Zemos' Yithnai Tracker

and Plot Notes

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

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Zemos
Approved Character
Posts: 347
Joined: Mon Mar 19, 2018 3:26 pm
Race: Sev'ryn
Profession: Creep
Renown: 180
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Wealth Tier: Tier 3

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Zemos' Yithnai Tracker

Yithnai

Domains:
Pestilence, Toxin, Decay, Insects


Holy Names


The Pestilent One, Lady Plague, The Plaguedaughter, The Toxic One, Corrupter, The Insect Queen, The Mistress of Toxin, The Queen of Rot, The Lady of Decay, The Plague Lord, The Eternal Child, The Blight, The Destroyer of Desnind, The Terror of Rhakros, The Hive Mother



While mainly seen on the Plague Bearers, Lisirra is the sort to grant her Blessing to many who help her, even without telling them she plans to do it, as a way to keep an eye on her toys. Manifesting as a slight glow to the bearers eyes, Lisirra's Blessing is one of the more subtle marks…at the beginning.


Favored in Yithnai
Awarded here
Next 2 powers
  • Egg The first ability of any Yithanai is one they never completely understand. The Egg is Lisirra’s way of planting a bit of her sadistic creativity within those she chooses to mark. The egg is the potential to change. Similar to a Spark, it is far more consciously designed. As a Yithanai grows with Lisirra’s favor, so do they lose their humanity and become a creature of the Plaguedaughter. In addition, planting the egg allows Lisirra a little more control over her marked than most other Immortals. She can twist it inside them, causing unimaginable pain, use it to transmit messages even when she isn’t around, and can locate her marked even in areas devoted to keeping the eyes of the Immortals from sight. She implants the egg within her marked’s souls and there are few, if any, ways of removing it. The abilities that come with the ‘Egg’ seem beneficial. A Marked will never again sleep unless desired. Instead they take on a form of low activity called ‘torpor’. It allows them to rest and recuperate while simultaneously remaining somewhat alert. Although very few actions can be taken while one is in torpor, a marked will be aware of their surroundings and be able to leap from Torpor when danger arises. Small, mundane, and slow tasks can be completed in torpor if it is not particularly draining. Finally, the marked will become more resistant to hunger and cold, allowing them to last nearly twice as long as other members of their race when deprived of resources. However, without energy their body will begin to slow, even if their organs and mind stay active. The egg transmits sadistic suggestions at Lisirra’s behest, quiet enough to be considered subconscious urging. This urging continues throughout all stages of marked development.
    3 Knowledges: Egg: Torpor grants awareness and near perfect rest.
    Yithnai: Egg: Growing accustomed and resistant to cold, though the chill weakens and slows his movements.
    Yithnai: Egg: Getting portions of tissue removed from the mark, prompts it to regenerate itself.
  • Carrier This ability allows a user to carry one or two diseases within their body safely. The carrier acts as a transmitter and can choose to infect others in the common way their carried sickness would be transmitted. At this basic level, only minor to moderately dangerous diseases or sicknesses can be carried and transmitted, and only those diseases that the marked could realistically contract. A Carrier can choose to remove a disease from another’s system and take it upon themselves to carry, but only two can be carried at any time. A Carrier cannot willingly discard a sickness they are carrying through any other means than infecting someone else.
    3 knowledges: Yithnai: Carrier: cannot contract diseases from soiled materials, but living tissue.
    Yithnai: Carrier: Spreading disease to others.
    Yithnai: Carrier: Prolonged contact is needed, this isn't a ranged ability.
  • Plaguedaughters Skills I The character is granted an extra three skill points which may be spent only on the following skills: Poisons, Resistance, or Medicine. 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.
    0 knowledges:
  • ImmunityThis ability exempts a user from all diseases, infections, and parasites, even those crated magically. In addition, any venom belonging to a creature in the insect kingdom will also be useless against her agents.
    0 knowledges:
  • Cocoon Often in the insect kingdom, a cocoon or chrysalis is used to protect the insect while it transforms. In the scope of Yithanai, a cocoon is used as a healing chamber for the injured. Visually a disturbing ability, the Yithanai spins a cocoon from white, silky strands spit from their mouth. Usually they’ll find a private place to spin and creating the cocoon takes the better part of a break. When completed, the user settles into a deep torpor within, healing twice as fast as they might outside. At Adored, this ability becomes capable of regenerating lost limbs and at exalted, it can be spun over another with the same effects if desired. When the user is completely healed and emerge from the cocoon, the strands of the cocoon itself are often strong enough to use as rope. Those attempting to destroy the cocoon with weapons will find it tough and thick, difficult to pierce or breach in any way…although remarkably vulnerable to fire. If the cocoon is threatened, the Yithanai can emerge early.
    0 knowledges:
  • Compound Eyes Not actually a physical change, the Yithanai can temporarily transform their eyes into the compound equivalent of an insect’s. This allows the Yithanai to perceive with alarming superiority to others and subtly increases their own reflex speed. While this ability cannot be hidden from others, it does allow the Yithanai to truly observe all nuances of a scene or situation before reacting. Those who master this ability also find that their sight in darkness improves. While not true darksight, a Yithanai rarely needs help navigating during the night when this ability is active. (yet to be earned)
    0 knowledges:
  • Diagnosis With a touch, the user can determine the name, severity, effects, and transmission method of a sickness or poison currently effecting one person. Curiously, this ability can also tell the general health of an individual and the state of their internal consistency. While this ability could be used to incredible effect as a medical practitioner, it is more meant to identify weakness in another to determine who to infect with her vectors. Lisirra likes to leave the choice up to her marked on how best to utilize the power, however. Those who displease her can quickly find the weight of her displeasure unbearable. (yet to be earned)
    0 knowledges:
  • Favored By Insects With this ability, a user will never be bitten, stung, or attacked by insects encountered. Bugs generally see the user as a friend and will not grow aggressive unless compelled to do so. Even insects compelled to attack will often fall short of lethal dosages or be literally unable to continue an attack even if commanded. Deep in their insect hearts, they know Lisirra’s displeasure at attacking her tools. (yet to be earned)
    0 knowledges:
  • Rotting Touch A deadly skill if used on a target that can't resist, Rotting Touch allows the user to rot anything they touch as long as they can keep their hands on their victims. Even if the target escapes, they will find that the parts of their body that have begun to decay will not heal naturally and are resistant to conventional medicines. Rotting touch can be used on living targets as well as objects, but tends to be most effective on objects susceptible to decay. (yet to be earned)
    0 knowledges:


    Current Advancement Plot:




    1. Zemos is coming out of jail in Viden around the 17th of Ymiden. He will feel called to the warm and uncharacteristically balmy weather that is occurring in Viden this season. He'll feel called to a ranch in a village, where he'll find work shoveling manure and so forth. At this point, he'll begin to feel the call of his Category II Osẹ-bori familiar, which has begun to seek him out. He builds a camp near the Tundra Ranch so he'll have easy access to his place of work.

