if the Sojourner takes the time to set up camp, and cannot be used instantly in a combat situation to avoid harm or escape to an extra-dimensional space. This space, while comfortable and roomy enough for a traveler, a few companions, and even their mount, holds no food or other comforts save those that they might need to enjoy a restful evening. A side effect of the ability is that it naturally draws non-aggressive travelers to the location, a beacon for any and all who walk the road to their own ends, but do not seek the end of others they may meet. A Sojourner is not permitted to refused entrance or rest to any who come, even if that means they must sleep on the hard floor outside. Any outsiders seeking to enter the extra-dimensional space for a hostile or aggressive purpose will find themselves in the material space taken up by the camp, not allowed into the space created by the Sojourner. Should the entrance to the space be discovered and destroyed, the Sojourner and all interred companions are transported back to the material space occupied by the Camp.
    • Souvenir A Souvenir is a piece of travel, a memory attributed to an object of importance. Cassion travels with many, tangled in his hair. A souvenir can be almost any item, but it must have great importance to a particularly impactful event or accomplishment that the marked has achieved. Dedicated in such a way, it gains a supernatural power that can be used by any who possess it at the time. Only one Souvenir can be utilized at first mark, but an additional souvenir can be collected and dedicated at each level of mark thereafter. Should a souvenir be destroyed or stolen, the marked will need to dedicate another to a different memory, or track down the thief responsible. The power of the Souvenir tends to be variable, depending on the nature of the object and what memory it is associated with. When achieving this ability, you may submit a suggestion to the PSF. Be sure to explain the object’s importance as well. These abilities function like minor magical effects, but ones that can be quite useful. Boots that stride upon calm water, dedicated from an adventure set in the shoals and shallows of a reef, or perhaps a blade that always burns hot with the heat of a desert sun. Other possible examples might be a bone bead that renders you untrackable to a particular beast of scent, or a shell by which you can draw a fresh breath every two breaks, rather than needing to breathe the air around you. A Souvenir must have a story attached that explains the effect it provides. At this level, the effects can be quite useful, but are often not astounding.
  • Ziell's Thanks Alongside the base abilities, Oram progresses in Ziell's mark.
    • The Smell of Conflict This ability can be used to smell aggression and the intent to harm. Violence or the potential of violence has a strong smell. Some marked use this ability to patrol the streets of their city, following the scent to scenes of violent crimes and putting a stop to them. Others catch a whiff of violence growing in the bar and decide to call it an early evening. If someone intends to do the marked one harm, one with this ability can smell it on them.
    • Chill Finger The user of this ability can impart the effects of hypothermia on anyone they meet with skin on skin contact. The effect is immediate and spreads from the point of contact throughout the entire body. During the warmer months this ability, at best, imparts sharp tremors and shortness of breath, but during the colder months it can debilitate an opponent with weakness, chills, and tremors. Not meant to be a deadly ability, this power paradoxically guards the victim against the fatal effects of the chill they are affected with. Although they will experience the full devastation of hypothermia, they will be freed within a break (or when the marked removes contact) with their body temperature restored to a natural, healthy state.
  • Karem's Thanks with thanks for all he has done, Karem gifts Oram with just one of her abilities. As one of the Elemental Wolves your choice which element, approaches him she gives Oram the ability Pack BondThe Favored is granted an omega wolf familiar, a constant companion. The wolf is significantly more intelligent than regular wolves and is somewhat bigger. In addition, this spirit can communicate not only with it's companion, but with other wolves of its pack. Karem can, at any time, contact any of the wolves her blessing grants, but they can only contact her if she chooses to listen. If the wolf is too heavily drained or badly injured it will revert to a spirit form until it is either rested or healed. The wolf can also choose to revert to spirit form at will, though they generally only do so in crowded cities and such. The blessed can still communicate with their wolf in spirit form. The wolf can tell when someone else has been blessed by Karem, and will always be able to find others who bear Velduris. It is not a Velduris wolf, but it is the same bond and it has the same abilities. It can sense Velduris wolves, but Velduris wolves will know that this is a Karem-granted wolf, bonded to a non-Velduris.
    Induks
    • Primus Principales of Fire~ Oram has moved up a rank as Fireforged. You gain the following:
      • identify: As someone who has developed a close bond with a spirit themselves, the forged in partially connected to the spiritual realm. Not only can the forged see spirits of all kinds, but when they look upon a spirit they will recieve a fairly close, if not entirely accurate, impression of what that spirit's concept is.
      • Fireball: An old classic. The Fireforged can conjure a ball of fire the size of their palm in their hand. This fire will not harm them or any other Fireforged, but to anything else will burn like any regular fire. They can hold it as if it were a solid object, and throw it at anyone as if it were a baseball. The Fireforged can create one fireball per trial for every five points they possess in the Order of the Forged.

Medals

I have awarded you the following medals
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The Forging. This medal is only available to those who took part in this thread and celebrates your awesomeness.
Image
Right in the Feels (for Oram / Bao totes emosh)
Image
LOL Worthy (for your post titles!)
Image
Me Gooseta (for simply awesome writing all the way through this).

Plot Hook

Following the events of the Forging, things on Scalvoris would never quite be the same. Each person present is given a task by one of the Immortals. It is entirely optional and will infer no negative consequence if you do not do it.

The Immortal who approaches Oram is Ralaith
Ralaith approaches Oram and tells him that he is asking Oram for help. As the Immortal of Bears, he is aware of their decreasing population in Scalv. Would Oram consider helping with that, he wonders? Maybe working with the rangers or other groups on Scalvoris, maybe resettling bears in different places. The Bumble Bears of Sweetwine are especially important to him, he explains, and he would like to see them expanding where they live.

Will you help?


Doran

Feedback

The way you write Doran is just so impressive to me! He's consistent and expertly written with a quiet but very present sense of humour and a strong and determined personality. I'm so impressed with your writing, and the pc and I very much hope that you enjoy his very well-deserved rewards!

Points

XP = 20
Renown = 25.
Forged Points: 16 (2 for a thread, 2 for collaboration, 2 for Induk presence, 5 for waking them all up / freeing them and 5 for balancing them fully)

Skill knowledge

Detection: Noticing when half of your group seem "out of reality"
Detection: Spotting changes in the environment.
Detection: Noting specifics about White Eagles.
Detection: Minor changes in an altar.
Detection: Changes in Drainglass after use
Discipline: Standing in the presence of Induks
Discipline: Standing in the presence of Immortals
Discipline: Not being overwhelmed by Cassion's story
Discipline: Recognising that something has changed you and working out ways to hold that.
Discipline: Standing perfectly still in a maelstrom
Discipline: Focus on what's in front of you.
Endurance: The Forging
Endurance: Standing in a maelstrom
Endurance: The wrath of Qylios
Endurance: The toll of a very long day!
Etiquette: Bowing as a sign of respect in a truly unknown situation.
Investigation: Questioning the situation, even when it seems absolutely to be one thing
Investigation: Asking questions before committing.
Psychology: Induk psychology is different.
Psychology: Immortal psychology
Socialization: Putting forward a compelling argument
Storytelling: Stories have power
Storytelling: Watching Cassion's story
Tactics: Taking individual parts and making them into a whole.
Tactics: Aiming for peace.
Tactics: Creation balances a Diri of Destruction
Tactics: Recognise when you are not responsible for something.
Tactics: The use of drainglass against a diri of Destruction.
Tactics: Use your environment to your advantage
Tactics: Use all your resources, even ones not there!

Non Skill Knowledge

You may assume up to 5 pieces of non-skill knowledge for each PC / NPC you saw / interacted with in this thread. This must make sense for what you have seen / experienced.

