Plots of Woe

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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Woe
Approved Character
Posts: 2683
Joined: Sun Feb 05, 2017 6:46 am
Race: Mortal Born
Profession: Free Agent
Renown: 1665
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Plots of Woe

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Potential Capstones:
Deception
One of those Faces - No significant changes need be made to the appearance of this grand master of disguise when they wish not to be identified. They just seem to have 'one of those faces' that blend in with everyone else who meets a basic description of hair color, eye color, height, build, and skin tone. People will be able to identify those basic characteristics, but when presented with a specific appearance such as through sketches or seeing the person again, they're unable to make a positive identification. Depending on the detection skill or abilities of those observing, they may be able to mitigate against their non-recognition.
Paragon of Ignorance - The process of omitting information from those seeking answers to whatever questions they may have has become automatic to this grandmaster of deception. Through an amalgam of putting on an air of ignorance and twisted psychology, Woe is able to plead ignorance to any piece of information that he may have access to. Omitting a piece of information becomes automatic, and it's as if he really doesn't know the answer to what someone is asking him.
A Break in the Fog -Woe's deceptions can create a cloud of doubt and confusion, turning lies and fake identities into a false reality that fools most people. However, he can choose one person to whom none of his deceptions will work, and the reality of the situation will become clear. Whether he does this for mischievous reasons, like gaslighting, or for cooperative reasons because he's working with them, he can make certain that one person alone is able to see through everyone of his deceptions.
Detection

Pain Mapping: Woe has achieved such proficiency and experience in torture, that he can intuit a person's pain centers and weaknesses just by time spent observing them. Each trill spent with a subject provides Woe insight into their pain centers. Small tells such as how they carry themselves, which leg or arm they tend to favor, all of these clue Woe into what would hurt them most. It would take around a trial to completely familiarize himself with the pain map of a subject, through which he'd have to be observing them the entire time. This learning process can be stalled by a subject's skill in deception, or through glamours or other means of hiding ones true nature.
Discipline
King of Pain

As a former professional torturer, Woe has experienced first-hand some of the worst agonies that can be inflicted upon mortals, to the point where he understands them well.

In his development of self-discipline, he’s built up a defiant resistance and even disregard toward emotional extremes and intimidation or fear tactics. His resolve has now grown even further by encompassing the realm of physical pain.

Although not immune to pain or unfeeling toward it, he can function at ordinary efficiency even as he’s experiencing physical agony, so long as he’s on task. This only applies when he’s on any given task, which can be a fight, a crafting session, or just being subject to interrogation by someone using pain as a coercive tactic (the task in that case being not to break).

This is not an always on ability. Situations where this doesn’t apply would be social functions, general non-dangerous exercise, and just idling.
Dreamwalking
Dream Logic The world of Dreams is illogical at times, labyrinthine in the way a dreamer interacts with it. By its very nature, it defies the laws of Idalos and the way one approaches it. As such, the dreamwalker can swap the skill level he has in one skill for another, while interacting with the dreamworld. This manifests as using the specific skill in a way that mimics the swapped in skill.
Liberation of Aspect: At grandmastery of Dreamwalking, the dreamwalker can detach parts of their dream manifestation which then grow to full size, with respect to the size of the original dreamer. The dreamwalker can produce a construct that is equal in size to themselves, that has all the abilities and dream walking skills thereof that is under their loose control.
Lucid Conservation: The dreamwalker can regenerate parts of their manifestation within the dream in order to preserve the manifestation's original size and mass. In this way, they can control more of their dreamworld without sacrificing parts of their manifestation. Given enough time, they can make sweeping changes to their Dreamscape world, although this still comes with its share of hazards.
Fractured Dreams: The Dreamwalker at this stage has such a fluid connection to Emea, that when they drift off into the chaotic expanse of that plane of existence, their slumbering body acts as a minor fracture, producing one raw well of a kind appropriate to the place where they are sleeping. Their body only acts as a minor fracture when they slip through the Veil and into Emea. Ordinary Dreams where they do not enter Emea do not qualify.
Socialization

Sorellian Nels - Woe can bribe a combatant to stand down from a fight, so long as he himself engages in no offensive action toward them or anyone nearby. When paying off an attacker, or bribing an otherwise hostile party, Woe can ensure that he isn't attacked, so long as he is holding up the nels that are on offer. This is not coercive, and should negotiations break down, taking the money off the 'table' so to speak, will nullify whatever protection Woe was afforded from the attempted bribe.

It's an Argument, not a Fight - In Woe's time, he's talked his way through many thorny and difficult conversations, often enough while brandishing a weapon. So long as he holds a weapon he's proficient in, he can maintain a dialogue with any mortal, that persists so long as he trades words rather than blows. Once either party launches into an attack, the effect is null. This is not coercive, and any PC that has a point of contention with Woe (retribution for a recent violent or harmful act) may attack him without giving him a chance to speak more than once.

Golden Tongue - Woe's words are as good as gold. When completing a seasonal wage thread he's able to command a greater wage, whether by negotiating a higher salary or convincing people to pay more for his services, or just doing a better job to command better rates, he can gain more wealth from his career than he otherwise might. This results in a +5 modifier to Wealth Points earned per seasonal wealth thread ONLY. He cannot use it to increase the value of bounties or extra wealth from threads that aren't his seasonal wealth thread. This Capstone isn't cumulative with other capstones that increase seasonal wage but may be used regardless of the wealth skill employed.

Silver Compact - Woe has a sublime command of the art of negotiation, especially when it comes to the exchange of wealth. So long as he can understand and discover what motivates a person, and what they want, he can pay them weatlh in order to ensure that a negotiation is successful. Negotiations conducted that involve paying nels (or WP) up front will be far more successful and compelling to those who are subject to them.

Diamond Clarity - Woe can make himself understood in short phrases. Using no uncertain terms, He can convey exactly what he means to a selected person with whom he's familiar, using familiar code words and social cues, and be understood by that person alone. Another person may be able to discern that there is more to what Woe said to the other, but they only begin to get an accurate read at master and grandmaster/revealed/exalted levels.

Last Word - When in the middle of a debate, an argument, or a tense negotiation, Woe will always be able to get the last word in.

Truth-Sayer - Woe can compel a person to believe a thing beyond the shadow of a doubt if it happens to be true. Additionally, every truth Woe tells them solidifies his credibility, and allows him to persuade the other party with greater ease the more he tells the truth.

Absence Makes the Heart Grow Fonder: As a solitary, private person, Woe is often given to bouts of cutting himself off from those he cares about, and those who care about him in turn. Thus, he's adapted to this circumstance by becoming greatly skilled at smoothing over his disappearances and absences. He can rebuild his trust with a given party for his absence with just a meeting. This capstone serves as a potential refresher for their relationship, allowing them to pick up where they left off, as if no time away had passed at all.

Mechanically this will only tend to affect NPC relationships and relationships with Non-player parties. Players can opt to consent to it, but are not compelled to, otherwise.

Shadow Persuasion: Woe is so accustomed to dealing with hidden subtext and concealed motives, that he's picked up a few habits of his own when it comes to hiding his influence. When he influences another to a way of thinking or action, he's able to hide his role in convincing them to that act or belief. However they act on his persuasion attempt, the motive will not trace back to Woe.

For Just Five Nels More: Woe is so accustomed to making use of wealth as a resource, a distraction, a means to acquire what he wants, that he's able to apply that principle to nearly anything. If he's willing to sacrifice a measure of wealth, he can open up the opportunity to make an exceptional acquisition. By paying 5 nels more, he can guarantee the acquisition of a non-magical item or material from most anywhere in the world, which he can then convince a craftsman to turn into whatever he desires, after paying the proper sum in addition, of course.

Sorellian Nels - Woe can bribe a combatant to stand down from a fight, so long as he himself engages in no offensive action toward them or anyone nearby. When paying off an attacker, or bribing or convincing an otherwise hostile party, Woe can ensure that he isn't attacked, so long as he is holding up the nels that are on offer. This is not coercive, and should negotiations break down, taking the money off the 'table' so to speak, will nullify whatever protection Woe was afforded from the attempted bribe. The effect will also be null if he should attack anyone within the vicinity.

Silver Compact - Woe has a sublime command of the art of negotiation, especially when it comes to the exchange of wealth. So much so, that he often discovers what a person wants before it becomes clear, giving him a headstart in negotiations This gives him an edge in most negotiation scenarios, but also makes his offers that much more appealing.

Golden Tongue - Woe's word is as good as gold. When using Socialization skill as a wealth skill in a seasonal job thread, whether by negotiating a higher salary, or convincing people to pay more for his services, or just doing a better job to command better rates, he can gain more wealth from his career than he otherwise might. This results in an additional +5 modifier to Wealth Points earned per seasonal wealth thread ONLY, regardless of the wealth skill used. He can apply this bonus to wealth threads completed with skills other than Socialization, but it is not cumulative with any other capstone-based increases in wealth gain. He cannot use it to increase the value of bounties or extra wealth from threads that aren't his seasonal wealth thread.
Politics

Éminence grise: As someone reluctant to involve himself in direct leadership positions, Woe has become adept at influencing the levers of power when they are in another's hands. As such, once per season, while interacting with a government agent or agency, he can manage to float a policy idea or argue against a single, current proposal without it being known that it was his idea or inclination to do so. In this way, he can influence government operations anonymously from inside or outside of it.

Political Proxy - While some politicians stand behind their ideas steadfast in their conviction, Woe does just the opposite. By various forms of artifice, deception, and fraud, he can arrange a false flag, making it seem as if one selected individual or party is responsible for a given political action or decision.

Reap what you Sow: When Woe acts as a patron to another, whether granting a gift or doing a favor, later on, the recipient of said favor will not be considered even with him until they reciprocate two-fold.

Armistice - Woe can stop a fight as it is underway, putting himself in the middle of a situation with a few words, and can buy time to resolve the issue between two warring sides as long as he's not aligned with either side.

Anonymous Activism - When engaging in activism that involves the undermining of an established faction or order, Woe can conceal his involvement entirely, acting by proxy if necessary or misdirecting toward a patsy.
Intelligence
For My Eyes Only - Woe displays such ease at interpreting the views and perspective of his agents, that he's able to interpret their findings as if he'd witnessed what they experienced himself, first-hand. This is effective to the point where his own skill in detection, appraisal, psychology and other skills can apply to whatever they were witness to. This works even if the agents weren't able to comprehend what they witnessed.
Word of Mouth - With a mix of coded language, particularly syntaxed rumors, and somatic clues, Woe's agents can get their intelligence from the place they're based back to him without his having to travel to their location or receive a written missive. Word travels the distance to him. This capstone is limited only by the time it takes for word to travel from one place to another, typical travel times apply for these spoken clues and messages unless they have ways of facilitating swifter communications.
The Devil Speaks - The flip side of Woe's capstone 'Word of Mouth', when Woe wants a message to be delivered to any individual with whom he's acquainted or aware of, it will arrive and they will become aware of the message without anyone else being the wiser to it. The message travels by the way of traded comments, somatic clues, and sometimes coded language, to the point where the person receiving the message is absolutely aware of the message's origin. The message cannot travel any faster than people are able themselves to travel. Base travel speeds and times apply to the timing of these messages.
Endurance
All or Nothing - Through grit and determination, Woe has seen himself through some harrowing conditions in order to meet his ends. As such, this has extended to his constitution and stamina. He is able to perform at peak effect and efficiency, performing activities as if he were fresh and rested from onset to outset. He can go on, until he is physically incapable of doing so.
Restless - Woe never needs to sleep, and cannot be rendered unconscious by any means short of death or serious injury.
Whips
Whips:

Whispering Strike: When Woe uses a flexible weapon at all times he is capable of suppressing the noise it makes. Whether the clinking of the movement of a chain whip or flail, or the sonic crack of a bullwhip's strike. He can use it in such a way that the noise it makes doesn't carry. At the same time, while using whispering strikes, abilities and capstones that key in on the crack of whips will still do so even when they are silent.