    2. Zemos will discover how the manure attracts an abundance of bugs and flies and such, and rejoice that bugs are beginning to thrive in the North. That will cause the spirit that is following him, as well as his Yithnai suggestions (voices/suggestions talking in his head as part of that mark) to prompt him to inspiration. He'll begin finding dead vermin around the ranch, and see that their corpses collect the bugs, flies and maggots as well. In the outskirts of the Ranch, somewhere out of sight but near his personal camp, he'll begin pilfering some manure and dead animals and begin his own little rot pile.

    3. The uncharacteristic heat begins to affect the heavily furred and fat animals populating the ranch. One of them happens to die of heat exhaustion. Before the owners notice that their animal is dead, Zemos collects its body for his 'rot pile' carting it off with farm equipment. Once he arrives at the pile of rotted matter, he begins to hear the voice of his spirit and Yithnai suggestions even more furtively. It inspires him to the ultimate stage of the quest, to collect the dead body of a freshly dead sacrifice (a prized animal), and bring it to the rot pile for sacrifice.

    4. He plans the sacrfifice, all while trying to continue to hide his rot pile and sneaking around the tundra ranch, collecting even more samples of dead vermin and creatures. He begins eating the diseased flesh, trying to acquire some sort of disease from them, but failing mostly due to his immunity. However, when he manages the murder of the mortal, and brings its body to the rot pile, he manages to acquire a moderately dangerous disease as a carrier. (still immune, but begins showing superficial signs of the disease, a skin condition similar to Leprosy.). At that point, the Category II Osẹ-bori will reveal itself to him, and the bond will have been formed.
word count: 1695

Identity

Nzi'Fuma is going by the name Zemos until further notice

Marks

Yithnai: Nzi'Fuma has glowing green eyes.
Witchmarks and Mutations:
  • Dread Warpaint: Zemos' upper face has a darkened discoloration, like sticky tar to the touch. It resembles warpaint.
  • Flies and other insects tend to crawl over his body intermittently. Sometimes a maggot can be seen crawling over his skin.
  • He has a slight slowness to his speech, as if he struggles to keep his tongue low in his mandible.

Text Code

Yithnain Suggestions
Dialogue
User avatar
Zemos
Approved Character
Posts: 347
Joined: Mon Mar 19, 2018 3:26 pm
Race: Sev'ryn
Profession: Creep
Renown: 180
Character Sheet
Character Wiki
Plot Notes
Templates
Wealth Tier: Tier 3

Featured

Milestones

Miscellaneous

Item Ideas


Image

Toxicologist's Companion


Base Item: A good quality (tier 7) poisoner's skill kit. Usable in a laboratory setting (for creation of poisons, drugs and antidotes) or in the field (for the collection of poisonous materials)

Enchantment: Through an effort of concentration, the user is able to extract the purest form of any toxin from any person, animal, vegetation or fungus, gathering it in a convenient spot in front of the user for collection or disposal. This can have the added effect of curing the creature of a toxin that is affecting them, if Zemos is so inclined. However, with this skill kit, he can just as easily extract poisonous material without removing it from the creature.

This process must be uninterrupted, or else risks poisoning the user depending on their meditation (Concentration), poisons, and resistance skills. The enchantment is usable twice a day.

This enchantment is based on the favored ability of Willow's Sanctuary from Sevrath.

Willow's Sanctuary
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.
word count: 336

Identity

Nzi'Fuma is going by the name Zemos until further notice

Marks

Yithnai: Nzi'Fuma has glowing green eyes.
Witchmarks and Mutations:
  • Dread Warpaint: Zemos' upper face has a darkened discoloration, like sticky tar to the touch. It resembles warpaint.
  • Flies and other insects tend to crawl over his body intermittently. Sometimes a maggot can be seen crawling over his skin.
  • He has a slight slowness to his speech, as if he struggles to keep his tongue low in his mandible.

Text Code

Yithnain Suggestions
Dialogue
User avatar
Zemos
Approved Character
Posts: 347
Joined: Mon Mar 19, 2018 3:26 pm
Race: Sev'ryn
Profession: Creep
Renown: 180
Character Sheet
Character Wiki
Plot Notes
Templates
Wealth Tier: Tier 3

Featured

Milestones

Miscellaneous

Capstone Ideas



Capstone Ideas





Medicine

Pleasantly Poisoned: The poisoner's toxins will taste sublime, smell like the finest perfume, and feel as good as the most luxurious oils, while delivering its effects, however deadly or debilitating.

Vile Contagion: The Poisoner has such an understanding of how diseases are communicated, that they can devise toxins and drugs whose effects leap from one person to another, based on one method of delivery that is identified upon the creation of the poison/drug. Depending on the communicability, its effects may be dulled accordingly from what they were at the start. Airborne toxins and drugs will have a mild affect. Toxins that can be transmitted by touch will only have half the effect of the original toxin. Close contact, kissing, exchange of bodily fluids will result in the full effect of the toxin or drug.

Necromancy Mutation Ideas



Theme: Decay

Persona:

The Carrion Crawler: The Carrion wishes to evolve Zemos into a creature that spreads disease through fast-moving vectors such as swarms. It'll push him to indulge in his already strong compulsion for collecting decomposing materials, usually dead animal life. Overall, the Carrion is a degenerate spark, yet it encourages Zemos to seek out other people and creatures for communication of its putrescence.