Rewards

Immortals
  • Ziell's Peace At the end of this, when you are all standing together, Ziell approaches Doran. He embraces his son and and tells him that he is proud of the man he has become. He offers Doran his Blessing. You have been granted the blessing of Ezere at Favored. You get the first three 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.
  • Cassion's Scribe Cassion also approaches Doran and tells him that he is delighted with the focus Doran had on the legends and tales and stories of this adventure. Doran has been granted Sojourn at Favored. He gets the first three abilities.
    • Blood Son The first ability in Sojourn comes with the blood that is shared of Cassion. The marked is forever changed, transformed a small measure divine by the Immortal’s own blood and commitment. The blooded of Cassion find they are no longer satiated by stagnancy. To be a chosen of Cassion is to have your home always on the horizon. Sojourners tend to be adventurers, thrill seekers and wanderers. The Blooded of Cassion are vibrant people flowing with life. Each is gifted with enormous appetites and the ability to subsist on substandard food. So long as it is edible, they can thrive upon it. Each one heals half again as fast as another member of their race and can often push the limits of the endurance that a member of their species might have. By virtue of their divine nature, Sojourners can always recognize each other on sight and any object or person touched by Cassion.
    • Journey's Meal A Sojourner must prepare many meals on the road between adventures. Most often, they are accompanied by others. This ability can only be used once a trial but allows any meal prepared for a Sojourner to satiate both themselves and their companions, no matter how little there was to prepare in the first place. In order to work, the Sojourner must do their best to make the meal as appetizing and filling as they have the material to provide. This Meal can feed the Sojourner and up to three other companions (including animals). Those who eat the meal will find the taste vastly improved, so long as the Sojourner explains either the origin or the process of making such food available as they are enjoying it.
    • Traveler's Skills I The character is granted an extra three skill points which may be spent only on the following skills:Discipline, Fieldcraft, Sailing, Storytelling, Cooking, or Navigation. 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.
  • Xiur's Pleasure! Xiur is very pleased with Doran in this adventure, and he grants him progression in his mark. Doran becomes an Adored of Xiur. He gains the first three abilities of that level.
    • Bolstered Optimism The character is granted an extra six skill points which may be spent only on the following skills: Etiquette, Navigation, Psychology, or Teaching. 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.
    • Starry Eyes The Blessed can always see perfectly well in all darkness. What's more, he can detect Shadow-form Naerikks, and can see through the shadow-based blessings of Audrae, if his blessing level is superior to theirs. This does not, however, cure blindness.
    • Cloud Nine The Blessed can put one adversary to sleep. The amount of divine force needed to complete this act depends on the level of Resistance or Discipline the target possesses, whichever is higher. The targets will be marked so their superiors will know that they were targeted by an Immortal power, to spare them serious repercussions.
  • Daia's Delight Daia is very grateful to Doran and he progresses in her mark.
    • 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.
  • Ralaith's Respect with thanks for all he has done, Ralaith gifts Bao one of his abilities. He explains that Doran's investigation into history has been something which he, Ralaith, has noted and he grants Doran the ability to use psychometry For the chosen of Ralaith, time is an open pool. While not gifted with the perspective to see all time forward and back as Ralaith can (as the weight of constant sight forwards and backwards would collapse almost any non Immortal mind) a marked can channel their sight through artifacts and mediums to gain insight that would have otherwise been obscured from a more casual observer. The first level of this ability allows a marked of Ralaith to take an item and read the impressions and memories cast upon it. Instances of great passion or importance will rise first, requiring more minor impressions to be gleaned after hours of concentration with the object. At this stage, looking into the past can only go a limited distance, the space of ten years. But almost any event in the object’s history can be seen or experienced within that time. Depending on the intensity of the emotion or event the knowledge is experienced in one of two ways, either in visions ‘whispers’ or immersion ‘shouts’. An axe used to carve up a family, wielded by a man magically compelled to destroy the things he loves would be so intense a moment that the marked would be drawn into the vision, feel the spray of blood on their face, feel the emotions roiling within them, and see the axe carve bone and flesh...whereas a rope used to tie up a criminal might only impart itself as a brief sensation of rough rope on skin and the vision of a man trussed up. Players are encouraged to take creative liberty with this ability. Knowledge is not always comfortable to gain. Easy questions like “Who does this belong to, what was it used for? What important event was it a part of” are the easiest to ask and tend to make the chosen of Ralaith the greatest investigators in Idalos. three times a season.
  • Famula's Favor Famula is impressed with Doran's willingness to listen to reason, as she sees it. She removes his magic, restoring his soul. You are now at 0 points and uninitiated in your magics. You may reassign those points to other, non-magic skills.
Induks
  • Principales of Ice~ Doran has been Forged as an Iceforged. You gain the following:
    • A new Diri called note=Lumi]Image[/note]. Please see approval here
    • Reforged: Forged are not named as they are for no reason. By accepting an Induk's deal their body is filled with their power and tempered by it, making it tougher than it was before. A Forged will find that their skin is like a leather armour and their bones like iron rods, making them more resistant to blunt physical damage.
    • 0 Points: Frozen Heart: Sometimes a guardian must make tough choices in order to do their duty. They must be able to put aside their own personal desires and act in the best interests of many. Ishallr understands this better than most, and with this ability allows his Iceforged to ease the burden of such a difficult decision. Frozen Heart is an ability that can be activated by the user at will, or triggered by Ishallr or the Iceforged's diri. With it the Iceforged's emotions are temporarily removed, allowing them to act with cool dispassion and focus in any situation, and make the most logical decisions without taking into account individual emotions.

Medals

I have awarded you the following medals
Image
The Forging. This medal is only available to those who took part in this thread and celebrates your awesomeness.
Image
Right in the Feels
Image
Me Gooseta (for simply awesome writing all the way through this.

Plot Hook

Following the events of the Forging, things on Scalvoris would never quite be the same. Each person present is given a task by one of the Immortals. It is entirely optional and will infer no negative consequence if you do not do it.

The Immortal who approaches Doran is Qylios
Qylios speaks to Doran and tells him that she knows how damaging her actions have been. She would like to truly understand the story of what happened here and how Enri was involved. She wonders if he would consider researching it and writing it all for her, so that she might be able to see the bigger picture.

Will you help?


Elisabeth

Feedback

The way you write Elisabeth is just lovely - she's so very full of emotion and trying so hard to keep a focus and yet to look after everyone at the same time. In the face of a thousand barriers, she finds herself in a position of just always doing her best. She's a beautifully written PC and I hope that you enjoy your rewards!

Points

XP = 20
Renown = 25.
Forged Points: 16 (2 for a thread, 2 for collaboration, 2 for Induk presence, 5 for waking them all up / freeing them and 5 for balancing them fully)

Skill knowledge

Detection: Noticing when half of your group seem "out of reality"
Detection: Spotting changes in the environment.
Detection: Watching Induks carefully, as you're in the thick of it.
Detection: Hearing another voice through the maelstrom
Discipline: Standing in the presence of Induks
Discipline: Standing in the presence of Immortals
Discipline: Not being overwhelmed by Cassion's story
Discipline: Holding back tears
Discipline: Not allowing panic when things go horribly wrong
Endurance: The Forging
Endurance: Standing in a maelstrom
Endurance: The wrath of Qylios
Endurance: The toll of a very long day!
Endurance: The battering of being Death-Forged
Etiquette: Addressing an Induk politely.
Etiquette: Ensuring that people are heard.
Psychology: Induk psychology is different.
Psychology: Immortal psychology
Singing: A Videnese lullabye
Singing: Singing in a maelstrom
Singing: Sometimes, what you sing isn't important.
Socialization: Putting forward an argument clearly
Socialization: Listening to others and including everyone
Storytelling: Stories have power
Storytelling: Watching Cassion's story
Tactics: Taking individual parts and making them into a whole.
Tactics: Aiming for peace.
Tactics: Creation balances a Diri of Destruction
Tactics: Balance is a strength
Tactics: Using every resource you have

Non Skill Knowledge

You may assume up to 5 pieces of non-skill knowledge for each PC / NPC you saw / interacted with in this thread. This must make sense for what you have seen / experienced.

Rewards

Immortals
  • Qylios' Gaze At the end of this, when you are all standing together, Qylios speaks to Elisabeth and tells her that she is impressed by Elisabeth's determination and courage. She offers Elisabeth her Blessing. You have been granted the blessing of Celarion at Favored. You get the first three abilities
    Bond (Minor) The Favored can Bond with 1 other person. In doing so the Bonded individual gains a single glowing band around their left forearm. The Bond remains as long as both the Favored and the Bonded allow it. The Bond only functions within 300 feet of the Favored, and dissipates shortly beyond that distance.
    Illustrius SKills I The character is granted an extra three skill points which may be spent only on the following skills: Blades, Leadership, Discipline, or 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.
    Bound in BattleThe Favored and those Bonded with them are better able to fight together. Their tactics and movements flow almost seamlessly with little-to-no spoken communication. The Bond passes insights and slight thoughts between those Bonded while in combat together.
  • Xiur's Hope Xiur also approaches Elisabeth and tells her that he is pleased with her and her hopeful optimism. He thanks her for finding comfort in the stars. Elisabeth has been granted Nalos at Favored. She gets the first three abilities.
    Optimism The character is granted an extra three skill points which may be spent only on the following skills: Etiquette, Navigation, Psychology or Teaching. 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.
    Flow of Morale The Blessed is able to bring a brief surge of hopeful resolve to those around him. Within 10 feet, this lasts for eight bits; to 20 feet, it lasts for five bits; to 30 feet it lasts for two bits. At "Adored", double either the range or duration. At "Exalted", double both.
    Calming Overcast A tense situation suddenly undergoes a dusky graying light, and the attitudes of everyone within 50 feet are affected as if the current hostility instead happened the day before, and everyone has had the time to cool off.
  • Xiur's Progressio Alongside the base abilities, Xiur grants Elisabeth progression.
    • Night Torch The Blessed can touch any item and cause it to glow with a bright, starry light. This light can be directed away from the holder, so as not to dazzle night vision. If no other Nalos abilities are used, this can be maintained as long as the item is held by the Blessed.
    • Fog Bank The Blessed can generate a concealing fog to aid an innocent or threatened person to escape harm. If the target is instead genuinely guilty of some wrong, for which he was being pursued, the fog will instead leave trail behind him; as well as a revealing nimbus around him for a number of breaks equal to the Blessed's Etiquette skill. The target will have to run through the fog bank to activate this trail. During this time, placing this fog a second time will immediately dispel the current one.
  • Qylios' Thanks Alongside the base abilities granted, Qylios progresses Elisabeth in her mark.
    • Brilliant Weapons (Minor) ~ The Favored is able to create weapons out of solid light. The Favored can only generate one melee weapon at a time. To produce a weapon, the Favored must be in an area of substantial illumination (ie. Outside during the day, in a well-lit room, or at night during a full moon).
    • Bound Tongue (Minor) ~ The Favored is able to understand one Fluent Language of those they have Bonded. The selected language can be changed once per trial.
  • Ethelynda's Thanks with thanks for all she has done, Ethelynda gifts Elisabeth one of her abilities. She thanks Elisabeth for seeking to InspireWhen this skill is activated, those around the user find themselves able to resist the fears and doubts that plague their minds, allowing them to act in spite of them when they might otherwise be unable to do so. This does not only apply to martial fears and doubts, but to fears and doubts in all facets of life. those around her and gives her this ability. This may be utilised 3 times a season.
Induks
  • Principales of Ice~ Elisabeth has been Forged as a Iceforged. You gain the following:
    • A new Diri called FintanImage. Please see diri approval here
    • Reforged: Forged are not named as they are for no reason. By accepting an Induk's deal their body is filled with their power and tempered by it, making it tougher than it was before. A Forged will find that their skin is like a leather armour and their bones like iron rods, making them more resistant to blunt physical damage.
    • 0 Points: Frozen Heart: Sometimes a guardian must make tough choices in order to do their duty. They must be able to put aside their own personal desires and act in the best interests of many. Ishallr understands this better than most, and with this ability allows his Iceforged to ease the burden of such a difficult decision. Frozen Heart is an ability that can be activated by the user at will, or triggered by Ishallr or the Iceforged's diri. With it the Iceforged's emotions are temporarily removed, allowing them to act with cool dispassion and focus in any situation, and make the most logical decisions without taking into account individual emotions.