Omnilash: As a grandmaster of the bullwhip in particular, and longer whips such as chains and other forms of flexible weapons, Woe has such a degree of control that his weapon can make secondary hits upon a single or multiple opponents along the line of attack range. Each subsequent hit that branches off from the primary will inflict less damage or a wound of lesser severity than the first. From a mortal wound to a serious wound, from a serious wound to a moderate wound, from a moderate wound to a light wound, and so on.

Debilitating Strikes: Woe is a master of inflicting pain and suffering. As such, he has honed his craft to extend fights via incapacitating foes, forcing them to submit rather than die. Strikes landing on opponents' hands and arms can disarm opponents below X strength/endurance. Similarly, strikes landing on opponents legs and feet can knock them prone or cause them to lose footing, preventing them from advancing or escaping.

King of Pain: When Woe uses a whip, hits made and even near misses may cause the opponent to fumble their fighting techniques, if they have Discipline lower than the average level of his psychology and torture skill.

Everything is a Whip: Well, not everything. But any object that is even remotely flexible and durable, such as a leather strap, a piece of rope, or a springy tree-branch, can be used by Woe as a whip, to the point where it's capable of performing all of his capstones.

Groping Coils: Woe can use a whip to ensnare objects and individuals at a range. Wrapping the coils around a part of the person or item in question allow Woe to pull them toward him. Stationary objects can be retrieved without fail. When used against a conscious opponent, this capstone is checked against their acrobatics or weapon skill, whichever is higher. At expert and above the effectiveness and reliability of the ensnarement begin to reduce.

Shattering Coils: Cracking the cords of a whip requires that the loop and bend in the coil of the whip follow through to the last couple of feet of its cord, where it can break the speed of sound. Woe has such a command of the flow of this loop mechanic, that at any point along the length of the whip, he can cause that segment to crack at a moment's notice, breaking the sound barrier at that chosen point. This allows a whip wielded to be more effective at closer range and indeed all along the length of the whip's cords.

Give the Past a Slip: Woe, when gripping his whip from either end, cannot be disarmed or lose his grip on a Bullwhip.

No One Gets Away: Using a whip, Woe can trap an opponent with a successful wrap-around hit which will keep them stationary for at least a few trills, leaving them exposed and open to attack.

The Dance of Blind King John: There's a legend, that an old king of Rynmeran origin who was blind due to a genetic defect, still yearned to become a warrior. He developed a method with the flail that allowed him to hit opponents without seeing them, as long as they are in range of his whip. Just by swinging his flail left, right, up and down, relying on his adequate endurance and armor and shield to protect his body from any counterattacks.

While employing this capstone, Woe can attack opponents without seeing them, and depending on their levels in meditation. While using the dance, they may be too mesmerized by his maneuvers to attack him directly.
Torture

Bloodless Agony: While a subject is under his 'care', Woe can perform any forms of torture and produce any kind of pain at any point on their body without causing actual injury to them.
Tactics
Tactics: Rout to Victory - When falling back and feinting a rout from an opposing force, Woeis able to pull off stragglers to give relentless pursuit. In the opposing forces eagerness to pursue him, they often will ignore dangers and obstacles that might otherwise give them pause. Traps will become more effective at catching them, and flanking maneuvers of surrounding troops will break them far more easily.

Tactics: The Upper Hand - Woehas mastered the flow of a battlefield to such a degree that when fighting alone, he is able to increase the odds of his victory by only allowing one enemy at a time to engage him. Thus he creates a sort of mathematical bottleneck, against the enemy, to where they cannot gang up on him, so long as he himself only engages with one of their number at a time.

Tactics: The Fallacy of Numbers - Woehas mastered the art of taking on numbers far greater than his own, and uses this to his advantage by turning multiple opponents against one-another through a combination of body-blocking, exploiting a lack of coordination, guerrilla tactics and careful positioning to draw out fights and gradually wear down numbers. As long as Woeholds reasonable information on his surroundings and opponents, he is often capable of emerging from fights where he is vastly outnumbered, or the odds are heavily weighed against him. ~ Capstone idea by Squirrel

Tactics: Stall for Time - Woe has dealt with many situations where they have limited time to accomplish the results they wish to. Thus now when they are dealing with a time-sensitive objective, they are able to stall the critical moment in attaining that objective, to the point where they have twice as much time to accomplish what they need to.
Detection

Scopaesthesia: Woe can sense whenever he's being watched by any means, whether arcane or mundane, and can generally tell which direction he's being watched from.
Discipline

Ace of Hearts: Woe has always been excessively led by his emotions. He's done the dance so long, that he's mastered the tug of various emotional highs and lows. He'll find that emotional extremes, whatever form they come in, give him a rush of focus and adrenaline, increasing one skill he's using by one level for several bits, or until the source of the disturbance to his mood has passed. This can be done once a trial, before he begins to suffer psychological stain.

Heart of Stone: In his time, Woe has been subject to the errant pulls of Empathy magic, to bring him astray into temptation, to losing control, and giving in to terror. No more. With this capstone, he's able to resist most form or method to induce terror (short of Tier 2 abilities, Revealed Mages, Champion Marked, or similarly powered abilities). He can function at full capacity in the face of sources of terror or fear. This certainty and resolution in the face of terror can be extended to those around him when in a similar situation, making them effectively more able to deal with a fearful situation so long as Woe is with them. In the midst of terror, any companions with him will increase their discipline by one level while dealing with a source of terror.
Meditation

Dissociation: Woe's meditative trances are potent enough to dislodge his consciousness from his ego for breaks at a time. With such dissociation, he can then enact changes and alterations on his identity without the usual emotional, mental, or physical resistance. During these breaks of dissociation, he cannot be swayed or compelled to act in pain, fear, or any other deleterious effects that are visited upon his physical body or mind. He will have reached peak compartmentalization.

Divine Focus: As a former Empath and mage, Woe has honed his focus when employing supernatural abilities. He can thus learn to employ multiple abilities within a short time-frame, without straining his calm or focus. Mechanically this means he can learn to use several Divine-based abilities in close succession, or simultaneously with the appropriate meditation knowledges. Generally, his use of such abilities will tend to go easier on him than one who lacks his level of focus.
Psychology

Tales of Anguish: (Support Skill: Torture, Interrogation) Having experienced a wide range of personalities, who've been under his mercy for torture, Woe has a keen sense of what motivates a person, and hence can use this against them to deprive them of morale, hope, and instill a sense of anguish in them. Discipline and meditation can mitigate the effects, or flat out negate them in the case of certain capstones.

Hypnotic Easing: Woe can lull another person into a sense of security, which may be false or not. The main effect of which is to render them more susceptible to deception, persuasion, and other social skills. This can be mitigated or made more challenging by high levels of meditation.
Seduction
Diamond in the Rough: Although Woe has acquired mutations, scars, and even some supernatural effects which might render him less attractive to most, to most people he interacts with his flaws shine as a part of his allure and mystery. With every subsequent contact, his flaws seem that much more like a good quality, something to be desired or admired than shunned. PC reactions of course may vary but one would hope they'd consider this capstone when interacting with Woe, and having it manifest in some minor way.

Cherished Service: Woe often expresses a generous streak, seeing wealth, treasure, and positive reinforcement as a means to reward good behavior in others, just as a bargaining chip. Woe has a way of instilling in others an addiction to service, toward him, by offering favors of various kinds depending on the individual. Most people who interact with him will thus go out of their way to please him, knowing that he's good at giving rewards. Mechanically this tends to mean that NPCs and perhaps PCs will not be disappointed should his reciprocation not measure up to the service or gift they provided.
Last edited by Woe on Sun Jun 30, 2024 3:45 am, edited 110 times in total. word count: 4344
Words Like Violence, Break the Silence
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Mutations/Scars/Markings

Merged Shadow
Poison Blood
Strong Shadow
Horned Shadow
Winged Shadow
Shadowscar
Ignorance Domain
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User avatar
Woe
Approved Character
Posts: 2683
Joined: Sun Feb 05, 2017 6:46 am
Race: Mortal Born
Profession: Free Agent
Renown: 1665
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Wealth Tier: Tier 10

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NPCs in Development

Woe's Cabin (Egilrun)
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A quirky cottage which has an abundance of charm and character. With a large garden, a small but established vineyard and orchard and a frankly enormous cellar, this has the potential to be a real money-maker for the aspiring, or established wine maker / brewer.

Note: Fairly straightforward house - the beauty of this place is in the garden / grounds. If your pc is interested in buying this property, it's a minimum Tier 7 one - you can make it higher if you wish. The exact location is up to you, the player but must be somewhere with sufficient space for obvious reasons.

Rooms/Layout

Huge Room:
Huge Room:
Huge Room:
Large Room:
Large Room:
Large Room:
Average Room:
Average Room:
Average Room:
Small Room:
Enormous Cellar.
Modest, established garden and vineyard:

Player Notes

 ! Message from: Pegasus
Please leave this for me to fill in

Changelog

Credits to: Woe
Submitted for Development: 9/22/2022
Developed by: Woe
Last edited by Woe on Thu Sep 22, 2022 2:24 pm, edited 250 times in total. word count: 160
Words Like Violence, Break the Silence
Image*Image*Image

Mutations/Scars/Markings

Merged Shadow
Poison Blood
Strong Shadow
Horned Shadow
Winged Shadow
Shadowscar
Ignorance Domain
/tabmenu]
User avatar
Woe
Approved Character
Posts: 2683
Joined: Sun Feb 05, 2017 6:46 am
Race: Mortal Born
Profession: Free Agent
Renown: 1665
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Wealth Tier: Tier 10

Featured

Contribution

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Item Foundry

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Item Ideas
Toxic Tea Spoon
The Toxic Tea Spoon
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Base Item: A sturdy silvered tea spoon of good quality.

Enchantment: When one holding the spoon uses it to ingest a toxic substance, they're gifted detailed information about the toxin, down to its potency, creation, and capability. Unfortunately, this does not protect them from the effects of the said toxin, and unless they are gifted with high resistance or immunity to toxins, they will suffer the consequences of the ingested poison. The poison's divined capabilities need not be limited to those suffered while ingested, but will identify the way they work when administered to weapons and other methods of delivery. Of course, one's resulting understanding of the poison is linked to their medical skill, and will not result in much enlightenment if they don't understand poisons well in general.

