Hart [Character Sheet]

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

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

User avatar
Hart
Approved Character
Posts: 642
Joined: Fri Dec 02, 2016 11:12 pm
Race: Mortal Born
Renown: 527
Character Sheet
Character Wiki
Plot Notes
Personal Journal
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 2

Contribution

Milestones

RP Medals

Miscellaneous

Events

Hart [Character Sheet]

general information
Image
race mortalborn
immortal parent Edasha
domains Need, Pleasure, Glamours, Home
full name Hart
other names Hart Edason, Hart Eda'quoat, Hart Venora, Hart Qy'ihadi, Hart Qy'akor, Eroim
gender presenting male
apparent date of birth 19th Saun, 692
true date of birth 23rd Saun, 692
apparent age 24 arcs
height 5' 9''
weight 130 lbs
build thin
eye color blue
hair color dark
allergies / aversions strawberries, alcohol, coffee
permanent injuries a faint scar in the shape of a leaf just below his right collarbone
(received 121st Vhalar, 717)
a Fracture scar on his chest outlining the the mark of Daianya
(received 121st Ashan, 720)
a second Fracture scar on his chest outlining the mark of Ezere
(received 61st Vhalar, 720)
a third Fracture scar on his chest, extending the Fracturing from his heart to the rest of his chest
(received 30th Ashan, 721)
a fourth Fracture scar extending the Fracturing from his chest to the rest of his upper body, like to his neck, shoulders, and back
(received 39th Ymiden, 721)
archived injuries here
Last edited by Hart on Sun Nov 17, 2019 4:00 am, edited 68 times in total. word count: 238
User avatar
Hart
Approved Character
Posts: 642
Joined: Fri Dec 02, 2016 11:12 pm
Race: Mortal Born
Renown: 527
Character Sheet
Character Wiki
Plot Notes
Personal Journal
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 2

Contribution

Milestones

RP Medals

Miscellaneous

Events

Hart [Character Sheet]

mortalborn abilities
For more information related to Hart's Fractures, see immortal marks.
For knowledge related to Hart's mortalborn abilities, see knowledge.
Need, Fulfillment
Fulfillment approval

Hart can sense when a nearby being is in need of help, and vaguely what it is the being needs. If pressed, he can also sense what the being wants, though this will double the severity of drawbacks he experiences.

drawbacks Once having discovered a being's needs, Hart feels compelled to linger until those needs are met, one way or another. Leaving a being in need weighs heavily on him for trials, even weeks, after. Depending on whether or not he fulfills the being's need, he may experience obsessive thoughts, depression, or mania. Likewise, when Hart uses this ability to assess want, not need, he feels compelled to respond to that want- especially if the being wants something of him, specifically.
date used
uses
recipient
drawbacks
late Zi'da, 706
2
Quiome mania
early Cylus, 707
1
his mother mania
late Ashan - 78th Ymiden, 707
78+
his sister depression
11th Saun - 29th Saun, 716
18+
the people of Andaris general drawbacks
39th Vhalar, 716
1
a jacadon mania
2nd Ymiden, 717
2
Tristan Venora and his daughter general drawbacks
7th Saun, 717
1
the Alliance general drawbacks
1st Vhalar, 718
3
the wingless man, Jesine and Kielik mania
23rd Ashan, 719
1
a child thrall depression
30th Ashan, 719
43
the dancers, Vega Lei'nox, Caitlyn headache
121st Ashan, 719
2
Auya Trueheart and Varlum Onarmus general drawbacks
121st Ashan, 720
4
Azrael Blackfire, the spirits depression
61st Vhalar, 720
1
Varlum Onarmus mania
Need, Wish
Wish approval

Hart has the ability to grant Wishes. As the mortalborn of Need, he can only ever grant a being's truest, deepest Wish. This Wish is not what a being thinks they most want, but what a being most truly Needs.

By using Wish in tandem with his Fulfillment ability, Hart is able to get a grasp of a being's truest Needs- not just what they need right now, but what they need most of all.

Each Wish is individual and needs to be approved by the PSF [or otherwise by a mod]. And, should a Wish involve one or multiple PCs, all PCs involved should be included in the approval process. The types of Wishes Hart grants usually have to do with undoing past or current trauma or protecting from future harm.

drawbacks For every Wish Hart grants, he uses up a bit of himself, of who and what he is as a mortalborn. Because of this, and because of how powerful each Wish is, Hart can only grant 12 Wishes in all. After each Wish granted, Hart will gain a Fracture scar, and after he grants his final Wish, he will completely Shatter.

Each time Hart Fractures from using Wish, he will weaken physically. Though he will not appear to age physically, the ravages of the Wish will be apparent. Hart's hair will slowly lighten from its natural dark color to salt and pepper to wispy white. His eyes will start to cloud over and/or lighten in color, and he may slowly lose his vision or his other senses. His skin will lose the pliancy of youth and become soft and nearly translucent. He will grow steadily weaker, and may eventually have trouble walking. These, and/or other such changes will become more apparent the more Wishes Hart grants. Also, for each Wish, he will gain a silvery [bluish white], incandescent Fracture scar.

However, for all of the physical drawbacks, Hart's mind will not be affected by this ability, nor his immortal lifespan.
date used
uses
recipient
drawbacks
Wishes
1st Vhalar, 718
1
the wingless man drawbacks healed 121st Ashan, 720
11
30th Ashan, 719
3
the dancer in the Palace of Lions
Vega Lei'nox
Daia and Moseke
Wishes have been reset
12
121st Ashan, 719
2
Auya Trueheart and Varlum Onarmus
Unity
Wishes have been reset
12
25th Vhalar, 719
4
Hart drawbacks healed 121st Ashan, 720
8
121st Ashan, 720
1
Hart healed all prior drawbacks
Fractured one time
7
61st Vhalar, 720
1
Varlum Onarmus Fractured one time
6
30th Ashan, 721
1
Bao Bao Fractured one time
5
Pleasure, Bliss
Bliss approval

Using this ability, Hart can bring someone to the pinnacle of pleasure; thrust into pure bliss the target is rendered unable to feel anything else. During this time the target is in such extreme pleasure that their mind becomes clouded, making it hard to focus. The effects are similar to being high or drunk and last as long as the target is within Hart's presence (within 100 ft of Hart), or, should the target remain in his presence for an extended period, for up to one break per day. Hart's touch, in this way, can cause an intense high. Because of this he has to be careful how often he uses this ability on a person or risk them becoming addicted.

drawbacks About ten bits after using this ability Hart will become extremely exhausted and have to rest to regain his strength. How long he needs to rest depends on how long he has used the ability (using the ability for 1/2 a break = 1/2 a break or more of rest). At minimum he needs to rest 10 bits.

Bliss can be used up to three times per trial, but for each use without proper rest in between the ability becomes half as powerful.
date used
uses
recipient
Ymiden, 715 - Ymiden, 716
numerous
Herys Harlow and a number of her clients
5th Cylus, 718
2
Sarah Dj'pyrj's mother, a knight in Andaris
1st Vhalar, 718
2
Jesine and Kielik
23rd Ashan, 719
1
a child thrall
120th Ashan, 719
1
Auya Trueheart
Glamours, Living Glamour
Living Glamour approval

Once a trial, Hart can effectively turn himself and anything inanimate that he is wearing or carrying (ie clothes and a backpack, or whatever is in his pockets or hands) into a living glamour. His body becomes briefly incorporeal, for up to two bits.

During this time it is obvious he is no longer a solid thing; his image does not change shape or form (ie he will still look like himself) but it will flicker like a candle about to go out. During this time he can take no physical damage as his body is no longer on the physical plane, and neither can he deal physical damage to any object or person. Using this ability, Hart can go through inanimate objects but not animate ones (ie he cannot go through a person, but he can walk through a wall, for instance).

drawbacks During this state Hart is particularly vulnerable to nonphysical attacks, especially magic. Hart also has to be careful not to materialize while still within an inanimate object; should he do so, he will take crippling damage to his body (for instance, if his arm was still within a wall, the wall would likely break or sever his arm upon materialization).
Home, Where the Heart Is
Home and Where the Heart Is approval

Hart has the ability to fracture into two versions of himself, like here.

rules
1. When Hart uses this ability, one version of him needs to remain with a group of people or a location that is his home. Related to the events of CITW and a sacrifice that Hart made in the event, this ability is defined by the limitations of that sacrifice. Because of that, Hart is unable to use this ability for longer than one cycle before the ability ends, and there is a one-cycle period before the ability is able to be used again.

2. When Hart is fractured, he fractures into two different versions of him, like he fractured into two different versions in CITW. The first version of him is Hart, himself.

The second version of him is Eihr, his ego death version. Though Eihr wasn't in CITW, Hart's ego death was -like CITW- a defining event to Hart.

Hart and Eihr are different only in personality; but personality makes all the difference in the world.

Eihr looks at the world through the lens of Hart's ego death. Hart's ego death was his first experience, and he learned from Hart's death that the world is heartless. Because of that, Eihr learned to be heartless. Eihr is amoral, so he doesn't have morals. He doesn't really like others and thinks of relationships with others as complications. He is selfish and egoistic, and thinks little of altruism and of others' altruism. He is obsessed with money and thinks the world is motivated by money and self-interest. He is, because of Hart's ego death, a very different version of Hart.

3. Other than personality, the two versions of Hart are the same. Both versions of Hart are him in terms of limitations. Both versions of him need to do all that Hart needs to do in the day to day, like eating, drinking, and sleeping.

4. Both versions of Hart are him in terms of mechanics. This means that, when the ability is used, both versions have the same memories, the same knowledge, the same skills, the same immortal marks, the same mortalborn abilities, etc. If a version of Hart wishes to travel, he will need to use travel times.

5. Limited-use abilities, as well as items and wealth, are divided between the two versions. This means that if one version of Hart uses an ability, the ability will have been used for both versions of him; his abilities are divided, not doubled.

6. The two versions of Hart do not have any additional abilities that Hart doesn't have. This means that they do not share emotions, new memories, new knowledge, etc., between them. Drawbacks and injuries to one version are not shared by the other when the ability is in use.

7. The first version of Hart -the Hart version- is able to end the ability with a thought; otherwise the ability ends in one cycle. The moment the ability ends, any new memories, knowledge, etc. by both versions are known to Hart. Hart will also experience both versions' drawbacks and injuries.

8. If one version of Hart dies, the ability ends and Hart dies.

drawbacks
When Hart uses this ability, he ages twice as quickly. So, if he uses the ability for a day, he ages two days. If he uses the ability for a cycle, he ages two cycles.

Fracture, other drawbacks
Because this is a new mortalborn ability, Hart will Fracture. Every Fracture adds to the Fracturing on his chest, extending it further out from his heart. This Fracture will extend the Fracturing through his chest to his stomach, shoulders, and will begin to extend the Fracturing to his neck and his back. The Fracturing is an incandescent blue white, and is hot -not burning hot, but hot- to the touch.

This ability is able to stopgap the related sacrifice that Hart made, so that when using the ability, Hart is no longer limited by the sacrifice.
general drawbacks
approval

Using any of the three abilities [his first three abilities], Hart will experience quickened aging. Physical symptoms also include those similar to the flu, ex: general weakness, aches, pallor, dark circles, fever, etc.
Last edited by Hart on Thu Feb 20, 2020 10:35 pm, edited 37 times in total. word count: 1981
User avatar
Hart
Approved Character
Posts: 642
Joined: Fri Dec 02, 2016 11:12 pm
Race: Mortal Born
Renown: 527
Character Sheet
Character Wiki
Plot Notes
Personal Journal
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 2

Contribution

Milestones

RP Medals

Miscellaneous

Events

Hart [Character Sheet]

history-relevant npcs
original parent Pieren
immortal siblings Aelig, Ashan, Delroth, Ralaith
immortal domains Beauty, Jealousy, Sight, Adultery
position on the war supports immortals, but wavering
relationship to Hart mother
relationship with Hart no relationship

Hart used to want to know Edasha, the immortal who gave birth to him. But events in arcs 719 and 720 have convinced him that he doesn't want or need a relationship with her.
relationship to Hart father
relationship with Hart no relationship

Hart has never met Noah Venora.
relationship to Hart mother
relationship with Hart very close

Hart used to be angry that Si'tony pretended that he was her blood. But events in arcs 719 and 720 have convinced him that he was being petty. Though Hart hasn't seen his mother in the last number of years, he loves her very much and is no longer angry at her.
date of death 78th Ymiden, 707
relationship to Hart sister
relationship with Hart no relationship

Hart and Jovy were very close growing up. Though they have no blood relation, they were brought up as twins. Hart looked up to Jovy more than anyone else. But Jovy died when they were teenagers, and on 123rd Ashan, 719 Hart sacrificed all memory of his sister in the event CITW.
history
mortalborn story
approval

Noah Venora was on a date. An arranged date. With another modestly wealthy young maiden-

And his own mother.

Currently, the two women were tittering over the fine new dress the maiden had worn- which, of course, Ebony had supplied. Pink. The color of Venora. His mother must have liked this girl to flatter her with such a shade; perhaps she would be the one to be his bride.

Bride or not, however, it made no difference: Noah himself was ill-content, trailing after the two as they gossiped, strolling through the marketplace of Andaris. A date with the young woman, alone, would have been much preferable. Without his mother there acting as chaperone, spoiling any honest conversation the two might have had simply with her presence. As it was it seemed the date was more between mother and maiden.

Well, he would see what he might do about that.

Every once and a while, to spite his mother's meddling, Noah sent the maiden -Meadow her name was, and he liked that quite a lot- a covert smile. Making sure his mother didn't see. And every time he did, the girl lit up, lovely face going as pretty pink as her dress. Eyelashes fluttering at him, then looking away, shy.

Noah smiled again, this time to himself.

Okay. So perhaps flirting in such a manner was not the worst way to spend a crisp, Vhalar morning.



They had just been to the theater, Noah managing to position himself on Meadow's side for the show. Now they were back on the streets, the maiden sighing with happiness on his arm. Ebony stalked a few paces behind them, predatory and eavesdropping, and Noah tried to ignore his mother in favor of Meadow who pressed daringly close to his side. Their faces were tilted towards one another as they spoke in low, amiable tones. Meadow, he saw, had a pleasantly open face, unlike most of the highborn women he had known.

Noah found that in this moment he was actually enjoying himself. The brush of Meadow's skirts against his lower leg as they walked. The warmth of her gloved hand. Her light touch. The soft smell of roses- no doubt a Venora perfume from Ebony.

It was perhaps the perfect afternoon. Yellow sunlight glinted off a bracelet of small jewels on Meadow's dainty wrist. There was not a cloud in the sky.