Medals

I have awarded you the following medals
Image
The Forging. This medal is only available to those who took part in this thread and celebrates your awesomeness.
Image
Right in the Feels
Image
Been there, died there! (it was in another thread, but part of this series)
Image
Ow!
Image
Me Gooseta (for simply awesome writing all the way through this.

Plot Hook

Following the events of the Forging, things on Scalvoris would never quite be the same. Each person present is given a task by one of the Immortals. It is entirely optional and will infer no negative consequence if you do not do it.

The Immortal who approaches Elisabeth is Ethelynda
Ethelynda speaks frankly to Elisabeth and tells her that she would ~ in the future ~ offer the young mage her mark. There is no doubt in Ethelynda's mind that Elisabeth seeks to protect others. However, she also is clear that first, Elisabeth needs to protect herself. She asks Elisabeth to help her, if she would. Ethelynda and Vri have discussed that there should be a level of Honouring and Remembrance of those who who have died in the process of this event. From the beginning, when the Induks were first trapped to now, people have died and should be honoured and remembered.

Will you help?


Arlo

Feedback

Well, I'm sure that you know just how much I love your writing and this event was no exception! Arlo was his usual determinedly stubborn and not going with the flow type and it worked really well. You have a beautiful writing style and I sincerely hope that you enjoy the rewards!

Points

XP = 20
Renown = 25.
Forged Points: 16 (2 for a thread, 2 for collaboration, 2 for Induk presence, 5 for waking them all up / freeing them and 5 for balancing them fully)

Skill knowledge

Detection: Noticing when half of your group seem "out of reality"
Detection: Spotting changes in the environment.
Detection: Noticing the presence of Immortals around you
Detection: Picking out details from a malstrom of sound
Discipline: Standing in the presence of Induks
Discipline: Standing in the presence of Immortals
Discipline: Not being overwhelmed by Cassion's story
Discipline: Hang on to what you know to keep yourself focused
Endurance: The Forging
Endurance: Standing in a maelstrom
Endurance: The wrath of Qylios
Endurance: The toll of a very long day!
Endurance: Life forging is an intense experience.
Etiquette: Addressing Induks respectfully.
Psychology: Induk psychology is different.
Psychology: Immortal psychology
Socialization: Make a convincing argument
Socialization: Agreeing with a point well made
Storytelling: Stories have power
Storytelling: Watching Cassion's story
Storytelling: Telling a story of balance
Storytelling: Persuading by storytelling
Storytelling: Ensure that you drive home your point with examples.
Tactics: Taking individual parts and making them into a whole.
Tactics: Aiming for peace.
Tactics: Creation balances a Diri of Destruction
Tactics: Be prepared by using previous experience to warn others.
Tactics: Use your resources wisely.
Tactics: Enforced peace is not balance.
Tactics: Always note the loophole

Non Skill Knowledge

You may assume up to 5 pieces of non-skill knowledge for each PC / NPC you saw / interacted with in this thread. This must make sense for what you have seen / experienced.

Rewards

Immortals
  • Moseke's Mark At the end of this, when you are all standing together, Moseke speaks to Arlo and tells him that she appreciates his down-to-earth nature and respect of all things of Nature. You have been granted the blessing of Sevrath at Favored. You get the first three abilities
    • Willows' 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.
  • Karem's Approval Karem also approaches Arlo and tells him that she's been watching him and is pleased to see his attitude and way of being. Arlo has been granted Velduris at Favored. He gets the first three abilities. Please note that, like Oram, your wolf will be one of the Elemental Wolves here. Your choice which type.
    • Pack Bond The Favored is granted an omega wolf familiar, a constant companion. The wolf is significantly more intelligent than regular wolves and is somewhat bigger. In addition, this spirit can communicate not only with it's companion, but with other wolves of its pack. Karem can, at any time, contact any of the wolves her blessing grants, but they can only contact her if she chooses to listen. If the wolf is too heavily drained or badly injured it will revert to a spirit form until it is either rested or healed. The wolf can also choose to revert to spirit form at will, though they generally only do so in crowded cities and such. The blessed can still communicate with their wolf in spirit form. The wolf can tell when someone else has been blessed by Karem, and will always be able to find others who bear Velduris.
    • Sense of Prey A skill that allows the blessed to tell where a prey animal may be found nearby, allowing the wielder to always be able to find food at need. They can also tell whether people around them have weak combat skills or are easily intimidated.
    • Velduris Skills I The character is granted an extra three skill points which may be spent only on the following skills: Animal Husbandry, Animal Training, Fieldcraft, Ranged Combat, Thrown Combat, or Hunting. 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.
  • Proud Dad! Cassion is happy with Arlo for all he has done here and is pleased to see the Ishallr story they created together so many years ago come to fruition. Arlo increases in his mark:
    • Glutton for Punishment When the Sojourner consumes, all watch in awe. The amount of food the Sojourner can put away is enormous. With this ability, the Sojourner's hunger takes on an even more important aspect. When consuming food fit for an ordinary mortal to subsist on, the Sojourner can choose to glut themselves in order to heal wounds and stave off life threatening conditions. A Sojourner must eat past the point of satiation for this ability to activate and the food must be fit to be consumed by ordinary people with no ill effect. This ability cannot be stacked with Dust Eater. For minor wounds, at least twice the Sojourner's ordinary limits must be consumed to heal. For moderate wounds, the Sojourner must eat his own body weight in food and for extreme or heavy wounds, twice or even thrice the Sojourner's body weight must be consumed in order for the power of the ability to work. A Sojourner cannot eat everything in a moment, but truly glut themselves a feast of immense proportion. Should they be poisoned, the effects of such things can be held off by constantly consuming new food items. Only by gluttony can the Sojourner save themselves from the agony of death. A Sojourner will gain no new weight from such consumption as it appears the food simply vanishes down their endless gullet. This ability may be used twice per Cycle and is often quite disturbing to watch.
    • Wayfair Companion The life of a Sojourner is not meant to be a lonely one. At this stage, Cassion grants the marked a Spirit of Travel to share the journey. These spirits are usually quite intelligent, much older Anak than the usual ones encountered. They build relationships with the marked. The Spirit is capable of taking form and manifesting as a simple mount of choice. It can take the shape of any common mount appropriate for the environment. Much like Any Land, Any Time, it will usually take on the form most adapted and expected for the particular place the Sojourner is in. When unmanifested it hovers about the Sojourner like a wreathe, smelling of road dust, sea spray, mountain air, or pine forests depending on the location the Sojourner currently is. Should the spirit be slain, another will be sent within an Arc, although only two such mounts are ever awarded. The Companion is a close one, often standing guard over the Sojourner as they slumber. The unique ability of this spirit is a kind of kiss, a mark it can impart on the trusted companions that the Sojourner meets along the way. When in danger, the mark of the kiss will vanish from the skin of the companion, summoning the Spirit in mount form to carry them to safety. Only three such individuals may be marked in such a way and the spirit will return to the Sojourner once the task has been completed, unless instructed otherwise by the Exalted.
  • Qylios' Thanks Qylios is pleased with Arlo's work to help her family. He progresses in his mark.
    • Brilliant Weapons (Minor) The Favored is able to create weapons out of solid light. The Favored can only generate one melee weapon at a time. To produce a weapon, the Favored must be in an area of substantial illumination (ie. Outside during the day, in a well-lit room, or at night during a full moon).
    • Bound Tongue (Minor) The Favored is able to understand one Fluent Language of those they have Bonded. The selected language can be changed once per trial.
  • U'frek's Thanks with thanks for all he has done, U'frek too increases Arlo's mark.
    • Desalination The user can convert a half-barrel of salt water into fresh water. It involves first collecting the salt water and placing one's hands into the water. A white 'Aurora' flashes through the water and then outwards, carrying with it long tendrils of fine salt caked together and let drop elsewhere in large chunks. This can be done once a trial. At Adored, this is increased to six barrels and at Exalted, to twelve.
    • Fog of War The user with this ability can fill the air with a misty aurora that swirls from their body. The mist will cover an area 400' (121m) in all directions to conceal themselves. One can see into the fog only 20' (6m) or so at Favored. At Adored, the fog can increase to 600' (183m) and the blessed can see and navigate through it entirely. At Exalted, the size increases to 1000' (305m). This can be used once a trial.
    Induks
    • Principales of the Soul~ Arlo has been Forged as a Songforged. You gain the following:
      • A new Diri. Please submit your diri write up here
      • Reforged: Forged are not named as they are for no reason. By accepting an Induk's deal their body is filled with their power and tempered by it, making it tougher than it was before. A Forged will find that their skin is like a leather armour and their bones like iron rods, making them more resistant to blunt physical damage.
      • Soulforged have a special bond with nature. They see the plants and trees of the world not just as resources or decorations, but as living, breathing entities. With this ability the Soulforged is able to speak to plants and trees, allowing them to ask the flora to reveal information it might have overheard so long as they have sufficient social skills to persuade the plant to part with this information.
    Please note that your Diri must be approved before you may utilise these abilities.

Medals

I have awarded you the following medals
Image
The Forging. This medal is only available to those who took part in this thread and celebrates your awesomeness.
Image
Right in the Feels (for the deep emotion in each post)
Image
Plots! For great plots!
Image
Me Gooseta (for simply awesome writing all the way through this.

Plot Hook

Following the events of the Forging, things on Scalvoris would never quite be the same. Each person present is given a task by one of the Immortals. It is entirely optional and will infer no negative consequence if you do not do it.

