Nir'wei

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Nir'wei
Approved Character
Posts: 1050
Joined: Mon Apr 18, 2016 6:38 am
Race: Mortal Born
Profession: Councillor of Natural Affairs
Renown: 987
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Nir'wei

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Name: Nir'wei.
Age: 30 Arcs.
Sex: Male.
Race: Mortalborn - Sev'ryn Mother, Immortal Father (Ashan)
Domains: Affinity, Loyalty, Unity, Sacrifice, Scalvoris.

Date of Birth: 46th of Zi'da 694th.
Place of Birth: Desnind.

Height: 5'3.
Weight: 110 lbs. (7.8 stone)

Eye Colour: Blue.
Hair Colour: Chestnut Brown.

Profession: Councillor of Natural Affairs, Scalvoris Council.
Housing: None.
Partners: None.

Marks: Velduris (Champion), Sojourn (Adored), Telka (Adored), Nalos (Favoured), Rusalkis (Favoured), Daianya (Favoured).
Magics: None.

Languages Spoken: Xanthea [Fluent], Common [Fluent], Rahaki [Basic], Pailtic [Basic]
 
Fracture Scars
Skull Scar: Nir'wei has a Fracture Scar on the right side of his skull, just above his ear. It is the consequence of his first use of Gestalt Soul.
Stomach Scar: Nir'wei has a second Fracture Scar that cuts horizontally across the length of his torso, at navel height. It is the consequence of his second use of Gestalt Soul.
Chest Scar: Nir'wei has a third Fracture Scar that splinters outwards from his heart like a set of impact fractures from a heavy object. It is a consequence of his third use of Gestalt Soul.
Face Scar: Nir'wei has a fourth Fracture Scar that crosses the bridge of his nose, running from just below the hairline of the left corner of his forehead and down to the opposite cheek. It is a consequence of his fourth use of Gestalt Soul.
Fracture Consequences
Unstable Physiology: Nir'weis body is constantly filled with swirling, chaotic energies that demand an outlet. They demand that Nir'wei constantly be under moments of high stress, in any form - whether fighting or fleeing for his life, or under intense positive or negative emotions, or something else entirely. It's only during these moments that he is able to feel 'normal' again. While physically or mentally at rest, even due to the exhaustion of an intense day, the energies in his body build to painful levels and lash out in unpredictable, but always detrimental ways, causing Nir'wei to feel anything from intense physical pain from any of his Fracture scars, to creating personal misfortune, almost as though trying to 'steer' him into high stress once again.

This misfortune can never be used for Nir'weis benefit, even in roundabout manners - attempting to do so will only 'encourage' the energies to act in even more detrimental ways in order to offset this. Anything from causing him to trip while walking, making him briefly lose something important to him, cause minor or moderate personal injury, or cause damage to his property. When in any moderated situation, a moderator may choose to take over the effects at any time to determine how they affect Nir'wei.
 
Last edited by Nir'wei on Sat Oct 26, 2024 3:28 pm, edited 110 times in total. word count: 475
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User avatar
Nir'wei
Approved Character
Posts: 1050
Joined: Mon Apr 18, 2016 6:38 am
Race: Mortal Born
Profession: Councillor of Natural Affairs
Renown: 987
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Wealth Tier: Tier 5

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Nir'wei

Appearance

It's quite obvious that Nir'wei has never really cared for his style, nor what anyone else thinks about it. His hair is never combed and rarely clean, often tangled in dirty clumps that tumble over his face and chest whenever his head tilts the wrong way. When it's tied back in a messy lump-like bun, the shape of his face is shown to be rather soft, almost effeminate, with smooth cheeks and a round chin. His eyes, thanks to his Velduris mark, have become a bright animalistic flat blue very much resembling his first wolf Greyhide. They stare coldly from under thick black eyebrows that match a smattering of grisly facial hair, still emerging in late adolescence from above his top lip and around his jawline. His teeth are clean and straight, but his canines are elongated into sharp fangs capable of ripping flesh. In all other aspects, though, he almost entirely takes from his mothers heritage.

He stands slim and short, barely brushing above the five-foot mark at around 5'3, and somewhere on the lower end between 120 and 130lbs. For now, spending barely any time doing strenuous activity, he shows little muscle mass or defined tone to his body.. but a steady diet of foraged food mixed in with the occasional small animal every few days means he keeps a rather lean, if scrawny shape overall.

In terms of clothes, he usually sticks to loose and baggy outfits wherever possible, although again he can hardly afford to be picky in terms of style. As long as it's something comfortable and it fits around his body, it's good enough for him. The only time he wears anything a little tighter is when his trousers are too baggy and end up sliding down around his ankles, which happens more often than one would think. That's when he bothers to wear any clothes at all, though. Back in Dresnind, a few bits of cloth around the waist were all he needed to wear.. and it was usually what everyone else wore too.

One thing he does take pride in, however, are the numerous colourful tattoos dancing across his upper arms, middle and lower back, down his legs and parts of his stomach. They started out as a small smattering of branches and roots from an old tree at a small patch of his back, just above his hip, but over the years they have grown to extend in thick, tropical flower-adorned branches rising up his right side, as well as down both legs in deep-brown roots. The designs are obviously still unfinished, with small animal heads peeking out from between portions, waiting to be expanded upon. The one exception is a large, blue bird that sits between his shoulder blades, looking behind his left shoulderblade. Normally, the designs taken on by his people would hold some symbolism to their life. However, with little to fixate his life on, there is no symbolic meaning to the flowers - he chose them because they look pretty.
 
 
Personality

Nir'wei works, plays and lives rather simply - for the most part, if he wants to do something, he does it. If not, he doesn't. Many people would think this leads to an incredibly hedonistic, selfish and slothful lifestyle. However, in truth, Nir'wei doesn't really aspire for all that much other than spending time with his family and friends. There's very little pleasure to be had from expensive clothes, fancy trinkets and least of all servants, so he shuns extravagance in most cases, except when there's an occasional plate of particularly delicious food. He's also built up small hobbies, mostly including the tending of small animals wherever possible - he finds animals in many cases much easier to talk with than other people. After all, they are much better at listening.

For the most part, he is a gentle soul, although this does lead to a lack of conviction or concentration on any particular field. If something does not interest him, it becomes incredibly difficult to focus on that thing.. and normally just leads to it never happening. Immediate importance, things that are potentially life-threatening to himself or others, of course will have his undivided attention.. but everything else leading up to that point can very quickly be forgotten, or simply ignored. Sometimes this can lead to quite a bit of trouble, if previous experience is anything to go off, but at the end of the day, if something was meant to be done, it'd be done.

Time spent for so long living with those that care so deeply as Nir'weis relatives did for his mother, even through her troubling mental state, has made Nir'wei much more forgiving towards others than is likely healthy. Being a forgiving person, of course, has its perks - rarely does he ever focus on race as a defining factor of a person, nor their profession or family. Everything is defined by a person's attitude and actions.. although, even those have exceptions, he admits. Although, there are limits to even the loosest bonds. When it snaps, there truly is no going back. Grudges can last very long indeed with a person who believes in reincarnation.
 
 
Last edited by Nir'wei on Wed Jul 03, 2024 2:17 am, edited 128 times in total. word count: 910
We return to where we started, and pass onwards into history.
User avatar
Nir'wei
Approved Character
Posts: 1050
Joined: Mon Apr 18, 2016 6:38 am
Race: Mortal Born
Profession: Councillor of Natural Affairs
Renown: 987
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Wealth Tier: Tier 5

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Nir'wei

History

Nir'wei was originally born in Desnind, the homeland of Sev'ryn, to a young mother known as Tau'sith in the cold grip of Zi'da. As soon as he was born, he was taken away from his mother and kept at arms-length, however. Tau'sith was known to follow a dark path - shunning Moseke for shackling their twisted souls together, forcing their bodies back to unnatural life and, in her words, tainting their purity with her influence. It's claimed this happened after she was unable to find her spirit animal and although she reached near-death herself in the struggle of the journey, ultimately she failed in her quest, and the spirit animal died. Knowing this, other close friends and family members struggled to pull her back to a path of spirituality, while looking after Nir'wei themselves in her absence. For the first few years of his upbringing Nir'wei was juggled between first his grandparents and his mother's sister, before passing along to close friends and eventually complete strangers as they all pooled their efforts into returning her to their family. At age six, Tau'sith left Desnind unannounced. Searches were sent and after a few cycles, they found her remains on the outskirts of Rhakros. She'd returned there to die as she was supposed to. In the time the body had spent fermenting in the toxic jungle, it had bloated with poisons that made it deadly to even come close to it and Tau'sith could not be returned to Desnind for a proper burial ritual. The news was devastating when Nir'wei finally learned it several arcs later, when the lie that she'd gone on an adventure to find his father broke down.

Nir'wei's father had actually disappeared soon after conception, heading west for Ne'haer for reasons that he refused to mention to anyone, before there was a chance to tell him that he would soon have a son. All that was ever said about him to Nir'wei whenever he asked was that he was an incredibly brave man called Ka'lars, strong in heart and spirit, guarded by a lion who's eyes turned his mane gold. Sometimes the stories seemed to exaggerate far too much, but his elders knew more than he did, so there was no point arguing the fact. He was always told by his grandparents, those that he spent the most time with, that his father would return soon. However, seventeen years after Nir'wei's birth, when the first visions of his spirit animal arrived in his sleep, there was still no sign of his father to wish him good luck as he started his venture to hunt down his spirit animal.