It was their fourth proper date. From the smug look on his mother's face -who still insisted on accompanying them, though she didn't know about the stolen kisses they had shared in the Venora gardens- Noah would soon be given the order to ask the question. Marriage. How little he knew of Meadow; but what he did know, he liked. She was, for lack of a better word, a good girl. He got along with her. Not only that, but he thought, looking down into her bright smiling face, that he might even feel something more.

So why was it his eyes lingered on another woman when they swept across the street?

Not just any woman.

Beautiful, he thought, her figure dressed in pretty but concealing clothes. The warm distant brown of her eyes. A flash of auburn hair, tucked into a scarf. His breath had been swept away with the wind.

Perhaps he had stared for too long, for the woman -not a maiden like Meadow, she was beyond that- tilted her head as if she'd heard someone shout. And then turned and looked upon him.

He could remember nothing else of that day. Even at night, lying alone in his bed, her gaze remained on him. Remained in his mind.



He made an excuse the next morning and went out to the city, but no matter where he looked the woman wasn't there. Resignation in his stomach, he returned back to the House of Venora- only to find her, chatting gaily to Meadow, in the gardens. How she had gotten there he didn't know. Shock, that breathlessness at her beauty, long, waving hair, those eyes, those lips. Meadow was smiling at him, pale in comparison. He could barely hear her when she spoke. "Oh, Noah! This is my new friend, Ambrosine."

Ambrosine, he thought, and he was as lost in her name as he was in her eyes.



That evening he and Ambrosine shared their first of many nights. Not in passion, but outside, in the splendor of the gardens, under the stars. Like a boy he had climbed out of his bedroom window. He stared at her in the starlight; she stared back at him.

Later, when they were talking, she told him something that he felt mirrored within him: that he was the most beautiful man in Rynmere, and that she wanted him all for herself. He had barely spared a thought for dear Meadow for the rest of the day, the maiden sleeping sound and naive in one of the House's guestrooms.

"And you are the most beautiful woman," he told Ambrosine, like a schoolboy again, touching lightly the gloss of her hair, her pink cheek, the soft shell of her ear. Marveling at her, how she seemed to marvel at him. Her fingertips traced his jaw. "And I want you, all to myself."



They were the best of friends, or so they told Ebony when she began, impatient, to inquire. Old friends. Where had they met? They had known each other as children. Somewhere in the city, perhaps? He remembered her face; she remembered the feel of their hands, intertwined.

Every day, it seemed, they were together. Sometimes with Ebony, sometimes even with Meadow, sharing a tea or stories or lessons, but Noah didn't care who else was around, who might see. He just cared for Ambrosine.

They were in the woods a fair walk from the house, tiptoeing barefoot through a stream. Ambrosine. They were in the study, and he watched her, wanting to reach out as she read one of his father's many serious books of law and politics and war. Ambrosine. She was laughing as they sat across from each other at a dinner date, Meadow on his other side with her sad, open face, watching, and though his soon-to-be-betrothed's gaze was upon them neither of them seemed able to help it.

Ambrosine. Not even the way she seemed to flaunt their relationship could put him off, leaning in close to him so Meadow's face burned red and her eyes bright with tears. Not even the small, selfish curve of her lips when Meadow abruptly stood, excusing herself tearfully, and Noah was forced to stand and follow.

Ambrosine was there. Clinging to his arm. "Let her go," she said, sultry-voiced, and he hesitated.

"My love," he excused himself, and left her standing there beside the dinner table.

Outside on the cobblestones, Meadow wept into his shoulder. And he could do nothing but hold her. "You love her," she told him, not a question, and he could not deny.

"I love her," Noah agreed. He put his hand under Meadow's chin, lifting her face. Tears sparkled in her eyes. "But I cannot marry her."

The ring his mother had picked out for Meadow lay in the palm of his hand. "Will you?" he asked, and though her tears broke again at the question, from loneliness, or his betrayals, or jealousy, Meadow put her hand in his and said, "I do."

They embraced then, not passionately, little more than dubious friends. But as he held Meadow, consoling her, congratulating her, promising her- he looked over and saw Ambrosine, standing in the eatery's doorway. She smiled. She simply stood there and watched.



That night was the first night they were passionate. He and his love. For all he knew, Meadow slept soundly in her room, the ring on her finger. He found Ambrosine in his. He had stopped guessing how she did things like that; he knew enough to know she put herself where she wanted to be. She was waiting for him. There was a crown of Venora roses in her hair. She was wrapped in the silk of his bedsheets.

"What am I going to do with you?" he asked, sighing into her shoulder, and she pressed her body close.

"Many wicked things," she said, and together they were wicked indeed.

They were wicked for many, many of the ensuing nights, in fact. But never had wickedness felt so pure.



"Do you love me?" he would often ask her, as he admired her from close or afar.

"Don't you see?" she would answer. Never a yes. Just, Don't you see? In time he convinced himself that that was all the answer he needed.



And maybe he couldn't see; see past her beauty, her lust, her charms. Because one day she was there, eating breakfast with him in bed. Strawberry jam on warm bread and mid-morning orange juice and champagne. And the next she was gone. Without a word. Without a goodbye. And he remembered that soon, he was to be married.



He didn't see her again, except perhaps the day of his wedding. Meadow had brightened once more from the sad, wilted girl she had been in Ambrosine's shining presence. She, for the first time, looked truly beautiful to him. A wreath of flowers, very like the one Ambrosine had worn, in her braided hair. The dress. The candles. The light and life. His mother's approving face.

And far, in the back of the temple, a familiar silhouette, a halo of flowing auburn hair. He shouldn't have let his eyes wander again, and neither could he do anything more. Not now. Instead he looked back to Meadow. She was beaming up at him. They were saying their vows.
pre-creation
early Vhalar, 691
Edasha travels to Rynmere and meets Noah Venora while he is out on a date with Shannon Meadow and his mother.

The next trial, Edasha shows up at the Venora House in Andaris, calling herself Ambrosine, having convinced Shannon Meadow to invite her to the gardens. She and Noah meet properly for the first time. They begin courting.

early - late Vhalar, 691
Noah and Ambrosine continue their courtship, much to the dismay of Shannon Meadow. However, Shannon and Noah are soon engaged. The night of their engagement, Ambrosine and Noah begin an adulterous relationship. Not long after, just before Shannon and Noah are to be married, Ambrosine disappears.

Shannon and Noah are married. Noah doesn't know that Ambrosine is pregnant with his first son.

19th Saun, 692
At the docks of Rharne, Si'tony Qy'akor gives birth to a girl, Jovy.


Hart has no memory of Jovy.

23rd Saun, 692
Si'tony finds a newborn baby, a boy, on the deck of her ship the
Andresmarie. After some confusion from family, Si'tony convinces them that the baby, Hart, is Si'tony's son. Jovy and Hart are brought up as twins. Hart is given Jovy's birthdate.

Hart doesn't know that his true date of birth is the 23rd of Saun. He doesn't remember how Si'tony was able to convince her family that Hart was hers.


3rd Ashan, 695
In Venora, Noah and Shannon have a son, Tristan Venora.

Cylus, 697
Si'tony meets and falls in love with a half-biqaj named Edric. Edric begins to live with Si'tony, Hart, Jovy, and a varying crew of others on the
Andresmarie. Hart and Jovy begin to look up to Edric as a father, though for a while he is in and out of their lives.

Hart remembers Edric but nothing about Jovy.


Arc 697
Noah and Shannon have a daughter.

Arc 698
Noah and Shannon have their second daughter.

15th Ymiden, 699
Noah and Shannon have their second son, Theodore Venora.

late Zi'da, 706
On a shore run to Ne'haer, Hart is out exploring the land when he unknowingly uses his mortalborn ability Fulfillment. Hart senses that there is someone nearby and in need of help. That someone turns out to be a boy a few years younger than him named Quio. Hart lures the starving boy out of hiding with the promise of food.

That evening they sneak back to Ne'haer but Quio is frightened, and will not enter the city. Hart senses again that Quio needs help. Rather than enter the city, Hart invites Quio to live with his biqaj family on the Andresmarie.

The next day Hart begins to experience the drawbacks of having used Fulfillment. He has symptoms of the flu, but suffers a high fever and is at times manic. Though wanting to leave Ne'haer, his family doesn't want to take him out to sea. Though the family spends their small savings trying to make him well, no medicine helps him. After a number of days, however, Hart is better. Already burdened financially from a series of mishaps and bad decisions, the money spent on Hart's medicine pushes the family to financial tension and uncertainty.

Cylus, 707
Having left Ne'haer, Si'tony and Edric argue about money. During the argument, Hart unknowingly uses his mortalborn ability Fulfillment. The next day he begins to experience the drawbacks of the ability, and the ship turns back toward the city. Before they can reach Ne'haer, a pirate ship approaches from the sea. There is another argument concerning the future of the Andresmarie. Edric argues that their financial troubles will be solved by turning to piracy; Si'tony is adamant that piracy is a betrayal of their kind. The pirate ship stalks them, but disappears when they approach the docks in Ne'haer.

Cylus, 707
In Ne'haer, Si'tony finds a note on the ship explaining that Edric and Jovy have left the
Andresmarie in order to be pirates. They promise they will be back with money.

Because of Quio's fear of the city, the Andresmarie needs to leave Ne'haer. When Hart is well, they travel to Argos.


Hart remembers Edric leaving to be a pirate, but not Jovy.

late Ashan, 707
When Edric and Jovy return from piracy, Jovy has suffered much. She had been excited to be a pirate, thinking of romance and adventure. But the pirates had raped her. Edric is banished from the family. Jovy is not well, so the family remains in Argos. But they are unable to help her. Jovy begs them to take her to sea. Eventually the
Andresmarie makes way once more.

Hart remembers Edric coming back to the Andresmarie and being banished, but doesn't remember Jovy or what happened to her.

late Ashan - mid Ymiden, 707
Throughout the next season, Hart never leaves Jovy's bedside. He unknowingly uses his mortalborn ability Fulfillment on Jovy. But he's unable to make her well again. Jovy doesn't get better, and Hart suffers the drawbacks of Fulfillment. But Hart has suffered the drawbacks before, and he knows medicine won't help him. Jovy is unwell, and so he hides his symptoms from his mother, as well as the desperation and grief he feels. Jovy knows something is wrong with him, but her health is failing.

Hart knows something is very wrong with Jovy and that she's dying. But though he uses his ability Fulfillment on her, sensing what she needs to survive, he's not able to make her well again.


Hart doesn't remember anything about Jovy, or her illness.

78th Ymiden, 707
Finally, Jovy dies.


Hart doesn't remember Jovy's death, just the pain and grief he felt.

Ymiden, 707
Jovy's death is very hard. Hart is not the same after she dies, though he pretends to be to soothe his mother's grief. Though eventually the family heals, Hart's grief doesn't get better. Because of the drawbacks of Fulfillment, he is obsessed with making Jovy live, even though she's dead; in his obsession and depression and grief he thinks a lot about what he might have done to save her.

Time passes, and his mother and the crew of the
Andresmarie are happy again. But it seems like Hart will never be happy. He doesn't want to worry his mother, and so he hides his grief.

Hart remembers his grief, but not what caused it.

20th Ymiden, 708
Nearly a year after Jovy's death, Hart is suffering from depression and suicidal ideation. He's begun to drink and use drugs to make himself feel better, and is sometimes absent from his family. He attempts to find the pirates that hurt Jovy. But though he's able to find the pirates, he realizes he's unable to do anything about Jovy's death and his depression. He goes back to his family, and tells himself he can be happy if he just pretends.


Hart remembers finding the pirates, but not why he went to them.


Saun, 707 - early Ymiden, 709
Throughout the next two years, Hart slowly begins to feel better. He and Quio fall in love.

33rd Ymiden, 709
Though no one on the Andresmarie is aware of it, Quio is yludih. Because they've fallen in love, Quio finally tells Hart what he is. At first Hart struggles to understand, but he loves Quio. He accepts him for who he is. Quio tells him about his old life with his mother near Ne'haer, about what happened to her, about why he was alone and starving the day Hart found him, and what it means to be what he is.

Saun, 710
A year later Hart and Quio announce to Si'tony and the crew of the Andresmarie that they will be married. The marriage is not a big surprise. The true surprise comes when they explain to the crew what Quio is.

There is a bit of a debate, but Quio is family and family stays.

Saun, 712
When Hart is twenty and Quio eighteen, they undergo their biqaj rite of passage. They are to repair an old sloop. It takes the inexperienced biqaj nearly two full years to repair the sloop to perfection. She is named the
Jovy Akor.

Hart doesn't remember why his ship was called the Jovy Akor. When he thinks about the ship, he thinks of her as the Akor, his mother's family name.

Ymiden, 714
When the
Akor is seaworthy, Hart and Quio get married. They take the family name Qy'ihadi. The two of them live on the Akor, and for a while sail alongside the Andresmarie. Eventually, however, they set sail for their own waters.

Like the
Andresmarie, the Akor sails from city to city. The two of them make money doing jobs on the land. When they need money, Hart begins to escort. A lot of the money Hart makes he spends on drugs, alcohol, and other such highs. He still suffers from depression, despite self medicating.

Hart doesn't remember why he was so dependent on drugs and alcohol, other than his depression. He doesn't remember why he was depressed. What he does remember is doing his best to be happy.


Ymiden, 715 - Ymiden, 716
While escorting, Hart meets Herys Harlow, the proprietor of a gambling house. Harlow takes a liking to Hart; she lets him gamble on her nel. It is only after Hart is very deep in debt to her that Harlow tells him that she expects him to pay her back. Harlow suggests that he pay the debt off by being her escort, exclusively. Hart agrees. He's brought to the Lounge, the back rooms of Harlow's gambling house.

Hart doesn't leave the Lounge for a full year.

34th Ymiden, 716
Quio convinces Hart to leave the Lounge despite still being in debt to Harlow. They run.

16th Saun, 716
In Rynmere, Quio loses the Akor to a biqaj, who steals the ship. Hart is devastated by her loss.

21st Saun, 716
While in Rynmere, Quio meets a man, Tristan Venora, whom Quio believes to be Hart's brother.

33rd Saun, 716
Hart and Quio meet Tristan Venora and
Faith
, his slave. Though they look much alike, Hart is not convinced that he and Tristan are related. However, the more time he spends with Tristan, the more Hart becomes convinced that Tristan is his brother.

34th Saun, 716
Beasts made of shadow attack Rynmere, and Andaris shuts its gates. Hart is shut inside the city; Quio is outside. During this time Quio is taken by U'frek to fight in the Battle of Treidhart.

31st Vhalar, 716
Quio returns from the war. Though he doesn't admit it, he is not the same. Vhalar and Zi'da, 716 and Cylus, 717 are miserable.

early Ashan, 717
Quio disappears.
post-creation
Ashan, 717
Hart is first contacted by the Alliance, a group of commoners allied against the nobility. He is given no option but to comply with the Alliance, and is told that they will contact him again when they wish to use him.