The Immortal who approaches Arlo is Saoire
Saoire approaches Arlo and asks him if he might help her with something. The cadouri are settling in to Idalos very well, she says, and she is very happy with how they have all been welcomed on Faldrass. She wonders, though, if Arlo might consider visiting her school on the volcano island and telling the cadouri some of the tales of Idalos - they would be interested in everything and anything, she assures him, but many of them want to go out and find adventure but by virtue of being - for example - two foot tall and squeaky, they are often not suited to a life on the road. She is sure that they would love such a thing and maybe they could become a regular occurance?

Will you help?


Darius

Feedback

You are such a talented writer, writing such a well-considered and well-played PC. Darius is so very expertly written, you portray him as a very human soul with nuance, flaws, strengths and a deep well of emotion. He's a great pc, and I sincerely hope you enjoy your rewards!

Points

XP = 20
Renown = 25.
Forged Points: 16 (2 for a thread, 2 for collaboration, 2 for Induk presence, 5 for waking them all up / freeing them and 5 for balancing them fully) . This makes Darius' new total 40 and grants him the rank of Centurion.

Skill knowledge

Caregiving: Giving someone a hug to show everything's ok
Caregiving: Telling others of your concern for them
Caregiving: Telling others that you trust them
Caregiving: Demonstrate your trust
Detection: Noticing when half of your group seem "out of reality"
Detection: Spotting changes in the environment.
Detection: Watching the changes in chainstones
Discipline: Standing in the presence of Induks
Discipline: Standing in the presence of Immortals
Discipline: Not being overwhelmed by Cassion's story
Discipline: Not giving in to the new, but remaining loyal
Discipline: Use memories to stay strong in the present.
Discipline: Doing what is required of you
Endurance: The Forging
Endurance: Standing in a maelstrom
Endurance: The wrath of Qylios
Endurance: The toll of a very long day!
Etiquette: How to address Induks
Leadership: Being clear with mortal, Immortal and Induk.
Psychology: Induk psychology is different.
Psychology: Immortal psychology
Singing: Harmonising with another
Singing: Singing in a maelstrom of sound
Singing: Singing a song you don't know
Singing: Trying to find harmonies in those around you.
Storytelling: Stories have power
Storytelling: Watching Cassion's story
Tactics: Taking individual parts and making them into a whole.
Tactics: Aiming for peace.
Tactics: Creation balances a Diri of Destruction

Non Skill Knowledge

You may assume up to 5 pieces of non-skill knowledge for each PC / NPC you saw / interacted with in this thread. This must make sense for what you have seen / experienced.

Rewards

Immortals
  • Cassion's Favour Since Darius has no wish for blessings, Cassion instead offers him a single ability from his mark, in an item, which can be used 3 times a season. The ability is up to Darius and may be from Favoured or Adored Sojourn. (Please note, there is a re-write of Sojourn in the works. As and when that hits the boards, you will be able to change it, if so desired).
  • Qylios' Thanks Qylios too tells Darius that she is immeasurably grateful to him. She grants him the ability to bondThe Adored can Bond with up to 3 other people. In doing so all Bonded individuals gain the single glowing band around their left forearm. The Bond remains as long as both the Adored and those Bonded allow it. The Bond only functions within 1000 feet of the Adored, and dissipates shortly beyond that distance. Images and feeling can be willed across the Bond. The higher the sender’s Discipline, the more details can be relayed. with up to three other people. This allows Darius and those he has bonded to to fight and work better togetherThe Favored and those Bonded with them are better able to fight together. Their tactics and movements flow almost seamlessly with little-to-no spoken communication. The Bond passes insights and slight thoughts between those Bonded while in combat together.
  • Saoire's Gift Although she does not mark Darius, Saoire gives the marriner a gift. She too bestows on him the ability to use one ability, 3 times a season. For her, though, that ability is obviousCatch and Return Sometimes, merely stopping an offensive strike is not enough render it harmless. In such cases, all that can be done is to make sure it doesn't harm anyone besides the one who attacked. Catch and Return creates a temporary Gateway that takes in any attacked and rebounds it towards the attacker. This is most effective against ranged or supernatural attacks, but it does bounce back physical melee attacks as well.
  • U'frek's Appreciation U'frek wishes Darius well on the land and the water. He gifts the marriner a small bracelet, which may be used once a season. It will, he says, healHealing Aurora (Minor) The user who uses this ability will find a blue aurora streaming out from their body to encompass, either an individual in need of healing. The aurora will surround the individual and slowly heal minor wounds. The same ability can be used to repair small holes in the ships hull. This can be taxing on the user, making them feel drowsy after use. both a ship or a member of its crew.
  • Daia's Dance Finally, Daia thanks Darius for all his work. She tells him that she was very impressed with his support of Elisabeth and the way he sang. She believes, she says with a smile, that he should add Dancing 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. to that. She gives him a necklace which will help. This may be activated 3 times a season.
Induks
  • Centurian of Fire~ Darius has gained a new rank as FireForged!. You gain the following:
    • Lesser Incarnation: The diri that accompanies a forged in the conduit to their power. Usually this diri cannot be seen except by other forged or those with the ability to see spirits, however with this ability the diri can temporarily take on the physical form of an animal no heavier that 4kg. They can maintain this phsycial form for 1 minute per point the forged posesses in the forged faction, and during this time can be seen by other physical beings and interact fully with the physical world. They still maintain their intelligence and mental bond to the forged, but cannot use any other forged powers while in this state. If the physical form is killed the diri will experience pain, but instantly return toi being a spirit. This form cannot possess basic abilities such as flight or sharp claws, but cannot possess any unusual or deadly features such as venom or magical abilities.
    • Phoenix Wings: The Fireforged can conjure wings made of pure flames from their back, like those of the legendary phoenix. These wings will allow them to fly as any tangible wings would, though require the Fireforged to learn the flying skill in order to control. Regular attacks cannot damage these wings, however if they are extinguished this ability will end and the Fireforged will fall to the ground (so beware of rain.) The Fireforged can maintain this ability for ten trills per day for every point they possess in the Order of the Fireforged. If the Fireforged already possesses a natural set of wings they can instead coat these wings with flames that will not burn them, preventing them from being grabbed or restrained.

Medals

I have awarded you the following medals
Image
The Forging. This medal is only available to those who took part in this thread and celebrates your awesomeness.
Image
Right in the Feels (for the deep emotion in each post - this is your 2nd awarded medal of this kind)
Image
Me Gooseta (for simply awesome writing all the way through this.

Plot Hook

Following the events of the Forging, things on Scalvoris would never quite be the same. Each person present is given a task by one of the Immortals. It is entirely optional and will infer no negative consequence if you do not do it.

The Immortal who approaches Darius is Cassion
Cassion shares a moment with Darius after this and tells him that he is very pleased with how things turned out. Darius' job as Soul Bearer will be important and Cassion explains that he would have offered Darius his mark at the time of his Fire Forging, had he not known that - for some reason - he needed not to. He asks Darius if he'd help him with something, though. There are many stories told by the seafarers of Idalos and many of them are not written down. Would Darius gather what seafarers tales he can, Cassion wonders - and share them where he can.

Will you help?

Kura

Feedback

She's so clever! I love Kura and her way of thinking - the way that she thought to interject order into Chaos was amazing and I loved it. A fantastic PC, written fantastically well. Great stuff!

Points

XP = 20
Renown = 25.
Forged Points: 16 (2 for a thread, 2 for collaboration, 2 for Induk presence, 5 for waking them all up / freeing them and 5 for balancing them fully)

Skill knowledge

Caregiving: Kind words to a brave soul
Caregiving: Ensuring that all are well.
Detection: Noticing when half of your group seem "out of reality"
Detection: Spotting changes in the environment.
Detection: Noticing patterns in movements
Discipline: Standing in the presence of Induks
Discipline: Standing in the presence of Immortals
Discipline: Not being overwhelmed by Cassion's story
Discipline: Being focused, even in a flurry
Discipline: COntinuing, even when you've been battered.
Discipline: Trying not to growl
Endurance: The Forging
Endurance: Standing in a maelstrom
Endurance: The wrath of Qylios
Endurance: The toll of a very long day!
Endurance: Giving your own MB energy
Endurance: Fracturing
Endurance: Sharing a fracture experience with others.
Etiquette: Manners cost nothing
Etiquette: Politely addressing Induks and Immortals.
Psychology: Induk psychology is different.
Psychology: Immortal psychology
Psychology: Order and chaos are fundamental opposites.
Storytelling: Stories have power
Storytelling: Watching Cassion's story
Tactics: Taking individual parts and making them into a whole.
Tactics: Aiming for peace.
Tactics: Creation balances a Diri of Destruction
Tactics: Ensure that you consider all options
Tactics: Use all resources.

Non Skill Knowledge

You may assume up to 5 pieces of non-skill knowledge for each PC / NPC you saw / interacted with in this thread. This must make sense for what you have seen / experienced.