Before his venture, Nir'wei spent most of his time in Desnind caring for small animals with one of his mother's friends, who'd regail him with stories of his mother's youth and the adventures they had together. As he grew older and was forced to care for himself, he took up felching and soon decided to use some of the crude bows he made to hunt down small animals when coin ran short. All the rest of the time was spent quietly meditating alongside his fellows in the fields of their land. One of his favourite past-times was joining them in group sessions where they would lie on their backs, staring up at the giant trees and making up small stories of what went on beyond the clouds. Nir'wei was always the least imaginative, but he enjoyed listening to their tales of sky-dragons breathing great swathes of clouds across the sky like the paintbrushes of the heavens. One day, he knew, he would come back to the city and pass on even better stories.
 
 
Housing

Because he is constantly moving between nations, and between the various regions of those nations, Nir'wei has rarely found the time nor the inclination to buy a house for himself. Though he owns a small square of land in Rynmere, he has not visited it in some time. For the moment, he lives out of tents and in whatever temporary accommodation he can find for himself; be that living on the floor of a friend's house, in the local inn, or even out of a tent. He possesses enough understanding of survival techniques to function for a few days outside of civilization, but he does not remain there long for his own safety and comfort, preferring to dance in and out of cities on a regular basis, depending on the current temperature, weather conditions and his own mood.
 
 
Last edited by Nir'wei on Wed Jul 03, 2024 2:19 am, edited 27 times in total. word count: 811
We return to where we started, and pass onwards into history.
User avatar
Nir'wei
Approved Character
Posts: 1050
Joined: Mon Apr 18, 2016 6:38 am
Race: Mortal Born
Profession: Councillor of Natural Affairs
Renown: 987
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Wealth Tier: Tier 5

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Nir'wei

Tier 2 Skill Abilities

Animal Husbandry Tier 2.
Gateway Ability: Grovetender
Approved here.

Nir'wei has a natural way with animals that no longer requires conscious effort or thought to affect his surroundings. His small actions, such as feeding birds or rats his spare breadcrumbs or allowing birds to nest in his hair, causes a snowball effect on all species of creatures in his nearby area, making them multiply in number and mature at rapid speeds. This includes the development of both predators and prey, and can include increasing the amounts of pests and vermin in a city just as much as increasing the volume of their cattle and livestock. Since this is an entirely unconscious and involuntary effect, he cannot turn it off, nor can he direct it to only affect certain species. This ability grows more effective the longer he remains in one area. The amount of time before Domain becomes effective depends entirely on location (ie., it will take longer to propagate the wildlife found in a desert than it would within a jungle) but in general this will become effective to Nir'wei after 5 IC threads within the same location in a single season for the duration of the season, and will become significantly effective after 10 IC threads within the same location in a single season for the duration of the cycle.

Through this, he is able to have access to a significant amount of animals wherever he goes, and the local area will be able to support a larger array of life than would normally be possible (since there will be a large variety of prey animals to support predator populations).
Competent Ability: Lands of the Grove
Approved here.

Nir'wei is now able to consciously exert his full understanding of nature and its ways into a land of his choice. This must be a written location in the world, i.e., he cannot designate an entire wilderness, ocean, or other outdoor space, he can only choose a single written location within it, such as a forest, jungle, mountain range, lake, etc. He can only focus his attention on a single land at a time, though he can choose a different land every season, if he so chooses. This may be expanded to two lands at a time upon reaching Tier 2 Expert Animal Husbandry, and three lands upon reaching Tier 2 Mastery Animal Husbandry, but is subject to the same IC thread limitations listed below.

This land, he can tailor into a perfect ecosystem. As long as he has performed 5 IC threads within this location, within that season, all animal life within this area will propagate and develop at a much more rapid pace than normally possible for their species, even animals that are not native to this environment. The exact nature of this benefit is left up to the moderator controlling that area at that time, or is determined in collaboration with the settlement leader, if this location is a settlement - and if there are no moderators controlling this space then the results must be determined by a PSF submission - but is assumed to be a significant benefit to the health of the land and the creatures that reside within it.
 
Animal Training Tier 2.
Gateway Ability: Wildspeak
Approved here.

Wildspeak: Nir'wei has attuned to the sounds of the animals around him and is now able to understand the noises that they make and reply in their tongue, dubbed Wildspeak. This does not allow him to form full conversations with the creatures around him, since most of them are not capable of it and their range of noises is limited, however he can infer basic information from their calls, such as asking about his surroundings or significant events nearby. This can be useful in defusing hostile situations, training animals, fostering friendships or more.
 
Detection Tier 2.
Gateway Ability: Huntmaster's Senses
Approved here.

Huntmaster's Senses: Fine-tuning his senses is nothing less than essential when it comes to locating and pursuing his chosen prey. To this end, Nir'wei has honed his senses to the point they have all begun to blend together, in something similar to asynaesthesia. Each of his five senses is able to provide information as though it represented all five - i.e., he can gather information on what something is likely to look like, sound like, taste like and feel like, from just its smell. This does not grant him the ability to sense something in a way that would simply not be able to be sensed this way - determining what something sounds like from its appearance will not make him able to hear this thing if it is not making any sound. These also do not work multiplicatively, making his senses stronger than they otherwise would normally be, such as collecting information on scent alone using all five senses; it only allows him to use his senses interchangeably for the purposes of detection and other detection-related abilities.
  
 
Grandmaster Skill Capstones

 
Animal Husbandry Grandmaster Capstones.
Dire Evolution
Approved here.

In his journeys across Idalos, Nir'wei has worked with a large assortment of exotic and unusual animals and mounts, most often while assisting military groups in order to keep them ready for their riders. As a result of his large amount of experience and by combining the techniques learned across Idalos, he has discovered a way to use a combination of diet regulation, exercise regimes and pristine hygiene maintenance to rapidly boost an animals development, allowing them to grow to a much larger size than they normally would do in the wild. Animals under his direct care for more than 80 trials will become significantly and very noticeably larger than their wild counterparts, as well as significantly stronger and more durable. This difference is drastic enough to earn the moniker 'Dire', though this is not to be confused with any existing 'Dire' creatures, nor does it represent any other understanding of the word. This ability can be used in tandem with Alpha Evolution.
Alpha Evolution
Approved here.

Much in the same vein as Dire Evolution, as a result of his large amount of experience and by combining the techniques learned across Idalos, he has discovered another way to use a combination of diet regulation, exercise regimes and pristine hygiene maintenance to rapidly boost an animals development, allowing them to grow much more capable than they normally would do in the wild. Animals under his direct care for more than 80 trials will gain significant and very noticeable increases to its strength, speed, endurance and intelligence, giving them more than they normally would have in the wild. This difference is drastic enough to earn the moniker 'Alpha', though this is not to be confused with any existing 'Alpha' creatures, nor does it represent any other understanding of the word. This ability can be used in tandem with Dire Evolution.
Unshakeable
Approved here.

Nir's experience working with larger creatures, especially mounts, has given him a particular knack for understanding what weaknesses make them vulnerable in times of crisis. Through mental treatment and stress therapy, Nir'wei can effectively remove these vulnerabilities. Flying animals are able to stay in the air despite the harshest conditions; sea mounts can swim through whirlpools; and land mounts can fight on the most unstable conditions.

This doesn't directly contradict the natural weaknesses of the animal in question, nor does it allow the animals to perform supernatural feats such as horses running on lava, but acts as a buffer to make their weaknesses less detrimental to the animal and their rider. This also only works on mount-sized animals or larger.
A True Family
Approved here.

Nir'weis relationship with his animals is more than that of a simple master and pet - they are all family. Nir'wei is able to tap into this connection to help his family grow. When animals under his care that he holds a significant relationship with choose to reproduce, the numbers of offspring they produce in a single litter is double above the maximum could normally be produced by members of their species, and the offspring will reach maturity in half the time of counterparts found in nature.
 
Animal Training Grandmaster Capstones.
Master of Monsters
Approved here.

Nir'weis abilities to tame and control exotic creatures means that his animal training ability and techniques can now be applied to all non-race creatures with less than human intelligence - giving him the potential to control creatures that to anyone else should be untameable.
Heart of the Pack
Approved here.

Nir'wei does not train one animal at a time, for a specific length of time. He lives as part of his pack, surrounded by animals more often than he isn't, and the commands and behaviours he imprints are made all the stronger for their constant reinforcement, and watching the same commands imprinted within their peers. Whenever Nir'wei trains with a team of animals, his unique techniques means that those animals will be able to function more cohesively as part of that team. Each individual creature that makes up that pack, regardless of their species, will be able to fight twice as hard and twice as effectively when surrounded by other members of their group, and since Nir'wei is adept at working amongst large teams of beasts, the group as a whole will be stronger and more cohesive with the more animals included in it.