Hart also reestablishes contact with Tristan, who invites him to live with him on his Estate in Oakleigh. Tristan tells him that he freed his slave, Faith.

Saun, 717
The Alliance contacts Hart again, and takes him unwillingly from the Eastern Settlement to Rynmere. They want Hart to kill the king, though Hart refuses to kill him. They persuade him. He is sent to the king's wedding where the assassination is to take place, but something goes wrong and they pull him before he gets in. The Alliance lets him go with the promise that again, they will contact him. After that, Hart runs.

Vhalar, 717
[cassion's gambit]
In Vhalar, 717, Edasha contacts Hart. He is taken by Edasha to Etzos to be her champion, alongside others; but a being from Emea interferes, and places both Edasha's and Ymiden's champions in an Emean labyrinth. In the labyrinth, Hart and the others are made to fight for their lives in the name of their immortals. Edasha's champions win, but at the cost of the other team, whom Hart believes were killed.

Zi'da, 717
Edasha summons her champions again. Hart is upset about the labyrinth, not knowing that it was not Edasha's doing. He leaves the summons.

Cylus, 718
Most of a year passes. While in Andaris, Hart witnesses a mage burning, and tries to stop it. Whilst doing so he uses his mortalborn abilities, and is accused of being a mage. The use of his abilities leaves him questioning who and what he is. He begins to think that he might be Edasha's son.

Hart also agrees to pretend to be Tristan as Duke of Oakleigh, so that Tristan and his daughter Ayla can leave the kingdom for a time during the tumult of the mage burnings.

Ymiden, 718
In Ymiden, 718 Hart leaves the the duchy for Rynmere. In Rynmere, Hart locates the Akor, his sloop.

Saun, 718
In Saun, 718 Hart leaves Rynmere for Scalvoris, where Tristan and Ayla are living. Despite traveling to Scalvoris to meet Tristan and Ayla, Hart isn't able to locate them.

On the way to Scalvoris Hart becomes intimate with one of the people he's traveling with, a mortalborn of Karem.

Vhalar, 718
[the maze]
Hart arrives in Scalvoris, only to find himself trapped in another Emean maze. The maze has been brought into being by a man named Anthropos Apteros, whom Hart and the others are tasked to find. At the heart of the maze, Hart makes the decision to put two mortalborn to sleep, Jesine and Kielik, in an attempt to stop them from hurting Anthropos Apteros. By putting the mortalborn of Emea to dreamless sleep, Hart separates Jesine and Kielik from their Domains. And despite his efforts, Anthropos Apteros dies.

Hart Wishes, and the dead, wingless man is made into a boy whom Hart names Wren. At the end of the maze, Hart is marked by Vri, Jesine, and Kielik and becomes a dreamwalker. He also learns that the people he thought had died in the labyrinth are still alive.

Hart meets with Edasha on the 5th Vhalar. She admits that she is his mother, and tells Hart that the labyrinth was not her doing.

Vhalar, 718 continued
Later in Vhalar, Hart learns that the mortalborn of Karem he traveled with is pregnant. Hart learns that she is a mortalborn.

Cylus, 719
[the war of death and souls]
In Cylus, 719 Hart learns that Faith, who he hasn't seen since Rynmere, is the Champion of Famula and has been attacked by a deadly necromancer, a lich named Ellasin. Hart and many others go to Faith's home in Rharne to help Faith and her husband Padraig. They are given orders by Famula to destroy the Coven, a faction of dangerous mages and necromancers who have been Famula's enemies. Only by destroying them will Faith -and many others- be safe from the Coven. They begin to plan how to destroy the Coven.

Ashan, 719
On the 26th of Ashan, Hart's daughter Ruari is born.

[the call]
On the 30th, Hart is recruited along with many others by the great spirits of the land. He and two others, one of whom is Vega, must locate the Door of Death, which is within Daia's Emean Domain. While trying to locate the Door, Hart and the others resurrect Daia. Hart is marked by Daia for his part in her resurrection.

Hart and the two others travel through the Door of Death to a circular hallway full of doorways, where they are to help complete the trials set out for them and others by the spirits. Hart is initiated into the domain magic attunement, though he doesn't know it.

[crack in the wall]
On the 120th - 123rd of Ashan, Hart, Wren, and many others go to Emea. In Emea Hart learns that by separating the mortalborn Jesine and Kielik from their Domains in Vhalar, he has damaged Emea, and the entire world has fallen asleep. Hart, Wren, and two others, Eliza and Auya, try to get to the mortalborn to wake them.

During the event, Hart meets Pala, whom he believes to be a tunawa child suffering from nightmares.

In the event, Auya sacrifices herself so that the mortalborn might wake and the world might live. Hart, Eliza, and others -including Auya's love, Varlum- are divided from their objective to attend a trial for Auya. The trial is to determine what will happen to her now that she is dead. Along with the others, Hart brings Auya back from the dead and she becomes an immortal. Because of this, Hart is marked by Ymiden and Pier & Pre.

At the same time, Hart, Wren, Eliza, and others go on to the cathedral of dreams, still trying to get to the mortalborn. They have to make sacrifices to continue; Hart sacrifices his memories of Jovy, his ship the Akor, and his ability to have a home. Before they can wake the mortalborn, though, a mage flays Kielik while he sleeps. Flaying Kielik harms both Kielik and Jesine, which in turn begins to destroy Emea. Another mage, Tio, tries to use Emean magic to switch places with Jesine and Kielik, which further destroys Emea. Because of this, Emea falls. In the confusion, Wren falls as well. Hart believes that Wren is dead.

Jesine and Kielik are destroyed in the Fall of Emea. They are made into
Unity
, an immortal, who offers its mark to Hart. But, because of his part in Jesine and Kielik's deaths, Hart declines Unity's mark.

Ymiden, 719
[the war of death and souls]
Continuing their plans to defeat the lich Ellasin and the Coven, Hart is sent to Rynmere to pretend to be the Duke of Oakleigh in order to secure funds, troops, and supplies for the war. However, the plague in Rynmere complicates matters. Troubled by the events of CITW and the war, Hart leaves the Eastern Settlement.

Saun, 719
Throughout Saun, Hart travels from the Eastern Settlement to Melrath.

Vhalar, 719
When Hart arrives in Melrath, the Akor sets on fire at the docks and is destroyed because Hart sacrificed it in CITW. The next day, Hart attempts to get a job at a tavern in Raelia, Melrath's capital city. However, during the interview he steals a cup of coffee and is given a bounty. Rather than be turned over to the guards, he's taken to the tavern's basement. In the basement, Hart is stabbed by the needlelike tooth of a spirit of mutilation. Because of this, he Wishes for his destruction. Hart experiences ego death, the death of his personality.

Though Hart is dead, his body lives. Because his body lives, a new personality is born from the trauma of his death. This new personality is named Eihr.

Vhalar, 719 - Ashan, 720
Eihr lives in Melrath. He spends most of his time attempting to heal from the Wishes that destroyed Hart's personality and badly damaged his body. He meets Tristan in Raelia and tells Tristan that Hart is dead.

[the river's daughter]
In Cylus and Ashan, a malicious spirit attacks Eihr in his dreams. The spirit provokes him to meet her by the river Vynmur near Raelia.

Vhalar, 719 - Ashan, 720 continued
During this time Eihr meet with Pala, whom Hart had met in the event CITW. Though Hart had thought Pala was a child, she is an emeyan, an Emean being. Perhaps because she met Hart in CITW, Pala remains with Eihr.

Eihr also learns that Wren, whom Hart had believed to be dead, is alive and with a man named Magpie.

Ashan, 720
[the river's daughter]
Because of the spirit's provocation in Cylus and Ashan, Eihr travels to the river Vynmur. He is met there by others who have experienced the same dreams. At the river he meets a number of spirits, including the spirit who attacked him. Because she attacked him twice in his dreams, Eihr attempts to stab the spirit. By doing so, he enrages one of the others, a Melrathi man named Brent. Because it is illegal in Melrath to damage a spirit, Eihr is given a bounty in Melrath.

Like in his dreams, the spirit attacks Eihr; though unlike in his dreams, this time she attacks him with words. Suffering from the spirit's words and a crisis of identity, Eihr makes a Wish. He Wishes not to be Hart.

The Wish is granted, and Eihr dies.


Hart comes back to life. The Wish heals him of all physical damage done to him by previous Wishes.

On the banks of the river, Hart finds a blade that is able to destroy spirits, the blade of deceit.

Ymiden, 720
Having been dead for the better part of a year, Hart attempts to put his life back in order. He meets with Tristan to tell him that he is alive. He travels to Viden to see Magpie and Wren in an attempt to get Wren back. He travels to Scalvoris to see Ruari, his daughter.

Vhalar, 720
[the mummer's ball]
In Vhalar, 720, Hart travels to Rharne. He attends an event in Rharne, the Mummer's Ball, because the woman running the event is rumored to know Daia. At the event, Hart meets Vega and her husband Arlo, whom he had met in the Call when Daia was resurrected. He also meets Varlum again, whom he had met in CITW. Varlum tells Hart that Auya Shattered after becoming an immortal.

[the last knights of storm's edge]
Hart grants Varlum's Wish.

Long before Hart arrived in Rharne, the city of Rharne had been fighting a war against an enemy known as the flameborn. Varlum's Wish is an attempt to grant an end to the war. It causes an earthquake, which ruptures the Stormwastes near Rharne in two. The rupture reveals the remnants of the flameborn army, preparing to attack the city. Before the army can attack, Ilaren and other immortals make a barrier over the rupture in the land. This keeps the attacking flameborn at bay until, with time, they perish beneath the ground.

[the mummer's ball]
At the Mummer's Ball, Vega, Arlo, Varlum, and a woman Hart hasn't met named Vivian do battle with the immortal Syroa. Though not part of the battle directly, Hart uses the blade of deceit to destroy a number of spirits, wrathlings, that Syroa summoned. The blade of deceit counters the wrath of the spirits with peace, and because of this, Hart is marked by Ziell.
Last edited by Hart on Tue Nov 05, 2019 5:09 am, edited 31 times in total. word count: 5751
User avatar
Hart
Approved Character
Posts: 642
Joined: Fri Dec 02, 2016 11:12 pm
Race: Mortal Born
Renown: 527
Character Sheet
Character Wiki
Plot Notes
Personal Journal
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 2

Contribution

Milestones

RP Medals

Miscellaneous

Events

Hart [Character Sheet]

family
For NPCs relevant to Hart's history, like his parents and sister, see history.
mother
Shannon Venora

father Noah Venora
relationship to Hart half-brother
relationship with Hart tbd

Though they did not meet until 33rd Saun, 716, when they were both adults, Hart feels about Tristan the same he would a brother he had known all his life.

Hart would love to spend more time with Tristan.
mother Syroa
father Tristan Venora
relationship to Hart niece
relationship with Hart tbd

Hart has only met Ayla once or twice. Because of this, they do not have much of a relationship, though Hart would love to spend more time with his niece.
Ruari's mother
mother Karem
relationship to Hart complicated
relationship with Hart complicated

Hart met Ruari's mother in Saun, 718 when she traveled with him on the Jovy Akor, as well as on a second ship, to Scalvoris. During their travels, she and Hart became intimate. In Vhalar, 718, she contacted Hart to let him know that she was pregnant.

Their daughter, Ruari, was born on 26th Ashan, 719.

Hart's relationship with Ruari's mother is difficult and complicated. When Ruari was kidnapped in Ashan, 721, her mother went missing as well.
father Hart
relationship to Hart daughter
relationship with Hart tbd

Though Ruari is Hart's daughter, Hart was not there for the first two years of her life.

When Ruari was kidnapped in Ashan, 721, the kidnappers contacted Hart and demanded he be her ransom. Hart gave into the kidnappers' demands, but despite this the kidnappers didn't let Ruari go. Both Hart and Ruari were locked in the Vault, and it was in the Vault that Hart met his daughter for the first time.
relationship to Hart complicated
relationship with Hart complicated

Though Hart loves Wren, his relationship with the boy is complicated. When Hart Wished for Wren to live in the Maze, on 1st Vhalar, 718, he made a promise to the boy and to the man Wren had been before his death, to be there for him. But during CITW and the Fall of Emea, Hart betrayed that promise.

Wren loves Hart. But because of Hart's betrayal, he doesn't want to admit it; not to Hart, and not to himself.
companions
relationship to Hart companion
relationship with Hart very good

Hart met Karshe on 1st Vhalar, 718 in the Maze. Though Hart and Karshe haven't been able to spend a lot of time with one another in the waking world, they do spend a lot of their time in the dreaming world together.
relationship to Hart companion
relationship with Hart tbd

Hart met Tamsen during CITW, on 121st Ashan, 719. He believed her, during CITW and the Fall of Emea, to be a tunawa girl named Pala in need of help. Because of this, during CITW Hart helped Tamsen with a nightmare.