Delana's Blood Ruby

Base Item: A brilliant blood ruby set in a malorite ring setting, with onyx gilding. The ruby itself is rumored to either be a shard of the blood of an original or else broken off from a valuable artifact. EIther way, there's an asterism in the red gem, and it defies categorization by most jewelers and gemologists, as it seems to possess a latent magical power that hasn't presented itself yet.

Enchantment: The enchantment on this ring is quite simple. It allows a mortalborn to achieve a revelation in magic while wearing it. There are no other enchantments to it besides being a sturdy, almost indestructible ring.
Old Boots
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Base Item: a sturdy yet vexing pair of boots. The laces come frequently undone or tied in awkward knots. The soles are constantly flopping, not enough to trip up but enough to notice and make noise at inopportune times. The toes are frequently in need of mending. Nevertheless, no mater how Woe may try, they will not fail or break entirely. They're just a little annoying to wear, even if they are pretty comfortable to take a leisurely stroll in.

Enchantment: These boots having belonged to Cassion, the one wearing them becomes something of an ultimate connoisseur of adventure and travel. Upon wearing these shoes, the owner is able to walk to any and all places. If it exists, they can go there. The Beneath, Emea, beyond the Barriers at the Edge of the World, into the Immortal Domains, through Grand Fractures. There is nowhere that the wearer can not step. If it needs something specific to get there (such as the Barriers) - the shoes knows what it is that is needed and by luck or coincidence seem to bring him there. This does not allow the walkker to "magically" step through barriers or obstacles, it means that - when they explore - they find a way through.

In addition, while wearing the shoes to find his way to a place selected by the enchantment, he suffers Cassion's Hated curse:

The Hated of Cassion earn his ire, often, through no fault of their own. Seeking safety, security, and longevity, those that most often earn Cassion’s first mark are they who avoid conflict and danger at every turn. These are the rich, the sick, the unfortunate who do not believe they can weather such dangers. These are cowards he encounters along his journey. The Hated of Cassion will find that danger will often find them, but rarely be directed. Those marked in such ways often find themselves nearby in the market when a battle breaks out between a thief and the guards, or accidentally stumbles in on conspirators whispering their disasterous plans. The Hated may find themselves out at sea for fishing and unexpectedly sail straight into a nautical battle between pirates, or see someone go overboard in a heavy storm at a distance. The Hated are simply drawn to the circumstances of story. They are encouraged to engage with it, capture it, make it their own. Some of the greatest of Cassion’s Sojourners began with the first curse and often ask to maintain it, even after earning his favor. For some, being pulled by invisible strings of destiny to be involved in great adventure is no curse at all...but for those he usually marks, it is a terrifying new reality.
Onyx-Gilt Sovereign
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Base Item: An ornate blackened malorite hilt missing a blade or any other form of weapon.

Enchantment/Abllity: The Blood-Gilt Sovereign when activated will produce an incredibly powerful shadow weapon of any form, whether a mace, whip, sword, and so on. Meant to be used by those bearing Kuvarakh's effigy, the weapon acts upon the abilities of shade blade, imbue, and poison absorption. It can absorb the venom of any creature that is dispatched by it, and this keys in separately from the poison that the effigy-bearer currently possesses if they have poison absorption. Unlike the shade blade of the effigy, this produces a masterwork+ weapon, capable of withstanding any damage even of light-based weapons.

Blood-Gilt Sovereign
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The Blood-Gilt Sovereign


Base Item: An ornate whip once reputed to have been gifted to one of Famula's champions to combat the Dead King, and used in order to banish his soul and destroy his phylactery. The hilt is in the shape of a onyx cross encrusted with red gem-like stones. The blade and hilt are crafted from a mesh composed of an alloy of malorite and corvantite.

Enchantment/Abllity: The Blood-Gilt Sovereign was gifted by Famula to one of her Champions in centuries past, to combat the Dead King. As such, it's purpose and ability are simply to deconstruct any ether construct it comes into contact with. Whether a spell, a necromantic thrall, an artifact, or even the spark of a mage themselves. While the former three can be abolished at will up to master-level ability, upon mere contact with the whip, the sparks of an adversarial mage can only be abolished once an arc. This works on any mage, up to revelation, but obviously kills the revealed as the spark is inextricable from the soul at that point. In order to banish a spark from a mage, the whip must strike against the Witchmark on the mage.
Based on Abolish from Revealed Abrogation
Abolish is an ability seen and used rarely. While Attunement and Transmutation can temporarily nullify magic where it rears, Abolish is the only technique that truly destroys it. Abolish requires the Abrogator be within close proximity, usually touching, of a magical artifact, well, or other construct created of or powered by magic. With their own ether they insidiously reverse the flow of ether and essentially ‘abolish’ the magic back into Emea. Magical items will be destroyed, wells harmlessly dispersed. Abolish is supposedly a technique originally designed to combat liches and the power they put into protecting their phylactories. The level of magic invested in an object will decide how costly this ability is to the Abrogator. For some, it could mean drastically overstepping...but some are willing to make this sacrifice to banish some of the darker examples of magic from the world at large. This technique has been kept secret among Abrogators as few have raised themselves to such status. If many mages could guess at this ability, Abrogators would be targeted. Unlike Transmutation, Abrogation makes no attempt to understand the nature of these ether constructs, it only Abrogates them, abolishing them from the face of Idalos.

Infernal Vanity
Base Item: A mirror made entirely of malorite, with a two reflective sides whichever way one looks into it. Its frame is fashioned into a heart shape, with two horns protruding from either side. Etched into the frame of the mirror, are enamels derived from the metals that made up his slave chain when he was owned by Erastus.

Enchantment: While looking into the mirror, when faced with a decision, Woe can speak into it, apparently to his own reflection. This then replies and they are able to discuss with another how they should approach a situation. The “reflected self” can be any one of eight personalities, each with their own predilections and predispositions that differ slightly from that of Woe himself. Occasionally, three times a cycle roughly, he may look into the mirror too long, and find himself 'pulled in' whereas one of the personalities within will replace him and be allowed to control his actions until such a time as the issue that brought him to consult with the mirror is resolved.

The personalities are identical in everyway to Woe, except in their personality. They have all the same marks, skills, magics, spirit companions, powers, effigies, Mortalborn Domains, etc. They only differ in their personality and approach to situations.



The Shadowlord's Nightlight
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Base Item: An elaborately crafted malorite candlestick, fashioned in the shape of a black dragon with green accents (Kuvarakh's likeness)

Enchantment: While sleeping in a building where the nightlight burns a candle, Anyone bearing the Effigy of Kuvarakh may craft their own Domain in the world of Emea and are in full control of who may come or go. Unlike other dreamscapes where the world can be altered by those dreaming, things can only manifest in this place via the blessed individual's will. Guests in this Domain will see only what its crafter bids them to. The size of the Domain is limited to 500x500x500 feet. Though the dimensions are set, the environment and contents are limited only by the marked individual's imagination. The masters of these dreamscapes may invite any nearby dreamers (within walking distance of the master).



The Sorellian Nel
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Base Item: An nel made of pure Sorellian Steel.

Enchantment: The Sorellian Nel, when spent, allows Woe to achieve Revelation in the magic of his choice. The Nel contains and traps his mortalborn essence within it, essentiallly making him mortal and able to reveal.



The Habit of Torment


Base Item: A masterwork quality tier 4 set of armor. Made of padded silk dyed charcoal black, it's meant to be worn beneath heavier armors, but can be worn on its own.

The armor itself consists of both leather and padded textile pieces. The leather specially molded with fanciful motifs and web-like designs that are tactile but not too visible from a distance. The hardened parts of leather, the pauldrons, vambraces, fauld, and shin guards are molded and fitted to look as if they were of a scorpion's carapace, layered one hardened and reticulated shell over another. The cuirass isn't made of hardened leather, but soft strips of leather, padded underneath with textile armor. The soles of the feet and portions of the hand are left uncovered by this suit of armor.

Enchantment: This padded armor thrives on pain inflicted as well as endured. As Woe causes any opponent pain or else suffers pain himself, the armor naturally repairs any breaches in its fabric, whether from regular wear and tear or from damage made by other weapons. As an aftereffect of these impromptu repairs, Woe will find his wounds get bandaged by the armor as long as he continues to wear it. It provides no lasting healing on its own but merely keeps his wounds from deteriorating until he can receive medical attention.
The Shadow-Gilt Sovereign
The Shadow-Gilt Sovereign
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Base Item: A hand-held metal cross, alloyed of Onyx and Star Metal. The stem of the cross is fourteen inches from tip to tip, while the cross-section is around ten inches in width.

Enchantment: Something funky about shadow and light.
The Onyx-Gilt Sovereign
The Onyx-Gilt Sovereign
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Base Item: An artisanal glass sword, crafted as a ceremonial piece and composed entirely of black glass with gold glass filigree. It's shaped in the fashion of a light cut and thrust sword. As a consequence of it being a legendary item, although constructed from glass, it's as durable and sharp as an adamantite weapon made of the same quality.

Enchantment: The enchantment on this weapon is simple. It can transfer any touch-based ability by contact from the wielder into anyone or anything it's used to strike.
The Claw of Anodyne
The Claw of Anodyne
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Base Item: A large gold and onyx scorpion-shaped broach. It is large enough for woe to wrap his first three fingers around the tail of the broach in a pistol grip. It has a slot in its mouth, that channels shadows for the production of Shade Blade, as per Kuvarakh's Effigy.

Enchantment: The enchantment on this broach is simple. When a shadow weapon is channeled through its 'mouth', by Woe through his Effigy of Kuvarakh, It eliminates the pain inflicted by wounds it inflicts, even if the weapon itself is coated in poison or hits a nerve.

Base Item: A masterwork quality tier 4 set of armor. Made of padded silk dyed charcoal gray, it's meant to be worn beneath heavier armors, but can be worn on its own.

The armor itself consists of both chitin and padded textile pieces. The chitin specially molded with fanciful motifs and web-like designs that are tactile but not too visible from a distance. The hardened parts of chitin, the pauldrons, vambraces, fauld, and shin guards are molded and fitted to look as if they were of a scorpion's carapace, layered one hardened and reticulated shell over another. The cuirass isn't made of hardened chitin, but soft strip, padded underneath with textile armor. The soles of the feet and portions of the hand are left uncovered by this suit of armor.

Enchantment: This armor allows the wearer to channel mark/blessed abilities that otherwise would require them to expose their skin. Additionally, the armor can be removed or worn at will. When removed, the silk and chitin portions will dematerialize in a mass of black and gray webbing, which then wraps its way around his left forearm. It materializes in the same way when willed to be worn. Woe may dematerialize and materialize the armor twice a trial.
Invader's Veil

A good+ quality sleeping veil. Made of sheer, vanta black silk with a banded veil and ribbon cordage to keep it attached to the sleeper's head. It has the effect, when worn in sleep, of allowing a dreamwalker to use all of their abilities within the dreamscape of another without their consent. This doesn't mean the wearer's dreamwalking abilities override the dreamscape owner's own if they have any. It simply allows a dreamwalker to challenge another in their own territory. Typically, those without dreamwalking will be at the mercy of the whims of the dream invader, however.