To benefit from Heart of the Pack, the group must be larger than a team of five. Once given training by Nir'wei, these animals will retain Heart of the Pack without Nir'weis presence, but they must be kept together for it to remain active, and without the minimum number of beasts present within the team, Heart of the Pack will disappear until that number is bolstered to the minimum again. Once Nir'wei has infused a team of animals with Heart of the Pack, it will take a Master of Animal Training to add new members to that existing group, but if the original team is separated, the effect is removed, unless Nir'wei personally oversees it and adds that animal to the team.
Friend to All
Approved here.

Nir'wei naturally creates a calming presence around himself that prevents hostile or disruptive action from non-race creatures. If targeted by another Grandmaster Animal Trainer, Nir'wei and the trainer will become locked into a continuous battle of will to force the beast to attack Nir'wei until either Nir'wei is unable to stop the beast, or the beast is rendered unconscious or incapacitated.
One of Us
Approved here.

Nir'weis level of control allows him to immediately befriend animals, controlling and commanding them with basic commands without the need for prior training. Animals befriended by Nir'wei, or under existing or prior training, are able to befriend other animals in the same manner, however without direct instructions from Nir'wei, all animals befriended this way will continue the orders given to the first befriended animal. Animals not befriended by Nir'wei cannot befriend other animals in the same manner. Creatures trained by a Master are resistant to this effect, and creatures trained by a fellow Grandmaster Animal Trainer are immune to this effect.
 
Detection Grandmaster Capstones.
Predation
Approved here.

At any moment, Nir'wei can designate a single target within his immediate sense radius (sight, sound, or smell) that he can pinpoint the exact location of, as his 'Prey'. As long as they remain within either his sight, sound, or scent, he will always know exactly where they are, and as long as he has some lingering trace of them, either by last known sight, sound or scent, he can follow the traces left behind by their movements to find them again. This ability lasts until Nir'wei either designates a new target or the original target falls outside of his immediate sense radius and there are no lingering traces of their last movements.

In practical application, once an individual is designated 'Prey', Nir'wei is able to follow their movements unless they are either able to both completely break from beyond Nir'weis sense of sight, scent and sound and hide all traces during their movement so that Nir'wei has nothing to follow, or the person designated 'Prey' completely changes the way they look, sound and smell.
Wild Walker
Approved here.

Spending time around animals and in the wilderness has left him with very keen insight into unusual fauna. Nir'wei is able to acutely pick apart the details of any animal he finds, including those that he has not seen before, to visually break down important details on their proportions and physiology to deduce important details, right down to its possible strengths and weaknesses, its likely unique abilities, and hostility in the wild based on behavioural ticks. Simple surface details can be deduced with a glance, while more complex and nuanced details like unique abilities may require a few bits of observation.
 
Mount Grandmaster Capstones.
Mounted Proficiency
Approved here.

Nir'wei is more than just accustomed to fighting while mounted - he specialises in it specifically, and has developed his riding skills to a point that his mount becomes an extension of his body, guided by his movements in such a way that it can attack with the same level of skill and precision that Nir'wei could.

Mechanically, this allows Nir'wei to share his Unarmed Combat skill with the mount that he is riding, making it a second fighter equal to Nir'weis combat proficiency during encounters. This ability can only ever apply to one animal at a time, and that animal is the one immediately underneath Nir'weis control, i.e., the one that he's sat on.
Tireless Steed
Approved here.

Nir'wei understands his mounts on a different level to many other animals under his care, and can understand their limitations, and how to extend them well beyond what would normally be possible. Whether it's taking small but regular breaks, maintaining a steady pace over long periods or making use of his environment to relieve the stress from his mounts, he can keep them constantly moving, day and night, without succumbing to exhaustion. This includes keeping flying mounts in the air through gliding on hot air currents, for example.
 
Tactics Grandmaster Capstones.
Manhunt
Approved here.

In combat situations, Nir'wei much prefers to work with animals over humans, and rarely engages in combat against other animals, instead relying on his extensive training ability to subdue his opponents. As a result, Nir'wei is highly skilled in creating devastating results in a very specific situation. When fighting using forces consisting of nothing but animals, and when he is facing fighting forces consisting of only playable races, Nir'weis is able to twist the situation to his advantage by exploiting the weaknesses of the races of Idalos and maximising the potential of each animal in his arsenal to deal the most damage. This can work in anything from single combat up to full-scale armies, and through this effective use of Nir'weis animals in exploiting the weaknesses of sentient beings, Nir'weis forces become capable of taking down significantly larger and more combat-trained foes.
Feral Insight
Approved here.

Nir'wei is practically part-animal, and his mental state accurately reflects that. He assesses situations as a wolf would a hunt, and therefore the strategies and thought processes that he follows on a daily basis are incredibly difficult to predict and disassemble by anything that isn't also an animal, or has an insight into animal psychology. It is also considerably less effective on those of a higher skill level.
Rabid
Approved here.

Nir'wei's signature style of strategy has been elevated to a practiced methodology. Prioritising speed and aggression in his strategies over self-preservation or defence, he can plan his offensive actions such that there is no delay in between the planning of them and the execution. These are very difficult to deal with by any but the most savvy strategist or combatant - with the intent on forcing them on the defensive or into retreat when facing head-on. In single combat, and when utilised in group tactics, he is able to facilitate a methodology that limits the window between each of their attacks (the speed of which is limited to the combat skill levels of those he uses, or his animal's current level of training when using animals).

The downside of this strategy is its lack of defensive or protective measures or fighting a prepared opponent - while instead focusing entirely on neutralising the opponent before they can counter-attack or protect themselves.
 
 
Last edited by Nir'wei on Fri Jul 12, 2024 2:23 pm, edited 374 times in total. word count: 2827
We return to where we started, and pass onwards into history.
User avatar
Nir'wei
Approved Character
Posts: 1050
Joined: Mon Apr 18, 2016 6:38 am
Race: Mortal Born
Profession: Councillor of Natural Affairs
Renown: 987
Character Sheet
Character Wiki
Plot Notes
Personal Journal
Templates
Letters
Wealth Tier: Tier 5

Featured

Contribution

Milestones

RP Medals

Miscellaneous

Events

Nir'wei

Powers of the Song.

 
The Song of Scalvoris: Land
Kura and Nir'wei have twice seen the Song of Idalos while saving Scalvoris and repeated exposure to the Song has given them a partial ability to see into the Song. Specifically, they can both see into the Song of Scalvoris and project it out for others to see as well. However, neither of them can see the whole thing, each getting the part related to their part in their shared Scalvoris Domain. Nir'wei gains the ability to see plants, animals, the land, Spirits, and Induks, any other non-sentient creatures, and how they're effecting the Song of Scalvoris. The two can only view the whole Song when working in tandem. While viewing the song doesn't give them any control over Scalvoris, it can allow them to see when and where someone is being particularly disruptive to Scalvoris. This would require input from a current Scalv-Mod, either via mod-note or PSF approval before-hand.

In addition, when working in Tandem, Kura and Nir'wei can choose to add something to the Song of Scalvoris, making it inherently part of Scalvoris the way they, and Ralgar Warborn, added Immortals and Mortalborn into the Song of Idalos during the Forging. This allows for beings that are physically or meta-physically tied their home to be able to make a home in Scalvoris as well. For this to work, they would need to take part of the essence from what they're wanting to add, either physical or metaphysical, and add it to the Song, similarly to how they added Immortal essence to the Song of Idalos during the Forging. However, if what is added to the Song of Scalvoris goes against the wishes of the Induks or Saoire, it will likely have debilitating, long term effects on them.
 
 
Mortalborn Powers.

Mortalborn Domains: Affinity, Loyalty, Unity, Sacrifice, Scalvoris.
 
Affinity: Disclosure
Understanding and acceptance are the first and most important aspects of gaining true affinity with another person. A comprehension that goes beyond words or actions, but goes down to the root, the cause of it all. This is why the Mortalborn of Affinity holds this source with such high regard - and why he must first see a person for all of what they are. He must feel the relationships that they hold, not just with other people, but with things and concepts. The affinities they feel.

Once every five trials, at a touch and with intense concentration, the Ashanborn can feel a person's soul and the aspects acting on it at that given moment by initiating skin contact and holding it as they channel their power through the subject. Since this ability lacks refinement, so only the most powerful forces will be felt. These can be aspects such as love for another person, if the individual is thinking about that person or they are nearby, but only if this is a deep, true, intense love, such as soulmates, married partners or close family members; these can be intense passions for a particular skill or profession, if the person is thinking about, currently performing, or has recently performed said skill or profession; these can be goals, aspirations or intense drives, as long as the person is thinking about those drives or currently acting out those drives. Due to the nature of the Spark and Immortal Marks and their actions on the soul, the Ashanborn is able to feel the presence of a Spark or an Immortal Mark, but cannot discern the Domain of this Spark or the Immortal of the Mark unless he has used the same ability on an individual with this Spark or Mark and is aware of it (has knowledges specifically relating to its feel under Disclosure) nor can he determine the strength of their Spark or Mark.