Despite this, Tamsen is an emeyan. She is able to take the form of the tunawa girl Pala whenever she likes, as well as many many other forms.
Last edited by Hart on Fri Mar 18, 2022 7:43 pm, edited 88 times in total. word count: 562
User avatar
Hart
Approved Character
Posts: 642
Joined: Fri Dec 02, 2016 11:12 pm
Race: Mortal Born
Renown: 527
Character Sheet
Character Wiki
Plot Notes
Personal Journal
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 2

Contribution

Milestones

RP Medals

Miscellaneous

Events

Hart [Character Sheet]

skills and langauges
+3 to detection for Bellinos' Deathkeeper's Skills I
+3 to detection for Gwelliph's Justified Skills I
+3 to gardening for Vinyza's Early to Rise
+3 to caregiving for Daianya's Daianya Skills
+3 to investigation for Ezere's Peacefather's Skills
+6 to blades: rapier one-handed for 100 and 200 renown rewards

novice 0 - 25xp, 0 - 10k
competent 26 - 75xp, 11 - 21k
expert 76 - 150xp, 22 - 32k
master 151 - 250xp, 33 - 59k
grandmaster 250xp, 60k

skills scale down 2021
skill knowledge points rank
(ft) navigation 42 100/100 master
politics 26 150/250 expert
caregiving 34 100/250 +3 expert
detection 51 100/250 +6 expert
discipline 41 100/250 expert
endurance 34 100/250 expert
medicine 20 50/250 competent
alchemy 9 25/250 novice
animal husbandry 4 25/250 novice
art 7 25/250 novice
blades: one-handed 11 25/250 +6 novice
cartography 4 25/250 novice
deception 16 25/250 novice
etiquette 28 25/250 novice
linguistics 3 25/250 novice
sculpting 0 25/250 novice
seafaring 15 25/250 novice
swimming 5 25/250 novice
gardening 3 0/250 +3 novice
investigation 31 0/250 +3 novice
languages
language, difficulty knowledge points rank
Rakahi, easy fluent (sp) fluent (sp) fluent
Common, easy 6 broken (sp), conversational: 30/30, fluent 35/35 fluent
Common sign, easy 7 broken (ling.), conversational: 30/30 conversational
Xanthea, easy 0 broken (ling.) broken
skill and knowledge ledger
thread or skill points total
(sp) +2 language: Common, +1 medicine, +1 seafaring, +1 shipbuilding + 50 50
(sp) language: Common - 25 25
(sp) seafaring - 10 15
(sp) sculpting - 10 5
(sp) navigation - 5 0
(kg) +2 animal husbandry, +2 seafaring + 12 12
(kg) animal husbandry - 4 8
(kg) medicine - 5 3
(kg) seafaring - 3 0
unasked for alliance +2 etiquette, +2 fieldcraft + 10 10 10
language: Common - 5 5
sculpting - 5 0
meeting again +3 investigation + 15 15 25
navigation - 15 0
something about alchemy +9 alchemy, +2 animal husbandry, +2 mb fulfillment + 15 15 40
alchemy - 15 0
thou shalt not betray, thou shalt be just +2 endurance, +4 medicine + 10 10 50
seafaring - 10 0
mushrooms and thorns +1 gardening, +3 medicine, +2 navigation + 10 10 60
navigation - 5 5
sculpting - 3 2
seafaring - 2 0
liquid purple +2 gardening, +4 language: Common + 10 10 70
language: Common - 10 0
meeting the oakleigh venoras +5 drawing, +2 etiquette, +1 language: Ulehi, +2 persuasion + 15 15 85
language: Common - 15 0
cassion's gambit: round two, fight! +2 drawing, +1 endurance, +2 intelligence, +1 persuasion, +1 poisons, +1 psychology, +5 tactics, +1 unarmed combat, +1 writing +20 20 105
language: Common - 10 10
drawing - 10 0
deep is the fog +1 observation detection, +2 endurance, +1 navigation, +2 seafaring + 10 10 115
the pyre of the king +1 caregiving, +1 cooking, +1 detection, +3 discipline, +1 endurance, +1 linguistics, +1 mb bliss, +1 singing, +2 sociology + 20 30 135
the road to truth +2 endurance, +7 language: Common sign, +2 linguistics, +1 mixology, +5 mount: land, +5 navigation, +2 running + 15 45 150
linguistics - 5 40
language: Common sign - 25 15
replacement duke +1 discipline, +1 gambling, +2 investigation, +6 politics + 15 30 165
politics - 25 5
a map of ice and snow +4 cartography, +2 navigation + 10 15 175
do you wanna build an ice rink? +3 business management, +3 mathematics + 10 25 185
cartography - 10 15
navigation - 15 0
the maze: hart +1 caregiving, +1 discipline, +1 etiquette, +1 interrogation, +1 investigation + 15 15 200
the maze: round 2 and 3: eric and hart +1 discipline, +2 navigation, +1 psychology + 15 30 215
navigation - 5 25
the maze: round 4: sephira, amaris, and hart! +1 detection, +1 investigation + 15 40 230
the maze: round 5: sephira and hart +2 caregiving, +2 detection, +1 discipline, +2 endurance, +1 intimidation, +2 investigation, +1 mb bliss, +2 psychology, +1 tactics + 15 55 245
the maze: the beginning (at the heart) + 20 75 265
citw: the waiting place + 25 100 290
citw: the generous + 15 115 305
citw: endgame: dreams + 20 135 325
citw: the choice + 15 150 340
citw: the dead + 30 180 370
citw: the aftermath +1 detection, +1 mb sensing + 15 195 385
blades: one-handed - 25 170
deception - 25 145
swimming - 25 120
the war of death and souls: lady mercy won't be home tonight + 15 135 400
the war of death and souls: no haven for the guilty +10 tactics + 15 150 415
the war of death and souls: what slumbers beneath +3 intelligence, +1 politics, +4 tactics + 15 165 430
the war of death and souls: the rot will spread + 10 175 440
the war of death and souls: ring around the rosie +3 deception, +1 navigation, +2 politics + 10 185 450
the war of death and souls: a mountain problem + 15 200 465
the call +10 navigation, +10 politics + 20 220 485
the call: door of death +5 dual wielding: rapier x rapier blades x blades, +5 magic: attunement, +10 seafaring + 20 240 505
the call: the pure +10 blades: one-handed, +10 deception + 20 260 525
the call: trial of the blind +10 caregiving, +10 medicine + 20 280 545
the king in his counting-house, counting out his money +3 deception, +3 detection, +1 endurance, +2 persuasion + 15 295 560
eihr: sing a song of sixpence +2 intelligence, +2 meditation, +1 psychology, +5 torture + 15 310 575
eihr: the smell of buns in the morning +4 detection, +5 navigation, +1 psychology + 15 325 590
language: Common sign - 5 320
navigation - 5 315
sculpting - 7 308
alchemy - 10 298
cartography - 15 283
drawing - 15 268
medicine - 20 248
animal husbandry - 21 227
eihr: the broken and the damned +5 detection, +3 discipline, +2 endurance + 15 242 605
navigation - 25 217
eihr: recipe for success +5 baking, +1 detection + 10 227 615
eihr: the first heavy snow + 15 242 630
eihr: the morning after with a venora +2 detection, +4 meditation, +4 politics + 15 257 645
discipline - 25 232
politics - 125 107
detection - 25 82
eihr: with a venora, two +4 detection, +4 discipline, +3 psychology + 15 97 660
eihr: lost souls +2 baking, +5 business management, +1 detection, +2 design + 15 112 675
eihr: unveil +6 discipline, +2 navigation, +2 persuasion + 15 127 690
the river's daughter +5 detection, +5 endurance, +5 swimming + 20 147 710
it is the bitter potion +1 endurance, +2 fieldcraft, +3 navigation + 10 157 720
the mummer's ball 1+1 dancing, +10 etiquette, +4 storytelling + 30 187 750
the mummer's ball: rewards! +1 blades: one-handed, +4 dancing, +5 socialization 0 187
navigation - 25 162
discipline - 50 112
detection - 50 62
caregiving - 50 12
ignorance is bliss +2 endurance, +3 etiquette, +1 investigation, +2 socialization + 15 27 765
detection - 25 2
i. d'ogne virtute / e d'ogni pene: leaving +1 caregiving, +1 discipline, +1 ezere winter's warmth, +2 fieldcraft, +1 sojourn safe camp + 10 12 775
ii. d'ogne virtute / e d'ogni pene: dreaming +2 investigation + 10 22 785
iii. d'ogne virtute / e d'ogni pene: vega lei'nox +5 caregiving, +1 disipline, +1 psychology + 15 32 800
iv. d'ogne virtute / e d'ogni pene: ruari +4 caregiving, +4 climbing, +6 detection, +4 discipline, +3 endurance, +2 fieldcraft, +8 investigation, +1 logistics, +2 persuasion, +1 psychology + 20 52 820
endurance - 50 2
kirei: chicken soup for the soul + 15 17 835
kirei: to cast off + 15 32 850
kirei: sharing secrets + 15 47 865
kirei: this is just to say + 15 62 880
ari'sora: rage, rage against the dying of the light + 15 77 895
discipline - 25 57
endurance - 25 27
medicine - 25 2
the golden rule +3 discipline, +3 etiquette + 15 17 910
(ssd 2021) (vinyza) +3p agriculture to +3p gardening 0 17
(ssd 2021) 2+5p drawing to 2+5p art 0 17
the forging: the war of slags deep, exposition iv +3 leadership, +3 logistics, +3 politics + 20 37 930
caregiving - 25 12
the forging: life forged, death forged +4 detection, +4 discipline, +5 endurance, +2 etiquette, +3 investigation, +4 psychology, +2 storytelling, +5 tactics + 20 32 950
a beacon for hope +5 caregiving, +5 leadership, +5 navigation, +5 singing + 20 52 970
caregiving - 25 27
endurance - 25 2
the forging: souls +2 athletics, +5 detection, +3 discipline, +3 endurance, +4 fieldcraft, +5 investigation, +3 leadership, +4 mount: air, +3 navigation + 20 22 990
linguistics - 20 2
while some on earnest business bent +2 endurance, +2 investigation, +1 medicine, +1 resistance, +2 writing + 15 17 1005
saoire's heroes: the fire table +5 caregiving, +5 detection, +5 discipline, +5 etiquette, +5 socialization + 20 37 1025
etiquette - 25 12
knowledge
skill knowledge
alchemy
[something about alchemy, hot 717]
1. Alchemy: Imbues a property from one object into another
2. Alchemy: Binders: Slug slime binds the required reagents together
3. Alchemy: Binders: How to procure slug slime
4. Alchemy: Mediums: Various types of cloth can be used as an alchemical base
5. Alchemy: Reagents: Mirrordust makes an alchemical product reflective like a mirror
6. Alchemy: Reagents: How to procure mirrordust
7. Alchemy: Reagents: Iron fillings make an alchemical product hard like metal
8. Alchemy: Triggers: Used to turn an alchemical property on and off
9. Alchemy: Requires the balancing of an alchemical equation

animal husbandry
1. Animal Husbandry: Caring for a dog (kg)
2. Animal Husbandry: Caring for chickens (kg)

[something about alchemy, hot 717]
3. Animal Husbandry: Handling slugs
4. Animal Husbandry: Slugs eat leaves

art
[meeting the oakleigh venoras, hot 717]
1.
Art: Drawing: Sketching with charcoal

2.
Art: Drawing: Drawing from life

3.
Art: Drawing: Speed drawing

4.
Art: Drawing: Starting with vague shapes to indicate a subject's form

5.
Art: Drawing: Refining detail from memory


[cassion's gambit: round two, fight!, cold 717]
6.
Art: Drawing: A Crude Map in Motion

7.
Art: Drawing: Marks on a Crude Map as Indication of Location


athletics
[iv. d'ogne virtute / e d'ogni pene: ruari, rebirth 721]
1.
Athletics: Climbing: Is difficult

2.
Athletics: Climbing: Requires excellent hand-grip

3.
Athletics: Climbing: Speed is extra difficult

4.
Athletics: Climbing: Debris is an added complication


[the road to truth, hot 717]
5.
Athletics: Running: Avoid sticks and stones while running with bare feet

6.
Athletics: Running: Running without proper shoes can cause blisters


[the forging: souls, rebirth 721]
7-8. +2 athletics

blades: one-handed
[the call: the pure, rebirth 719]
1. Blades: Rapier: Very long and thin, and usually only sharp at the point
2. Blades: Rapier: A lightweight sword used for stabbing, not slashing
3. Blades: Rapier: Has a guard to protect the hand whilst in use
4. Blades: Rapier (Flamberge): A sword with waves in the blade
5. Blades: Rapier (Flamberge): Used to catch an opponent's blade
6. Blades: Rapier: A simple sword to learn to use
7. Blades: Rapier: Best against unarmored opponents
8. Blades: Rapier: Used often in close quarters, such as in city streets
9. Blades: Rapier: Used often in duels
10. Blades: Rapier: An extremely deadly weapon

[the mummer's ball: rewards!, cold 720]
11. +1 blades: one-handed

brewing
[the road to truth, hot 717]
1.
Brewing: Mixology: Amber moon, a drink that serves as a hangover remedy, made with vodka, hot sauce, and a raw egg


business management
[do you wanna build an ice rink?, rebirth 718]
1. Business Management: Defer to someone with more skill
2. Business Management: Giving instructions to employees
3. Business Management: Taking out a loan

[eihr: lost souls, cold 719]
4. business management: using business etiquette
5. business management: managing the front counter
6. business management: bartering goods
7. business management: "flies with honey"
9. business management: determining price


caregiving
[the pyre of the king, rebirth 718]
1.
Caregiving: Using your ability to bring another peace


[the maze: hart, cold 718]
2. Caregiving: It's nice to be nice.

[the maze: round 5: sephira and hart, cold 718]
3. Caregiving: A gentle voice to a traumatized individual
4. Caregiving: Slow movements are less threatening

[the call: trial of the blind, rebirth 719]
5. Caregiving: Holding a newborn baby
6. Caregiving: Swaddling a baby
7. Caregiving: Lulling a baby to sleep
8. Caregiving: Managing a small child's crying
9. Caregiving: Preparing a baby's bottle
10. Caregiving: Changing a diaper
11. Caregiving: Changing a small child's clothes
12. Caregiving: Soothing a sick child
13. Caregiving: Soothing a child's loneliness or sadness
14. Caregiving: How to talk to small children

[i. d'ogne virtute / e d'ogni pene: leaving, rebirth 721]
15. Caregiving: The amount of time for a child to get used to living in a new location

[iii. d'ogne virtute / e d'ogni pene: vega lei'nox, rebirth 721]
16. Caregiving: Getting a suitable guardian for a child, when you're not able to care for them
17. Caregiving: Informing a child's new guardian about the child's history and needs
18. Caregiving: Informing a child that they will need to be cared for by a new guardian
19. Caregiving: Removing a child from an unsafe situation
20. Caregiving: Crying when you need to cry

[iv. d'ogne virtute / e d'ogni pene: ruari, rebirth 721]
21. Caregiving: Tell a frightened child who you are
22. Caregiving: Tell a frightened child what you are going to do
23. Caregiving: Soft and sure tone of voice.
24. Caregiving: Murmur in a low voice

[a beacon for hope, rebirth 721]
25-29. +5 caregiving

[saoire's heroes: the fire table, hot 721]
30-34. +5 caregiving

cartography
[a map of ice and snow, rebirth 718]
1. Cartography: A finished map may require more than one draft
2. Cartography: Include what information is relevant
3. Cartography: Using a system of measurement is essential
4. Cartography: Include a key

cooking
[the pyre of the king, rebirth 718]
1. Cooking: The smell of human flesh cooking

[eihr: recipe for success, cold 719]
2-6.
+5 cooking: baking


[eihr: lost souls, cold 719]
7.
cooking: baking: working as an assistant

8.
cooking: baking: do prep in the mornings


dancing
[the mummer's ball, cold 720]
1-11. +11 dancing

[the mummer's ball: rewards!, cold 720]
12-15. +4 dancing

deception
[the war of death and souls: ring around the rosie, hot 719]
1.
Deception: Pretending to be someone you're not

2. Deception: Using a false name
3. Deception: Looking the part lends credence to the lie

[the call: the pure, rebirth 719]
4. Deception: Making up a lie quickly
5. Deception: The best lies are close to the truth
6. Deception: Use what you know
7. Deception: Consider the target of the lie
8. Deception: Anticipate how the lie will be received
9. Deception: Determining when a lie is not successful
10. Deception: Understand when to stop the facade
11. Deception: Disguising your true intentions
12. Deception: A calm / emotionless expression
13. Deception: Smiling when you don't want to smile

[the king in his counting-house, counting out his money, cold 719]
14. Deception: Answering questions without really answering
15. Deception: Lies of omission
16. Deception: Not knowing the answer yourself

detection
[deep is the fog, memory hot 707]
1. Observation: Detection: Knowing when someone is dead

[the pyre of the king, rebirth 718]
2. Detection: Taking note of your surroundings

[the maze: round 4: sephira, amaris, and hart!, cold 718]
3. Detection: When visual information makes no sense.
4. Detection: There's something wrong here.
5. Detection: Seeking the familiar in someone changed

[citw: the aftermath, rebirth 719]
6. Eihr: Detection: Ability to sense other Mortalborn.