Witchmark: Dread Warpaint: Zemos' upper face has discoloration to it, to where the upper half of his cranium and all its skin has turned black. It resembles warpaint, but to anyone who touches it, it will feel sticky like pine tar. All of his thralls will bear this witchmark when he claims them, and carry it even after destruction or deactivation.

Necromancy Awakenings:


Competent Awakening:

Rotfeast: Zemos will acquire a sudden taste for rotten food. He will not be satisfied unless he's eating something that is at some stage of rot or decay. The more putrid and foul the meal, the better it tastes to him and satisfies him.

Expert Awakening:

Fly on a Corpse: Live carrion-eating bugs such as gnats, flies, yellowjackets, maggots, and others will cling to Zemos' skin, crawling beneath his clothes and sticking close by him. This makes it easier to convert them into swarms, which are one of his favorite types of thrall.


Graft Mutation Ideas



Theme: Luxury

Persona:

The Skin Weaver: Whereas the Carrion Crawler wishes to engage in degenerate acts of decay, rot, and consumption, the Skin Weaver is a creative and generative spark. It wishes to spread its influence via expansionist grafting of boons and curses upon mortal flesh in equal measure. A sensory organ of particular interest to this graft spark is skin, and it thrives on touch, perhaps to the detriment of its pain threshold. It will tend to express itself in mutations and overstepping through alterations to the way the world is felt, touched, and engaged with.

Witchmark:

Graft Awakenings:


Competent Awakening:

Ebullient Headdress: A growth of silky fibers that resemble his hair sprout shoulder-length from his scalp. However, this is no growth of ordinary hair but actually a growth of skin, with a strong sense of touch. The fibers are braided together in such a way as to create a flat sheet of cloth but drapes around his neck and shoulders. The membrane can feel pain and pleasure, and is especially sensitive.

Expert Awakening:

Unnamed:
Character: Zemos
Requesting Mark: Kasyni
Race: Sev'Ryn
Location: Viden
Current Marks: Yithnai
Preferred Mod: Anyone

Potential Qualifications:
  • Sev'ryn are coveted followers for Immortals, generally because of their zeal and devotion, and Mastes in particular might enjoy having a Yithnai Sev'Ryn as a follower.
  • Zemos when he was Nzi'fuma, used to lie excessively and tricked his way into the healing house in Desnind's confidence to the point where he was given access to their tea (into which he dipped his potentially diseased finger). [Trickery (Mastes), Ruin (Kata), Injustice (Kata)]
  • Zemos is frequently given to strange compulsions, such as blurting out things that the Yithnai egg says to him, in the form of suggestions. [Compulsion (Mastes), Insanity(Kata)]
  • He's competent in poisons, and is beginning to learn how to formulate drugs. This might make him an ideal person to mark, as he has direct access to a source of vices. [Vices (Mastes)]
  • He's a nice guy. He often acts as if he's doing people favors when he's harming them, thinking that the diseases he spreads as 'blessings'. [Trickery (Mastes), Injustice (Kata)]
Potential Disqualifications:
  • He's an ascetic of sorts and poor and doesn't possess many existing vices of his own or the means to pursue them. This might work as a way for Mastes to indoctrinate him, however, if he tries to lure him into a particular vice. [Minus to Vices (Mastes), Minus to Insanity (Kata)]
  • Zemos is a bit of an open book. Although he will think nothing of lying or speaking 'his truth', he isn't the best at discretion. [Minus to Trickery (Mastes)]
Last edited by Zemos on Tue Aug 17, 2021 10:24 pm, edited 1 time in total. word count: 823

Identity

Nzi'Fuma is going by the name Zemos until further notice

Marks

Yithnai: Nzi'Fuma has glowing green eyes.
Witchmarks and Mutations:
  • Dread Warpaint: Zemos' upper face has a darkened discoloration, like sticky tar to the touch. It resembles warpaint.
  • Flies and other insects tend to crawl over his body intermittently. Sometimes a maggot can be seen crawling over his skin.
  • He has a slight slowness to his speech, as if he struggles to keep his tongue low in his mandible.

Text Code

Yithnain Suggestions
Dialogue
User avatar
Zemos
Approved Character
Posts: 347
Joined: Mon Mar 19, 2018 3:26 pm
Race: Sev'ryn
Profession: Creep
Renown: 180
Character Sheet
Character Wiki
Plot Notes
Templates
Wealth Tier: Tier 3

Featured

Milestones

Miscellaneous

NPC Ideas




Mervani's Daughter/Bride of Zemos
Image
Name: N/Aa
Race: Human/Eidisi Revenant
Birthday/Age: 701 Saun 19th
Languages Spoken: Fluent Common Sign

Skill XP Level
Combat: Whips & Flails 26 Competent
Stealth 26 Competent
Dance 26 Competent
Athletics 26 Competent
Combat: Unarmed 26 Competent
Endurance 26 Competent
Strength 6 Novice

Appearance/Biometrics:

Personality:

Backstory:

In-Game History Thus Far:

Relationship to PC:

Courujärä
Image
Name: Courujärä
Race: Sev'ryn
Birthday/Age: 680 Saun 4th
Languages Spoken: Fluent Xanthean, Basic Common.
Faction: Cazav, Obavi-Kausaban.
Skill XP Level
Medicine 51 Expert
Teaching 51 Expert
Deception 51 Expert
Alchemy 51 Expert
Combat: Unarmed (Warclaw) 51 Expert
Stealth 40 Competent
Hunting 30 Competent
Athletics 30 Competent
Linguistics 27 Competent
Endurance 16 Novice

Appearance/Biometrics: Dark ash brown hair falls neck-length around an olive-complected face. Heavy brows formed over narrow black eyes. her nose was upturned and small. her lips were wide and thin. He stands at 5'8" tall, with wiry musculature.

Personality: A quiet, somber individual, not given to frivolity. She does take pleasure in educating newcomers to the Cazav, particularly those involved in her own branch of the Obavi.