Rewards

Immortals
  • Saoire's Thanks At the end of this, when you are all standing together, Saoire approaches Kura and asks if she would accept Saoire's mark. She would like to ask Kura to teach in her school, too, but she knows that her political office is often restrictive. Saoire asks if Kura would at the least mentor people who wish to learn about politics and government. You have been granted the blessing of Telka at Favored. You get the first three abilities
    • Mentors Boon Saoire's Blessed are those who have served a term as a teacher at her school. As such, Saoire's Blessing reflects their skill as mentors to those around them. For any skill the Blessed has at least a Captsone in, those around the Blessed will find that they are better at those skills while in the presence of the Blessed, operating at one level above what it would normally be.
    • Turtle Shell One of Saoire's most famous traits is her legendary defense, and her Blessed begin to share in that defense very early on. Saoire's Blessed can call upon this ability to create a barrier around themselves that repels all physical attacks, making the Blessed immune to mundane harm as long as the barrier stays up. This power can be used once every Break and lasts for a single Bit.
    • School Gateway Any who have served a term as a teacher in Saoire's school are welcome back in her Dream at any time. While the normal gateways in and out of Saoire's Dream are only open at certain times, this power allows the Blessed to open a private gateway to Saoire's Dream at any time, from any location. When they wish to leave, this same gateway will return them to their starting point, though they may use the standard gateways to go elsewhere if they wish.
  • Yvithia's Stance Yvithia also approaches Kura and asks her if she would accept her blessing. It is her aim, she says, to build bridges between Scalvoris and Viden, even more than there have been. With the return of Treid, she and he have agreed that there will be a more positive and constructive way forward for Viden. Kura has been granted Xypha at Favored. She gets the first three abilities.
    • Telepathic Communication (Minor) As the Immortal of Communication, Yvithia is synonymous with spoken and written language. But those who truly wish to follow the Immortal find themselves with the ability to communicate with others with nothing more than their minds. With this ability, the Favored Xypha can send communications willingly with those within their range of vision, so long as the person's eyes can be seen. This ability can be used indefinitely as long as the two parties remain within visual range of each other. However, at this level, the Xypha cannot receive the thoughts back, only send his or her own.
    • Intuitive Linguist With this ability, the Xypha can choose any one EASY language and rank up to Fluent for free. This language may be denoted with an [XY] in the list, and may exceed the language cap imposed by the character's Linguistics skill.
    • The Intellectuals' Skills I The character is granted an extra three skill points which may be spent only on the following skills: Linguistics, Mathematics, Meditation, Research, Teaching.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.
  • Karem's Pleasure. Karem is happy with her daughter and she gives Kura the next level of her Velduris mark. Kura is now Adored. She gains the following abilities.
    • Loyalty of the Pack The adored is granted a second omega wolf familiar and a single beta wolf that will take charge of the small pack when the adored is otherwise occupied. The beta wolf is stronger, faster, bigger, and has keener senses. The bond to the pack grows stronger and lesser wolf familiars and wild lone wolves will answer the beta wolfs call in battle.
    • Soft Tread The tread of the adored grows near to silent, allowing them to move all but silently through virtually any terrain, allowing them to go undetected by those they hunt.
    • Velduris Skills II The character is granted an extra six skill points which may be spent only on the following skills: Animal Husbandry, Animal Training, Fieldcraft, Ranged Combat, Thrown Combat, Hunting, or Hunting. 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.
  • Raskalarn's Acknowledgement Raskalarn is pleased with Kura's actions here. She progresses in her mark:
    • Never Unarmed A conqueror and soldier must remain deadly in any situation. This ability allows a Favored to summon a single martial weapon to their hand. This weapon is one of Raskalarns and uniquely bound to the Krorros. It cannot be broken unless they are and will always retain its edge. If a weapon is not called for in the situation, this ability can also call forth a buckler for defense with similar properties. Only one can exist at any time and if the Krorros drops the weapon, it immediately vanishes.
    • Necessity and Generosity Necessity and Generosity, as the name implies, can be triggered in two different ways. The first will allow the Blessed to draw energy from those loyal to them in order to replenish their own energy, though they cannot drain others to death or unconsciousness. The second is the inverse of the first, with the Blessed feeding their own energy to their followers, with the same fail-safe as the first method. This ability can be used at will.
  • Mortalborn Kura, Nir'wei and Ralgar literally gave their life force to bring about this end. You all share an identical fracture scar and have a sense of each other at all times. This is not telepathy or any such, but you know where the others are and whether they are in danger or not. If you focus on it, you can pinpoint direction and distance, but no more than that.
  • Mortalborn Your actions have caused you to develop either a new MB ability in an existing Domain or a new Domain and single ability in it. Please post this to the PSF
    Induks
    • Principales of Fire~ Kura remains a Principales of Fire with 16 points.

Medals

I have awarded you the following medals
Image
The Forging. This medal is only available to those who took part in this thread and celebrates your awesomeness.
Image
Right in the Feels (for the deep emotion shown throughout)
Image
Me Gooseta (for simply awesome writing all the way through this.
Image
Scandalous

Plot Hook

Following the events of the Forging, things on Scalvoris would never quite be the same. Each person present is given a task by one of the Immortals. It is entirely optional and will infer no negative consequence if you do not do it.

The Immortal who approaches Kura is Moseke
Moseke discusses with Kura the need for - as she sees it - more integration of Spirits and Immortals. She believes that Kura might be in the perfect position to achieve this and also, Moseke says, she thinks that more ideas like this might begin to heal wounds between Immortals. She wants to try, anyhow.

Will you help?

Xander

Feedback

It was so lovely to see Xander in this event - I really love how you write him and I feel like he's just so incredibly consistent and loyal. A really well-written pc who is doing his best in a very difficult situation. Thank you so much for joining - I hope you enjoyed the event - and that you enjoy the rewards! PLEASE put your Character Wiki in your profile. It helps people like me enormously. The link is here: wiki/index.php?title=Category:Xander_Andaris - thanks!

Points

XP = 20
Renown = 25.
Forged Points: 16 (2 for a thread, 2 for collaboration, 2 for Induk presence, 5 for waking them all up / freeing them and 5 for balancing them fully)

Skill knowledge

Caregiving: Sometimes means just stopping people getting splatted
Caregiving: Sometimes means stopping someone from splatting others
Detection: Noticing when half of your group seem "out of reality"
Detection: Spotting changes in the environment.
Detection: Noting changes in an altar
Detection: Noticing details in a maelstrom.
Discipline: Standing in the presence of Induks
Discipline: Standing in the presence of Immortals
Discipline: Not being overwhelmed by Cassion's story
Discipline: Not giving in to fear
Discipline: Not allowing yourself to get overwhelmed
Endurance: The Forging
Endurance: Standing in a maelstrom
Endurance: The wrath of Qylios
Endurance: The toll of a very long day!
Endurance: Standing in defiance of Qylios
Endurance: The onslaught of an Immortal
Etiquette: Speaking to and with Induks
Etiquette: How to address an Immortal
Psychology: Induk psychology is different.
Psychology: Immortal psychology
Storytelling: Stories have power
Storytelling: Watching Cassion's story
Strength: Taking a beating from an Immortal.
Tactics: Taking individual parts and making them into a whole.
Tactics: Aiming for peace.
Tactics: Creation balances a Diri of Destruction
Tactics: Protecting those around you
Tactics: Working together for a common goal
Tactics: Be careful what oaths you take

Non Skill Knowledge

You may assume up to 5 pieces of non-skill knowledge for each PC / NPC you saw / interacted with in this thread. This must make sense for what you have seen / experienced.

Rewards

Immortals
  • Qylios' Moment At the end of this, when you are all standing together, Qylios speaks to him, thanking him for standing against her. She grants him her blessing and tells him that he is her son. She will take as much time as Xander wants to discuss this and to tell him the circumstances of his birth and explore his Domains and abilities with him. You have been granted the blessing of Celarion at Favored. You get the first three abilities
    • Bond (Minor) The Favored can Bond with 1 other person. In doing so the Bonded individual gains a single glowing band around their left forearm. The Bond remains as long as both the Favored and the Bonded allow it. The Bond only functions within 300 feet of the Favored, and dissipates shortly beyond that distance.
    • Illustrious Skills I The character is granted an extra three skill points which may be spent only on the following skills: Blades, Leadership, Discipline, or 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.
    • Bound in Battle The Favored and those Bonded with them are better able to fight together. Their tactics and movements flow almost seamlessly with little-to-no spoken communication. The Bond passes insights and slight thoughts between those Bonded while in combat together.
  • Xiur's Gift Xiur also approaches Xander and tells him that he is an 'exemplary example of hope' in Idalos and it would be Xiur's pleasure to mark him. Xander has been granted Nalos at Favored. He gets the first three abilities.
    Optimism The character is granted an extra three skill points which may be spent only on the following skills: Etiquette, Navigation, Psychology or Teaching. 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.
    Flow of Morale The Blessed is able to bring a brief surge of hopeful resolve to those around him. Within 10 feet, this lasts for eight bits; to 20 feet, it lasts for five bits; to 30 feet it lasts for two bits. At "Adored", double either the range or duration. At "Exalted", double both.
    Calming Overcast A tense situation suddenly undergoes a dusky graying light, and the attitudes of everyone within 50 feet are affected as if the current hostility instead happened the day before, and everyone has had the time to cool off.
  • Ethylnda's Pleasure Ethelynda is pleased with Xander and his actions this trial. He progresses in his mark.
    • Serpentine Awareness This ability allows the Shield-Bearer to detect the heat signatures of other people, causing them to appear fiery red in their vision. The real benefit to this ability, however, is mental in nature, as it also gives the Shield-Bearer an automatic awareness of everyone around them through this detection, even those who would normally be out of sight. This ability lasts until deactivated, but causes a migraine with sustained use.
    • Detect Threat An ability that is passive in nature, Detect Threat allows the Shield-Bearer to know when harm is intended to them or their allies. This makes it difficult, though not impossible, to be caught off guard or backstabbed. However, knowing there is a threat doesn't allow the Shield-Bearer to know when or where it's going to come from, so it does not pay for them to get complacent and rely too much on this ability.
  • Qylios' Thanks Alongside the base ability, Qylios grants Xander progression.
    • Brilliant Weapons (Minor) The Favored is able to create weapons out of solid light. The Favored can only generate one melee weapon at a time. To produce a weapon, the Favored must be in an area of substantial illumination (ie. Outside during the day, in a well-lit room, or at night during a full moon).
    • Bound Tongue (Minor) The Favored is able to understand one Fluent Language of those they have Bonded. The selected language can be changed once per trial.
  • Moseke's Gaze Moseke also approaches Xander and says that she understands that every parent needs, to be able to sleep at night, the ability to heal someoneSimilar 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 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. ..
Induks
  • Principales of the Song~ Xander has been Forged as a Songforged. You gain the following:
    • A new Diri. Please submit your diri write up here
    • Reforged: Forged are not named as they are for no reason. By accepting an Induk's deal their body is filled with their power and tempered by it, making it tougher than it was before. A Forged will find that their skin is like a leather armour and their bones like iron rods, making them more resistant to blunt physical damage.
    • Light Hearted: Music is special to the Songforged. It is an expression not just of the wonders of the air, but also of the inner thoughts and feeling of the one who plays it. With this ability the Songforged is able to replicate the sounds of any instument without needing the instument itself. They still require skill in the insturment in order to make this sound effective, but simply by moving their fingers through the air in the right way they can replicate the sounds of a flute, harp, drum, or any other instrument they have heard before.
Please note that your Diri must be approved before you may utilise these abilities.