[the king in his counting-house, counting out his money, cold 719]
7. Detection: Surveying a room
8. Detection: Questioning someone's motives
9. Detection: Getting a bad vibe

[eihr: the smell of buns in the morning, cold 719]
10. Detection: Understanding when someone is following you
11. Detection: Observing without sight
12. Detection: Making deductions based on context
13. Detection: Identifying a bakery by smell


[eihr: the broken and the damned, cold 719]
14. detection (sight): detecting a person's outline
15. detection (people): asking a person to identify themself
16. detection (people): identifying when someone is angry
17. detection (touch): identifying familiar objects by touch
18. detection (touch): locating an object by touch


[eihr: recipe for success, cold 719]
19. +1 detection

[eihr: the morning after with a venora, cold 719]
20-21. +2 detection

[eihr: with a venora, two, cold 719]
22-25. +4 detection (observing without sight)

[eihr: lost souls, cold 719]
26. detection (touch): determining denominations of nel by feel

[the river's daughter, rebirth 720]
27-31. +5 detection

[iv. d'ogne virtute / e d'ogni pene: ruari, rebirth 721]
32. Detection: The feeling of being watched
33. Detection: Recognising when you are no longer dreaming
34. Detection: Noting small details
35. Detection: Watching what a man says
36. Detection: Listening not just to words, but to how they are spoken
37. Detection: Drip - drip - drip

[the forging: life forged, death forged, rebirth 721]
38. Detection: Noticing when half of your group seem "out of reality"
39. Detection: Spotting changes in the environment.
40. Detection: Noting tiny details which are very important
41. Detection: Looking around, assessing and evaluating

[the forging: souls, rebirth 721]
42-46. +5 detection

[saoire's heroes: the fire table, hot 721]
47-51. +5 detection

discipline
[the pyre of the king, rebirth 718]
1. Discipline: Keeping your hands to yourself
2. Discipline: Maintaining focus in the chaos of the crowd
3. Discipline: Watching someone burn alive

[replacement duke, rebirth 718]
4. Discipline: Only having one glass of wine

[the maze: hart, cold 718]
5. Discipline: Sometimes, it takes effort not to lose your mind.

[the maze: round 2 and 3: eric and hart, cold 718]
6. Discipline: Not freaking out when the mirror doesn't do what it should!

[the maze: round 5: sephira and hart, cold 718]
7. Discipline: Not being yourself... losing part of who you are.

[eihr: the broken and the damned, cold 719]
8. discipline: ignoring anger
9. discipline: ignoring fear
10. discipline: disregarding emotion in favor of logic


[eihr: with a venora, two, cold 719]
11-14. +4 discipline (discussing difficult topics)

[eihr: unveil, rebirth 720]
15-20. +6 discipline (disciplining emotion)

[i. d'ogne virtute / e d'ogni pene: leaving, rebirth 721]
21. Discipline: Do small tasks to manage difficult emotions

[iii. d'ogne virtute / e d'ogni pene: vega lei'nox, rebirth 721]
22. Discipline: Disciplining your emotions to be a better carer in an emotional situation

[iv. d'ogne virtute / e d'ogni pene: ruari, rebirth 721]
23. Discipline: Small steps can help
24. Discipline: Remind yourself why you're there.
25. Discipline: Bravery requires fear.
26. Discipline: Give your fear name

[the golden rule, rebirth 721]
27-29. +3 Discipline

[the forging: life forged, death forged, rebirth 721]
30. Discipline: Standing in the presence of Induks
31. Discipline: Standing in the presence of Immortals
32. Discipline: Not being overwhelmed by Cassion's story
33. Discipline: Not making a choice can be an act of discipline

[the forging: souls, rebirth 721]
34-36. +3 discipline

[saoire's heroes: the fire table, hot 721]
37-41. +5 discipline

dual wielding: rapier x rapier blades x blades
[the call: door of death, rebirth 719]
1. Dual Wielding: Rapier x Rapier Blades x Blades
2. Dual Wielding: Rapier x Rapier: Blades x Blades: Switching between dominant hands / weapons
3. Dual Wielding: Rapier x Rapier: Blades x Blades: Defend with one sword, attack with the other
4. Dual Wielding: Rapier x Rapier: Blades x Blades: Good when dueling multiple opponents
5. Dual Wielding: Rapier x Rapier: Blades x Blades: Best used for personal defense, not in battle

endurance
[thou shalt not betray, thou shalt be just, hot 717]
1. Endurance: Enduring Saun's heat
2. Endurance: Enduring punishment with a staff

[cassion's gambit: round two, fight!, cold 717]
3. Endurance: Fighting Through the Pain

[deep is the fog, memory hot 707]
4. Endurance: Sleeping in an uncomfortable position
5. Endurance: Sacrificing your needs to care for another

[the pyre of the king, rebirth 718]
6. Endurance: Withstanding the Cylus chill

[the road to truth, hot 717]
7. Endurance: Riding a horse for hours upon end
8. Endurance: Resisting a magical compulsion

[the maze: round 5: sephira and hart, cold 718]
9. Endurance: Constantly blaming yourself for everything is exhausting!
10. Endurance: The pain of being "re-formed"

[the king in his counting-house, counting out his money, cold 719]
11. Endurance: Being tired and hungry

[eihr: the broken and the damned, cold 719]
12. endurance (physical): enduring chronic pain
13. endurance (mental): disregarding physical reactions to trauma


[the river's daughter, rebirth 720]
14-18. +5 endurance

[it is the bitter potion, hot 720]
19. endurance (physical): traveling by foot

[ignorance is bliss, rebirth 721]
20. Endurance: Working long hours
21. Endurance: Lifting and moving crates

[iv. d'ogne virtute / e d'ogni pene: ruari, rebirth 721]
22. Endurance: Damaged legs
23. Endurance: Long term pain
24. Endurance: Walking with a hurt leg

[the forging: life forged, death forged, rebirth 721]
25. Endurance: The Forging
26. Endurance: Standing in a maelstrom
27. Endurance: The wrath of Qylios
28. Endurance: Dealing with conflicting extremes happening simultaneously
29. Endurance: The toll of a very long day!

[the forging: souls, rebirth 721]
30-32. +3 endurance

[while some on earnest business bent, rebirth 721]
33. Endurance: Vomiting from a terrible smell.
34. Endurance: Walking all day on an investigative spree.

etiquette
[unasked for alliance, rebirth 717]
1. Etiquette: Offer Help to Women
2. Etiquette: Resisting a Whore

[meeting the oakleigh venoras, hot 717]
3. Etiquette: Memorizing names
4. Etiquette: Recognizing your station

[the maze: hart, cold 718]
5. Etiquette: Be polite, even when speaking to a talking animal.

[the mummer's ball, cold 720]
6-15. +10 etiquette

[ignorance is bliss, rebirth 721]
16. Etiquette: Arriving at work early to impress your employers
17. Etiquette: Looking presentable for work
18. Etiquette: When to talk, and when to be quiet

[the golden rule, rebirth 721
19-21. +3 Etiquette

[the forging: life forged, death forged, rebirth 721]
22. Etiquette: Addressing an Induk
23. Etiquette: Addressing Immortals

[saoire's heroes: the fire table, hot 721]
24-28. +5 etiquette

fieldcraft
[unasked for alliance, rebirth 717]
1. Fieldcraft: Layers Protect Against the Cold
2. Fieldcraft: The Damage of Extreme Cold

[it is the bitter potion, hot 720]
3. fieldcraft: the difficulty of starting a fire in the rain
4. fieldcraft: rationing food

[i. d'ogne virtute / e d'ogni pene: leaving, rebirth 721]
5. Fieldcraft: Assembling a tent
6. Fieldcraft: Building a campfire

[iv. d'ogne virtute / e d'ogni pene: ruari, rebirth 721]
7. Fieldcraft: Taking down a camp
8. Fieldcraft: Preparing basic equipment

[the forging: souls, rebirth 721]
9-12. +4 fieldcraft

gambling
[replacement duke, rebirth 718]
1. Gambling: What's the point of having money, if not to spend it

gardening
[mushrooms and thorns, hot 717]
1. Gardening: How to properly pick mushrooms

[liquid purple, hot 717]
2. Gardening: How to make a spore print/how to collect a mushroom's spores
3. Gardening: Parts of a mushroom

intelligence
[cassion's gambit: round two, fight!, cold 717]
1. Intelligence: Noting the Qualities of Other Races
2. Intelligence: Testing the Ability of the Emean Maze

[the war of death and souls: what slumbers beneath, hot 719]
3. Intelligence: A simple code to identify oneself
4. Intelligence: Report in frequently
5.
Intelligence: Pretending to be someone you're not


[eihr: sing a song of sixpence, cold 719]
6. Intelligence: Soren Kvistson was involved in the torture of Hart Eda'quoat
7. Intelligence: The winged woman was involved in the torture of Hart Eda'quoat


intimidation
[the maze: round 5: sephira and hart, cold 718]
1. Intimidation: Stating your demand clearly.

investigation
[meeting again, rebirth 717]
1. Investigation: Putting together clues to determine actions
2. Investigation: Deciphering motives
3. Investigation: Consider the worst case scenario

[replacement duke, rebirth 718]
4. Investigation: Brothels are an excellent source of information
5.
Investigation: Asking the right questions


[the maze: hart, cold 718]
6. Investigation: Even in the midst of really weird, it usually comes down to just being about people.

[the maze: round 4: sephira, amaris, and hart!, cold 718]
7. Investigation: Ask, and ask again to make sure.

[the maze: round 5: sephira and hart, cold 718]
8. Investigation: Putting together random clues
9. Investigation: Identify the bad guys

[ignorance is bliss, rebirth 721]
10. Investigation: Some information needs to be discussed in private

[ii. d'ogne virtute / e d'ogni pene: dreaming, rebirth 721]
11. Investigation: Using an emeyan as a source of information / to confirm information in the dreaming world
12. Investigation: Using multiple sources to confirm information

[iv. d'ogne virtute / e d'ogni pene: ruari, rebirth 721]
13. Investigation: Note details of your environment
14. Investigation: Try and make sense of what you're told
15. Investigation: Consider your environment
16. Investigation: Biqaj eyes give clues to emotions
17. Investigation: Consider all options, ignore none.
18. Investigation: Listen to every detail
19. Investigation: Working out when someone can't see you.
20. Investigation: Using a game to check a child can see.

[the maze: hart, cold 718]
21.
Investigation: Interrogation: Ask persistent, logical questions.


[the forging: life forged, death forged, rebirth 721]
22. Investigation: Putting together pieces
23. Investigation: Not accepting the obvious
24. Investigation: Ensuring that you understand each aspect, as much as you can

[the forging: souls, rebirth 721]
25-29. +5 investigation

[while some on earnest business bent, rebirth 721]
30.
Investigation: Asking the right question is important.

31. Investigation: Going to the right place to find out information.

language: Common
1. Common: Conversational grammar (sp)
2. Common: Conversational vocabulary (sp)

[liquid purple, hot 717]
3. Common: Placebo, a false drug given during a drug test
4. Common: Saline, salty water
5. Common: Teaser release, an initial release of a product to test the product's reception
6. Common: Pipette, another name for a small glass dropper

language: Common sign
[the road to truth, hot 717]
1. Language: Common sign
2. Common sign: The sign for help
3. Common sign: The sign for danger
4. Common sign: Raised eyebrows turn a statement into a question
5. Common sign: A stiff middle finger is universal
6. Common sign: Signs about horses (for example: stable, horse, saddle, etc)
7. Common sign: The sign for goodbye

language: Ulehi
[meeting the oakleigh venoras, hot 717]
1. Ulehi: The sound of the Yludih language

leadership
[the forging: the war of slags deep, exposition iv, rebirth 721]
1. Leadership: Making your voice heard in a large group.
2. Leadership: Working in a team.
3. Leadership: Ensure that everyone in your group knows what your strengths are.

[a beacon for hope, rebirth 721]
4-8. +5 leadership

[the forging: souls, rebirth 721]
9-11. +3 leadership

linguistics
[the pyre of the king, rebirth 718]
1. Linguistics: Language - Rahaki Pidgin

[the road to truth, hot 717]
2. Linguistics: The words used in a language are based largely upon the culture surrounding it (ie a sea-based culture will have a sea-based vocabulary)
3. Linguistics: Comparing words between languages

logistics
[iv. d'ogne virtute / e d'ogni pene: ruari, rebirth 721]
1. Logistics: Gather your resources

[the forging: the war of slags deep, exposition iv, rebirth 721]
2. Logistics: Dealing with large groups of people
3. Logistics: Organising expeditions
4. Logistics: Ensuring that everyone has appropriate equipment.

magic: attunement
[the call: door of death, rebirth 719]
1. Magic: Attunement: Initiation
2. Magic: Attunement: The magic of observation and classification
3. Magic: Attunement: Observing frequencies
4. Magic: Attunement: Identifying one's own frequency
5. Magic: Attunement: Separating out specific notes

mathematics
[do you wanna build an ice rink?, rebirth 718]
1. Mathematics: Just the basics
2. Mathematics: Know enough math to deal with coin
3. Mathematics: Division and multiplication

medicine
1. Medicine: Basic first aid (sp)

[thou shalt not betray, thou shalt be just, hot 717]
2. Medicine: Healing time for extensive bruising
3. Medicine: Healing time for heat sickness
4. Medicine: How to treat heat sickness
5. Medicine: Drink lots of water when outside in Saun

[mushrooms and thorns, hot 717]
6. Medicine: Unidentified mushrooms could be poisonous
7. Medicine: Wear gloves to protect the skin from poison
8. Medicine: Don't touch your face with contaminated gloves

[the call: trial of the blind, rebirth 719]
9. Medicine: Treating minor wounds
10. Medicine: Apply pressure to stop the bleeding
11. Medicine: Clean wounds with water and soap
12. Medicine: Bandage wounds if necessary
13. Medicine: Change bandages often to keep the wound clean
14. Medicine: Chest compressions for drowning
15. Medicine: Clearing the mouth and throat
16. Medicine: Finding a pulse
17. Medicine: Identifying consciousness / responsiveness
18. Medicine: Monitor a drowning victim

[cassion's gambit: round two, fight!, cold 717]
19.
Medicine: Poisons: The Effect of Scarf Rot


[while some on earnest business bent, rebirth 721]
20. Medicine: Cleaning up after yourself.

meditation
[eihr: sing a song of sixpence, cold 719]
1. Meditation: Meditating while in pain
2. Meditation: Ordering a confused mind


[eihr: the morning after with a venora, cold 719]
3-6. +4 meditation

mount: air
[the forging: souls, rebirth 721]
1-4. +4 mount: air

mount: horse land
[the road to truth, hot 717]
1. Mount: Horse: Land: Press your heels to a horse's sides to make it go
2. Mount: Horse: Land: A well-trained horse can make riding easier
3. Mount: Horse: Land: Move with the horse to keep your balance
4. Mount: Horse: Land: Proper riding posture
5. Mount: Horse: Land: Use the reins to steer

navigation
[mushrooms and thorns, hot 717]
1. Navigation: Keeping track of where you are in inclement weather
2. Navigation: Follow known paths

[deep is the fog, memory hot 707]
3. Navigation: Terms for directions on a ship, starboard, port, bow, stern, etc.