These aspects appear to the Ashanborn in sensations, as he touches each link to the soul in turn and shares in the feeling. The longer the touch, the more information can be pulled, but the longer each subsequent connection will take to decipher (i.e., the first connection may take only one bit to understand, but the second will take two bits, the third will take three, and so on) as the Ashanborn's body struggles to keep his own affinities and those of the subject separated. The order in which the Ashanborn will discover the affinities of the subject is mostly random, however significantly powerful affinities take priority over others (a smith at work will be thinking more about their love of smithing at that given moment than the love of their wife, and therefore the Ashanborn will interpret their smithing affinity before their wife).

This ability does not require the consent of the subject, and the ability can be stopped by breaking skin contact. However, it is also extremely uncomfortable for the subject, often causing flashes of memory and vivid hallucination with every connection felt, along with a general powerful sense of nakedness and exposure as their very essence is scrutinized.

Should the Ashanborn spend longer than approximately fifteen bits (minutes) attempting to understand the subject's soul, their affinities will become entangled. From this moment, for the rest of the season, the Mortalborn will suffer with bouts of memory loss and confusion, as his soul is tugged with an intense love for a person he has never met before, or a love of a craft he has never practiced. These affinities, powerful as they are, will compel him to perform for them, constantly pressing on his thoughts and filling him with melancholy, depression and restlessness while he does not act on the enthralling tugs at his soul.
Loyalty: Stalwart Companion

Nir'wei is able to place his hands upon those he is truly loyal to, and draw any ailment that they are suffering from within them to himself instead. This can include wounds, up to fatal wounds but not removing the effect of death upon the original recipient, poisons or toxins, diseases, effects derived from magic, or effects derived from Immortal Marks. When these effects are transferred to him, he feels them in full - meaning that removing a fatal injury will cause that same injury to open on Nir'wei, or removing poisons or toxins will mean that the full dosage of those poisons or toxins are removed from the subjects body and enter his own instead. Nir'wei is also able to have these effects removed from himself by those that hold true loyalty to him in exactly the same fashion.
Loyalty: Maintaining Loyalty

Nir'wei is not afraid of making difficult decisions - but sometimes that calls his loyalty into question. With this passive power, the intention behind his actions (if the action would harm or potentially harm someone) is known to anyone that would be affected by it, even if they are not aware of what said action might be.
Unity: Coalescence

Nir'wei no longer exists as an individual within his own body, but as a network of individuals unified under a gestalt identity known as Nir'wei, that shares the body of each being that makes up its network equally. Nir'wei does this by creating a special link to others known as an Alignment. All beings that are Aligned to Nir'wei are also Nir'wei in every sense of the word. Aligned beings do not lose their independence or personality, and are still capable of full independent movement and thought, but become a part of the collective identity of Nir'wei - meaning that Aligning a violent individual will cause Nir'wei to become more violent in a way that cannot be merely suppressed by himself or other parts of his consciousness, but can be soothed via Meditation, Discipline, or through conflict resolution and rational thinking under pressure.

Beings that Nir'wei shares a permanent, direct and complete mental and/or spiritual link with naturally gain Alignment to Nir'wei. This includes spirit familiars such as those granted by Immortals and Immortal Marks (but not the Immortals themselves unless they create a permanent mental link of their own), spirit familiars (but not the Induk granting those spirit familiars unless they create a permanent link of their own) or beings linked to Nir'weis mind and soul through other supernatural means. Temporary links, for example those made through the magics of Attunement or the Immortal Marks of Celarion or Yvithia, will not create Alignment, as an Alignment can only be permanent.

As Nir'wei is considered to be all Aligned individuals, Nir'wei also gains the supernatural abilities of all beings that he is Aligned with, barring abilities that are granted to the Aligned by other sources, such as Immortal Marks, Domain Magics, spirit powers, etc. These abilities must be specifically outlined in the write-ups before they can be utilised. These abilities follow the same rules and restrictions as those the Aligned is bound to, and using time-gated abilities such as once-per-season use abilities will count as using the ability for both Nir'wei and the Aligned.
Unity: Conjunction

Nir'wei is able to create an Alignment with other living beings, adding them to his collective consciousness. In order to do create this bond, Nir'wei and the chosen being must create symmetrical thought patterns, sharing for a brief moment the same goals, aspirations, fears and loves - essentially, Nir'wei and the being in question must understand one-another intimately enough that the differences between them begin to disappear. Sentient beings are significantly more difficult to create an Alignment with to non-sentient beings, for this reason - and willing or unresisting beings are much easier to Align with.
Unity: Gestalt Soul

Nir'wei shares his mind across many bodies. With a chosen few, his bonds become so strong, the essence of his soul is changed by them. Under the consent of both parties, Nir'wei is able to form a permanent connection that modifies his own soul to include aspects of them. For example, should he do this with a willing Immortal, he would become their Mortalborn, as though he had always been conceived of their body. If he forms this bond with a wolf, it will be as though he was always partially wolf, from birth. These are accompanied by appropriate changes of physical form and mental state to match the being he has unified with, and he gains whatever innate physiological or supernatural abilities that comes with them - such as attaining the racial abilities of other races, or a faster running speed should he form a bond with a cheetah.

This ability can only be used on beings that Nir'wei is able to form an Alignment with (via his second Unity ability, Conjunction), and requires an Alignment to already be made with this being to be activated (via his first Unity ability, Coalescence). Since it is a powerful ability, it can only be performed after a storyline of significant length and value (to be determined by a moderator) to form a close and personal bond with the being, and its use requires moderator oversight, or a PSF approval.

Each activation places massive strain on his body and mind, and significantly reduces his lifespan, earning a Fracture scar. He can only use this power four times in his life. He is incapable of using it a fifth time, but if it was to ever happen, he would Shatter.

Approved here.
Scalvoris: Scalvy Solutions

Both Nir'wei and Kura have spent a lot of time over the last arcs protecting Scalvoris. They are attuned to the nature of Scalv. Should there be a situation which relates to Scalvoris, they are able pull out a quirky, completely Scalv-y out-of-the-box response. This can be used once a season and if used outside of a modded thread needs either a modnote from the current Scalv Mod or a PSF approval before use.

Approved here.
 
Immortal Marks

 
Those who possess the blessing of Velduris are generally somewhat quiet, reserved people more at home in the wild than in cities or towns. The Blessing itself manifests as a set of fangs on the bottom and top of the character's teeth. They also obtain the eyes of a wolf; the color dependent on the users preference. This is a symbol that the character is now apart of Karem's 'pack'.
 