Medals

I have awarded you the following medals
Image
The Forging. This medal is only available to those who took part in this thread and celebrates your awesomeness.
Image
Scandalous (for awesome plots!)
Image
Painting With Words (because you do!)
Image
Me Gooseta (for simply awesome writing all the way through this.

Plot Hook

Following the events of the Forging, things on Scalvoris would never quite be the same. Each person present is given a task by one of the Immortals. It is entirely optional and will infer no negative consequence if you do not do it.

The Immortal who approaches Xander is Vri
Vri approaches Xander and speaks to him quietly. He is concerned, he says, that the nobility and honour of Rynmere - and the houses of Andaris and Krome specifically - have been lost. He and Ethelynda have discussed it and he wonders if Xander can think of some way of helping to remember the best and most honourable ideals of the place, in a new world? If he could, Vri would be very happy to see that.

Will you help?


Hart

Feedback

It started with a wish. I am so very impressed with Hart's part in this whole adventure - and even though it was seen as a negative by Cassion (who forgave you!) - I was cheering for Hart at that. Your writing is beautiful and Hart is a truly fantastic PC. I'm so happy that you joined this event. Enjoy the rewards!

Points

XP = 20
Renown = 25.
Forged Points: 16 (2 for a thread, 2 for collaboration, 2 for Induk presence, 5 for waking them all up / freeing them and 5 for balancing them fully)

Skill knowledge

Detection: Noticing when half of your group seem "out of reality"
Detection: Spotting changes in the environment.
Detection: Noting tiny details which are very important
Detection: Looking around, assessing and evaluating
Discipline: Standing in the presence of Induks
Discipline: Standing in the presence of Immortals
Discipline: Not being overwhelmed by Cassion's story
Discipline: Not making a choice can be an act of discipline
Endurance: The Forging
Endurance: Standing in a maelstrom
Endurance: The wrath of Qylios
Endurance: Dealing with conflicting extremes happening simultaneously
Endurance: The toll of a very long day!
Etiquette: Addressing an Induk
Etiquette: Addressing Immortals
Investigation: Putting together pieces
Investigation: Not accepting the obvious
Investigation: Ensuring that you understand each aspect, as much as you can
Psychology: Induk psychology is different.
Psychology: Immortal psychology
Psychology: Understanding how things work
Psychology: Sometimes, physical pain can be comforting when it reminds you you're alive.
Storytelling: Stories have power
Storytelling: Watching Cassion's story
Tactics: Taking individual parts and making them into a whole.
Tactics: Aiming for peace.
Tactics: Creation balances a Diri of Destruction
Tactics: Understanding the big picture is vital
Tactics: Refusing to acknowledge that two bad choices are the only choices can be very good.

Non Skill Knowledge

You may assume up to 5 pieces of non-skill knowledge for each PC / NPC you saw / interacted with in this thread. This must make sense for what you have seen / experienced.

Rewards

Immortals
  • Cassion's Favour Since Hart has no wish for blessings, Cassion instead offers him a single ability from his mark, in an item, which can be used 3 times a season. The ability is up to Hart and may be from Favoured or Adored Sojourn. (Please note, there is a re-write of Sojourn in the works. As and when that hits the boards, you will be able to change it, if so desired). Cassion also removes Hart's Attunement spark. You are now at 0 XP and uninitiated - you may re-assign the points to any non-magic skill.
  • Qylios' Thanks Qylios too tells Hart that she is immeasurably grateful to him. She grants him the ability to bondThe Adored can Bond with up to 3 other people. In doing so all Bonded individuals gain the single glowing band around their left forearm. The Bond remains as long as both the Adored and those Bonded allow it. The Bond only functions within 1000 feet of the Adored, and dissipates shortly beyond that distance. Images and feeling can be willed across the Bond. The higher the sender’s Discipline, the more details can be relayed. with up to three other people. This allows Hart and those he has bonded to to fight and work better togetherThe Favored and those Bonded with them are better able to fight together. Their tactics and movements flow almost seamlessly with little-to-no spoken communication. The Bond passes insights and slight thoughts between those Bonded while in combat together.
  • Saoire's Gift Although she does not mark Hart, Saoire gives the mortalborn a gift. She too bestows on him the ability to use one ability, 3 times a season. For her, though, that ability is obviousCatch and Return Sometimes, merely stopping an offensive strike is not enough render it harmless. In such cases, all that can be done is to make sure it doesn't harm anyone besides the one who attacked. Catch and Return creates a temporary Gateway that takes in any attacked and rebounds it towards the attacker. This is most effective against ranged or supernatural attacks, but it does bounce back physical melee attacks as well.
  • U'frek's Appreciation U'frek wishes Hart well on the land and the water. He gifts the marriner a small bracelet, which may be used once a season. It will, he says, healHealing Aurora (Minor) The user who uses this ability will find a blue aurora streaming out from their body to encompass, either an individual in need of healing. The aurora will surround the individual and slowly heal minor wounds. The same ability can be used to repair small holes in the ships hull. This can be taxing on the user, making them feel drowsy after use. both a ship or a member of its crew.
  • Daia's Dance Finally, Daia thanks Hart for all his work. She tells him that she was very impressed with him and she progresses his mark
    • 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.
    .
Induks
  • Principales of the Soul~ Hart has been Forged as a Soulforged. You gain the following:
    • A new Diri. Please submit your diri write up here
    • Reforged: Forged are not named as they are for no reason. By accepting an Induk's deal their body is filled with their power and tempered by it, making it tougher than it was before. A Forged will find that their skin is like a leather armour and their bones like iron rods, making them more resistant to blunt physical damage.
    • Soulforged have a special bond with nature. They see the plants and trees of the world not just as resources or decorations, but as living, breathing entities. With this ability the Soulforged is able to speak to plants and trees, allowing them to ask the flora to reveal information it might have overheard so long as they have sufficient social skills to persuade the plant to part with this information.
Please note that your Diri must be approved before you may utilise these abilities.

Medals

I have awarded you the following medals
Image
The Forging. This medal is only available to those who took part in this thread and celebrates your awesomeness.
Image
Right in the Feels (for the deep emotion in each post) - this is your second one.
Image
Me Gooseta (for simply awesome writing all the way through this.

Plot Hook

Following the events of the Forging, things on Scalvoris would never quite be the same. Each person present is given a task by one of the Immortals. It is entirely optional and will infer no negative consequence if you do not do it.

The Immortal who approaches Hart is Vhalar
The Guardian of Oaths approaches Hart and speaks quietly with him. He wants to try and understand the importance of Festivals to mortals on Idalos. What do they mean, what kind of festivals do people prefer and how do they like to celebrate them. Are they popular because of the topic they are about / issue they celebrate, or is it because of the chance to do something different? Is it something else? He'd like to try and find out, if he could, and he was wondering if Hart might have some ideas or be willing to gather some information for him?

Will you help?


Zoro

Feedback

I have really enjoyed Zoro's contribution to this event - I love the sneaky literary references you get into your posts, and I very much like the way that you portray Zoro. He's so enthusiastic and determined! I hope that you've enjoyed the event and that you enjoy the well-deserved rewards!

Points

XP = 20
Renown = 25.
Forged Points: 16 (2 for a thread, 2 for collaboration, 2 for Induk presence, 5 for waking them all up / freeing them and 5 for balancing them fully)

Skill knowledge

Detection: Noticing when half of your group seem "out of reality"
Detection: Spotting changes in the environment.
Detection: Watching the actions of those around you
Detection: Noticing changes in atmosphere in a room.
Detection: Standing back and watching
Discipline: Standing in the presence of Induks
Discipline: Standing in the presence of Immortals
Discipline: Not being overwhelmed by Cassion's story
Discipline: Standing with someone to show your support
Discipline: Offering to sacrifice part of yourself.

Discipline: Trying to adopt a manly tone, rather than squeak.
Endurance: The Forging
Endurance: Standing in a maelstrom
Endurance: The wrath of Qylios
Endurance: The toll of a very long day!
Endurance: Trying to keep standing
Etiquette: How to talk to an Immortal
Etiquette: How to talk to an Induk
Psychology: Induk psychology is different.
Psychology: Immortal psychology

Psychology: Large groups together function independently
Storytelling: Stories have power
Storytelling: Watching Cassion's story
Storytelling: Using your past to tell a story
Strength: Standing against a battering wind
Strength: Holding on when you are being bombarded.
Tactics: Taking individual parts and making them into a whole.
Tactics: Aiming for peace.
Tactics: Creation balances a Diri of Destruction
Tactics: Use every resource available

Non Skill Knowledge

You may assume up to 5 pieces of non-skill knowledge for each PC / NPC you saw / interacted with in this thread. This must make sense for what you have seen / experienced.