[the road to truth, hot 717]
4. Navigation: Nautical miles are different than miles on land
5. Navigation: The city of Welles is north and west of Oakleigh
6. Navigation: The major roads in Oakleigh
7.
Navigation: Three trials on horseback from Welles to Oakleigh

8. Navigation: Port Town is due east of Pyke

[a map of ice and snow, rebirth 718]
9. Navigation: The layout of Rynmere
10. Navigation: Figuring out routes from A to B

[the maze: round 2 and 3: eric and hart, cold 718]
11. Navigation: Direction is important
12. Navigation: Mazes are confusing

[the war of death and souls: ring around the rosie, hot 719]
13. Navigation: The layout of the city of Pyke

[the call, rebirth 719]
14. Navigation: Arranging transportation through a blockade
15. Navigation: Crossing border check points
16.
Navigation (Eastern Settlement): About five breaks / hours from Pyke to Welles by ship

17.
Navigation (Eastern Settlement): About three breaks / hours from Pyke to Welles by air

18.
Navigation (Eastern Settlement): Two and a half trials / days from Welles to Oakleigh by mount

19.
Navigation (Eastern Settlement): Two trials / days from Welles to Oakleigh by air

20.
Navigation (Eastern Settlement): Four and a half trials / days from Oakleigh to Berwick by mount

21.
Navigation (Eastern Settlement): Three trials / days from Oakleigh to Berwich by air

22. Navigation (Eastern Settlement): The route from Tristan's Estate in Oakleigh to the capital of Oakleigh
23. Navigation (Eastern Settlement): The layout of the capital city of Oakleigh

[eihr: the smell of buns in the morning, cold 719]
25. Navigation: Navigating while blind
26. Navigation: Navigating city streets
27. Navigation: Feeling your way in unfamiliar terrain
28. Navigation: Asking a local for directions
29. Navigation: Avoiding passerby


[eihr: unveil, rebirth 720]
30-31. +2 navigation (navigating Emea)

[it is the bitter potion, hot 720]
32. navigation (wilderness): navigating in the wilderness
33. navigation (Melrath): the general layout of the Melrathi region
34. navigation (Melrath): four trials to Alivilda from Raelia by foot

[a beacon for hope, rebirth 721]
35-39. +5 navigation

[the forging: souls, rebirth 721]
40-42. +3 navigation

politics
[replacement duke, rebirth 718]
1. Politics: Surround yourself with good advisors
2. Politics: Consider the effects of your actions
3. Politics: Might makes right?
4. Politics: Seek peaceful solutions
5. Politics: Prohibiting trade as a sanction
6. Politics (Rynmere): Oakleigh has a trade deal with Andaris

[the war of death and souls: what slumbers beneath, hot 719]
7. Politics (Eastern Settlement): The political state of the Eastern Settlement

[the war of death and souls: ring around the rosie, hot 719]
8. Politics (Eastern Settlement): The Oakleigh Thorns are the medical authority in the Eastern Settlement
9. Politics: The use of check points during a state of emergency

[the call, rebirth 719]
10. Politics: The basics of ruling
11. Politics: Asserting political control
12. Politics (Eastern Settlement): The merchant houses of Pyke
13. Politics (Eastern Settlement): The merchant houses of Welles
14. Politics (Eastern Settlement): The merchant houses of Oakleigh
15. Politics (Eastern Settlement): The merchant houses of Berwick
16. Politics (Eastern Settlement): The state of Oakleigh's coffers
17. Politics: Balancing a duchy's budget
18. Politics: Determining where money is most needed
19. Politics: Understanding a duchy's wealth relative to its neighbors'

[eihr: the morning after with a venora, cold 719]
20-23. +4 politics

[the forging: the war of slags deep, exposition iv, rebirth 721]
24. Politics: Political leaders are not the only type of leaders
25. Politics: Make sure that everyone knows what is expected of them.
26. Politics: Tell people what their roles are, and what to expect.

psychology
[cassion's gambit: round two, fight!, cold 717]
1. Psychology: Knowing One’s Downfalls

[the maze: round 2 and 3: eric and hart, cold 718]
2. Psychology: The art and science of being REALLY hard on yourself.

[the maze: round 5: sephira and hart, cold 718]
3. Psychology: Empathy is more than just magic.
4. Psychology: Taking someone out of what defines them can be uncomfortable.

[eihr: sing a song of sixpence, cold 719]
5. Psychology: Ego death

[eihr: the smell of buns in the morning, cold 719]
6. Psychology: "How do I understand any person?"

[eihr: with a venora, two, cold 719]
7-9. +3 psychology (identity and the self)

[iii. d'ogne virtute / e d'ogni pene: vega lei'nox, rebirth 721]
10. Psychology: Letting yourself be vulnerable emotionally

[iv. d'ogne virtute / e d'ogni pene: ruari, rebirth 721]
11. Psychology: Recognising the hint of madness

[the pyre of the king, rebirth 718]
12.
Psychology: Sociology: The effects of a mob mentality

13.
Psychology: Sociology: Group efforts to turn the tide


[the forging: life forged, death forged, rebirth 721]
14. Psychology: Induk psychology is different.
15. Psychology: Immortal psychology
16. Psychology: Understanding how things work
17. Psychology: Sometimes, physical pain can be comforting when it reminds you you're alive.

resistance
[while some on earnest business bent, rebirth 721]
1. Resistance: Exposure to terrible tannery smells.

seafaring
1. Seafaring: Basic sloop maintenance (sp)
2. Seafaring: How to sail a sloop (kg)
3. Seafaring: How to ankle a boat (kg)

[deep is the fog, memory hot 707]
4. Seafaring: Bring tonic for when someone is ill
5. Seafaring: Terms for things on a ship, galley, bunk, cabin, etc.

[the call: door of death, rebirth 719]
6. Seafaring: Sailing the trade routes
7. Seafaring: Sailing courtesy / right of way
8. Seafaring: Sailing in shallow waters
9. Seafaring: Keeping a watch out for sandbars and reefs
10. Seafaring: Using a sand anchor for a long boat
11. Seafaring: Navigating a port
12. Seafaring: Docking
13. Seafaring: Tying the mooring lines
14. Seafaring: The bowline knot
15. Seafaring: The bowline knot makes a fixed loop on the end of a line

singing
[the pyre of the king, rebirth 718]
1. Singing: Keeping your place whilst being jostled

[a beacon for hope, rebirth 721]
2-6. +5 singing

socialization
[the mummer's ball: rewards!, cold 720]
1-5. +5 socialization

[ignorance is bliss, rebirth 721]
6. Socialization: Introduce yourself, and inquire their name
7. Socialization: Interpreting spoken as well as unspoken cues

[meeting the oakleigh venoras, hot 717]
8.
Socialization: Persuasion: Knowing when to concede a point

9.
Socialization: Persuasion: Being empathetic


[cassion's gambit: round two, fight!, cold 717]
10.
Socialization: Persuasion: Getting Something to Do Your Bidding


[the king in his counting-house, counting out his money, cold 719]
11.
Socialization: Persuasion: Offering different options

12.
Socialization: Persuasion: Attempting to find a resolution


[eihr: unveil, rebirth 720]
13-14.
+2 socialization: persuasion


[iv. d'ogne virtute / e d'ogni pene: ruari, rebirth 721]
15.
Socialization: Persuasion: Beg, if necessary

16.
Socialization: Persuasion: Point out what you've done already


[saoire's heroes: the fire table, hot 721]
17-21. +5 socialization

storytelling
[the mummer's ball, cold 720]
1-4. +4 storytelling

[the forging: life forged, death forged, rebirth 721]
5. Storytelling: Stories have power
6. Storytelling: Watching Cassion's story

swimming
[the river's daughter, rebirth 720]
1-5. +5 swimming

tactics
[cassion's gambit: round two, fight!, cold 717]
1. Tactics: Keeping with a Pattern
2. Tactics: Running Towards a Fight
3. Tactics: Hiding Important Items Before a Fight
4. Tactics: Restraining an Unconscious Foe
5. Tactics: Removing Items from an Unconscious Foe to Hinder Progression

[the maze: round 5: sephira and hart, cold 718]
6. Tactics: Be prepared for unforeseen consequences.

[the war of death and souls: no haven for the guilty, rebirth 719]
7-16. +10 tactics

[the war of death and souls: what slumbers beneath, hot 719]
17. Tactics: Coming up with multiple plans of action
18. Tactics: Prepare appropriate equipment
19. Tactics: Understanding the risks
20. Tactics: Making hard choices

[the forging: life forged, death forged, rebirth 721]
21. Tactics: Taking individual parts and making them into a whole.
22. Tactics: Aiming for peace.
23. Tactics: Creation balances a Diri of Destruction
24. Tactics: Understanding the big picture is vital
25. Tactics: Refusing to acknowledge that two bad choices are the only choices can be very good.

torture
[eihr: sing a song of sixpence, cold 719]
1. Torture: Torn muscles
2. Torture: Dislocated joints
3. Torture: Being made blind and deaf
4. Torture: Flayed / scratched face
5. Torture: Causing self harm


unarmed combat
[cassion's gambit: round two, fight!, cold 717]
Unarmed Combat: The Basic Tackle

woodworking
[eihr: lost souls, cold 719]
1.
woodworking: design: offering suggestions

2.
woodworking: design: collaborating on a design


3.
Woodworking: Shipbuilding: Basic ship repair (sp)


writing
[cassion's gambit: round two, fight!, cold 717]
1.
Writing: Jotting Down Notes for Later


[while some on earnest business bent, rebirth 721]
2. Writing: Charcoal as a writing utensil.
3.
Writing: jotting down quick notes.
ability knowledge
immortal mark: ezere: winter's warmth
[i. d'ogne virtute / e d'ogni pene: leaving, rebirth 721]
1. Ezere Ability: Winter's Warmth: Wards off the cold

immortal mark: sojourn: safe camp
[i. d'ogne virtute / e d'ogni pene: leaving, rebirth 721]
1. Sojourn Ability: Safe Camp: Use a drop of blood at the cardinal directions of your camp and a drop of blood at the Safe Camp's entrance

mortalborn ability: need, fulfillment
[something about alchemy, hot 717]
1. Mortalborn Abilities: Fulfillment: Can sense other beings' needs
2. Mortalborn Abilities: Fulfillment: Getting the gist of a beings' needs, but not necessarily the details

mortalborn ability: pleasure, bliss
[the pyre of the king, rebirth 718]
1. Mortal Born Ability (Bliss): Can be wrongly interpreted as magic

[the maze: round 5: sephira and hart, cold 718]
2. Mortalborn Ability: Bliss: Works on other mortalborns

general mortalborn abilities
[citw: the aftermath, rebirth 719]
Eihr: Ability to sense other mortalborn acquired.
nonskill knowledge
artifacts
[cassion's gambit: round two, fight!, cold 717]
Artifact: The Halo

domain magic
[the war of death and souls: lady mercy won't be home tonight, rebirth 719]
Arcane: Wells and Their Application

domain magic: necromancy
[the war of death and souls: lady mercy won't be home tonight, rebirth 719]
Arcane: Necromancy And The Spark
Arcane: Necromancy Controls the Undead
Arcane: Necromancers and The Bone Song
Arcane: Necromancers and Their Control
Arcane: Necromancers Utilize Thralls and Fetches
Arcane: Necromancy And Liches
Arcane: A Brief Insight Into Necromantic Initation

dreamwalking
[ii. d'ogne virtute / e d'ogni pene: dreaming, rebirth 721]
Dreamwalking Ability: Lucid Dreaming: Going from a nonlucid dream to a lucid dream
Dreamwalking Ability: Lucid Dreaming: Recognizing what parts of a dream are yours and what parts are not
Dreamwalking Ability: Lucid Dreaming: Information gained in lucid dreams needs to be confirmed
Dreamwalking Ability: Lucid Dreaming: Recognizing when a dreamscape is not safe

immortals
[replacement duke, rebirth 718]
Immortals: Held a world-wide competition in Vhalar 717


immortals: audrae

audrae: the girl is her daughter
audrae: made the girl into the Girl
audrae: was going to destroy the girl to break qylios' Oath

immortals: cassion

cassion: made no Oath
cassion: "Stories have power because mortals have power."
cassion: made the Story on 30th ashan, 721
cassion: gave his immortal power to balance the induks in the forging

immortals: daia

daia: made no Oath
daia: gave her immortal power to balance the induks in the forging

immortals: edasha
[cassion's gambit: round two, fight!, cold 717]
Immortal’s Quest: Obtain the Halo
Immortal’s Quest: Failed

immortals: famula
[something about alchemy, hot 717]
Immortals: Famula: The immortal of servitude

[the war of death and souls: lady mercy won't be home tonight, rebirth 719]
Divine: Zuudaria, The Domain of Famula

Divine: Zuudaria Is Accessed By Famula's Lamp

[the war of death and souls: what slumbers beneath, hot 719]
Carter Frask: Champion of Famula
Location: Zuudaria, Famula's Emean Domain