Favoured Abilities
AbilityDescription
Pack BondThe Favored is granted an omega wolf familiar, a constant companion. The wolf is significantly more intelligent than regular wolves and is somewhat bigger. In addition, this spirit can communicate not only with it's companion, but with other wolves of its pack. Karem can, at any time, contact any of the wolves her blessing grants, but they can only contact her if she chooses to listen. If the wolf is too heavily drained or badly injured it will revert to a spirit form until it is either rested or healed. The wolf can also choose to revert to spirit form at will, though they generally only do so in crowded cities and such. The blessed can still communicate with their wolf in spirit form. The wolf can tell when someone else has been blessed by Karem, and will always be able to find others who bear Velduris.
Sense of PreyA skill that allows the blessed to tell where a prey animal may be found nearby, allowing the wielder to always be able to find food at need. They can also tell whether people around them have weak combat skills or are easily intimidated.
Velduris Skills IThe blessing of Velduris enhances the bearer's survival, hunting, and animal skills, raising any one of the following skills by three points: Animal Husbandry, Animal Training, Fieldcraft, Ranged Combat, Thrown Combat, or Trap Making. Any skill points granted by this Mark can break the 100 point cap on skills.
Predatorial InstinctsA skill that grants the favored the patience and calm needed to effectively hunt, as well as allowing one to tell when their prey, whether animal or human, has taken notice that they are being hunted.
Taste of PreyWhen the marked has tasted blood or flesh of their intended target, this forms an immediate and lasting bond. While only one 'prey' can be designated at basic marked, each level thereafter increases the amount of prey a marked can have. Once a prey has been chosen, the marked will always be able to find them. Over sea, desert, forest, or even through the air the marked can track down their prey to any corner of Idalos. This manifests as a smell or taste on the air that inevitably leads the marked in the direction of their chosen prey. In return this ability can be shared with the wolves in ones pack.
Sense of SurvivalThe favored is able to tell what will help them survive in the wild, from what trees are safe to burn and what food is safe to eat and more. However, this effect does not work in more civilized land and it still falls upon the favored to be able to use what they find.
Regulate TemperatureBeing too hot or too cold can both be fatal, and this skill allows the bearer a way to prevent that. By concentrating, they can restore their body temperature to it's natural level, whatever may be affecting it on the outside. This can allow the favored to survive anything from a wildfire to an arctic blizzard, at least as far as heat and cold are concerned. However, the hotter or colder the favored is, the more they have to concentrate.
Lupine SensesThis ability allows the bearer to share in their wolf companions senses for a time, no more than half a break. This lets them hear, see, and smell what their companion does in addition to what they themselves sense.
AlphaEven the basic marked of Karem has authority over all canines in Idalos. They can sense the marked has been chosen by the master of the Hunt. A marked can issue simple commands to any canine that the canine will follow as though it had been issued by an alpha. Canines sent to track the mark will turn away from the scent fearfully and will not visit their wrath. A marked can pass safely among a wolf pack who even may be gracious enough to share their kill. They are not, however, so easily persuaded by the wolf companions that accompany the blessed. In addition, if the canine the Blessed is attempting to influence already has an "Alpha", such as if they are part of a pack or if they have a rider, master, or trainer, they will obey the orders of their "Alpha" over those of the Blessed. They will still defer to the Blessed and follow orders, but if the Blessed attempts to order them against their Alpha, or if the Alpha gives a contradicting order, the canine will follow their own Alpha. The Blessed can overcome this by defeating or driving off the canines existing Alpha.
Adored Abilities
AbilityDescription
Loyalty of the PackThe adored is granted a second omega wolf familiar and a single beta wolf that will take charge of the small pack when the adored is otherwise occupied. The beta wolf is stronger, faster, bigger, and has keener senses. The bond to the pack grows stronger and lesser wolf familiars and wild lone wolves will answer the beta wolfs call in battle.
Soft TreadThe tread of the adored grows near to silent, allowing them to move all but silently through virtually any terrain, allowing them to go undetected by those they hunt.
Velduris Skills IIThe character is granted an extra six skill points which may be spent only on the following skills: Animal Husbandry, Animal Training, Fieldcraft, Ranged Combat, Thrown Combat, Hunting, or Trap Making. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.
Enhanced SensesA skill that enhances the hearing, sight, and smell of the adored to the level of a typical wolf, though not quite to the level of their familiar. The adored gains sharper teeth and can eat raw meat without fear of being poisoned. (Earned here.)
Form of the WolfThe marked can seamlessly transition between human and spirit wolf form with only a break of concentration. There is no limit on how long the marked can remain in this form and some choose to remain this way for trials and even cycles at a time, hunting and building the pack relationship with their spirit wolves. The Marked is limited in this form insofar as they cannot dissipate themselves as the true spirit wolves, but do find their sense abilities heightened. They always take the form of a much larger, stronger wolf. (Earned here.)
Tough SkinThis skill works on two levels, a passive and active level. The passive form increases the durability and resistance of the Adored's flesh, making it harder for environmental hazards like thorns, sandstorms, or extreme heat or cold to have a serious effect on the Adored. The active version grants the bearer a temporary wolf pelt that enhances the effects of Tough Skin even more. (Earned here.)
Scent of the AlphaWhether men believe it or not, many ascribe to similar hierarchies as wolves. An adored can smell a leader on the skin of a slaver or the armor of a knight and track that scent to whomever truly has the allegiance of those beneath him. Alternatively, the Adored can sense when one is a leader in their own right or an omega with no allegiances at all. (Earned here.)
Tracking ShotThe bearer can infuse their will, at a cost to their energy into their ranged weapon, whether it be an arrow or crossbow bolt, or thrown weapon, allowing it to track the target they fire at, even around corners and other obstacles. (Earned here.)
Pack MirageAt a drain to wolf familiar, it can create a mirage of an entire wolf pack. The illusions aren't real, but the familiar can trade places with the illusions to lend an air of unpredictability to its attacks and making it even harder to deal with. (Earned here.)
Exalted Abilities
Mastery of the PackThe exalted is granted a third omega wolf, a second beta wolf, and finally, an alpha wolf. The alpha is the leader of the pack when the blessed is incapable of taking command, and is the largest and most fearsome of the wolves, standing the size of a horse and being stronger, faster, and possessing keener senses. Lesser wolf familiars and whole packs of real wolves will answer the call of this alpha wolf, for only Karem and her personal familiar are greater than these exalted familiars in the world of wolves.
Natural CamouflageThe exalted naturally blends into the terrain, becoming hard to spot unless one has keen senses and is skilled at locating that which is not easily spotted. This blending into the terrain masks both the physical and olfactory senses of the blessed.
Velduris Skills IIIThe character is granted an extra nine skill points which may be spent only on the following skills: Animal Husbandry, Animal Training, Fieldcraft, Ranged Combat, Thrown Combat, Hunting, or Hunting. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.
WeatheredA marked of Karem has an innate mastery of survival techniques. Thrown into the worst of what Idalos can visit upon them, the marked can somehow thrive in the most dangerous conditions. This ability is an encompassing change, giving the marked the ability to control their body temperature, find restful sleep wherever they lay, and most remarkably, to resist succumbing to both thirst and hunger for twice as long as any other of their species. (Earned here.)
WerewolfWerewolf draws upon the champions connection to the wolves of Idalos to transform them into something similar, their form a mix between that of their mortal self and a wolf. This form lasts for up to a break and enhances the strength, speed, and senses of the champion even further, as well as giving them razor sharp claws and fangs. The form cannot be taken again for a full trial. (Earned here.)
Enhanced CapabilityThe exalteds strength, speed, and reaction times are increased to beyond that which is normally attainable by mortals, though effective use of these enhanced abilities requires practice so as not to tire oneself out or accidentally damage something or someone they'd rather not. The blessed grows visibly leaner and stronger, and their eyes match those of their first familiar. (Earned here.)
Spirit ShotThose who have reached this level are never unarmed, for they can generate arrows, bolts, and thrown weapons at will. However, these weapons dissipate after use and cannot be lit aflame, poisoned, or given other such alterations, so one wishing to use such effects are advised to keep a supply of physical arrows, bolts, or thrown weapons on hand. (Earned here.)
Champion Abilities
The Wild HuntA skill limited to Karem's Champions as it requires the ancient language to use, The Wild Hunt pulls both the champion and their enemies into a spectral, golden forest filled with animals both predator and prey, ruled over by the great golden hind. This realm is a part of Karem's personal realm, isolated Predators in this forest do not seek the flesh of the prey animals, but rather that of the intruders to this forest, the enemies of Karem's Champion. Only the champion can cancel The Wild Hunt, anyone else who wishes to leave this forest must either slay the champion or the golden hind.
Part of the PackA skill limited to Karem's Champions as it requires the ancient language to use, Part of the Pack grants up to twenty individuals the benefits of being part of Karem's pack. Their strength and speed will increase, their bodies becoming more resilient to damage but perhaps the most important change is that their minds will be linked to the pack. Each member of the pack has perfect awareness of what the other is doing. In terms of battle strength the link of this ability makes a Champion's pack the most well organized and reactive unit in all Idalos. This ability can only be maintained for a few breaks before ending, but it can decisively turn the tide of a battle if used correctly. There is no level of cooperation stronger than that of the seasoned pack working in tandem and Karem's ability temporarily allows others to feel the power of that.
Custom Abilities
Sonic HowlNir'wei (or any of his Velduris wolves connected to his Karem bond) are able to produce a loud, sonic howl at will to stun their prey or affect large groups. This sound will create a ringing in the ears of anyone nearby that hears it inside a 30ft range, disorienting them and potentially throwing them off-balance if they have a low Athletics skill (competent or below). This ability can only be used once per break, by Nir'wei or any of his wolves, and this cooldown is shared between Nir'wei and all of his animals. Adored Level power.
Custom Champion Abilities
Form of the Dark WolfNir'wei can seamlessly and painlessly transition between human and a towering and dark-furred half-man, half-wolf variant form of that described in the "Werewolf" Exalted power of Karem. There is no limit on how long he can remain in this form, or how many times he can transition between his forms, though this requires one minute (a bit) of concentration each time. This form carries all the traditional bonuses of Werewolf, including enhancing the strength, speed and senses of Nir'wei, and grants him razor-sharp fangs and claws.
 
   
Cassion’s marks are perhaps some of the rarest. This is not because the Immortal has no regard for mortals and their accomplishments, but simply because he prefers to mark those he has shared time with on the road. Those who come into Cassion’s company are fortunate and often in for a perilous adventure. Provided they live and acquitted themselves with courage, cunning, and strength of character, Cassion will mark them in the way he does all his chosen. For Cassion, the mark is represented as a scar along the body, in a visible location (Most often the forearm) where Cassion cut his own skin and bonded blood with his chosen. The wound closes instantly, leaving a vivid, worn scar that bypasses any attempt to hide or heal it from then on.
 