Additionally, while within a dreamscape, the wearer can imagine any person or sentient being to the best of their ability. This allows their dreamscape to reach out into the waking world and find someone that best suits this imagined description. It is not a foolproof process, as many people are quite similar to one another. Once a person is found, a copy image of them is created within the dreamscape, performing the exact same actions as that person. The surroundings of the person copied cannot be seen through this. The wearer can communicate with this image to establish a two-way telepathy with this person. This can be ignored but cannot be shut off except by going to sleep, becoming unconscious, entering one’s own dreamscape, or when the wearer deactivates the ability. Additionally, the awake person can choose to be summoned to the dreamscape they were contacted from by saying the name of the wearer as their last spoken words before falling asleep/losing consciousness. Once they fall asleep, they will find themselves in that dreamscape instead of their own.

This is a favored level enchantment based on Nyvahi's Dream Invasion and Crack in the Wall abilities.
Dream Invasion
Dream Invasion A Favored dreamwalker that has gained access to another person’s dreamscape may use all of their own dreamwalking abilities within that dreamscape without the owner’s consent. It should be noted that this does not mean the Favored’s dreamwalking abilities automatically override the owner’s own, if they have any. This simply allows the Favored to contest other Dreamwalkers in their own territory. The level of Dreamwalking and how the Dreamwalkers that use it is what will ultimately decide what happens within the dreamscape. Those without Dreamwalking though are typically at the mercy of the whims of the invading Dreamwalker.
Crack in the Wall
While within a dreamscape, a Favored can imagine any person or sentient being to the best of their ability. This allows their dreamscape to reach out into the waking world and find someone that best suits this imagined description. It is not a foolproof process, as many people are quite similar to one another. Once a person is found, a copy image of them is created within the dreamscape, performing the exact same actions as that person. The surroundings of the person copied cannot be seen through this. The Favored can communicate with this image to establish a two-way telepathy with this person. This can be ignored but cannot be shut off except by going to sleep, becoming unconscious, entering one’s own dreamscape, or when the Favored deactivates the ability. Additionally, the awake person can choose to be summoned to the dreamscape they were contacted from by saying the name of the Favored as their last spoken words before falling asleep/losing consciousness. Once they fall asleep, they will find themselves in that dreamscape instead of their own.
Mother's Embrace

A masterwork blanket made of vanta black silk. While resting beneath this blanket, it acts as a healing chamber for Woe. Around his injuries, a chrysalis of Lethroda silk forms, creating fibers that can then be recycled as usable of good quality. While healing in the blanket, they do so at four times the rate they would outside of it, capable of regenerating limbs and body parts as well. When Woe is completely healed and emerges from his rest, the strands of the lethroda silk itself are enough to make a single measure of silk cloth, enough for one garment or cloth item. Two measures would be enough to make a set of padded armor. Those attempting to destroy the blanket while Woe rests within it will find it tough and thick, difficult to pierce or breach in any way. If the blanket or its occupant is threatened, Woe can awake safely and early.

This is an adored level enchantment based on Yithnai's Cocoon favored-level ability.
Cocoon
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.
Malice

A good quality adamantite mesh bullwhip. The pommel of the handle is decorated with a skull with spider's legs, and a sharpened set of razor-sharp, barbed links at the end of the whip's mesh cordage. When the whip hits living material, it will cause an immediate and accelerating rotting effect that radiates from the point of any damage done. It can be used against objects that are susceptible to decay, but is most effective against living matter. Wounds inflicted by this whip cannot be healed save by adored marks, expert grafters/hone magi, or master medics.

This is an adored level enchantment based on the Yithnai favored ability, Rotting Touch.
Rotting Touch
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.
The Devil's Visor

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Base Item: A masterwork quality half mask made of black malorite.

Enchantment: The wearer can shift their bodies into almost anything they can imagine that is humanoid in nature, including any native Idalosian race. The wearer has complete control over what they look like. Curiously, these transformations can only extend to the mortal sentient races of Idalos. Animals and beasts are not within the purview of this ability as it seems more a costume of form than a complete transformation of being. A change of 'costume' can only be made once a trial and persists until the wearer wills themselves to stop wearing the mask.

This is based on the Sesser exalted ability, Transformer's Toybox (major) with some changes to the limitations and beefing it up slightly to approach champion in efficacy.
Transformer's Toybox (major)
The Exalted of Syroa experiences a final enlightenment in ability upon reaching the Exalted level. A true sorcerer of shapes, the exalted can shift their bodies into most anything they can imagine that is humanoid in nature, including any native Idalosian race. The exalted has complete control on what they look like. Curiously, these transformations can only extend to the mortal sentient races of Idalos. Animals and beasts are not the purview of this ability as it seems more a costume of form than a complete transformation of being. Depending on the complexities of the transformation, a form can be maintained for up to seven breaks or half a trial.
Mundane Item Descriptions:
Faldrunium Bullwhip & Spring-loaded Hilt Dagger
Condition: 100%
Status: Pending
Quality: Masterwork+

Description: The whip's metal handle is fashioned in the shape of a scorpion's tail, with a small cross-section at the top of the hilt that resembles a pair of claws. The rest of the whip is made of fire-warded, golden salamander hide wrapped around a core of faldrunium chain, in the style of a short bullwhip, its cord about a meter and half in length. At the very end of the whip, the popper consists of a light, spiked faldrunium chain. A hidden, spring-loaded hilt dagger of Faldrunium can be activated by twisting the claws of the whip's cross-section, causing an eight-inch blade to extend out of the whip's handle knot.
The Rod of Malice
Condition: 100%
Status: Pending
Quality: Masterwork+

Description: A masterwork knout made of adamantite. The knout's handle is roughly two feet in length, embellished with gilding and silver filigree, as ornate as a king's scepter. At the end of the handle's length, a metal reinforced leather cord extends another foot and a half. At the end of the cord, a metal ring that holds several, sharpened knife blades.
Faldrunium Scourge
Condition: 100%
Status: In Possession
Quality: Masterwork+

Description: A masterwork+ scourge made of faldrunium. The scourge's shaft is roughly two feet in length, beginning with a one-handed, fire-warded grip in imperial gladius style, with a crossguard of four spiked quillions angled toward the end of the shaft. The fire-warded cross-guard is embellished with Faldrunium gilding and filigree. At the end of the handle's length, eight 1.5' razor-sharp chains of faldrunium extend into an ever-narrowing taper. The scourge comes with a sheath, that covers the top of the shaft as well as the chain coils. It is made of fire-warded golden salamander hide, capable of insulating the heat of the faldrunium coils.
Legendary Mount Idea
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Name: Pious

Description: A gray furred pack donkey. Despite being stubborn and foul-tempered, he is nevertheless in great condition. He can take much more in the way of punishment and endure all manner of weather and terrain than an ordinary donkey. He can carry roughly three times his own weight in cargo.
Defiance wells
Hello, I'm hoping to get some feedback on these well ideas, but also some thoughts on the specific effects and things that can be accomplished through the application of Defiance Magic specifically, since that's not covered in the Defiance write-up, nor the Wells write-up. Thanks.
Picture Name Title/Nature/Class Offensive Power Smog Latent Power Conditions
Image Firekin Gem (Emberyte) The Well of Elemental Fire/Artificial/2 Specifically whichever active fire-based defiance technique was channeled while the gem was refined. The gem has no offensive power when raw. Smothers water, air, and earth magic. Strengthens fire manipulation. Can be given passive effects of a latent defiance technique for a short time per trial. Attempts to channel too much will result in unpredictable mishaps ranging from a newly inert Firekin gem, to explosions. The Firekin Gem can be created by a Defiance mage, who merges two refined fire stone wells into one. This is done by using channeled fire to merge the two, melting them into a singular whole. Once merged, and cooled, they need to be refined once more, as this process creates new pressure points as new etheric connections and bonds are taken apart and reformed.
Image Waterkin Gem (U'frekyte) The Well of Elemental Water/Artificial/2 Specifically whichever water-based defiance technique was channeled while the gem was refined. The gem has no offensive power when raw. Smothers fire, air, and earth manipulation. Strengthens water manipulation. Can be given passive effects of a latent water-based defiance technique for a short time per trial. Attempts to draw too many uses out of the well (typically exceeding ten bits per class of the well) will result in unpredictable mishaps ranging from a newly inert Waterkin gem, to explosion. The Waterkin Gem can be created by a Defiance mage, who grinds a refined fire stone well to dust, and then applies that dust to a frost stone. As the Frost Stone melts, it should be caught in some form of mold or container where it can once again harden into a U'frekyte. By the time the U'frekyte well solidifies, it need to be refined once more, as this process creates new pressure points as new etheric connections and bonds are taken apart and reformed.
Image Earthkin Gem (Mosekyte) The Well of Elemental Earth/Artificial/2 Specifically whichever earth-based defiance technique was channeled while the gem was refined. The gem has no offensive power when raw. Smothers fire, air, and water manipulation. Strengthens earth manipulation. Can be given passive effects of a latent earth-based defiance technique for a short time per trial. Attempts to draw too many uses out of the well (typically exceeding ten bits per class of the well) will result in unpredictable mishaps ranging from a newly inert Earthkin gem, to explosion. The Earthkin Gem's creation would be dangerous, were it not for the relatively latent stability of territe wells and their refined form, compared to others. The process involves grinding the dust of two refined Mountainstone wells . As the grains of welldust begin to mingle and merge, the defiance mage should then channel their ether through it, with the technique it's intended to contain. The ether, applied to the shattered remnants of mountainstone will begin to reform it into a solid orb. By the time the Lithyte well solidifies, it need to be refined once more, as this process creates new pressure points as new etheric connections and bonds are taken apart and reformed.
Image Airkin Gem (Aethyte) The Well of Elemental Air/Artificial/2 Specifically whichever air or wind-based defiance technique was channeled while the gem was refined. The gem has no offensive power when raw. Smothers fire, Earth, and water manipulation. Strengthens air or wind manipulation. Can be given passive effects of a latent air or wind-based defiance techniques for a short time per trial. Attempts to draw too many uses out of the well (typically exceeding ten bits per class of the well) will result in unpredictable mishaps ranging from a newly inert Airkin gem, to explosion. The Airkin Gem can be created by a Defiance mage, who grinds a frost stone well to dust, and then begins rolling a polished mountainstone over the dust. While doing this, they must channel ether tasked with whatever technique they hope to imbue into the well. The froststone dust will slowly condensate, and catch on the mountainstone, causing a change in its fundamental nature as the exterior dust forms new pressure points, entirely transforming the mountainstone into a raw Aethyte Well. By the time the Aethyte well is transformed into a jagged crystal, it need to be refined once more, as this process creates new pressure points as new etheric connections and bonds are taken apart and reformed
Defiance in well-craft:

Perhaps one of the more flexible and potent magics to pair with ensorcelling, there are a wide variety of ways the craft can benefit from Defiance magic. Any singular technique can be imbued into these wells, so long as the level of mastery required to perform those techniques does not exceed the well's class. In order to imbue higher level spells (expert and master) one must bind two wells of the same element into one. There's an alternate use for these wells, in that they can be affixed to a regalia or other well-crafted item, in order to continually produce a controlled amount of smog, to weaken the manipulation of elemental sources (powers of the kind granted by divine, spiritual, and domain sources).