Zuudaria: Cannot be spied upon

immortals: qylios

qylios: made an Oath to protect the girl, qylios' granddaughter
the warden of slags deep: mortalborn of qylios
the warden of slags deep: made an Oath to protect the girl, the warden's daughter

immortal marks: famula, zuuda
[the war of death and souls: what slumbers beneath, hot 719]
Immortal mark: Zuuda
Zuuda: Champion Zuuda can escort one person through Zuudaria from one physical location to another
Zuuda (ability): Grand Servant's Mark, Exalted level
Zuuda (ability): Beck and Call, Champion level

locations: the eastern settlement
[the road to truth, hot 717]
The Eastern Settlement: Boasts of a population greater than Rynmere
The Eastern Settlement: Holds anti-nobility, anti-Rynmere sentiments
The Eastern Settlement: May support the RCA

locations: the es, oakleigh
[something about alchemy, hot 717]
Location: Tristan's Estate in Oakleigh

[mushrooms and thorns, hot 717]
Eastern Settlement, Faction: The Thorns of Oakleigh, a merchant family
NPC: Lyla Thorn


[liquid purple, hot 717]
Location: Dewwich, Oakleigh, the Eastern Settlement

Location: Thorn greenhouse, Dewwich

Location: Thorn manor, Dewwich

Location: Thorn hospital, Dewwich

NPC: Ives, the gentleman

Thorn family: Deals in pharmaceuticals

[the road to truth, hot 717]
Location: Oakleigh Town, Oakleigh

Location: The Old Lass, a roadhouse a trial's ride from Dewwich in Oakleigh


locations: the es, welles
[mushrooms and thorns, hot 717]
Eastern Settlement, Faction: The Masons of Welles, a merchant family
Eastern Settlement, Faction: The Luthers of Welles, a merchant family

[the road to truth, hot 717]
Location: Port Town, Welles

Location: Welles City, Welles

Welles City: An old city, perhaps predating Rynmere
Welles City: Perhaps the largest city in the Eastern Settlement
Welles City: Passes through most of the traffic and trade from Rynmere to the Settlements
Welles: The most populated region of the Eastern Settlement
Welles: Has mines in the north

locations: emea
[cassion's gambit: round two, fight!, cold 717]
Emea: The Labyrinth

Emea: The Game’s Mistress

Emea: Dreams of Death
Emerath: The All Seeing Game’s Mistress


locations: melrath
[the king in his counting-house, counting out his money, cold 719]
Location: Melrath

[it is the bitter potion, hot 720]
Melrath: prismatic rains in Ymiden 720

locations: melrath, raelia
[the king in his counting-house, counting out his money, cold 719]
Location: Ox's Bellow Tavern, Raelia
Location: Raelia, Melrath's capital city
Raelia: Culture: The poor stay outside the city

[eihr: sing a song of sixpence, cold 719]
Raelia: Culture: Hates poor people

[eihr: the smell of buns in the morning, cold 719]
Location: Greta's Hot Buns [Greta's bakery]
Location: Vildholm, Raelia
NPC: Greta Gretasdotter


locations: rynmere
[unasked for alliance, rebirth 717]
Alliance: “Allied Against the Nobility”?
Alliance: Seeking Vengeance
Alliance: Will Seek My Assistance
Organisation: The Alliance

[something about alchemy, hot 717]
The Alliance: Followed Hart to Oakleigh
Rynmere: Magic is banned as of Ymiden 717

[thou shalt not betray, thou shalt be just, hot 717]
The Alliance: May have an agent in Tristan's house in Oakleigh
The Alliance: Will kill Hart if he doesn't succeed in killing the king

[the road to truth, hot 717]
The Alliance: Has agents in Welles and Oakleigh
NPC: Chelsea

Chelsea: A member of the Alliance
NPC: Marcol

Marcol: A member of the Alliance
NPC: The unnamed Alliance agent in Welles


[the pyre of the king, rebirth 718]
NPC: Sara Dj'pyri - Mage (Deceased)
Mage Burning of Cylus, 718
Religion: The Prayer of the Seven

[a map of ice and snow, rebirth 718]
Location: Rynmere
Location: The crown, midtown, and lowtown
Location: Rynmere Theatre
Location: The Rynmere University

[do you wanna build an ice rink?, rebirth 718]
Location: Rynmere Bank
NPC (Rynmere): Ewan

Ewan: Studying at the Rynmere University
Ewan: A good friend

[the war of death and souls: ring around the rosie, hot 719]
Rynmere: The Rynmere Plague
The Rynmere Plague: Symptoms of the plague

locations: rynmere, venora
[eihr: with a venora, two, cold 719]
Rynmere: Sabaissant, Venora
Rynmere (Venora, NPCs): noble NPCs, general information
Rynmere (Venora, NPCs): Ebony Venora
Rynmere (Venora, NPCs): Noah Venora, Hart's father


locations: scalvoris, egilrun
[ignorance is bliss, rebirth 721]
Location: Egilrun
Location: The old slave pens in Egilrun / the new Order Outpost in Egilrun
Jan Khoro: a Gold Cloak in the Order of the Adunih


[i. d'ogne virtute / e d'ogni pene: leaving, rebirth 721]
Location: The North End Lodge in Egilrun

locations: scalvoris, the island of faldrass

faldrass: fire forged

locations: scalvoris, the island of ishallr

ishallr: ice forged

locations: scalvoris, the scaltoth jungle

scaltoth: soul forged

locations: scalvoris, the sweetwine woods

sweetwine: song forged

pcs: arlo creede

arlo creede: soul forged
arlo creede: life forged
arlo creede: mortalborn of cassion
arlo creede: woke the girl within the Girl in cassion's Story

pcs: atolini venora
[meeting the oakleigh venoras, hot 717]
PC: Atolini Venora

pcs: bao bao

bao bao: song forged
bao bao: died for the girl in cassion's Story on 30th ashan, 721
bao bao: made into a wisp by carter frask, a champion of famula, in cassion's Story on 30th ashan, 721
bao bao: will be brought back to life on 38th ymiden, 721

pcs: brent forrester
[eihr: lost souls, cold 719]
Brent Forrester: designer / woodworker

pcs: darius baer

darius baer: fire forged
darius baer: woke the girl within the Girl in cassion's Story
darius bear: will bring wisp bao on 38th ymiden, 721

pcs: doran thetys

doran thetys: ice forged
doran thetys: stole away the Girl's power in cassion's Story

pcs: elisabeth angelus

elisabeth angelus: ice forged
elisabeth angelus: death forged
elisabeth angelus: died on 30th ashan, 721
elisabeth angelus: brought back to life by jacien raque, an exalted of famula, on 30th ashan, 721
elisabeth angelus: woke the girl within the Girl in cassion's Story

pcs: faith augustin
[something about alchemy, hot 717]
Faith: Died after giving birth

[replacement duke, rebirth 718]
Faith: Is still alive
Faith: Lives in Scalvoris
Faith: Has a husband and children

[the war of death and souls: what slumbers beneath, hot 719]
Faith: Had a daughter who died
Faith: Champion of Famula
Faith: Famula's war general

pcs: ilinis lellin
[cassion's gambit: round two, fight!, cold 717]
Ilinis: Murderer

pcs: kura mareth

kura mareth: fire forged
kura mareth: gave her mortalborn power to subdue the Girl in cassion's Story

pcs: llyr llywelyn
[eihr: unveil, rebirth 720]
Llyr Llywelyn (alias): Mister Magpie
Mister Magpie: high-level dreamwalker
Mister Magpie: mortalborn


pcs: nauta f'mos geey
[cassion's gambit: round two, fight!, cold 717]
Nauta: Poisoner

pcs: navyri nightingale
[eihr: the broken and the damned, cold 719]
Navyri: torturer

pcs: nir'wei
[the war of death and souls: what slumbers beneath, hot 719]
Nir'wei: Deceased


nir'wei: fire forged
nir'wei: gave his mortalborn power to subdue the Girl in cassion's Story
nir'wei: died for the girl in cassion's Story on 30th ashan, 721
nir'wei: brought back to life by carter frask, a champion of famula, in cassion's Story on 30th ashan, 721

pcs: noth
[cassion's gambit: round two, fight!, cold 717]
Noth: Murderer

pcs: oram mednix

oram mednix: fire forged
oram mednix: stole away the Girl's power in cassion's Story

pcs: praetorum

praetorum: ice forged
praetorum: defended the forged from qylios when her Oath was broken in cassion's Story

pcs: ralgar warborn

ralgar warborn: soul forged
ralgar warborn: gave his mortalborn power to subdue the Girl in cassion's Story

pcs: tristan venora
[unasked for alliance, rebirth 717]
Tristan Venora: Targeted for Assassination

[meeting again, rebirth 717]
Tristan: Has a friend called Lianne
Tristan: Freed Faith, told her he loved her and she wants to be friends.
Tristan: Met two Immortals (Zanik and Ilaren)
Tristan: Saved the king
Tristan: Is a duke
Tristan: Zanik marked him.

[something about alchemy, hot 717]
Tristan: Had a daughter, Ayla, with Faith
Tristan: Targeted by Aelig

[replacement duke, rebirth 718]
Ayla Venora: Is growing too fast
Ayla Venora: Faith is not her mother
Tristan Venora: Asked Hart to be duke of Oakleigh for Ymiden 718
Tristan Venora: Was in the immortal's competition, representing Ilaren, in Vhalar 717

[eihr: with a venora, two, cold 719]
Ayla Venora (NPCs): Mortalborn

pcs: sintih rathaan
[meeting the oakleigh venoras, hot 717]
PC: Sintih
NPC: Iemes, one of the Oakleigh bodyguards
NPC: Gallien, one of the Oakleigh bodyguards
NPC: Argun Doghar, one of the Oakleigh bodyguards
NPC: Thetfretr, one of the Oakleigh bodyguards
Thetfretr: Deaf
NPC: Aukey Navok, one of the Oakleigh bodyguards

[the road to truth, hot 717]
Sintih: Used a false name, Brada
Sintih: May be yludih
Sintih: His mother taught magical theory at the University of Rynmere
Sintih: Speaks some Rakahi

pcs: soren kvistson
[the king in his counting-house, counting out his money, cold 719]
PC: Soren Kvistson
Soren Kvistson: Owns the Ox's Bellow Tavern

[eihr: the smell of buns in the morning, cold 719]
Soren Kvistson: Alias: Thoreh [OOC information]

pcs: vega creede
[iii. d'ogne virtute / e d'ogni pene: vega lei'nox, rebirth 721]
PC: Vega Lei'nox / Vega Creede
Vega: Hart's Vega-ism is Pickle
Vega: Didn't believe she was able to be pregnant
Vega: Said she was pregnant 17th Ashan, 721
Vega: Faldrunborn
Vega: Said her mother died birthing her on a ship
Vega: Looked after Wren in Ashan 721, when Ruari was kidnapped

pcs: vivian shiryu
[replacement duke, rebirth 718]
Vivian Warrick: Was in the immortal's competition, representing Ilaren, in Vhalar 717
Vivian Warrick: Was a companion of Zvezdana Venora

pcs: woe morandi
[ignorance is bliss, rebirth 721]
Woe Morandi: a member of the Order of the Adunih
Woe Morandi: owns property in Egilrun


woe morandi: soul forged
woe morandi: woke the girl within the Girl in cassion's Story

pcs: xander andaris

xander andaris: song forged
xander andaris: defended the forged from qylios when her Oath was broken in cassion's Story

pcs: zoro astrian

zoro astrian: song forged
zoro astrian: bubbles :)
zoro astrian: broke the thread between the girl and the Girl in cassion's Story
zoro astrian: will bring wisp bao on 38th ymiden, 721

pcs: zvezdana venora
[replacement duke, rebirth 718]
Zvezdana Venora: Tristan's cousin

personal: eihr
[eihr: sing a song of sixpence, cold 719]
Personal: All memories of Hart Eda'quoat

[eihr: unveil, rebirth 720]
Wren [personal NPC]: Branded by Eihr / Hart

personal: hart
[something about alchemy, hot 717]
Hart: Mortalborn Abilities: Fulfillment
Hart: Fulfillment: Needs to protect Ayla from Aelig / "What he really needed... was for Aelig to go away for good so that Ayla and he would be able to live in peace."

[thou shalt not betray, thou shalt be just, hot 717]
Jack: Is dead


[deep is the fog, memory hot 707]
Jovy: How she likes her tea


[it is the bitter potion, hot 720]
Brand (Melrath): about two trials' walk south of Raelia, about two trials' walk north of Alivilda, about three trials' walk north of Svartown

[ii. d'ogne virtute / e d'ogni pene: dreaming, rebirth 721]
NPC: Ruari: Was kidnapped 16th Ashan, 721

[iii. d'ogne virtute / e d'ogni pene: vega lei'nox, rebirth 721]
Hart: Told Vega he was Edashaborn
Hart: Told Vega Ru was kidnapped 17th Ashan, 721
Hart: Told Vega everything about Wren
Hart: Told Vega he died and was Wished back, but not the details

races: avriel
[cassion's gambit: round two, fight!, cold 717]
Race: Avriel

races: biqaj
[deep is the fog, memory hot 707]
Biqaj: Bury their dead at sea

races: tunawa
[cassion's gambit: round two, fight!, cold 717]
Race: Tunawa

resources: drugs
[liquid purple, hot 717]
Drug (Rynmere): Liquid Purple (hallucinogenic mushrooms)
Liquid Purple (drug): Steep in hot water, strain, make into a purplish tea and drink
Liquid Purple (drug): Causes hallucinations, light nausea

[eihr: with a venora, two, cold 719]
drugs (truth serum): causes the imbiber to tell the truth
Last edited by Hart on Tue Nov 05, 2019 5:10 am, edited 37 times in total. word count: 9161
User avatar
Hart
Approved Character
Posts: 642
Joined: Fri Dec 02, 2016 11:12 pm
Race: Mortal Born
Renown: 527
Character Sheet
Character Wiki
Plot Notes
Personal Journal
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 2

Contribution

Milestones

RP Medals

Miscellaneous

Events

Hart [Character Sheet]

dreamwalking
dreamwalking
dreamwalking brands
description date or link
1. Faith and Padraig Augustin's property, Rharne here
2. Wren here
3. the wilderness between Raelia, Alivilda, and Svartown, Melrath here
forging
induk Scaltoth
induk location the Scaltoth Jungle
level of forging granted Principales of the Soul
Hart was initiated into attunement, but was uninitiated in the forging.
Last edited by Hart on Tue Nov 05, 2019 5:10 am, edited 8 times in total. word count: 257
User avatar
Hart
Approved Character
Posts: 642
Joined: Fri Dec 02, 2016 11:12 pm
Race: Mortal Born
Renown: 527
Character Sheet
Character Wiki
Plot Notes
Personal Journal
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 2

Contribution

Milestones

RP Medals

Miscellaneous

Events

Re: Hart [Character Sheet]

immortal marks
For knowledge related to mark abilities, see knowledge.
immortal Vri
immortal domains Death, Sadness, Remembrance, Love
level of mark granted Favored
immortal Pier & Pre
immortal domains Judgement, Equality, Justice, Truth, Lies
level of mark granted Favored
immortal Ymiden
immortal domains Summer, Dawn, Rebirth, Forgiveness
level of mark granted Favored
immortal Daia
immortal domains Tailoring, Dance, Companionship, Prosperity
level of mark granted Favored
Hart has the immortal marks Daianya and Ezere, as well as four Fracture scars on his chest and upper body. These marks and Fractures interact to form a design on his chest not unlike an intricate, incandescent tattoo.