Backstory: Raised among a Cazav family, she was slated to become one among the Obavi from a young age, and didn't disappoint in her family's aspiration. She made her first kills at the age of sixteen and swiftly rose through the ranks. Yet she never managed to get the attention of Lisirra in all her years of service, at least in terms of earning her mark. Nevertheless, she serves the Plague Mother faithfully until it came time for her to take a place as an instructor of Obavi.

She grew in prominence among the cult of Cazav, until the news arrived in 719, that the Plague Mother had been killed. Killed or banished, it didn't matter, for she would not communicate with any of her marked anymore. Yet this was kept quiet within the cult. Only teachers such as her were even given hints as to what happened, and even those were mere whispers in comparison to the deafening silence of the cult's leadership.

Nevertheless, she continues to teach assassins, and yearns for the time when she might train the instrument to bring justice finally upon the ones who brought about Lisirra's banishment/demise.

In-Game History Thus Far: TBD

Relationship to PC: It was she who prompted Zemos to travel to Yaralon, through a strange note found in a book left by another Cazav member who visited Scalvoris for the sake of cultural exchange. By chance, she returns to the residence where Zemos was led in Ymiden, and there they will meet.

Approval: Pending, but was awarded here: Weeping Walls



Akoko
Image
Name: Akoko
Race: Originally female Sev'ryn (Original self-totem is now deceased), currently a male Auri.
Birthday/Age: 34th of Vhalar 611
Languages Spoken: Fluent in: Xanthean, Common. Basic: Xanevic.
Skill XP Level
Becoming 76 Master
Hunting 51 Expert
Combat: Unarmed 51 Expert
Endurance 26 Competent
Linguistics 26 Competent
Meditation 20 Novice

Appearance/Biometrics: A typical tawny-furred Auri, with a pair of curled horns growing from its cranium, in front of the ears. The creature has two tails like most of its kind, and has a keenly intelligent stare. Akoko has forgotten what their self-totem looked like.

Second Totem (This will be part of his training, obtaining the sovereign substances so as to make a totem for Akoko): Half-Sevryn/Half-Biqaj female. She had an olive complexion, with large pointed ears like the biqaj. Her eyes were dark forest green. Her build was athletic and average. She stood at 5'8" tall.

Personality: Akoko has a prideful and sometimes sardonic manner to them. They dislike being led about, but will follow those who show loyalty and comradery with them. Akoko is known to bear grudges far beyond their natural expiration. They hate Elgo Mervani, for reasons that will become clear through Zemos' story.

Backstory: Originally a mage from a village on the outskirts of Rhakros, they were a witchdoctor for their small clan, before they were beset by a group of Webspinner cultists. She managed to escape, using her Auri totem to blend into the rest of the wilderness, and evade capture. From then on, she's had a grudge against the Webspinners and all their kind.

She traveled for decades as an Auri, ignoring the ailing health of her self-totem, until the totem expired from long neglect. Akoko mourned the death of their self totem, and more than that, found themselves practically incapable of crafting a new totem, given that they'd been trapped in the form of a quadrupedal cat for the better part of the past few decades.

In time, Akoko took to wandering, taking on this or that companion time after time, until finally making her way to Videnese territory. There she settled as a herding animal for a small hamlet, a pastoral community raising sheep in the mountainous valleys south of Viden. There she lived peacefully with a family of ranchers and herdsmen, until they crossed paths with Elgo Mervani. Mervani wanted a house built on the land that the shepherds claimed for their own. When they refused to sell him the land, he came in the night and poisoned their flocks, rendering them destitute. Therefore, they were forced to sell their land to Elgo Mervani, to cut their losses. While the family didn't know the truth of it, Akoko had seen it first hand, and swore vengeance on the Professor for disrupting her peaceful existence.

Akoko made his life from then on terribly inconvenient, grabbing evidence of his nefarious activities, and dropping them in plain view at times. At all times keeping to their self and not leading on that it was their doing. Unfortunately, after decades of undermining Mervani, he inevitably found Akoko out, and had a group of trappers arrange to catch her. The trap succeeded in snaring Akoko, however, before the trappers could find her, the most unlikely of individuals did. Mervani's own apprentice, who was travelling south at the time, Zemos found Akoko snared, and freed the becomer. Akoko, sensing something off about Zemos, fled, but not after marking him with a wound made by its claws.

However, in time through their mutual travels south, they came to rely upon each other for mutual safety, and so a begrudging partnership was formed. Zemos still has no idea that Akoko was a former mage, and believes the creature to be an Auri.

In-Game History Thus Far:

A Cat of Two Tails, or a Tale of Two Cats - Here Zemos finds Akoko and frees them of the snare.
Two of a Kind - Here, Akoko returns the favor of their life to Zemos, after he's accosted by a bandit who threatens to brain him. Akoko kills the bandit, and so a tentative partnership is formed between the two travelers.

Relationship to PC: Acquaintance. Zemos is the apprentice to Mervani, Akoko's nemesis. That will come clear in the stories of Zemos.


Mosasi
Image
Name: Mosasi
Race: Sev'ryn/Biqaj mixed race.
Birthday/Age: 23rd of Ashan 700
Languages Spoken: Fluent in: Dehasin. Basic: Common
Skill XP Level
Seduction 30 Competent
Endurance 30 Competent
Athletics 30 Competent
Dancing 10 Novice

Appearance/Biometrics: Half-Sevryn/Half-Biqaj female. She had an olive complexion, with large pointed ears and eyes that change shade slightly when certain moods strike her. Her eyes were dark forest green uusally. Her build was athletic and average. She stood at 5'8" tall.

Personality: Still bearing many of the mannerisms of an obedient slave raised to indoctrination in Athart, Mosasi is meek and mild-mannered. She takes to her job as a server and courtesan at the Devil's Advocate with seriousness and earnestness.

Backstory: Formerly a slave imported from Athart, she bought her way into freedom on the kindness of a former master in Viden. After finding her freedom in Viden, she turned to the less savory aspects of society to make ends meet, when nobody else wanted to hire someone who could barely speak common. She was given a job as one of the girls of the Devil's Advocate recently, and works there as a courtesan and occasional server.

She lives in the lowest of the Prisms, in a common area that she also shares with Zemos, as it happens.