One exception to the implementation of defiance techniques into these wells, is that of Refinement. For the refinement of elements to be successfully imbued into wells of any kind, they must first merge two Kin Gems of the appropriate element to said refinement. Further, the mage themselves must be a kin in either of the two elements in order to perform this refinement. These special wells, are described in the chart below:

Picture Name Title/Nature/Class Offensive Power Smog Latent Power Conditions
Image Storm Gem (Chrienyte) The Well of Elemental Storm/Artificial/4 Enables an implementation of a specific refinement manipulation of Storm (Air and Earth refinement). The gem has no offensive power until properly refined by a master defier. Stifles and negates fire and water based manipulations. Strengthens air and earth Manipulation. Provides latent deference to the effects of Storm and the violent forces that result from it. This deference can be maintained for 10 bits per class level of the Storm Gem. The Storm Gem well is formed by a violent release of defiance magic, a refinement of earth and air by the master defier, through which they tear a Airkin Gem and Earthkin Gem asunder, pulverizing them. This is a risky venture even with great meditation skill, and even riskier with low meditation. Once pulverized, the defiance mage will channel a specifically designed expression of the Storm refinement, through which it will begin taking shape, turning into a singular Chrienyte well, raw and needing refinement as per typical ensorcelling methods.
Image Magma Gem (Faldryte) The Well of Elemental Magma/Artificial/4 Enables an implementation of a specific refinement manipulation of Magma (Fire and Earth refinement). The gem has no offensive power until properly formed and refined by a master defier. Stifles and negates air and water based manipulations. Strengthens fire and earth Manipulation. Provides latent deference to the effects of magma and heat. This deference can be maintained for 10 bits per class level of the Magma Gem. The Magma Gem is created by channelling a specific expression of magma refinement by a master defiance mage. It is done by channelling it through putting a Earthkin Gem side by side with a Firekin Gem, and then pushing the refinement of Magma through the firegem, into the earth gem. This process melts both of the wells, through which it's advised to catch the liquid form in a mold of some kind, so that it can cool in a relatively stable form. Once cooled, it will form a piece of raw Faldryte, which will require further refinement as per typical ensorcelling methods.
Image Ice Gem (Treidyte) The Well of Elemental Ice/Artificial/4 Enables an implementation of a specific refinement manipulation of Ice (Water and Air refinement). The gem has no offensive power until properly formed and refined by a master defier. Stifles and negates fire and earth based manipulations. Strengthens water and air Manipulation. Provides latent deference to the effects of ice and cold. This deference can be maintained for 10 bits per class of the Ice Gem. The Ice Gem is created by channelling a specific expression of ice refinement by a master defiance mage. It is done by first partially flaying a Waterkin Gem, but just before its latent ether stores would be consumed, letting it melt into a receptacle. Once this is done, the defiance mage would place a Airkin Gem inside the fluid, allowing it to immerse while channelling a refinement of ice through the liquid and into the Airkin Gem. This process causes sharp crystals to form over the refined Airkin gem, and then bonds to create a raw Treidyte. Once it is entirely solid, it will form a piece of raw Treidyte, which will require further refinement as per typical ensorcelling methods.
Image Steam Gem (Jacadyte) The Well of Elemental Steam/Artificial/4 Enables an implementation of a specific refinement manipulation of Steam (Fire and Water refinement). The gem has no offensive power until properly formed and refined by a master defier. Stifles and negates earth and air-based manipulations. Strengthens fire and water Manipulation. Provides latent deference to the effects of steam. This deference can be maintained for 10 bits per class of the Steam Gem. Perhaps the fastest process, but also the most hazardous and unstable creation process, the Steam Gem is created by simply channeling an equal amount of water-based and fire-based defiance techniques through each gem, simultaneously. This melts both of the gems, causing their matter to mingle and mix. This must be done in a protective glass orb, lest the defiance mage release the fury of steam on their flesh, cooking them alive as the gem's initial reaction to this melding of forms is to release a great deal of energy, which can only be contained by specially ensorcelled or else crafted glass. It must be a glass container, as well, as the process needs to be watched carefully to ensure that the Jacadyte forms successfully and hardens into a raw well. Once it is entirely solid, it will form a piece of raw Jacadyte, which will require further refinement as per typical ensorcelling methods.
Habit of Harmony
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Base Item: A masterwork hooded mantle of tough silk.

Enchantment: It allows theuser to assume the physical body of a bonded mortal or animal on their soul. Once they've imprinted upon each other , the wearer may activate the habit of harmony, allowing them to change their own body into that of their bonded, like a becoming self-totem. Once certain amount of familiarity has been established between the wearer and their intended bonded, it cements the relationship with that shape permanently. This removes the need for a physical totem to change into a mortal or animal, and provides that it is now truly part of the wearer through the use of the habit.

The requirements to access this ability are fairly intensive. It requires a deep bond with the form wishing to become Harmonized. This is reflected in having 10 threads where a moderate amount of time was spent with the individual, and the relationship is clearly established as positive.

This ability requires a large amount of time and patience. The bearer of the mantle usually goes to a place of isolation, and meditates with the bonded person or creature to be Harmonized. While meditating, they keep a constant flow of Ether going into the Totem, then return the Ether back to their soul. This typically requires 3-5 trials of intense meditation. The flow of Ether through the soul is so intense that the wearer is only able to use this ability once per season. However, other than the time restriction, there is no limit to the number of forms that can theoretically be harmonized into the fabric.

Once the bond has been formed and the shape memorized into the fabric of the habit, as long as the wearer has possession of the habit, they my transform twice a day, back and forth between bonded forms. The form necessarily holds indefinitely, like any becoming totem, until changing back. While the mantle is required in order to change back and forth, it's not needed to maintain a form. There is a limit to the type of creatures that can be harmonized. Only beasts, mortals, and monstrous beasts that are not otherwise restricted to Becomers can be harmonized.
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Last edited by Woe on Mon Sep 16, 2024 12:08 pm, edited 87 times in total. word count: 6292
Words Like Violence, Break the Silence
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Mutations/Scars/Markings

Merged Shadow
Poison Blood
Strong Shadow
Horned Shadow
Winged Shadow
Shadowscar
Ignorance Domain
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Woe
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Posts: 2683
Joined: Sun Feb 05, 2017 6:46 am
Race: Mortal Born
Profession: Free Agent
Renown: 1665
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Wealth Tier: Tier 10

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Fear Breath

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Thread Link: [url=]Thread[/url]
Summary:
Which  part of Sintra's request does this Fulfill:
Last edited by Woe on Fri Jan 27, 2023 8:34 pm, edited 18 times in total. word count: 19
Words Like Violence, Break the Silence
Image*Image*Image

Mutations/Scars/Markings

Merged Shadow
Poison Blood
Strong Shadow
Horned Shadow
Winged Shadow
Shadowscar
Ignorance Domain
/tabmenu]
User avatar
Woe
Approved Character
Posts: 2683
Joined: Sun Feb 05, 2017 6:46 am
Race: Mortal Born
Profession: Free Agent
Renown: 1665
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Wealth Tier: Tier 10

Featured

Contribution

Milestones

RP Medals

Miscellaneous

Events

Re: Plots of Woe



Point Bank Ledger

Woe meets Doran, a mortalborn. +2
Rorom meets Doran, a mortalborn. +2
Reviewed a thread in Etzos +5
Reviewed a thread in Scalvoris +5
Created an approved location: Lemon Messy +5
Created an approved location: Two Queens Shy +5
Created an approved location: Watcher's Union +5
Created an approved flora, Ilaren's Cap +2
Genuvah earned helper medal +5
Genuvah earned peer reviewer medal +5
Left feedback for Fridgar +5
Left feedback for Yanahalqah +5
Review +5
Review +5
review +5

66 total

09.02.2018 - Exchange 66 bank points for 330 golden nels, to my other PC Rorom.

Locations made: 1 x 5 = 5
Aeroclast Congress
Npcs made: 5 x 2 = 10
Aladani
Mirq
Noille & Eairok
Aoth Shem the Chandler
Reviews: 11 x 5 = 55
Body Snatching
Illuminating Path
Loyalty Departed
Jeweler's envy 7
Ferendomyn
Take these broken wings
Remains of Filliman pt 1
I'm Pregnant x2 pages
Unpracticed and Unknown
Lessons in life and love
Open thread complete: 1 x 2 = 2
Smoke Signals

Total = 72
Overall = 72 (spent previous points in ledger)

Deducting 30 for chalice of fortune for Kalortah (Rolled natural 20 so he gets 2000 gn)
Deducting 30 for Coin purse to Kalortah

12 total

+ 50 (Alora reaches 50 Renown)

62 total

-30 for chalice of Fortune for Rorom (Roll 16 for free living expenses 1 season)

32

- 32 for 160 gn to my other pc Rorom.


7 Arcs in a few breaks 5576 words = 20 pts
Where the Wild Things Are 7483 words = 25 pts
The End of Reason 6399 words = 25 pts
Random Number Generation3138 words = 15 pts
A Series of Investments 10 pts
The Rare and Special Art 6399 words = 25
Looking for Someone 10
[Westfall]Pilgrimmage 4243 words = 15 pts
Come all ye faithful 1366 words = 10 pts
Some Sort of Coward 1935 words = 10 pts

New Total = 165

- 60 for 2 chalice of fortunes for the PC Rorom

-10 pbp for 50 gn for the PC Nzi'Fuma

95 Total

review - viewtopic.php?f=151&t=15559 6419 words 25 pts
review - viewtopic.php?f=66&t=15577 833 words 10 pts
review - viewtopic.php?f=169&t=15695 1566 words 10 pts
review - viewtopic.php?f=88&t=15711 1530 words 10 pts
review - viewtopic.php?f=188&t=15776 1524 words 10 pts
review - viewtopic.php?f=217&t=14539 4731 words 20 pts
review - viewtopic.php?f=251&t=15778 1654 words 10 pts
review - viewtopic.php?f=125&t=7879&p=85941#p85941 6436 words 25 pts
review - viewtopic.php?f=263&t=15819 3734 15 pts


January - 750 votes for rpfix 1. Rakvald - 9
January - 750 votes for rpfix 2. Kalortah Satravial - 9
January - 750 votes for rpfix 3. Nzi'Fuma - 9
January - 750 votes for rpfix 4. Alora - 9
January - 750 votes for rpfix 5. Kisaik - 9

January - 500 votes for top sites 1. Rakvald - 9
January - 500 votes for top sites 2. Kalortah Satravial - 9
January - 500 votes for top sites 3. Nzi'Fuma - 9
January - 500 votes for top sites 4. Alora - 9
January - 500 votes for top sites 5. Kisaik - 9