Favoured Abilities
AbilityDescription
Blood SonThe first ability in Sojourn comes with the blood that is shared of Cassion. The marked is forever changed, transformed a small measure divine by the Immortal’s own blood and commitment. The blooded of Cassion find they are no longer satiated by stagnancy. To be a chosen of Cassion is to have your home always on the horizon. Sojourners tend to be adventurers, thrill seekers and wanderers. The Blooded of Cassion are vibrant people flowing with life. Each is gifted with enormous appetites and the ability to subsist on substandard food. So long as it is edible, they can thrive upon it. Each one heals half again as fast as another member of their race and can often push the limits of the endurance that a member of their species might have. By virtue of their divine nature, Sojourners can always recognize each other on sight and any object or person touched by Cassion.
Skills of the RoadThe character is granted an extra three skill points which may be spent only on the following skills: Discipline, Fieldcraft, Seafaring, Storytelling, Cooking, or Navigation. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.
Journey's MealA Sojourner must prepare many meals on the road between adventures. Most often, they are accompanied by others. This ability can only be used once a trial but allows any meal prepared for a Sojourner to satiate both themselves and their companions, no matter how little there was to prepare in the first place. In order to work, the Sojourner must do their best to make the meal as appetizing and filling as they have the material to provide. This Meal can feed the Sojourner and up to three other companions (including animals). Those who eat the meal will find the taste vastly improved, so long as the Sojourner explains either the origin or the process of making such food available as they are enjoying it.
Surrounding AreaThe character is granted a map which always remains centered on them. It shows a basic, but accurate, map of the surrounding area (up to 3 miles) - even if the area in question is unseen or unknown to the Sojourner. The Sojourner can see the map on any flat (ish) surface. In order to be seen by others, the Sojourner may summon the map to any piece of paper which the character has with them. (Earned here.)
JourneymanCassion’s chosen often have a much easier journey than those who do not bear his mark. Inclement weather, obstacles and other dangers tend to be much less disastrous to the marked and travel time is reduced by 25%of what would be the usual time for that journey by that means / mount. Note that this only works against natural obstacles etc. (Earned here.)
Safe CampThe character is granted an extra three skill points which may be spent only on the following skills:Discipline, Fieldcraft, Sailing, Storytelling, Cooking, or Navigation. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.By marking an entrance over the course of ten bits, the Sojourner can create a comfortable extra-dimensional space with a warm roaring fire in the hearth that will burn all eve if willed to. No object from this room can be taken from it . This space is comfortable and roomy enough for up to five people. A side effect of the ability is that it naturally draws non-aggressive travelers to the location, but repels any outsiders seeking to enter the extra-dimensional space for a hostile or aggressive purpose. (Earned here.)
Heroes MealWhen they use this ability to feed a small group (up to 10 people), the Sojourner imparts a minor healing ability to those who eat the fare. For the remainder of the trial, those who have eaten this meal will heal at double their normal speed and will regain stamina at twice the rate, etc. This ability may be used once per trial and the cooking must be RP'd. (Earned here.)
Minor Plot TwistOnce a season in a small moderated thread or a calendar event, the Sojourner may contact the city mod for a "Plot Twist". This effectively allows a change in the narrative of the story. The plot twist is decided by the mod and will be either modnoted in a non-moderated thread, or will become part of a moderated thread. It allows a surprise turn of events in a story, centered on the Sojourner. This can not impact seasonal events or larger (3+ players) moderated threads. Please note that this will not 'solve' a situation - it will change one. Cassion is not prone to giving a 'deus ex machina' ending, but he loves a good story. This ability changes the narrative. (Earned here.)
Tales To EndPart of the role of a storyteller is to have a whole wealth of stories to tell. Upon receiving this ability, the Sojourner may choose one Event (Storyteller or GST) and, with the permission of the mod (can be gained via PM) will know the tale of the event. The mod must modnote the review request, or the thread. This ability may be used once per season. (Earned here.)
Adored Abilities
AbilityDescription
Hidden TaleThe Sojourner now can travel to hidden places on Idalos. If there is a rockfall, they can find a way around it, if there is an underground cave, they can locate the entrance. All the Sojourner has to do is seek to find a way through or around and they will do so. This does not allow them to enter buildings which are locked, but would impart the ability to discover ancient ruins, etc. This ability works on Idalos only and does not extend to the Beneath, Emea, or beyond the Barriers at the edge of the world. The more cut off or inaccessible the location is, the more difficult it is for the Sojourner. If trying to gain access to a completely cut off area, they must get local mod approval.
Shared Adventure IOnce per arc, a Sojourner may designate one person or animal as their companion. That person shares a connection with the sojourner which allows them to work together in harmony. While they are sharing an adventure (not necessarily combat, but non-mundane circumstances) the pair function together more effectively and communicate without speaking. Only the Sojourner can break this bond.
Moderate Plot TwistOnce a season in a large moderated thread (3+ players) or a city-wide seasonal event, the Sojourner may contact the city mod for a "Plot Twist". This effectively allows a change in the narrative of the story. The plot twist is decided by the mod and will become part of the thread. It allows a surprise turn of events in a story, centered on the Sojourner. This can not impact global events.
Brain FoodHunger has many forms, including the hunger to learn. If a Sojourner eats in a place, then they learn about it. Should this be the wilderness, the Sojourner will have an indepth understanding of the flora and fauna of the area, although not specifics of where individual plants / animals are. In built up areas / civilisations, the Sojourner will understand the society, social groups, hierarchy and customs of the place. By eating, they learn.
Waking DreamThe Sojourner can travel to Emea while awake. They enter Emea by walking through any door or arch or entranceway with the intention to enter the realm of imagination and then they travel through Emea as a physical being. They can see others dreams, but not influence them, although they can interact with dreamer but will appear ghost like and "unreal". The unique aspect of this is that it allows the Sojourner to travel from one place to another via Emea - and of course they can walk all the areas of Emea. This ability infers no speed-up in terms of travel time and must still contend with the dangers of Emea. Immortal Domains are beyond them, however, without an invitation.
 
   
Saoire's Blessing is one of the rarest on Idalos, due to the high, if somewhat unique, standards Saoire expects of those who may earn it. Saoire does not bless those who do great deeds, or who advance some overarching cause, or who create great works of art. Saoire is, first and foremost, a teacher, and it is only teachers who can earn her Blessing. Specifically, she will only Bless those who not only serve a term as a teacher at her school, but who show a particular aptitude for teaching. This is also the only way she will grant higher ranks of her Blessing, though individual powers within each rank may be earned by teaching elsewhere.

As for the Blessing itself, it manifests as an image of a turtle shell on the back of the Blessed. As the Blessed advances through Saoire's Blessing, the pattern on the shell will become more colorful and varied. No two of Saoire's Blessed have the same pattern to their shell.
 
Favoured Abilities
AbilityDescription
Mentors BoonSaoire's Blessed are those who have served a term as a teacher at her school. As such, Saoire's Blessing reflects their skill as mentors to those around them. For any skill the Blessed has at least a Captsone in, those around the Blessed will find that they are better at those skills while in the presence of the Blessed, operating at one level above what it would normally be.
Turtle ShellOne of Saoire's most famous traits is her legendary defense, and her Blessed begin to share in that defense very early on. Saoire's Blessed can call upon this ability to create a barrier around themselves that repels all physical attacks, making the Blessed immune to mundane harm as long as the barrier stays up. This power can be used once every Break and lasts for a single Bit.
School GatewayAny who have served a term as a teacher in Saoire's school are welcome back in her Dream at any time. While the normal gateways in and out of Saoire's Dream are only open at certain times, this power allows the Blessed to open a private gateway to Saoire's Dream at any time, from any location. When they wish to leave, this same gateway will return them to their starting point, though they may use the standard gateways to go elsewhere if they wish.
Mentor's AssistantEven the best teachers will find themselves in need of an assistant from time to time, and there isn't always one available through normal means. This ability allows the Blessed to call on a Spirit of Mentorship that will be as skilled as the Blessed in the skills they are trying to teach, guaranteeing the Blessed will never be without help if they need it. This ability only works when the Blessed is genuinely trying to teach a skill to another person.
Gift of CheerSaoire's domain of Gifts is not merely one of physical goods, but of the happiness and joy that comes with both giving and recieving 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.
Catch and ReturnSometimes, merely stopping an offensive strike is not enough render it harmless. In such cases, all that can be done is to make sure it doesn't harm anyone besides the one who attacked. Catch and Return creates a temporary Gateway that takes in any attacked and rebounds it towards the attacker. This is most effective against ranged or supernatural attacks, but it does bounce back physical melee attacks as well. This ability can be used once a break.
Turtle's HomeSaoire was, in her youth, a wandering teacher, and she knows that some of her Blessed follow in her footsteps and prefer to go find students, rather than waiting for students to find them. This ability ensures that her Blessed are never without a home while they travel. Using this ability, the Blessed creates a small, cozy cottage wherever they are. It is a one room building, but contains a comfortable bed, a small kitchen, a warm fireplace, a couch big enough to sleep on, a small table, and all the tools needed to make proper use of the cottage, barring things like food. The cottage itself lasts until the Blessed turns off the ability, wanders more than 10 miles from the cottage, or an outside force destroys it. The Blessed can have no more than one cottage at a time.
Mentor's KnowledgeThe greatest effect of mentorship is that the student learns quicker than they would on their own. This ability enhances this effect. For any skill that the Blessed has a Capstone in, when they teach that skill to another PC, the other PC's can claim an additional 5 knowledges in that skill. When the thread is reviewed, include the skill being taught and this ability in the review request.
Turtle's Skin (Minor)A passive ability that aids in the Blessed's ability to endure attacks, this ability makes the skin of the Blessed immune to commonplace injuries like moderate bites and scratches. Weapons and severe bites will still harm the Blessed, however, so they cannot go blithely into a fight without a care in the world.
Adored Abilities
AbilityDescription
Tireless TeacherTeaching can be a tiring thing to do, but those who have reached this level of Saoire's Blessing will find that this no longer applies to them. So long as the Blessed is giving a lesson, they will find that they do not tire, letting them give lessons that might last for long periods of time or that might otherwise strain the body without worry of fatigue. This only applies when the Blessed is engaged in an activity purely for the purposes of teaching.
Turtle BarrierA supernatural counterpart to the Turtle Shell ability, Turtle Barrier allows the Blessed to create a spherical barrier around them, rendering them completely immune to all supernatural or ghostly attacks so long as the barrier stays up. This power can be used once every Break and lasts for a single Bit.
City GatewayA personal version of the gateways that connect Saoire's Dream to the rest of Idalos, City Gateway allows the Blessed to, once a season, create a gateway to any city on Idalos. This gateway always opens to the entrance of the city the Blessed is going too, and can't be targeted to specific locations within the city. It also, specifically, only opens gateways to major cities. Smaller villages or out of the way locations will still need to be physically travelled to.
 