In-Game History Thus Far: TBD

Relationship to PC: Potential love interest and/or victim. Zemos will become unhealthily obsessed with the woman. He'll probably patronize the Devil's advocate, where she works, and when paired with her after paying, become even more infatuated. However, her purpose in the story was to later be the basis of a humanoid totem for his magic mentor Akoko and also his own first foray into making a totem. Eventually, the situation degenerates, and they end up in a situation where Zemos harvests her sovereign substances both for his mentor, and later himself. He keeps her alive with a combination of medical know-how and magic, until he's ready to dispose of her.


Possum
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Name: Possum
Race: Lotharro
Birthday/Age: 41st of Vhalar 698
Languages Spoken: Fluent in: Dehasin. Basic: Common
Skill XP Level
Endurance 30 Competent
Strength 30 Competent
Resistance 30 Competent
Athletics 30 Competent
Combat: Axes & Bludgeons (2-h) 30 Competent

Appearance/Biometrics: A large, tall, pockmarked lotharro. Scarred by medical experiments and abuse from his master in equal measure, the hair has been shaven from his body. He's a eunuch, as is customary for non-breeding Lotharro slaves.

Personality: Whatever master says. Programmed from birth to be obedient by the Nest-Keepers in Athart, Possum is trained for maximum obedience. While he's capable of defending his master as a competent user of the club or axe, he's not exactly bred for bodyguard duty. However, he's able to learn.

He speaks little unless spoken to.

Backstory: Born as a slave, sired by a slave, Possum has been programmed from even before birth to act as property to any future master, whomsoever the Nest-Keepers decide he should go to. Perhaps fortunately, he was shipped to Viden, where slaves are at least treated with a semblance of fairness.

In-Game History Thus Far: TBD

Relationship to PC: Zemos is going to purchase him when he returns to Viden.


Lockley
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Name: Lockley
Race: Human
Birthday/Age: 27th Ymiden 678
Languages Spoken: Fluent: Common
Skill XP Level
Glamour 76 Master
Attunement 76 Master
Empathy 51 Expert
Larceny 51 Expert
Biometrics:

Height: 6'
Build: Thin
Complexion: Abnormal (Glamour Witchmark: ivory white and deep black markings)
Eyes: Keyholes (Rupturing Mutation)
Voice: High

Personality: Lockley is quite driven to near-insanity by his Empathy spark. While benign and not violent at all, he has several mutations accumulated from the discipline of Empathy that have rendered him mentallly and emotionally unrecognizable from ordinary mortals. For one thing, he can generally only experience emotion vicariously, through his spark, doing a sort of 'emotional sharing' witth anyone he happens to be following or engaging witth.

He gets by in the underground of Yaralon, only coming up for sustenance and occassional companionship. Otherwise, he's a shy soul, reluctant to engage with the violent society of Yari. His powerful magic alone protects him from harm in most instances, as he's entirely incapable of fighting, as the infliction of pain on others has a similar mutation associated with it to empathy, in that pain delivered is shared back through feedback.

Backstory: Lockley learned magic at a dangerously young age, and since then has developed into the strange mage he is today as a result of the warping that resulted from his early initiations. He once lived in Withersfield, as a gourd farmer, until a fracture-beast swallowed his family. He was rescued by an unlikely savior, who later initiated him into magics, when asked and pressed to by Lockley.

From there, Lockley made a living just scraping by, hand to mouth, but was kept entertained and intrigued by life from the false images he could conjure, and the vicarious experience of other people. He lived quite a long way this way, and got by on good-natured filching and swindling.

He comes into Zemos' life in Yaralon, where they discover each other in the Burho beneath. Zemos takes an interest in the strange creature that Lockley represents, and pursues him when he recognizes that the other man can use magic. I'd like their arrangement for the initiation and such to be subject to story development, rather than baked in through a planned path.

Last edited by Zemos on Mon Jun 17, 2024 5:14 pm, edited 6 times in total. word count: 2116

Identity

Nzi'Fuma is going by the name Zemos until further notice

Marks

Yithnai: Nzi'Fuma has glowing green eyes.
Witchmarks and Mutations:
  • Dread Warpaint: Zemos' upper face has a darkened discoloration, like sticky tar to the touch. It resembles warpaint.
  • Flies and other insects tend to crawl over his body intermittently. Sometimes a maggot can be seen crawling over his skin.
  • He has a slight slowness to his speech, as if he struggles to keep his tongue low in his mandible.

Text Code

Yithnain Suggestions
Dialogue
User avatar
Zemos
Approved Character
Posts: 347
Joined: Mon Mar 19, 2018 3:26 pm
Race: Sev'ryn
Profession: Creep
Renown: 180
Character Sheet
Character Wiki
Plot Notes
Templates
Wealth Tier: Tier 3

Featured

Milestones

Miscellaneous

Re: Zemos' Yithnai Tracker

UCP Profile Stuff
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Skills and Knowledge

Skills Tracked via UCP

Skill Levels

Mastered
SkillPoints AcquiredLevel
Fieldcraft(80/100)Master
Expertise
SkillPoints AcquiredLevel
Medicine(80/250)Expert
Competence
SkillPoints AcquiredLevel
Combat: Unarmed (Da'Riya)(30/250)Competent
Discipline(30/250)Competent
Endurance(26/250)Competent
Meditation(32/250)Competent
Necromancy(45/250)Competent
Needlecraft(26/250)Competent
Resistance(26/250)Competent
Stealth(26/250)Competent
Textile Production(26/250)Competent
Novice
SkillPoints AcquiredLevel
Athletics(10/250)Novice
Detection(6/250)Novice
Dreamwalking(6/100)Untrained
Graft(20/250)Novice
Larceny(10/250)Novice
Research(10/250)Novice
Strength(5/250)Novice