New Total = 320

Buy transformation gem for Kalortah Satravial 2/7/2019 - 300

New Total = 20

viewtopic.php?f=362&t=13082&start=100#p117851 = 940 + 20 = 960

1 Mergala Equestors for Rorom -200 pbp

1 Volareon for Alora + 1 set of mastercraft mount armor - 650

110 pbp total left

viewtopic.php?f=362&t=13082&start=110#p120879 - 492 pbp total

-200 pbp for a domain bag for Kisaik

292 pbp total left

30 Elemental Illusion for Kisaik's Tunawa XIphos sword. (Vine/flower/moss coverage)

262

New Total = 600

-500 for point bank signature item for Kisaik (Primary)

New total = 100

-100 for an aging potion to Kisaik

New total = 0

viewtopic.php?f=362&t=13082&start=120#p124657

New total = 1000

-300 for Ring of Reversal for Kal the Bard
-300 for Ring of Reversal for Kisaik
-20 for Cavani's Cloak for Kisaik
-300 for Ring of Reversal for Rabu
-20 for Cavani's Cloak for Rabu
-30 for Kindred Bracelets for Rabu + Kisaik
-30 for Elemental Illusion for Kisaik's Tier 8 Masterwork Cobalt Armor (Vine/Moss Coverage)

0 pbp


viewtopic.php?f=362&t=13082&start=140#p131841

New total = 280

-200 for two sets of echo scrolls 1 for Rakvald, 1 for Llyr Llwelyn


Point Bank Claims
Point Bank Claims
[/tr] [/tr] [size=130]Point Bank Claims[/size] [sptitle=approved][table=45,null] [thead] [/thead] [table=45,null] [thead] [/thead]
Claim Points Total
Latest Claim 280 280
Purchased 2 echo scroll sets -200 80
all or nothing +20 (5323 wc) 100
hired help +10 (1636 wc) 110
Convalescing +35 (9553 wc) 145
Night Navigator +10 (1595 wc) 155
A simple trial pt 2 +20 (5590 wc) 175
Unholy War XXII: With just an ounce of faith... +10 ( 1353 wc) 185
Puppet Time +10 (1535 wc) 195
slay the invaders +10 (wc 1674) 205
papers +10 (1563 wc) 215
Dreaming of wood, dreams of +10 ([1517)/td] 225
Emeyan Violations, Dreams of +10 (1552) 235
Empath's Brothel +10 (1733) 245
Undisciplined +10 (1586) 255
pain after the pleasure +10 (1608) 265
+50 for Small Renown +50 315
+50 for Small Renown +50 365
Eyes of the Syns +10 375
Cruelty in motion +10 385
Winter Wilderness +10 395
F’hank ‘he wolh spirhts +10 405
Safety First +10 415
Donation to Standing Trials $40 (10/30/2019) +80 495
Up the Mountain +90 (25,688 WC) 585
Fading Light +55 (15,852 WC) 640
It can't be +60 (17,642 WC) 700
Distraction +10 (1540 WC) 710
Embellishment +10 (2000 WC) 720
Some good in this world +45 (13407 WC) 765
Earthly Roots +10 (1641 WC) 775
Capturing Beauty +10 (1500 WC) 785
Dare +10 (1913 WC) 795
Dream a Little Dream +15 (4249 WC) 810
The Broken and the Damned +20 (5115WC) 830
Doctor Devin +10 (1580 WC) 840
Raindrops keep falling on my head +10 ( 1515 WC) 850
Meddlesome Mentoring +10 ( 1509 WC) 860
The Final Offer Part 1 +10 ( 1980 WC) 870
Silver Needles +45 ( 1980 WC) 915
Playing with Fire +10 ( 1728 WC) 925
Gratification +10 ( 1546 WC) 935
250+ votes on RPfix (November): Rakvald, Rorom, Kisaik, Woe, Zunylanih, Pig Boy= 24 +24 959
250+ votes on Top RP Sites(November): Rakvald, Rorom, Kisaik, Woe, Zunylanih, Pig Boy = 24 +24 983
Merwool material +2 985
Mersheep Fauna +2 987
Iona Crovan NPC +2 989
Fauna Charmegn +2 991
Flayer's End Location +5 996
Thwarthild NPC +2 998
Jernkvinne +2 1000
Woe: Buying 101 Ship's Biscuits -505 495
Woe: Buying 1 ring of reversal -300 195
Woe: Buying 1 Master's Ring -30 165
Woe: Buying 1 pair of portal footwear -150 15
Claim Points Total
Latest Claim 0 0
Breathe 10 (1500+) 10
Glassy Day 10(+1500) 20
Vengeance is Hers 25 (+6868) 45
Tales of Blood 15 (+3134) 60
Rota Fortuna 70(19765) 130
Out for a Walk 20(4500+) 150
Playing with Fire 10 (1500+) 160
Silver Needles 45(12089) 205
Manifest Midnight 75 (21273) 280
Do You Really Think So? 10 (1500) 290
Sybil's Skinnerbox 10 (1500+) 300
Blue Eyes Shut, Red EYes Open 20 (5098) 320
With your thoughts of pain 40 (11810) 360
The Fortune Teller 15 (4113) 375
Here we go again 170(50505) 545
The Aftermath 30 (8293 ) 575
Too Late for Healing 25 (6072) 600
Playground 15 (3941) 615
Lantern in the Balance 20 (5885) 635
Calling Mum 20 (5923) 655
Of Dying Dreams and Dragon Wings 20 (5014) 675
Answers is all I want 15 (3949) 690
Mountain Meadows 2 15 (3339) 705
The Nature of Magic 30 (7947) 735
Books for Children 10 (2105) 745
Walls and Bridges 20 (4509) 765
Welcome to the Circus 40 (10875) 805
Spider Infestation 3 20 (4713) 825
Dragon of Elyria pt 2 10 (1543) 835
Drip Drop 2 10 (1550) 845
Maps over Dinner 20 (4527) 865
Looking forward, looking back 50 (13819) 915
Getting the Hang of Things 10 (2669) 925
I Spy 10 (1749) 935
Falling off the Ladder 10 (1528) 945
No Haven for the Guilty 45 (12081) 990
Medals: Constructive Worker; World Developer 10 1000
Siege of Zuudaria 50 (14169) 1050
There's Someone in my Bed 30 (8280) 1080
I Can Break on through 20 (5284) 1100
Chalkspit II 15 (3291) 1115
Coiled Grasp 25 (7489) 1140
PBP NPC for Woe 640 pbp ...) 500
PBP NPC for Pygmalion 500 pbp ... 0
Claim Points Total
Latest Claim 0 (adjusted from Ledger) 0
What is a Man 15 (3766 wc) 15
Midnight Snack 15 (5223 wc) 30
Politics Skill 20 50
Silver Stalker Chapter Four 10 (1991 wc) 60
Linguistical Tickings 10 (1964 wc) 70
Get the Cuuube 30 (8139 wc) 100
Spider Season 30 (8998 wc) 130
Summoning awry 25 (6872 wc) 155
Unholy War to my dying day 10 (1982 wc) 165
The War Room 10 (3505 wc) 175
Arachnial Revenge 10 (1993 wc) 185
The Trial Ahead 45 (13360 wc) 230
Urwald Cam II 25 (7421 wc) 255
Empty Nest 15 (5,867wc) 270
Family Manor 25 (6,202wc) 295
Confessions of a Sorry Fool 20 (4,787‬wc) 315
Leave all Worries behind you 25 (6,133‬wc) 340
A Hunt Hidden by Clouds 20 (5,843‬wc) 360
Devin's Treasure Hunt pt 2 10(1,536‬wc) 370
Family Manor II 20(5,083‬wc) 390
Inner Man 20(5,010‬wc) 410
The Ballad of Pinevale 20(7,899wc) 430
Empty Nest II 20(7,541wc) 450
Blind Date 50(14,923‬wc) 500
Initiated Emelia Enners into Empathy magic 10 510
Donated $134 to Standing Trials Paypal 268 778
Thread Claim 803 803
Kalortah - Bought a transformation gem -300 503
Kalortah - Bought a 500 pbp signature item -500 3
5/14/2020 claim +1009 1012
Point bank NPC Purchase -1000 12
6/16/2020 point bank claim approved +1027 1039
Woe: Cavani Cloak -20 1019
Rorom: Mental Mutations -200 819
Zemos: NPC -300 519
Latest Claim Totals detailed in chart. 354
Woe: Personal NPC -350 4
Rorom: Refunded Mental Mutation (Before it was applied) +200 204
8/28/2020 claim +770 974
Pygmalion: King Crocodile purchase -200 774
Woe: Engraving Pen and Invisible Ink Pen -60 714
Demda: 1 Domain Bag,1 Running Boots, 1 Thorned Horse, 1 Coin Purse. -500 214
Zemos: renown claim +50 264
Zemos: Auri purchase -200 64
October 5 2020 point bank claim +590 654
October 5 2020 point bank claim +115 769
Woe: Bought a Ring of Paradigm -750 19
Point bank claim +565 584
Woe: Gloom NPC Purchased -580 4
Zuny: Point bank small renown reward +50 54
Point Bank Claim +455 509
Rakvald: Purchased Echo Scroll. -100 409
Point bank claim 1.1.2021 +215 624
Demda: Purchased Signature item (Primary) -500 124
Woe: Purchased Echo Scroll (Balthazar) -100 24
Kalortah: 4 xp for an NPC skills -20 4
Point Bank Claim 2.9.2021 +570 574
Diana: Cavani Cloak, Elemental Illusion, Engraving Quill -60 514
Kalortah: 1 Necklace of Chrien; 2 Duplicity suits (Four articles of duplicity clothing) -500 14
3/15/2021 claim +600 614
3/26/2021 claim +195 809
Point Bank Claim: renown +50 859
Woe: Destiar, Coin bag, Cloak of Hiding, Cavani Cloak, Domain Bag, 2 Elemental Illusions -610 249
April 8 2021: Point bank claim +450 699
Woe: Point bank Item: Primary -500 199
Woe: Echo Scroll with Perdita -100 99
Point bank Claim 5.6.2021 +235 334
Woe: NPC Skills purchased (60 xp) -300 34
Point bank claim 5/12/2021 -105 139
Point bank claim 5/17/2021 +120 259
Point bank claim 6/2/2021 +145 416
Kalortah: 1 domain bag, 1 portal shoes. -350 66
Point Bank Claim +50 116
Point Bank Claim: 6/20/2021 +205 321
Diana: Bag of the Dead, Cloak of Hiding -300 21
Point Bank Claim: 7/4/2021 +145 166
Point Bank Claim: 8/2/2021 +175 341
PBP to Wealth Conversion -300 41
Point bank Claim: 8/17/2021 +465 506
Kalortah: Echo Box with Devin Thorne -300 206
Point Bank Claim: 10/1/2021 +620 826
Kalortah: Purchased Transformation Gem -300 526
Woe: Purchased an echo box -300 226
Kalortah: Purchased an NPC. -205 21
Point bank Claim 10/30/2021 +415 436
Woe: Purchased npc -435 1
Point CLaim: 11/24/2021 +205 206
Zemos: purchased a slave -200 6
Point claim: 1/6/2022 545 551
Rorom: NPC -550 1
Point Claim: 2/9/2022 +245 246
Woe: Purchased NPC -210 36
Claim: 3/1/2022 +195 231
Lorogh: Purchased a Coin Purse and Domain Bag -230 1
Claim: 3/16/2022 +125 126
Woe: Purchased an echo scroll (Natalia Gregorios) -100 26
Claim: 4/23/2022 +230 256
Claim: 5/8/2022 +170 426
Ink: Purchased Särkïn -300 126
Claim: 5/21/2022 +330 456
Woe: Purchased Echo Scroll with Allyssia Smooglenuff -100 326
Claim 5/30/2022 +220 546
Zunylanih: Signature Item and coin purse purchased -530 16
Point Claim: 6/9/2022 +330 346
Woe: Convert Point bank Points to WP -300 46
Point Claim: 6/30/2022 +685 731
Zunylanih: convert pbp to wealth (14 WP) -700 31
Point Claim: 7/24/2022 +300 331
Kisaik: NPC puirchased -300 31
Point Claim: 8/20/2022 +200 231
Woe: NPC XP -140 91
Point Claim: 9/21/2022 +910 1001
Rakvald: Purchased ring of paradigm -750 251
Kalortah: Purchased a slave -250 1
Point bank claim 10/6/2022 +410 411
viewtopic.php?t=30337/td] NPC 350xp: Kalortah -400 11
Last edited by Woe on Wed Sep 28, 2022 9:01 pm, edited 78 times in total. word count: 2295
Words Like Violence, Break the Silence
Image*Image*Image