   
As with all endeavours from Xiur, the Blessing of Nalos exists merely to give mortals an easier time of it as they struggle through the harsh realities of the world. He is not discriminatory towards any mortals wandering through Idalos. He will even support the Naerikk. However he will not allow his mark to be shared with Audrae's. If a prospect has her mark, he will not grant his; and if she grants her mark to a willing recipient that already possesses his, he will remove his. Physically, the blessing is not obvious at first. It starts as a small white spot, which as joined by others as devotion grows. These spots become connected by lightly glowing lines to form one of the four "constellations" listed below. Which one is dictated by the aptitudes and attitudes of the Blessed as they advance in his service.
 
Favoured Abilities
AbilityDescription
OptimismThe character is granted an extra three skill points which may be spent only on the following skills: Etiquette, Navigation, Psychology or Teaching. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.
Flow of MoraleThe Blessed is able to bring a brief surge of hopeful resolve to those around him. Within 10 feet, this lasts for eight bits; to 20 feet, it lasts for five bits; to 30 feet it lasts for two bits. At "Adored", double either the range or duration. At "Exalted", double both.
Calming OvercastA tense situation suddenly undergoes a dusky graying light, and the attitudes of everyone within 50 feet are affected as if the current hostility instead happened the day before, and everyone has had the time to cool off.
Night TorchThe Blessed can touch any item and cause it to glow with a bright, starry light. This light can be directed away from the holder, so as not to dazzle night vision. If no other Nalos abilities are used, this can be maintained as long as the item is held by the Blessed.
Fog BankThe Blessed can generate a concealing fog to aid an innocent or threatened person to escape harm. If the target is instead genuinely guilty of some wrong, for which he was being pursued, the fog will instead leave trail behind him; as well as a revealing nimbus around him for a number of breaks equal to the Blessed's Etiquette skill. The target will have to run through the fog bank to activate this trail. During this time, placing this fog a second time will immediately dispel the current one.
Shooting StarA Bow can be blessed to emit a ray of star light in a path that displays the trajectory of the arrow nocked upon it. This does not affect the shooter's ability to maintain this aim, and if the light moves from the target upon release of the arrow, the shot will still miss the mark. This effect can be called upon three times a trial.
Cooling/Warming TrendThe Blessed can impart an actual rise or drop in local temperature, to bring relief and encourage good moods. This can be up to a 15-degree effect in a single building; a 10-degree effect over a city block, or a 5-degree effect over a small village. At "Adored", raise the effect by an additional 5 degrees, and make the new 5-degree area be the size of a large town. At "Exalted", add another 5-degrees, and have the new 5-degree area be the size of an entire city. This effect will remain for an entire trial, but can not be generated again for another three.
Eyes of DuskThe Blessed can impose the stark contrasts of lighting that are typical of dusk on one target. Shadows are much darker and lights much brighter by comparison than at any other time of trial. The effect this has is to render an adversary stricken by visual impairment, as if their eyes are never truly able to get used to the light. In game terms, appropriate skills are reduced by a tier equivalent when used. For instance, if a PC in a fist fight has 10 points into Master Level Unarmed Combat, this will reduce his skill to being Expert instead. This lasts for as many bits as the Blessed's Psychology skill.
Dry Ice CloudThe cold of the void between the stars infuses this ground-level cloud with a near paralyzing cold. Joints grow stiff, hands grow numb on weapons, movements and communications are hindered by shivering, weapons and armor may become brittle. This has essentially the same game impact as "Eyes of Dusk", but is an Area-of-Effect power that covers 100 sq.ft. At Adored, it covers 200 sq.ft. At Exalted, it covers 300 sq.ft. The Blessed is unaffected by this cloud.
 
   
Known as "Rusalka", those who bear the Blessing of Rusalkis are few and far between, due to Chrien's dislike of humans. However, even the bitter Immortal of Storms knows she needs mortal agents to get her work done, and thus was born her practice of taking those who had nothing to lose and making them her servants, giving them her Blessing. However, there is one consistent to the Rusalka, and that is that Chrien only has one Champion. The blessing manifests as an image of moving image of a hurricane on the Rusalka's torso.
 
Favoured Abilities
AbilityDescription
Turbulent WatersAn ability that works on any body of water deep enough for the Rusalka to swim in, Turbulent Waters causes the water to toss and turn, rage and roar as if a storm had risen, even if the day is as clear as can be. In addition, there are strong and uncontrollable riptides under the waves. For an unskilled Rusalka, Turbelent Waters can be dangerous to use, but for the skilled, it is a dangerous and deadly ability. This is due to the fact that while the Rusalka is safe from the waters themselves, they are not immune to any effects the waters have on other things. This ability can only be used once a trial at full strength, more often if the Rusalka affects a smaller area. The power affects an area up to three nautical miles in diameter and lasts for a break.
Favourable OutcomeAn ability that allows the Rusalka to affect the odds of things like dice rolls and card draws, or any thing of a similarly small nature, so that they fall in the Rusalka's favor. The skill can be used as many times in a row as the Rusalka desires, but each consecutive use is less likely to succeed than the one before it, though going a whole Trial without using the ability will reset it.
/td]
Rusalkis Skills IThe character is granted an extra three skill points which may be spent only on the following skills: Swimming, Seafaring, Torture, Polearms, Gambling, or Hunting. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.
Seed of SpiteA surprisingly subtle ability for the usually operatic Chrien, Seed of Spite allows the Rusalka to plant the beginnings of a grudge in a target, a seed that can grow into a deep seated resentment and anger. Seed of Spite has been used in the past to ruin friendships, destroy loves, and topple dynasties, for such a small thing is so easily ignored. The seed is planted by touch, and will grow according to the victims natural inclinations, though the Rusalka can sort of "aim" a grudge by whispering into their hand what type of grudge they want the target to have.
Root of DissentLike Seed of Spite, Root of Dissent is a subtle skill, mainly for use in information gathering. Root of Dissent allows the Rusalka to tell what the cause of any given grudge is at any time, as well as being able to tell when someone is holding a grudge. A skill with a myriad of uses, heroic Rusalka's have used such information to heal breaches, while more villainous Rusalka's have used the knowledge to cause entire families to tear themselves apart.
 
   
The Favored Mark appears in the center of the chest as a gaping scar with flames erupting from it, to symbolize Faldrun's betrayal and for all of her new followers to know the truth. Daia is particular about who she chooses as followers now. She will not mark anyone who currently carries a mark from any Immortal who wishes to subjugate, enslave, or destroy any mortals, regardless of reason. This is because, despite being slain by the hand of a mortal, she is still the champion of mortals and will protect them with her newly given life. She will never mark mortals who are cruel, who torture or slay their fellow mortals in cold blood. She will never mark those who betray those they love. Finally, if an individual is not excluded because of these reasons, they must also show an affinity within Daia's domains, and a willingness or desire to work against the forces that wish to destroy mortals.
 
Favoured Abilities
AbilityDescription
SentimentThe Favored has the unique ability of being able to pluck a shimmering, silvery hair from their head, regardless of whether or not they have actual hair. This hair may be tailored into anything that the Favored might make from Needlecraft. While the tailoring, as a whole, is being done, the Favored may focus on a memory or strong emotion, and weave it into the object. Once it is finished, the silvery hair will change color and appearance to fit the object made. Following that, anyone who makes contact with the object will either be able to see the memory as a vision or feel the emotions as strongly as the Favored imparted into the object. These things can be resisted easily if so desired by those who touch it.
InvigorateThe Favored has the ability to generate more Lifeforce than they need while dancing. Passively, this keeps the Favored young and vigorous, staving off the effects of aging. However, when used in the presence of decay, decrepit, or anything past the prime of its life (as this only applies to living things), this ability will turn back the biological clock, returning them to their peak, and never younger. This is strictly physical, and does not affect the mind, memories, etc. For simple things such as plants and small animals, this affect kicks in over the span of a few minutes. For more complex beings, such as older animals and people, it requires roughly one hour of dance per year of invigoration. This ability does not affect time, so it does not remove scars, injuries, etc.
Trusted Gaze The Favored must lock eyes with a person and activate this ability. The Favored's own eyes will change to look like the eyes of someone that person trusts or believes in. This change includes eye color, shape, and other such details of the eyes. This is only visible to that person, and it can be done with multiple people in order to overlap the effect. This effect lasts for up to one hour. It cannot be used on the same people twice in one day.
 