Knowledges

Knowledge

Alchemy
  1. Alchemy: Blood Magic: Taking blood of a mage or marked in order to understand the origin of abilities.
Athletics
  1. *Athletics Acrobatics: Rolling with the throw to limit impact.
  2. *Athletics Acrobatics: Patience Grasshopper (1/1)
  3. Athletics: Getting counter whipped and reversing the momentum of the movement.
  4. Athletics: Getting flung into a tree.
  5. x3
Animal Training
  1. Animal Training: Milking a spider for venom.
Science (Was Chemistry)
  1. Science (Was Chemistry): Essence of Pill Bug 1/1
  2. Science: Candles may give off fumes that can create a scented miasma.
Dancing
  1. x1
Deception (Was Acting)
  1. *Deception: Acting: Feigning fear to elicit pity.
Detection
  1. Detection: Essence of Pill Bug 1/1
  2. x2

Discipline

  1. Discipline: Doing as one is told.
  2. Discipline: Taking the pain without going mad.
  3. Discipline: Resolving to keep hope of escape alive.
  4. Discipline: Arachnophobia is a terrible fear.
  5. Discipline: Handling spiders when you fear them takes a lot of self-control.
  6. Discipline: Pretend the subject of your fear has another form.
  7. Discipline: Suppress a sarcastic or mean-spirited retort toward your abuser.
  8. Discipline: Withstanding a thousand yard stare.
  9. Discipline: Maintaining calm while under intense scrutiny.
  10. Discipline: Casual visit to a haunted bar isn't the best for the nerves.
  11. Discipline: Taking insults from a ghost is easy when you don't fully understand them.
  12. Discipline: Enforcing your will upon a set of thralls.
  13. Disciplinle: Fighting the urge to retch.

Endurance

  1. Endurance: Taking a knock to the back of one's head.
  2. Endurance: Carrying a load all the way home.
  3. Endurance x 1
  4. Endurance: Taking hits and falls, along with the bruises.
  5. Endurance: Lasting against an untiring opponent.
  6. Endurance: The Egg can inflict horrible pain compliance upon its host.
  7. Endurance: Fighting the belly pain, to keep a meal down.
  8. x1
  9. x3
Etiquette
  1. Etiquette: Show deference to those who could enslave you
  2. Etiquette: Honoring an invitation to meet for dinner.
Fieldcraft

  1. Fieldcraft: Learning the correct paths [D]
  2. Fieldcraft: Surviving on meager findings [D]
  3. Fieldcraft: Sustenance under every stone
  4. Fieldcraft: Constructing a lean-to
  5. Fieldcraft: Finding a safe place to rest.
  6. Fieldcraft: Settling down for the night.
  7. Fieldcraft x 5
  8. Fieldcraft x 4
  9. Fieldcraft x 4
  10. Fieldcraft x 3
  11. Fieldcraft: Burying a dead body in a shallow grave.
  12. Fieldcraft: Plantlife that hasn't been touched by insects may indicate that it's toxic to them.
  13. x8
  14. Fieldcraft: Gathering necessities that will be needed for a field trip/mission.
  15. Fieldcraft: x 2
Gardening

  1. Gardening: Tobacco plants require constant pruning to prevent the exhaustion of nutrients in the soil.
Graft
  1. Graft: Initiation is a breaks long affair, allowing enough time to converse with one's Mentor.
  2. Graft: Graft Initiation involves eating regurgitated meat from the mentor.
  3. Graft: Initiation Monster: Mortise, a monstrosity of melting flesh that the Graft mentor cannot heal with his own magic.
  4. Graft: Energizing: The first rigor of Graft.
  5. Graft: Energizing: Can be used to add thickness and bulk to a piece of flesh.
  6. Graft: Energizing: takes several bits to take effect.
Intelligence

  1. Intelligence: Always have an eye over your shoulder.
  2. Intelligence: Eavesdropping on others to learn what you can about a city
  3. Intelligence: Questioning one's commands.
  4. Intelligence: Learning more about people
  5. Intelligence: Contact: Balthazar, a white-haired mage with a companion.
  6. Intelligence: Bars are good places to find contacts
Linguistic

  1. Linguistics: Switching from one language to another, on a dime.
  2. Linguistics: Common: Reads stranger and more difficult than it sounds.
  3. Linguistics: Common: Simple Greetings.
  4. Linguistics: Common: Phrases and longer sentences are made to flow with conjunctions and similar words.
  5. Linguistics: Common: Using past present and future tenses can inform your statements properly, to make clear when they happened.
  6. Linguistics: Common: There are far too many words in the Common Language to keep them all straight, without a proper lesson plan.
  7. x5

Mathematics
  1. Mathematics: More than just addition, subtraction, division and multiplication.
Meditation

  1. Meditation: A short prayer can shore up one's resolve.
  2. Meditation: Emptying one's mind
  3. Meditation: Meditation by the numbers.
  4. Meditation: Eliminating thoughts as they occur.
  5. Meditation: Being patient enough to start the meditation over again.
  6. Meditation: Repetitive tasks help the meditative process.
  7. Meditation: Whitenoise from the flies is calming
  8. Meditation: Bright white lights made it hard to remember the past.
  9. Meditation: Contemplating one's origins.
  10. Meditation: Staying calm while being sold off for auction.
  11. Meditation: Sifting through thoughts to try and draw a line between a hint of familiarity.
  12. Meditation: Using the dark to enhance your mind's closure.
  13. Meditation: Through Warp and Weft I
  14. Meditation: A physical focus can help when it comes to chanelling magic.
Navigation
  1. Navigation: Getting a map makes it easier to get your bearings, especially when finding a place of interest on the map.
Necromancy
  1. Necromancy x5
  2. Necromancy: Husk: A creature risen from the recently dead.
  3. Necromancy: Fetch: A simple, small golem used for minor tasks.
  4. Necromancy: Fetch: Uncontrolled, is more mischievous than dangerous.
  5. Necromancy: Preserve: A technique that can be used to prevent decay or aging.
  6. Necromancy: Swarm: Taking control of a group of small animals that are dead.
  7. Necromancy: Fetch: is as strong as the material and workmanship that went into crafting it.
  8. Necromancy: Assuming control of another necromancer's thrall through greater skill and ether expenditure.
  9. Necromancy: Modulating the amount of ether running through a thrall you're trying to possess.
  10. Necromancy: Restore: Heal undead flesh by flooding the corpse with ether.
  11. Necromancy: Restore: Restoration requires a good amount of ether and full concentration.
  12. Necromancy: Swarm: Poisoning a hive of insects, in order to raise them as a collective thrall.