The mark of Daianya is located over Hart's heart, interacting with the first Fracture, which traces the veins and arteries of his heart like tributaries. Due to the mark of Ezere, the Fracture's tributaries appear frozen, or shattered. From these tributaries, the mark of Ezere extends beyond the mark of Daianya to Hart's chest like shattered ice, with the second Fracture tracing the shattered lines of the mark with an incandescent, blue white light.

The third and fourth Fractures extend the shattered, blue white Fracturing to the rest of Hart's chest as well as to his upper body, like his neck, shoulders, and back. With every additional Fracture, the Fracturing on Hart's body -which began at his heart- will extend more.
additional mark abilities
For additional mark abilities related to items, see inventory.
Safe Camp

When you return to the waking world, the ship will burn down. Feel free to make a thread out of it. From this point on, Hart will be able to live in the same place for no more than 1 Cycle before feeling the need to move on. However, you develop the blessing ability "Safe Camp" from Sojourn.
ability link
link
Bound in Battle, Bond (Moderate)

Qylios too tells Hart that she is immeasurably grateful to him. She grants him the ability to bond with up to three other people. This allows Hart and those he has bonded to to fight and work better together.
abilities link
link
Catch and Return

Although she does not mark Hart, Saoire gives the mortalborn a gift. She too bestows on him the ability to use one ability, 3 times a season. For her, though, that ability is obvious.
ability link
link
Last edited by Hart on Tue Nov 05, 2019 5:11 am, edited 7 times in total. word count: 527
User avatar
Hart
Approved Character
Posts: 642
Joined: Fri Dec 02, 2016 11:12 pm
Race: Mortal Born
Renown: 527
Character Sheet
Character Wiki
Plot Notes
Personal Journal
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 2

Contribution

Milestones

RP Medals

Miscellaneous

Events

Re: Hart [Character Sheet]

inventory
the Shoppe
edibles
item or description quality Wealth Tier or purchased date or link
pb 7 ships' biscuitsA small, tasteless biscuit which, once eaten, provides the amount of sustenance needed for 3 trials. A boon to travelers because of the size and lack of preparation. These are especially useful on long sea voyages. Each biscuit has one use only, must be eaten, and doesn't work on yludih. purchased here
10 healers' grapesA small bunch of 10 grapes. Each one is wonderfully sweet - eating 1 grape will heal you of minor injuries. This is cuts and bruises, scrapes and grazes etc. If you have moderate injuries (deeper cuts etc) then it will take 3 grapes. Major injuries take 6 grapes and someone can be brought back from a critical condition with 9 grapes. Please note, though - if you gave (for example) 1 grape to someone with moderate injuries, it would do nothing. You have an all-or-nothing grape situation. here
10 Saoire's chocolatesA small box of your favorite chocolates / candies (10 total). You find yourself unable to eat more than 1 on any trial. But each one provides the following to whoever eats it for the next 6 hours: "Saoire's domain of Gifts is not merely one of physical goods, but of the happiness and joy that comes with both giving and receiving a well-meant gift. This ability allows the Blessed to give both themselves and anyone they're with a feeling of joy and good cheer, banishing negative feelings like sorrow, anger, and fear." here
1 memory vial here
clothing, jewelry
item or description quality Wealth Tier or purchased date or link
hart's
1 day outfit
1 outerwear outfit
average before Wealth System
3 day outfits
1 outerwear outfit
average purchased
1 formal wear outfitImage
1 formal wear shoesImage
masterwork purchased
1 formal wear outfitImage
1 formal wear shoesImage
masterwork here
moonstone necklace heirloom average before Wealth System
ruari's
1 formal wear outfitImage masterwork here
protective turtle pendant
star pendant
here
wren's
men's sweater, torn sleeveImage
men's shirtImage
average before Wealth System
1 formal wear outfit masterwork purchased
1 formal wear outfitImage masterwork here
protective turtle pendant
star pendant
here
other
1 night outfitImage
antler hair combs
here
household items, skill kits
item or description quality Wealth Tier or purchased date or link
messenger bag containing average before Wealth System
toiletries average before Wealth System
4 plates
4 eating utensils
average before Wealth System
cooking lantern
tinderbox
waterskin
compass
spyglass
50 ft of hemp rope
average before Wealth System
sketchbook, charcoals average before Wealth System
miscellaneous
item or description quality Wealth Tier or purchased date or link
hart's
small broken mirror
fireproof notebook
star-like glass crystal
here
Flux dustImage here
ocean-blue book with a bent cover and corners frayed, etched with a girl's face in exacting detail
here
small silver wrenImage here
writing device crafted by Brent Forrester basic here
star-like glass crystal here
ruari's
small crystal statue of her mother here
wren's
star-like glass crystal here
defender sword

A short sword that cannot take a life. When swung, the blade will direct itself around vital spots like it has a will of its own, guiding the wielders hand. Used purely for self-defense and for the defense of others. One can have confidence while defending that their strike will not kill, even if they are trying to.
echo scroll, Tristan Venora
echo scroll, Faith Augustin
Joy scroll, Arlo Creede and Vega Creede

A pair of scrolls that can be shared between two people (PC or NPC) where one person writes on their scroll and the other person can see the message in real time on their own scroll. As soon as the scroll is closed the message disappears (useful for spy-type characters).
pb link
echo box, Faith Augustin

A pair of boxes. When an item is put in one and the box sealed, whatever is placed there will appear in the other box exactly 1 trial later. Distance is not an issue for these as they utilize the same effect as their counterparts, the echo scroll. Sending an item takes a full trial, and living creatures may not be sent through the box. If the "sending" box is opened during this time, the process needs to begin again. The box size is a 1 foot cube.
pb link
domain bag

A magic bag that can store anything narrow enough to put inside it, from swords to a lake’s worth of water. The bag remains almost weightless no matter what is held inside, with items believed to be stored in the owner’s personal domain in Emea until they are needed again.
lion locketImage

A small locket, depicting the Immortal Daia and with a lion engraved on the outside. Any who wear the lion locket are able to communicate with each other- no matter the distance. Once a cycle you may teleport yourself only to one of the others who wears this. For Hart -and Hart only- this locket also gives you the ability to remove your own fear and to be brave, like a lion- when you activate this (once daily), then Hart becomes truly intimidating and increases your intimidation or leadership by 2 levels (e.g. novice to master expert).
In addition to being able to communicate with Vega and others bearing the necklace, he will find it acts as a compass, to help find the lost Lions of Daia.

Daia has tasked Hart with finding the rest of her Lions, who have been scattered across the world, to be reunited with their "mother". He can do this in his own time, at his own pace, as the Lions aren't in trouble or going anywhere, but may be used to create stories surrounding these creatures. Please coordinate with local mods wherever necessary for the finding of these Lions.
young at heart necklaceImage

A small necklace, with a heart-shaped pendant. When he wears it, Hart appears older-Image but he feels a lot younger, more energized and enthused. When wearing it you may assume +2 levels of any one physical non-combat skill (strength, endurance, acrobatics, resistance, etc.). You may change which skill you improve ONCE a season- the bonuses do not stack / are not cumulative so you always have only one skill at +2 levels. If facing off with someone (e.g. a strength contest)- of the same level as you are when you are wearing the necklace, then it will be down to knowledge.
skill date or link
swimming Ashan, 720
glass heart

Hart discovers a beautiful glass heart made of cut crystal in his pocket. If he gives it to someone, he will always know how they are, where they are and he will be able to teleport them to him, once a cycle.
Road-Kissed Journeyman boots approval

Hart's 250 renown signature item is a pair of old, brown leather boots. The boots are of very poor quality, and seem to be about to fall apart. The leather is salt-stained, the boots smell of old leather and smoke, the inside of the right boot is stained by mud, and the right boot seems to have a split in it. Despite that, Hart's held onto the boots for a long time.

The boots tell the story of a man who lived on the sea and who lost his home to fire. The man died in the ground and lived again through sun and water and mud. Maybe because of that, or maybe just because, the boots are blessed with the Sojourn ability Road-Kissed Journeyman.
ability link
link
Thrill Seeker braceletImage

Since Hart has no wish for blessings, Cassion instead offers him a single ability from his mark, in an item, which can be used 3 times a season. The ability is
up to Hart
and may be from Favoured or Adored Sojourn.
ability link
link
Healing Aurora (Minor) braceletImage

U'frek wishes Hart well on the land and the water. He gifts the marriner a small bracelet, which may be used once a season. It will, he says, heal both a ship or a member of its crew.
ability link
link
constellion doorstop

An ornamental doorstop-like figure. Made from what seems to be ice, this is the constellion that Hart saw. It can be placed at a perimeter or point where it will act as an alarm. When there is movement within a 40ft radius of it, Hart will hear an alarm. The alarm can only be heard by Hart and up to four other people he designates. He can remove access to hearing the alarm at any time, but can only give access twice a cycle.
the very pineapple of usefulness

A small cut-glass pineapple which would fit in the palm of your hand. When placed on the ground it functions as a campfire in terms of warmth and providing a place to cook.
Wren's starlight pendantImage Image

Xiur gave Wren a pendant at the end of this. Nobody saw Xiur giving it to him, but Wren insists that it happened. He gave him a starlight pendant made of silver. When holding it up, if he can see a star in the sky he can contact anyone bearing a lion locket of Daia.
crystal turtle Shellter

For your bravery, ingenuity, and determination you are awarded a crystal turtle: ~ Each crystal turtle allows you to have a home. Twice a cycle it will transform into a turtle-shell shelter (Shellter). Up to four adults can comfortably shelter in the Shellter. No matter what the weather is, the Shellter is warm and comfortable and dry.
ration box

Two times a season, this small box will produce enough emergency rations for up to four people for one trial. This will appear in the form of nutrition bars and clean water. The rations can be split further but this will lower the effectiveness of the rations.
night's rest pillow

A "bolster"-type pillow which will never get saggy. It is (when he puts his head on it) the most comfortable pillow Hart has ever slept on. One hour of sleep on this pillow counts for a full night in terms of rest and body repair / relaxation. After an hour, he awakes feeling refreshed and alert. It will work for Hart plus one other, but Hart's head must be on it for it to work.

housing
property
item or description quality Wealth Tier or purchased date or link
tent and supplies poor purchased
Last edited by Hart on Wed Feb 19, 2020 10:16 pm, edited 30 times in total. word count: 1828
User avatar
Hart
Approved Character
Posts: 642
Joined: Fri Dec 02, 2016 11:12 pm
Race: Mortal Born
Renown: 527
Character Sheet
Character Wiki
Plot Notes
Personal Journal
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 2

Contribution

Milestones

RP Medals

Miscellaneous

Events

Re: Hart [Character Sheet]

wealth ledger
Wealth Tiers
item Wealth Points total Wealth Tier
converting to the Wealth System + 6wp 6wp Tier 2
1 average+ quality rapier - 6wp 0wp Tier 1
1wp from Navyri + 1wp 1wp
1 season's worth of poor-quality medicines - 1wp 0wp
wealth thread Vhalar 719 + 4wp 4wp
4 average-quality outfits - 1wp 3wp
1 poor-quality small "room and furnishings" tent and supplies - 2wp 1wp
40 trials' worth of poor-quality food - 1wp 0wp
250pbp converted to 5wp + 5wp 5wp
2 masterwork-quality outfits - 1wp 4wp
wealth thread Ashan 721 + 5wp 9wp Tier 2
sell back 1 average+ quality rapier + 6wp 15wp
5wp from Saoire's Heroes feast + 5wp 20wp
Last edited by Hart on Tue Nov 05, 2019 11:56 pm, edited 10 times in total. word count: 149
User avatar
Hart
Approved Character
Posts: 642
Joined: Fri Dec 02, 2016 11:12 pm
Race: Mortal Born
Renown: 527
Character Sheet
Character Wiki
Plot Notes
Personal Journal
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 2

Contribution

Milestones

RP Medals

Miscellaneous

Events

Re: Hart [Character Sheet]

renown ledger
renown
thread points total
(kg) (sr) starting renown + 30 30
unasked for alliance + 7 37
meeting again + 5 42
mushrooms and thorns + 2 44
liquid purple + 2 46
meeting the oakleigh venoras + 1 47
the road to truth + 10 57
a map of ice and snow + 5 62
do you wanna build an ice rink? + 10 72
the maze: hart + 5 77
the maze: round 2 and 3: eric and hart + 5 82
the maze: round 4: sephira, amaris, and hart! + 5 87
the maze: round 5: sephira and hart + 10 97
the maze: the beginning (at the heart) + 40 137
citw: the waiting place + 20 157
citw: the generous + 5 162
citw: endgame: dreams + 30 192
citw: the choice + 20 212
citw: the dead + 35 247
the war of death and souls: lady mercy won't be home tonight + 10 257
the war of death and souls: no haven for the guilty + 10 267
the war of death and souls: what slumbers beneath + 10 277
the war of death and souls: ring around the rosie + 5 282
the war of death and souls: a mountain problem + 15 297
the king in his counting-house, counting out his money + 10 307
eihr: sing a song of sixpence + 10 317
eihr: the broken and the damned + 5 322
eihr: lost souls + 5 327
the river's daughter + 10 337
it is the bitter potion + 5 342
the mummer's ball + 30 372
ignorance is bliss + 5 377
while some on earnest business bent + 10 387
i. d'ogne virtute / e d'ogni pene: leaving + 5 392
iii. d'ogne virtute / e d'ogni pene: vega lei'nox + 5 397
iv. d'ogne virtute / e d'ogni pene: ruari + 15 412
the forging: the war of slags deep, exposition iv + 20 432
the forging: souls + 15 447
the forging: life forged, death forged + 25 472
a beacon for hope + 25 497
saoire's heroes: the fire table + 30 527
renown rewards
renown item or description approval date or link
50 50 pbp here
100 +3xp to blades: rapier one-handed
150 50 pbp
200 +3xp to blades: rapier one-handed
250 signature item: Road-Kissed boots here here
300 50% discount: good-quality sloop here
350 +1wp bonus to wage rebirth 721
bounties
location description bounty status date or link
melrath wanted alive, for harming a spirit 6wp open rebirth 720
word count: 437
Post Reply Request an XP Review Claim Wealth Thread

Return to “Approved CSes”