Rewards

Immortals
  • Cassion's Back-Slap! At the end of this, when you are all standing together, Cassion approaches Zoro and tells him that he has watched Zoro in all of this and thats that Zoro is deserving of his Blessing. You have been granted the blessing of Sojourn at Favored. You get the first three abilities
    • Blood Son The first ability in Sojourn comes with the blood that is shared of Cassion. The marked is forever changed, transformed a small measure divine by the Immortal’s own blood and commitment. The blooded of Cassion find they are no longer satiated by stagnancy. To be a chosen of Cassion is to have your home always on the horizon. Sojourners tend to be adventurers, thrill seekers and wanderers. The Blooded of Cassion are vibrant people flowing with life. Each is gifted with enormous appetites and the ability to subsist on substandard food. So long as it is edible, they can thrive upon it. Each one heals half again as fast as another member of their race and can often push the limits of the endurance that a member of their species might have. By virtue of their divine nature, Sojourners can always recognize each other on sight and any object or person touched by Cassion.
    • Journey's Meal A Sojourner must prepare many meals on the road between adventures. Most often, they are accompanied by others. This ability can only be used once a trial but allows any meal prepared for a Sojourner to satiate both themselves and their companions, no matter how little there was to prepare in the first place. In order to work, the Sojourner must do their best to make the meal as appetizing and filling as they have the material to provide. This Meal can feed the Sojourner and up to three other companions (including animals). Those who eat the meal will find the taste vastly improved, so long as the Sojourner explains either the origin or the process of making such food available as they are enjoying it.
    • Traveler's Skills I The character is granted an extra three skill points which may be spent only on the following skills:Discipline, Fieldcraft, Sailing, Storytelling, Cooking, or Navigation. 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.
  • Xiur's Hope Xiur also approaches Zoro and tells him that his hope for the fairy kept them all alive. He tells Zoro that he is a 'wonderfully hopeful chap' and it would be Xiur's pleasure to mark him. Zoro has been granted Nalos at Favored. He gets the first three abilities.
    Optimism The character is granted an extra three skill points which may be spent only on the following skills: Etiquette, Navigation, Psychology or Teaching. 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.
    Flow of Morale The Blessed is able to bring a brief surge of hopeful resolve to those around him. Within 10 feet, this lasts for eight bits; to 20 feet, it lasts for five bits; to 30 feet it lasts for two bits. At "Adored", double either the range or duration. At "Exalted", double both.
    Calming Overcast A tense situation suddenly undergoes a dusky graying light, and the attitudes of everyone within 50 feet are affected as if the current hostility instead happened the day before, and everyone has had the time to cool off.
  • U'frek's Gift Although he does not mark Zoro, U'frek gives the biqaj a gift. He does so with a grin as he says that Zoro should find some use for those BubblesWater Bubble (Minor) A thin hemispheric protective layer of water can be cast by the user around the size of a small ship at most, but can be smaller. The water spins at such high speeds, it deflects thrown or shot missiles, such as crossbow bolts or arrows. Anything larger than a bolt/arrow will still do the same damage, if launched with force. This lasts for thirty trills. This may be utilised 3 times a season
  • Qylios' Thanks Qylios speaks to Zoro and tells him that she has is grateful to him for his strength of character and how he leapt bravely to the fray in defence of the fairy. She gives him a bracelet on which is an abilityThe Favored is able to create weapons out of solid light. The Favored can only generate one melee weapon at a time. To produce a weapon, the Favored must be in an area of substantial illumination (ie. Outside during the day, in a well-lit room, or at night during a full moon). of hers. This may be utilised 3 times a season.
  • Daia's Dance with thanks for all he has done, Daia gifts Zoro one of her abilities. She thanks him for the singing and dancing with the fairies and she touches his hand. As she does, she tells him always to dance to 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. This may be utilised 3 times a season.
Induks
  • Principales of the Song~ Zoro has been Forged as a Songforged. You gain the following:
    • A new Diri. Please submit your diri write up here
    • Reforged: Forged are not named as they are for no reason. By accepting an Induk's deal their body is filled with their power and tempered by it, making it tougher than it was before. A Forged will find that their skin is like a leather armour and their bones like iron rods, making them more resistant to blunt physical damage.
    • Light Hearted: Music is special to the Songforged. It is an expression not just of the wonders of the air, but also of the inner thoughts and feeling of the one who plays it. With this ability the Songforged is able to replicate the sounds of any instument without needing the instument itself. They still require skill in the insturment in order to make this sound effective, but simply by moving their fingers through the air in the right way they can replicate the sounds of a flute, harp, drum, or any other instrument they have heard before.
Please note that your Diri must be approved before you may utilise these abilities.

Medals

I have awarded you the following medals
Image
The Forging. This medal is only available to those who took part in this thread and celebrates your awesomeness.
Image
Right in the Feels (for the deep emotion in each post)
Image
Painting with Words (for simply awesome writing all the way through this.

Plot Hook

Following the events of the Forging, things on Scalvoris would never quite be the same. Each person present is given a task by one of the Immortals. It is entirely optional and will infer no negative consequence if you do not do it.

The Immortal who approaches Zoro is Zeill
Ziell approaches Zoro and explains that he is trying to collect together as many prophecies as he can from across Idalos. He is asking a number of mortals to help him with this, so that he can better understand the prophecies which happen, be they true or false, in Idalos. Would Zoro help him by gathering any and all he can?

Will you help?


Nir'wei

Feedback

I really wish you knew how absolutely awesome I think Nir'wei is. Your writing is amazing and he's such a strong, wonderfully complex pc. I have loved all the nuance and sass and bravery that Nir'wei has brought to this event and I really hope that you enjoy your rewards.

Points

XP = 20
Renown = 25.
Forged Points: 16 (2 for a thread, 2 for collaboration, 2 for Induk presence, 5 for waking them all up / freeing them and 5 for balancing them fully). New total = 24. New rank = Primus Principales

Skill knowledge

Caregiving: Kind words to a brave soul
Caregiving: Ensuring that all are well.
Detection: Noticing when half of your group seem "out of reality"
Detection: Spotting changes in the environment.
Detection: Noticing patterns in movements
Discipline: Standing in the presence of Induks
Discipline: Standing in the presence of Immortals
Discipline: Not being overwhelmed by Cassion's story
Discipline: Being focused, even in a flurry
Discipline: COntinuing, even when you've been battered.
Discipline: Trying not to growl
Endurance: The Forging
Endurance: Standing in a maelstrom
Endurance: The wrath of Qylios
Endurance: The toll of a very long day!
Endurance: Giving your own MB energy
Endurance: Fracturing
Endurance: Sharing a fracture experience with others.
Etiquette: Manners cost nothing
Etiquette: Politely addressing Induks and Immortals.
Psychology: Induk psychology is different.
Psychology: Immortal psychology
Psychology: Order and chaos are fundamental opposites.
Storytelling: Stories have power
Storytelling: Watching Cassion's story
Tactics: Taking individual parts and making them into a whole.
Tactics: Aiming for peace.
Tactics: Creation balances a Diri of Destruction
Tactics: Ensure that you consider all options
Tactics: Use all resources.

Non Skill Knowledge

You may assume up to 5 pieces of non-skill knowledge for each PC / NPC you saw / interacted with in this thread. This must make sense for what you have seen / experienced.