Needlecraft
  1. Needlecraft: Stitching a seam.
  2. Needlecraft: Stitching clothing [D]
  3. Pattern: A cloth doll
  4. Needlecraft: Crafting a button from... a pain button and sewing it onto a shirt.
  5. x7
  6. x2

Socialization

  1. Persuasion: Bribes are good for loosening someone's tongue
  2. Persuasion: Insinuating himself into a healer's hut.
Medicine (Was poisons)
  1. Medicine: Poisoning: Cultivating and creating diseased material.
  2. Medicine: Poisoning: Dropping diseased materials into some tea.
  3. Medicine: Poison: Through Warp and Weft I (1/2)
  4. Medicine: Poison: Through Warp and Weft I (2/2)
  5. Medicine: Poisons: Bookworm meets Worm (1/4)
  6. Medicine: Poisons: Bookworm meets Worm (2/4)
  7. Medicine: Poisons: Bookworm meets Worm (3/4)
  8. Medicine: Poisons: Bookworm meets Worm (4/4)
  9. Medicine: Poisons: Essence of Pill Bug 1/3
  10. Medicine: Poisons: Essence of Pill Bug 2/3
  11. Medicine: Poisons: Essence of Pill Bug 3/3
  12. Medicine: Poisons: Stain is made from the venom of a hermit spider and a common mushroom's spores.
  13. Medicine: Poisons: Pain buttons are crafted from a hardened paste of toxic material.
  14. Medicine: Poisons: Using binders to pair one toxin with another for greater effect.
  15. Medicine: Poisons: Pain buttons are crafted from wasp/bee/hornet venom.
  16. Medicine: Poisons: The idea of a contagion or toxin that spreads through a population.
  17. Medicine: Poisons: The figurative similarities between communication and toxic spread are enlightening, and may lead to future innovation.
  18. Medicine: Poisons: Concocting a simple flea-poison.
  19. Medicine: Poisons: Larger animals might not find one concoction as deadly as a smaller one.
  20. Medicine: Poisons: Producing a contact poison with a catalyst.
  21. Medicine: Poisons: Using binders, inhibitors, and catalysts and mixing them in essential oil.
  22. Medicine: Drawing blood as a process in alchemy and medicine.
  23. Medicine: Yarrow and Mint can be combined with other ingredients to produce a wound unguent.
  24. x4
  25. Medicine: Poisoning a wasp hive with deadly insecticide.
Navigation
  1. Navigation: Bringing along a great map can help one find their way.
Research
  1. Research: Toxicology: Bookworm meets Worm (1/1)
  2. Research: Toxicology: Essence of Pill Bug 1/1
  3. x1
Resistance

  1. Resistance: Test tasting tea that's been diseased
  2. Resistance: Inflicted with horrible diseases and poisons and then given the cure.
  3. Resistance: (Yithnai) Immunity: Cannot be afflicted by any disease.
  4. Resistance: Fermented Milk is good for the gut.
  5. Resistance: Moderation is one way to resist alcohol
  6. Resistance x1
  7. Resistance: Eating Regurgitated meat.
  8. Resistance: Surviving a graft initiation.
  9. Resistance: Medicated substances sometimes upset a stomach.
  10. x2
Seduction
  1. x1
Stealth
  1. Stealth: Finding dark spots to hide when there are patrols nearby.
  2. Stealth x 1
  3. Stealth: Sneaking behind the back of a barn.
  4. Stealth: Entering the Black Market as surreptitiously as you please.
  5. x7
Storytelling
  1. Storytelling: Contriving irony.
  2. Storytelling: Easy enough to entertain children.
  3. Storytelling: From Point a to Point
  4. Storytelling: Inserting listeners into a story.
Strength
  1. Strength: Fireman's carry can make heavy loads lighter.
  2. Strength: Sharing the load between limbs.
  3. Strength: Shouldering the bulk of a weight.
  4. x3
Textile Production
  1. Textile Production: Recycling old discarded rags
  2. Textile Production: Using natural materials to form fabrics [D]
  3. Textile Production: Through Warp and Weft I (1/2)
  4. Textile Production: Through Warp and Weft I (2/2)
  5. Textile Production: Flax production involves rotting the fibers from the woody bits.
  6. Textile Production: Crafting a rope from flaxen cloth.
  7. Textile Production: Tying a monkey's fist knot.
  8. Textile Production: Braiding a rope.
  9. x3
  10. x4
  11. x2
Unarmed Combat
  1. Unarmed Combat: Patience Grasshopper (1/11)
  2. Unarmed Combat: Patience Grasshopper (2/11)
  3. Unarmed Combat: Patience Grasshopper (3/11)
  4. Unarmed Combat: Patience Grasshopper (4/11)
  5. Unarmed Combat: Patience Grasshopper (5/11)
  6. Unarmed Combat: Patience Grasshopper (6/11)
  7. Unarmed Combat: Patience Grasshopper (7/11)
  8. Unarmed Combat: Patience Grasshopper (8/11)
  9. Unarmed Combat: Patience Grasshopper (9/11)
  10. Unarmed Combat: Patience Grasshopper (10/11)
  11. Unarmed Combat: Patience Grasshopper (11/11)
  12. Combat (Unarmed): Da'riya: Pushes and pulls are the core of this style of martial art.
  13. x2
Non-Skill
  1. *]Yithnai: Immunity: Zemos has nothing to fear from disease.
  2. Yithnai: Immunity: Zemos has nothing to fear from infection.
  3. Immortal: Yvithia, is aware of the thoughts of all in her city's charge. (wiped)
  4. Location: Viden, a cold sterile city.(wiped)
  5. Location: Viden Infirmiry, a place where the sick are treated.(wiped)
  6. Immortal: Lisirra [D(wiped)
  7. Faction: Cazav [D](wiped)
  8. Faction: Serga Manravu[D](wiped)
  9. PC: Sybil: A student and a master.
  10. PC: Sybil: Didn't actually plan on buying Zemos.
  11. PC: Sybil: Is polite to most everyone.
  12. Location: Viden: Carnelian Prism: Dormitory.