Mutations/Scars/Markings

Merged Shadow
Poison Blood
Strong Shadow
Horned Shadow
Winged Shadow
Shadowscar
Ignorance Domain
/tabmenu]
User avatar
Woe
Approved Character
Posts: 2683
Joined: Sun Feb 05, 2017 6:46 am
Race: Mortal Born
Profession: Free Agent
Renown: 1665
Character Sheet
Character Wiki
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Letters
Wealth Tier: Tier 10

Featured

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Re: Plots of Woe

Business Proposal
Image
Egilrun Confidential

  • ABOUT THE PC
    • Character Name: Woe Morandi
    • Current Wealth Tier: 6
    • Business Management Skill: 30 (Competent)
    • Profession's Main Skill (your level in it): Intelligence: 160 (Master); Logistics: 80 (Expert); Investigation: 80 (Expert)
  • ABOUT THE BUSINESS STARTUP Refer to the Business Guide
    What is your target tier? 8
    • Step 1: What is your startup wealth differential? +2
    • Step 2: What is the base cost of set up for your business? 45
    • Step 3: What is the startup cost? (Step 2 - Step 1)? 47
    • Step 4: Is this business a small or large business? If so, please show working out. Large 47 x 1.5 = 71 (Rounding up)
    • How will this be funded? Will you lose the WPs or are you taking a loan? Please link to ledger or bank. Bank Loan
  • ABOUT THE BUSINESS
  • Business Name: Egilrun Confidential
  • Business Location: Egilrun, Scalvoris
  • Business Description: Egilrun Confidential is a large network of professionals, offering solutions to the problems of clients tailored to their needs. Whether you need a professional cook for a dinner party, or a more permanent resident servant, or a bit of fact-finding. Egilrun Confidential was established to help build a network of problem solvers, and matching them with the right clients.
  • Number of Employees:
  • Which Categories from the Shoppe does your business sell? None
  • Which non-Shoppe items / goods / services do you provide? Services of any and all kinds.
  • Are there any exceptions (eg: Weapons, but not bows) No illegal activities will be tolerated.
  • Which Wealth Tier does your business target at? 8
  • What is your Business Management Skill? 30 (Competent)
Goods & Services Available
Rules:
  1. Since this is a PC run business, you may buy certain items here at a lower cost than the Shoppe.
  2. Only the goods & services identified in this post may be purchased.
  3. This location is open for you to post in: any and all purchases must be posted with time stamps below.
  4. You can make multiple purchases per season, but log only ONE purchase post
  5. If you make a thread out of your transaction, the link should be posted here.

NPC 1

Image

(image of NPC 1 here;
image should be 150 x 150px)



Name:
Race:
Date of birth:
Title:
Skills:

Other information:

NPC 2

Image

(image of NPC 2 here;
image should be 150 x 150px)



Name:
Race:
Date of birth:
Title:
Skills:

Other information:

Goods & Services

Shoppe Items
Certain items from the <link> Shoppe may be purchased here at 1 Wealth Tier lower than usual. (eg: if you are Tier 5, you may purchase items for sale here as though you were Tier 6)
Specifically, the following categories of items may be purchased here:
  • Category
  • Category
Exclusions: If any items from that/ those categories are not included, please state so here.

This business is targeted at clients at Tier Z. This represents the majority of NPCs who shop here. PCs from any Tier may frequent a PC business.

Goods / Services Not Explicitly Listed in the Shoppe
The following Goods and Services not listed in the Shoppe are available here.
  • Cosmetic Makeover
  • Bespoke clothing (see tab)

Job information

Jobs are available here. To apply for a job, contact the player.

Player notes

Put notes from the city's mod(s) to the city's players here. Also put a "transaction template" for PCs?

Change log

Record any changes here that have been made to the location.
word count: 563
Words Like Violence, Break the Silence
Image*Image*Image

Mutations/Scars/Markings

Merged Shadow
Poison Blood
Strong Shadow
Horned Shadow
Winged Shadow
Shadowscar
Ignorance Domain
/tabmenu]
User avatar
Woe
Approved Character
Posts: 2683
Joined: Sun Feb 05, 2017 6:46 am
Race: Mortal Born
Profession: Free Agent
Renown: 1665
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Wealth Tier: Tier 10

Featured

Contribution

Milestones

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Miscellaneous

Events

Re: Plots of Woe

Tier 2:
Psychology & Socialization


Points Qualificiation

So, Woe qualifies for Tier 2.
  • He has: 2578 XP total
    • Minus the 50 starting package and 25 racial bonus
Skill Qualification
Qualifiers ~ Psychology
He currently has:
  • 100/100 XP
  • 116 knowledge
  • 3 Capstones
Qualifiers ~ Socialization
He currently has:
  • 266/250 XP
  • 135+ knowledge
  • 7 capstones
Gateway Ability & Competent Theme
Psychology
Psychology Gateway Ability Sixth Sense Having been an expert in Empathy, Woe is well capable of recognizing emotional states in those he observes, even in those who show minimal surface emotion. This ability takes it far beyond that, to where he can be certain of their particular emotional state, and even begin to uncover contextual clues that appear visually in his mind's eye, so as to ascertain what is making them feel that way. These clues can appear to him as auditory, visual, or tactile sensations.
Psychology Competent Theme Once Woe has achieved tier 2 in Psychology, the Theme he will pursue is going to be focused on Mentalism, particularly that of discerning what others are thinking or feeling, and why with almost a certainty. He will be able to do this just by simple observation, increasingly needing less input from subjects in order to uncover their innermost thoughts.
Socialization
Socialization Gateway Ability As a former expert in the magical domain of Empathy, and someone who understands the subtle nuances of social communication, Woe has refined his ability to communicate to the point where he can deliver surreptitious messages without anyone else being the wiser. This ability takes that a step further, allowing him to affect another person without speaking aloud. All that's needed for him to communicate with and influence another, is some form of contact, whether auditory, tactile, or visual. As long as both subjects are able to form a connection through any of those senses, he can make himself understood.
Socialization Competent Theme Once Woe has achieved Tier 2 in Socialization, the Theme he will pursue is going to be Telepathic Bombardment, which will allow him to not only send messages and influence people with barely a momentary contact, but also to do so with increasingly less output, to the point where he could be entirely still and removed from a person yet still able to contact or influence them.
Gateway Plot
The Stranger's Pilgrimmage : I had planned on having Woe ponder the nature of connection through his mortalborn ability to become anonymous. Particularly this ability that was approved. I hadn't planned much farther than that, but he'd explore issues of identity by contacting people he knows and that know him, and just doing some social experiments based on their new lack of familiarity with him.

word count: 450
Words Like Violence, Break the Silence
Image*Image*Image

Mutations/Scars/Markings

Merged Shadow
Poison Blood
Strong Shadow
Horned Shadow
Winged Shadow
Shadowscar
Ignorance Domain
/tabmenu]
User avatar
Woe
Approved Character
Posts: 2683
Joined: Sun Feb 05, 2017 6:46 am
Race: Mortal Born
Profession: Free Agent
Renown: 1665
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Wealth Tier: Tier 10

Featured

Contribution

Milestones

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Miscellaneous

Events

Re: Plots of Woe

Tier 2:
Combat: Whip


Points Qualificiation

So, Woe qualifies for Tier 2.
  • He has: 2500+ XP
Skill Qualification
Qualifiers ~ Dreamwalking
He currently has:
  • 256/250XP
  • 68 knowledge
  • 2 Capstones under review
Gateway Ability & Competent Theme
Dreamwalking
Dreamwalking Gateway Ability Dream Reaver Through extensive exposure to Emea and its realms, the Dreamwalker has established a stronger and more stable tether from their Astral form in Emea to their body in Idalos. This grants him greater durability, strength, and power while traversing Emea and Fractures, to the point where his Dreamwalking skill effectively mimicks his strength, endurance, and athletics skills.
Dreamwalking Competent Theme Blurring the Veil As he advances to Competent and beyond, he will become ever more capable and prepared to navigate the chaos of Emea. This may manifest in an extension to his ability to form his environment in his Dreamscape, to the reality of Emea, or the ability to directly access the Mindscapes to contact other Dreamers at range, while awake or asleep.
Gateway Plot
Gateway Plot Name: A Mariner on the Astral Seas:

Woe will navigate the boundless chaos of Emea, testing its bounds and continually searching for those he's lost along the way. Obviously some people he's lost to Emea are irrecoverable. Ghosts he's known that have moved on, Mister Magpie, and possibly others who obviously aren't eligible to be included.

I can imagine a great number of challenges in this extended voyage into Emea. Both in staying asleep long enough to resume the travels and maintain progress through Emea, and also the native dangers of Emea.

I was also hoping to hitch my Tier 2 Whip progress to this plot, as some of his travels may involved weird and wacky combat scenarios.