Rewards

Immortals
  • Saoire's Thanks At the end of this, when you are all standing together, Saoire approaches Nir'wei and asks if he would accept Saoire's mark. She would like to ask Nir'wei to teach in her school, to maybe accept people who might be mentored by him in animal care etc. She says they can work out the details later. You have been granted the blessing of Telka at Favored. You get the first three abilities
    • Mentors Boon Saoire's Blessed are those who have served a term as a teacher at her school. As such, Saoire's Blessing reflects their skill as mentors to those around them. For any skill the Blessed has at least a Captsone in, those around the Blessed will find that they are better at those skills while in the presence of the Blessed, operating at one level above what it would normally be.
    • Turtle Shell One of Saoire's most famous traits is her legendary defense, and her Blessed begin to share in that defense very early on. Saoire's Blessed can call upon this ability to create a barrier around themselves that repels all physical attacks, making the Blessed immune to mundane harm as long as the barrier stays up. This power can be used once every Break and lasts for a single Bit.
    • School Gateway Any who have served a term as a teacher in Saoire's school are welcome back in her Dream at any time. While the normal gateways in and out of Saoire's Dream are only open at certain times, this power allows the Blessed to open a private gateway to Saoire's Dream at any time, from any location. When they wish to leave, this same gateway will return them to their starting point, though they may use the standard gateways to go elsewhere if they wish.
  • Xiur's Hope Xiur also approaches Bao and tells him that, in the corridor of doors Xiur heard his prayers and answered him. He tells Bao that he is an 'ambassador for hope' in Idalos and it would be Xiur's pleasure to mark him. Bao has been granted Nalos at Favored. He gets the first three abilities.
    Optimism The character is granted an extra three skill points which may be spent only on the following skills: Etiquette, Navigation, Psychology or Teaching. 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.
    Flow of Morale The Blessed is able to bring a brief surge of hopeful resolve to those around him. Within 10 feet, this lasts for eight bits; to 20 feet, it lasts for five bits; to 30 feet it lasts for two bits. At "Adored", double either the range or duration. At "Exalted", double both.
    Calming Overcast A tense situation suddenly undergoes a dusky graying light, and the attitudes of everyone within 50 feet are affected as if the current hostility instead happened the day before, and everyone has had the time to cool off.
  • Karem's Pleasure. Karem is happy with Nir'wei and she progresses his mark. He gains the following abilities.
    • Enhanced Capability The exalteds strength, speed, and reaction times are increased to beyond that which is normally attainable by mortals, though effective use of these enhanced abilities requires practice so as not to tire oneself out or accidentally damage something or someone they'd rather not. The blessed grows visibly leaner and stronger, and their eyes match those of their first familiar.
    • Spirit Shot Those who have reached this level are never unarmed, for they can generate arrows, bolts, and thrown weapons at will. However, these weapons dissipate after use and cannot be lit aflame, poisoned, or given other such alterations, so one wishing to use such effects are advised to keep a supply of physical arrows, bolts, or thrown weapons on hand.
  • Cassion's Delight! Cassion is delighted at Nir'wei and his stalwart determination. He progresses in his mark:
    • Cassion Compass When first marked, every Sojourner receives a small gold compass. This compass does not point the way North as most compasses might, but instead will point the direction to a place of the Sojourner’s choosing. In order to apply, they must have visited this place before in a manner that allowed them to experience the journey there. Teleportation will not count as a justifiable way to input a destination. The Sojourner can impart this compass to others for use to navigate to the location of their choosing and once they have reached the destination, the compass will be instantly transported back to the Sojourner’s person. This compass cannot be lost in any way. If destroyed or stolen, it will take five trials to return, whole, to the possession of the marked.
    • Road-Kissed Cassion’s chosen cannot help but choose the life of the road. It calls to them, commands them march along it. But this is no curse, as the road cares for the chosen who tend and travel it. Those with this ability often have a much easier journey than those who do not. Inclement weather, obstacles, dangers, these all still exist on the road but tend to be much less disastrous to the marked if they were not expecting to encounter them. Travel time for the marked is reduced by 25% as they naturally know the fastest paths and shortcuts to reach their destination. This ability does not apply to ‘discovering’ hidden ways into restricted areas, but simply allows the marked to naturally take the quickest un-obscured path between any two points they are traveling towards.
  • Mortalborn Kura, Nir'wei and Ralgar literally gave their life force to bring about this end. You all share an identical fracture scar and have a sense of each other at all times. This is not telepathy or any such, but you know where the others are and whether they are in danger or not. If you focus on it, you can pinpoint direction and distance, but no more than that.
  • Mortalborn Your actions have caused you to develop either a new MB ability in an existing Domain or a new Domain and single ability in it. Please post this to the PSF
    [/table]
  • Qylios' Thanks Qylios will speak withNir'wei and give him a small bracelet which seems to be originally for a child. She tells him that it was a gift she gave, originally, to her grand-daughter. It will bring light in darkness, she tells him, and it will also allow him to call on her, should he need her. Looking him in the eye, Qylios speaks clearly and calmly. The actions of everyone here saved the island but Bao and Nir'wei saved her grand-daughter, and she is humbled and grateful beyond words for his courage and his strength.
Induks
  • Primus Principales of FIre~ Nir'wei has gained a new level as FireForged. You gain the following:
    • identify: As someone who has developed a close bond with a spirit themselves, the forged in partially connected to the spiritual realm. Not only can the forged see spirits of all kinds, but when they look upon a spirit they will recieve a fairly close, if not entirely accurate, impression of what that spirit's concept is.
    • An old classic. The Fireforged can conjure a ball of fire the size of their palm in their hand. This fire will not harm them or any other Fireforged, but to anything else will burn like any regular fire. They can hold it as if it were a solid object, and throw it at anyone as if it were a baseball. The Fireforged can create one fireball per trial for every five points they possess in the Order of the Forged.

Medals

I have awarded you the following medals
Image
The Forging. This medal is only available to those who took part in this thread and celebrates your awesomeness.
Image
Right in the Feels (for the deep emotion in each post) 2nd one
Image
It Was Nothing! (for saving the life of the child)
Image
Been there, died there!
Image
Ow!
Image
Me Gooseta (for simply awesome writing all the way through this.

Plot Hook

Following the events of the Forging, things on Scalvoris would never quite be the same. Each person present is given a task by one of the Immortals. It is entirely optional and will infer no negative consequence if you do not do it.

The Immortal who approaches Nir'wei is Ashan
Ashan approaches Nir'wei and he speaks to him with the kind of quiet calm associated with the Immortal. "I'm sorry, son," he says. "I've failed you. Please, let me try and build a relationship with you?"

He says no more, leaving it to Nir'wei to decide.


Ralgar

Feedback

It was great to see Ralgar in this event - and the links with the Scaltoth jungle will continue long into the future I hope. You somehow manage to portray Ralgar as an incredibly honourable man, while not saying very much. But then, I guess, he's judged by his actions. Awesome writing! Enjoy your rewards

Points

XP = 20
Renown = 25.
Forged Points: 16 (2 for a thread, 2 for collaboration, 2 for Induk presence, 5 for waking them all up / freeing them and 5 for balancing them fully).

Skill knowledge

Caregiving: Kind words to a brave soul
Caregiving: Ensuring that all are well.
Detection: Noticing when half of your group seem "out of reality"
Detection: Spotting changes in the environment.
Detection: Noticing patterns in movements
Discipline: Standing in the presence of Induks
Discipline: Standing in the presence of Immortals
Discipline: Not being overwhelmed by Cassion's story
Discipline: Being focused, even in a flurry
Discipline: COntinuing, even when you've been battered.
Discipline: Trying not to growl
Endurance: The Forging
Endurance: Standing in a maelstrom
Endurance: The wrath of Qylios
Endurance: The toll of a very long day!
Endurance: Giving your own MB energy
Endurance: Fracturing
Endurance: Sharing a fracture experience with others.
Etiquette: Manners cost nothing
Etiquette: Politely addressing Induks and Immortals.
Psychology: Induk psychology is different.
Psychology: Immortal psychology
Psychology: Order and chaos are fundamental opposites.
Storytelling: Stories have power
Storytelling: Watching Cassion's story
Tactics: Taking individual parts and making them into a whole.
Tactics: Aiming for peace.
Tactics: Creation balances a Diri of Destruction
Tactics: Ensure that you consider all options
Tactics: Use all resources.

Non Skill Knowledge

You may assume up to 5 pieces of non-skill knowledge for each PC / NPC you saw / interacted with in this thread. This must make sense for what you have seen / experienced.

Rewards

Immortals
  • Cassion's Favour Since Ralgar has no wish for blessings, Cassion instead offers him a single ability from his mark, in an item, which can be used 3 times a season, as thanks for what he has done here. It is a reciprocation of Ralgar's efforts, Cassion assures him. The ability is up to Ralgar and may be from Favoured or Adored Sojourn. (Please note, there is a re-write of Sojourn in the works. As and when that hits the boards, you will be able to change it, if so desired).
  • Qylios' Thanks Qylios too tells Ralgar that she is grateful for his efforts to save her grand-daughter. She tells him that, should he have need, she will be happy to repay the debt she owes him.
  • Saoire's Gift Saoire speaks to Ralgar in his own language and tells him that she understands his reticence to accept marks. However, she would offer, as thanks for what he has done, a bracelet which allows him to teleport to her school once a season, should he wish to accept it.
  • Karem's Thanks with thanks for all he has done, Karem offers to show her gratitude for what he did when he stood with her daughter. If he would accept it, she would grant him just one of her abilities. As one of the Elemental Wolves your choice which element, approaches him (if he accepts) she gives Ralgar the ability Pack BondThe Favored is granted an omega wolf familiar, a constant companion. The wolf is significantly more intelligent than regular wolves and is somewhat bigger. In addition, this spirit can communicate not only with it's companion, but with other wolves of its pack. Karem can, at any time, contact any of the wolves her blessing grants, but they can only contact her if she chooses to listen. If the wolf is too heavily drained or badly injured it will revert to a spirit form until it is either rested or healed. The wolf can also choose to revert to spirit form at will, though they generally only do so in crowded cities and such. The blessed can still communicate with their wolf in spirit form. The wolf can tell when someone else has been blessed by Karem, and will always be able to find others who bear Velduris. It is not a Velduris wolf, but it is the same bond and it has the same abilities. It can sense Velduris wolves, but Velduris wolves will know that this is a Karem-granted wolf, bonded to a non-Velduris.
  • Mortalborn Kura, Nir'wei and Ralgar literally gave their life force to bring about this end. You all share an identical fracture scar and have a sense of each other at all times. This is not telepathy or any such, but you know where the others are and whether they are in danger or not. If you focus on it, you can pinpoint direction and distance, but no more than that.
  • Mortalborn Your actions have caused you to develop either a new MB ability in an existing Domain or a new Domain and single ability in it. Please post this to the PSF
Induks
    • Principales of the Soul~ Ralgar has been Forged as a Soulforged. You gain the following:
      • A new Diri. Please submit your diri write up here
      • Reforged: Forged are not named as they are for no reason. By accepting an Induk's deal their body is filled with their power and tempered by it, making it tougher than it was before. A Forged will find that their skin is like a leather armour and their bones like iron rods, making them more resistant to blunt physical damage.
      • Soulforged have a special bond with nature. They see the plants and trees of the world not just as resources or decorations, but as living, breathing entities. With this ability the Soulforged is able to speak to plants and trees, allowing them to ask the flora to reveal information it might have overheard so long as they have sufficient social skills to persuade the plant to part with this information.
    Please note that your Diri must be approved before you may utilise these abilities.

Medals

I have awarded you the following medals
Image
The Forging. This medal is only available to those who took part in this thread and celebrates your awesomeness.
Image
Painting with words
Image
Scandalous

Plot Hook

Following the events of the Forging, things on Scalvoris would never quite be the same. Each person present is given a task by one of the Immortals. It is entirely optional and will infer no negative consequence if you do not do it.

The Immortal who approaches Ralgar is Cassion
He explains to Ralgar that he is the Immortal of Storytelling and asks Ralgar if it would be permissible for Ralgar to help him learn the legends and tales of the Scaltoth tribe. He is not pushy or demanding, he merely asks.


All Players

Your plot is entirely optional. If you choose to follow it, then feel free to
  • Just do a single thread - let me know if you do, and I'll modnote / review it.
  • Ask me if you want a plot tracker for it - if so, let me know how you're going to go about it
  • Ask anything you want!
word count: 25931
Image
~~Red in hoof and claw... ~~


Focusing on my PCs. Replies will be slow!
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