Dreamwalker Ledger
Thread Link Points Gained Power
Feast on Life 2 Uninitiated
Under a Moth Eaten Canopy 4 Uninitiated
Under a Rock, Somewhere in Viden, there lived a worm. 6 Uninitiated
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Header




Thread or Skill Name Points Adjustment Running Total GrandTotal
Starter XP +50 50
Meditation (RB) +25 50
Needlecraft -15 35
Textile Production -15 20
Fieldcraft -20 0
Fieldcraft [D] -4 0
Needlecraft [D] -3 0
Textile Production [D] -2 00
Like Flies to Carrion 15 15 15
Buzzing In 15 30 30
Textile Production -8 22 30
Needlecraft -7 15 30
Resistance -15 00 30
Life Begets Illness +10 10 40
I Spy with my Eye +10 20 50
Under a Moth-Eaten Canopy, an Orchid +15 35 65
Under a Rock, Somewhere in Viden, a Worm +15 50 80
Resistance -7 43 80
Fieldcraft -1 42 80
Poisons -25 17 80
Pickpocket -10 7 80
Sweet Liberty +15 22 95
Night Creeps In +10 32 105
Discipline -25 7 105
Meditation -7 0 105
Through Warp and Weft I +10 10 115
Stealth -10 0 115
Feast on Life +10 10 125
Unarmed Combat: Da'Riya -10 0 125
Bookworm meets Worm +10 10 135
Research -10 0 135
Essence of Pill-bug +10 10 145
Poisons -5 5 145
Breathe Ettyne +10 15 155
The Stain of Arachnophobia +10 25 165
Acrobatics -10 15 165
Endurance -5 10 165
Unarmed Combat -5 5 165
Patience Grasshopper +15 20 180
Unarmed Combat -15 5 180
Busiest Bar in Viden +15 20 195
Discipline -5 15 195
Strength -5 10 195
Poisons -5 5 195
The Night Crawls In +10 (Necromancy) 5; 10 (Necromancy) 205
Necromancy -10 5 205
The Geek Shall Inherit the Dirt +10 15 215
Fieldcraft -10 5 215
A Cat of Two Tails, or a Tale of Two Cats? +10 15 225
Two of a Kind +10( necromancy) 15; 10 (10 Necromancy) 235
Fieldcraft -15 5 (Necromancy) 235
Necromancy -5 0 235
A Sackcloth Construct +10( necromancy) 10 (10 Necromancy) 245
Necromancy -10 0 245
Mervani's Apprentice +10( necromancy) 10 (10 Necromancy) 255
Necromancy -5 5 255
Fieldcraft -5 0 255
Lacing a Pain Button +10 10 265
Thrall Boxing +10 20 275
First Lesson +15 35 290
Purchased: Conversational and Fluent Common for 5:1 -13 22 290
Small Talk about Fleas +10 32 300
At the End of My Rope +15 47 315
Medicine -45 2 315
I Hope you have an Appetite +10(Graft) 2 ; (10 Graft)( 325
Graft -10 2 325
Announcement +32 34( 325
Stealth -16 18 325
Endurance -1 17 325
Detection -1 16 325
Textile Production -1 15 325
Needlecraft -1 14 325
Resistance -4 10 325
A Charming Malaise +10 (Necromancy) 10 (10 Necromancy) 335
Necromancy -10 10 335
The Book of L +10 20 345
Silence of the Egg +10 30 355
Worm Weaver +10 40 365
Fieldcraft -25 15 365
Poultices and Unguents +10 Graft 10 Graft +15 375
Graft -10 15 375
Toxicology: And other Hard Sciences +10 25 385
Combat Festival: Revenge of the Slap Master +15 40 400
Endurance -20 20 400
Festive Contagion +10 (+5 Necromancy) 30 (5 Necromancy) 415
Necromancy -5 30 415

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Wealth Ledger

Wealth tracked via UCP | Wilderness PC (Fieldcraft)

Old Ledger
Starting Package 0 100
5 sq yards of Ramie Cloth 10 gn 1 sn 0
Travel from Desnind to Athart 28 gn 5 sn ...
Sewing Kit 6 gn ...
Enslaved Everything 0
Convert Wealth from Point Bank Points050 gn
Memory npcs 3 of them3020 gn
Total Currency: 0 ON, 20 GN, 0 SN, 0 CN
Purchase/Wage/Event Adjustment Total Wealth Points
Approval +1 1 WPs
Purchased Letter Education -1 0 WPs
Cylus Wage +1 1 WPs
Ymiden 720 Wage +2 3 WPs
Purchased: 2 Masterwork Outfits -1 2 WPs
Wage: Saun 720 +3 5 WPs
Purchased: Certificate Tuition: Science: Toxicology -2 3 WPs
Purchased: A Measure of Flax-Seed oil. -1 2 WPs
Point bank wealth conversion +6 wp 8 WPs
Wage: Ymiden 721 +4 wp 12 WPs
Wage: Saun 721 +7 wp 19 WPs
Purchased: Average Medical Kit -5 wp 14 WPs
Purchased: Cloth enough to craft four outfits/items -1 wp 13 WPs
Purchased: 1 Luxury/Masterwork Map of the Scaltoth Jungle -2 wp 11 WPs
Wages: Vhalar 721 +8 wp 19 WPs
Purchased: 1 Luxury/Masterwork Map of Immortal's Tongue -2 wp 17 WPs
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Renown



word count: 2537

Identity

Nzi'Fuma is going by the name Zemos until further notice

Marks

Yithnai: Nzi'Fuma has glowing green eyes.
Witchmarks and Mutations:
  • Dread Warpaint: Zemos' upper face has a darkened discoloration, like sticky tar to the touch. It resembles warpaint.
  • Flies and other insects tend to crawl over his body intermittently. Sometimes a maggot can be seen crawling over his skin.
  • He has a slight slowness to his speech, as if he struggles to keep his tongue low in his mandible.

Text Code

Yithnain Suggestions
Dialogue
Post Reply Request an XP Review Claim Wealth Thread

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