Last edited by Woe on Thu Oct 26, 2023 11:07 pm, edited 3 times in total. word count: 290
Words Like Violence, Break the Silence
Image*Image*Image

Mutations/Scars/Markings

Merged Shadow
Poison Blood
Strong Shadow
Horned Shadow
Winged Shadow
Shadowscar
Ignorance Domain
/tabmenu]
User avatar
Woe
Approved Character
Posts: 2683
Joined: Sun Feb 05, 2017 6:46 am
Race: Mortal Born
Profession: Free Agent
Renown: 1665
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Wealth Tier: Tier 10

Featured

Contribution

Milestones

RP Medals

Miscellaneous

Events

Re: Plots of Woe

Image


Business Proposal

Egilrun Tradehouse and Publican

  • ABOUT THE PC
    • Character Name: Woe
    • Current Wealth Tier: Tier 8
    • Business Management Skill: 30 (Competent)
    • Profession's Main Skill (your level in it): Socialization (GM); Brewing (Competent)
  • ABOUT THE BUSINESS STARTUP Refer to the Business Guide
    What is your target tier? Tier 5
    • Step 1: What is your startup wealth differential? +3
    • Step 2: What is the base cost of set up for your business? 30 wp
    • Step 3: What is the startup cost? (Step 2 - Step 1)? 30 - 3 = 27
    • Step 4: Is this business a small or large business? If so, please show working out. Large 27 x 1.5 = 40.5 (41)
    • How will this be funded? Will you lose the WPs or are you taking a loan? Please link to ledger or bank. Lose WP: Ledger
  • ABOUT THE BUSINESS
  • Business Name: Fair-Moot Corner Club and Publican
  • Business Location: Almund
  • Business Description: A corner club and pub for peaceful meetings among the working class and their neighbors. It also offers a fair amount of accommodation for guests and the like.
  • Number of Employees: tbd
  • Which Categories from the Shoppe does your business sell? link Edibles, drugs, drinks.
  • Which non-Shoppe items / goods / services do you provide? Accomodation, personal and professioal mediation.
  • Are there any exceptions (eg: Weapons, but not bows) No illegal drugs.
  • Which Wealth Tier does your business target at? Tier 5
  • What is your Business Management Skill? Competent
Goods & Services Available
Rules:
  1. Since this is a PC run business, you may buy certain items here at a lower cost than the Shoppe.
  2. Only the goods & services identified in this post may be purchased.
  3. This location is open for you to post in: any and all purchases must be posted with time stamps below.
  4. You can make multiple purchases per season, but log only ONE purchase post
  5. If you make a thread out of your transaction, the link should be posted here.
Info
Dock Guy
Image
Name:
Race:
Date of birth:
Title:
Skills:

Other information:
NPC 2
Image
Name:
Race:
Date of birth:
Title:
Skills:

Other information:
Goods & Services
Shoppe Items
Certain items from the <link> Shoppe may be purchased here at 1 Wealth Tier lower than usual. (eg: if you are Tier 5, you may purchase items for sale here as though you were Tier 6)
Specifically, the following categories of items may be purchased here:
  • Category
  • Category
Exclusions: If any items from that/ those categories are not included, please state so here.

This business is targeted at clients at Tier Z. This represents the majority of NPCs who shop here. PCs from any Tier may frequent a PC business.

Goods / Services Not Explicitly Listed in the Shoppe
The following Goods and Services not listed in the Shoppe are available here.
  • Cosmetic Makeover
  • Bespoke clothing (see tab)
Job information
Jobs are available here. To apply for a job, contact the player.
Player notes
Put notes from the city's mod(s) to the city's players here. Also put a "transaction template" for PCs?
Change log
Record any changes here that have been made to the location.

Last edited by Woe on Sun Mar 27, 2022 10:05 pm, edited 1 time in total. word count: 514
Words Like Violence, Break the Silence
Image*Image*Image

Mutations/Scars/Markings

Merged Shadow
Poison Blood
Strong Shadow
Horned Shadow
Winged Shadow
Shadowscar
Ignorance Domain
/tabmenu]
User avatar
Woe
Approved Character
Posts: 2683
Joined: Sun Feb 05, 2017 6:46 am
Race: Mortal Born
Profession: Free Agent
Renown: 1665
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Wealth Tier: Tier 10

Featured

Contribution

Milestones

RP Medals

Miscellaneous

Events

Re: Plots of Woe

Onyx Hall
Image
Constructed from gray and black granite stone from without, and supported by Darbyton timber from within, the Onyx Hall stands a good distance to the west of the the Seaspray Shipwright, past the bustling market stalls and busy streets. It doesn't take more than a break to get to the Inn itself, however, and one might enjoy a bit of shopping the local commodities and trades while on their way to the Inn's grounds.

Surrounded on the outside by a spacious grounds, complete with small plazas and gardens spaces for people to socialize and meet in the open air, the building itself rises several stories over the ground. Ringed on the outside by the various suites, rooms, and apartments on offer, the Inn offers windows to all the guest rooms in the establishment, even the lowest priced ones on the ground floor.

Inside, one is greeted by a spacious lobby, floored by polished darbyton oak, with sturdy supports and wall separators on either side, leading one to the reception where Primula Troke waits to accept any booking or seating for those looking only to dine in the Onyx Hall. A sign is placed above the reception, stating the following:

Whosoever shall betray the Neutrality of this space, shall be ejected without warning.

Re-entry allowed upon stiff negotiation and confiscation of any armaments.


The hosts handle the seating in the western wing of the establishment, which leads into a lower area that is nonetheless well lit by large windows on all sides. Left open during the warmer days to let a sea breeze in. The eastern wing mostly houses the bulk of the guest rooms, and facilities for the upkeep of such.

Even the cheapest of rooms is well kept, it's bedding laundered daily, well lit by windows and lanterns, and with plenty of space for small families. The rooms available are decorated according to the tier of their wealth status, and can accomodate a party upwards of as many as any house of the same tier, comfortably.

Price List / Goods Available


The following goods / services are available here.
Wealth Tier is the Tier at which these goods / services are available at part of your Wealth Tier
WP Cost is the cost for them if they are outside your Tier.
Drink: Wealth Tier WP Cost
Black Tea Tier 2 1 WP for up to a party of ten or ten-trials
Green Tea Tier 2 1 WP for up to a party of ten or ten-trials
Blended Teas Tier 3 1 WP for up to a party of ten or ten-trials
Beer or Ale Tier 3 1 WP for up to a party of ten or ten-trials
Grog Tier 4 1 WP for up to a party of ten or ten-trials
Whiskey Tier 5 1 WP for up to a party of ten or ten-trials
Port Tier 7 1 WPfor up to a party of ten or ten-trials
Select Wines Tier 9 1 WP for up to a party of ten or ten-trials
Food (Each Entree comes with a side of bread and vegetables): Wealth Tier WP Cost
Hard Boiled Eggs Tier 2 1 WP for up to a party of ten or ten-trials
Roasted Chicken Tier 3 1 WP for up to a party of ten or ten-trials
Prime Filet Tier 4 1 WP for up to a party of ten or ten-trials
Roasted Pig Tier 5 1 WP for up to a party of ten or ten-trials
Seafood Special (Varies; From lobster, to bluefish, to any marine life you can think of) Tier 7 1 WP for up to a party of ten or ten-trials
Accomodation/Availability: Wealth Tier WP Cost
The Malorite Suite / 1 tier 9 apartment Tier 9 +/- depending on PC wealth tier
The Onyx Suites / 2 tier 7 apartments Tier 7 +/- depending on PC wealth tier
Gold Suites / 3 Tier 6 apartments Tier 4 +/- depending on PC wealth tier
Silver Suites / 4 Tier 5 apartments Tier 4 +/- depending on PC wealth tier
Copper Suites / 8 Tier 3 rooms Tier 5 +/- depending on PC wealth tier

NPCs

Doc Guy
Approval: viewtopic.php?t=29219

Name: Doc Guy
Race: Human
Birthday/Age: 11th Saun 670
Languages Spoken: Fluent: Common, Fluent: Scalveen, Broken: Rakahi, Broken: Xanthean, Broken: Atvian.
Skills:
Skill Table
Skill XP Level
Linguistics 30 Competent
Brewing 30 Competent
Socialization 30 Competent
Caregiving 10 Novice

Appearance/Biometrics: A stout man, wearing simple clothing. He favors a bright blue jacket that comes down just above his knees, with tin buttons. His face is roundish, with curly bronze hairs circling his receding hair line. His expression tends toward the cheerful.

Personality: A cheerful and sociable man. Ready with a good drink for anyone who has a need for one. He's got a family in Egilrun, and will often boast about his children and what they're up to, to anyone who will listen. Otherwise he provides a sympathetic ear to anyone that sits at the bar. He will share about his current life as a family man, but when asked about his past he's unusually reticent.

Backstory: He used to work under the Pirate Lords, providing them with good spirits and keeping them in drink in order to buy them off, as a sort of tax. He for one is very glad that they're no longer around, as their absence has made prosperity possible. He's lived in Egilrun for twenty years, but spent much of his younger days travelling the world, everywhere from Ne'haer to Desnind, to Rharne and the Eternal Empire. He doesn't like to talk about his early travelling days.

In-Game History Thus Far: N/A

Job at the Tradehouse: Bartender/Host.



Primula Troke
Approval: viewtopic.php?t=29219

Name: Primula Troke
Race: Human
Birthday/Age: 45th Ymiden, 692
Languages Spoken: Fluent: Common, Broken: Scalveen.
Skills:
Skill Table
Skill XP Level
Etiquette 30 Competent
Business Management 30 Competent
Logistics 30 Competent
Writing 10 Novice

Appearance/Biometrics: A middle-aged woman with light blonde hair, who stands tall at around 6'1", she wears professional attire at all times, and a severe but not unwelcoming expression oftentimes. Her eyes are brown.

Personality: Primula holds herself with confidence, and deals harshly yet with a measured response to any disturbances occuring in 'her' Inn. Thankfully, due to the Neutral Ground enforced by the owner, Woe, she never has to deal with violent outbursts. But at times conversations do get heated, and it's then that she dispatches either Fleaface or Gwarpy to deal with the situation discretely.

Backstory: She's spent most of her life in Almund as a minor clerk for an Inn there, but was drawn to Egilrun by the constant turmoil unfurling in her home city. In Egilrun, she's found a measure of stability she's craved, and an important position as an Inn and Hotel runner for the Glass Nel.

Role in the Tavern: Administrator and receptionist.



Petrusa
Petrusa's details are here: viewtopic.php?p=160577#p160577
Job in the Tavern: Hostess
Gloom

Gloom's details are here: viewtopic.php?p=160578#p160578
Job in the Tavern: Head Chef
Jordan Lindsay
Lindsay's details are here: viewtopic.php?p=160577#p160577
Job in the Tavern: Sous Chef
Mustelo Catcher
Mustelo's details are here: viewtopic.php?p=160577#p160577
Job in the Tavern: Meat sourcer and occasional handyman.
Gwarpy
Gwarpy's details are here: viewtopic.php?p=160577#p160577
Job in the Tavern: Regular customer and occasional porter.

Player Notes

 ! Message from: Pegasus
Please leave this for me to fill in

Changelog

Credits to: Woe
Submitted for Development: Date
Developed by: Woe
Last edited by Woe on Sat Jun 04, 2022 5:55 pm, edited 7 times in total. word count: 1290
Words Like Violence, Break the Silence
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Mutations/Scars/Markings

Merged Shadow
Poison Blood
Strong Shadow
Horned Shadow
Winged Shadow
Shadowscar
Ignorance Domain
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