 
Last edited by Nir'wei on Fri Oct 25, 2024 12:38 pm, edited 249 times in total. word count: 8917
We return to where we started, and pass onwards into history.
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Nir'wei
Approved Character
Posts: 1050
Joined: Mon Apr 18, 2016 6:38 am
Race: Mortal Born
Profession: Councillor of Natural Affairs
Renown: 987
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Nir'wei

Items


Nir'wei has acquired a large number of magical and non-magical artifacts of significant importance throughout his life.

Artifacts:
Magic Sword: "Tooth"
Valtharn's Unnamed Sword - renamed by Nir'wei: Tooth.

An ugly longsword that, on the surface, has seen considerable use and wear. Ornate designs have been snapped off the guard and hilt, the leather of the handle is worn nearly smooth, and there are scratches along the flat of the blade from battles and swings. Despite its unassuming appearance, the blade retains a keen edge and is very sturdy, practical, and well-balanced. An apt representation of 'battle-hardened'.

The weapon has also been permanently stained with Valtharn's influence. Anyone wielding the blade or cut by its edge will be infected by a unique, potent poison that at mild doses causes headaches, slight disorientation, and feeds negative feelings of anger. At moderate doses, or left without treatment, it causes intense migraines, removes inhibitions, and dulls pain in the rest of the body, making it difficult to distinguish how injured or in danger the individual is. At high doses, or left without treatment, can induce psychosis, making it difficult to distinguish between allies and enemies, and a searing pain in the head. If further left without treatment after a high dose, the individual will eventually black out from pain. The poison is non-fatal, however.

The same effect is inflicted upon the wielder from the moment they touch the handle and will gradually progress the longer they hold it. However, when the blade inflicts damage to another in the form of a cut, the poison is not only held at bay for the wielder, but it actively builds their Resistance, granting +1 additional knowledge in Resistance for each solo where the blade is used to cut others, or +2 in a collaborative thread. When the wielder naturally feels anger or any of the emotions associated with the blade's poison before or during wielding it, the blade itself becomes molten hot to the touch - though it does not change in appearance - thus inflicting more damage. Approved here.
Magic Knife: "Claw" (Exalted)
Presented to Nir'wei by Marshal Lyall, from Raskalarn's Armory, Subjugation - renamed by Nir'wei: Claw.

A black-hilted, slightly jagged and unsightly but sturdy and well-balanced knife, useful as an incredibly close-quarters weapon or as a balance for a second one-handed weapon. Originally used as a training tool for maintaining discipline in the ranks, with more ceremonial than effective battlefield use due to its enchantment, Nir'wei took a liking to this weapon in particular due to its unique enchantment.

From the moment the knife is held, it begins to create a gradually increasing pain in Nir'wei, starting in the palm that grips the handle and gradually spreading up his wrist and arm, before spreading out across his chest and back. As this pain grows to severe levels, he will find the pain manifests itself into physical wounds opening across his body, spreading out from the weapon in much the same way - if he has any wounds already, they will grow worse, splitting wider and cutting deeper into his body than originally inflicted.

To mitigate this effect, one must deal damage with the blade. Wounds inflicted by the weapon's blade will cause lancing, explosive pain to shoot from the site of contact, many times stronger than the pain Nir'wei is currently suffering from - for example, turning a moderate pain into severe and severe into extreme or blinding - causing all injuries currently inflicted upon the recipient to cut deeper, split wider, and grow more severe and intolerable, until it completely incapacitates the opponent. This effect can only work if Nir'wei is currently suffering from either the effects of the blade or injuries sustained in the fight - it feeds directly from his suffering and amplifies it in the recipient.

When the blade inflicts damage to another in the form of a cut, Nir'weis pain is not transferred or reduced, but his pain tolerance is temporarily heightened by the blade and his body becomes more resilient to trauma, allowing him to temporarily withstand more damage inflicted by his enemies or the blade. Earned here. Approved here.
Magic Shortbow: "Eternal Hunt" (Exalted)
Based on the notion of "Survival of the Fittest", this hunting short-bow is of exquisite quality, made for slow draw-times in exchange for higher power. It is imbued with the sentience and personality of a former Champion of Karem who previously wielded it and wishes to serve Karem once more, named Karesh who can communicate with Nir'wei telepathically and is aware of everything that he and his wolves see. The bow does not do more damage than any other, although its quality alone means that it is deadly. However, the true power of the bow is in the fact that it heals Nir'wei and replenishes his energy in complete balance with the amount of damage done by it or the arrows that it fires. Should he deal a fatal blow it will heal him of even life-threatening injuries. It will not resurrect but that is the only limit, and can potentially maintain replenish Nir'wei beyond the need for food, water or sleep as long as he deals a fatal blow every four hours. Earned here. Approved here.
 
Storm Quiver
A quiver that never seems to run out of arrows. The quiver is made from a supple gray leather with silver fittings. The arrows within are a bright pewter hue and are fletched with the indigo feathers of Storm Rocs. These are arrows blessed by Ilaren herself and will produce a moderate electric shock to those that they strike. If Nir hits a limb or non-lethal area, the shock will numb the area it impacts for a single break. Earned here.
Coat of Many Small Animals (Tier 9, Major Enchantment)
An oversized, thick, surprisingly heavy and warm coat that comes down past his knees. Every inch, both inside and out, is filled with pockets - both open and with buttoned flaps, even inside the sleeves and around the back and collar, some quite obvious but many more hidden. These pockets are capable of carrying many small-sized animals (smaller than a cat, for example) safely, with extra room for animal feed and specially coated in oils so that animal mess never clings to it (with proper maintenance).

The coats enchantment makes it "bigger on the inside". It is not a bag of holding, and has a hard limit of 50 creatures at any one time - but as long as creatures are held within his coat, they are fed, warm, their waste is handled, and they are otherwise provided with the necessary conditions they need to be comfortable for as long as they wish to remain there, or until Nir'wei reaches a hand in and scoops them out to serve a purpose. As long as they are within the coat, they will not be damaged even if Nir'wei is, though damage to the pocket they inhabit will damage the creature in question. Earned here.
 
Ascension's Fall
A ring made out of a broken piece of the Ascension, given just enough juice by the Immortal of Conquest to have a limited effect. The ring drains Immortal Ether, making it more difficult for them to use their Domains, though it doesn't affect physical ability, knowledge, or skill. Earned here.
Magic Negation Ring (Tier 2)
A ring with 4 charges per season - each use negates 1 "level" of spell. So, to negate an expert level casting, he has to use three charges, novice uses 1 charge, etc. So in one season he can negate 4 x novice spells or 1 x master spell. Earned here.
Tiara of Raskalarn
A tiara that, when worn, grants Nir'wei two Adored abilities of Raskalarn's mark, Krorros: Commander's Boon and Ignore Pain. Earned here.
Charm of Life Detection (Tier 8, Moderate Enchantment)
A small charm made of old wood, woven into an intricate knot that feels faintly warm to the touch, as if itself is constantly alive. While Nir'wei wears this, the charm will grow suddenly warmer if he comes within 50 feet of any mortal being or animal. It also allows him to sense the general shape and size of the creature (i.e., if the creature is two or four-legged, if it is small or medium sized, etc). Earned here.
Charm of Anonymity (Tier 7, Minor Enchantment)
A small silver charm that hangs from a leather loop, with the appearance of a blank mask. Creates an illusion that shuffles the features of the wielder, changing their jaw line, nose size, eye size, lip size, creating and removing defining features like scars, moles and other things, in just the right ways to disguise their identity. This is slowly, continuously shifting, meaning casual glances just see another random face in the crowd. This gradual shifting will also create an entirely new face every five bits (minutes).

Anyone engaged in conversation with him for more than five bits will see the shifting features and the illusion will be broken for that person. This also has no effect on his clothes. The effect can be switched on and off at will by stroking the inside of the mask with his thumb. Earned here.
Treid's Charm
A charm from Treid. This little trinket is always cold to the touch. Once per trial, closing your hand around it and warming it with your body heat will create an aura of perfect peace within yourself and within the hearts of anyone you can touch, eliminating anyone's desire for violence or retaliation. This peace lasts for one break and can be overcome with exceptional Discipline or Meditation skills. Earned here.
 
Tiny Sculpture
On the 1st Ymiden, 719, Nir'wei finds a tiny little sculpture of himself - at just the size he was. It's always watching him... except, every now and then it points in a different direction! Once a cycle, it leads Nir'wei to an adventure / some other sort of trouble. Often, if he follows it, he will notice that these situations are completely out of his comfort zone. Earned here.
Ring of Knightly Thanks
A golden ring bearing emblem of Rharne (A fist clutching lightning bolts). This ring can be used three times a Cycle to gain favors from the Lightning Knights or the Thunder Priestesses. This can mean having them do something such as forgive a crime or investigate an issue of importance to you. You now have some sway with the government of Rharne. You must only show this ring to an official of either faction and they will know what it means. These request or favors must be reasonable, so use common sense. Repeated over-use of this reward will merit consequences. Earned here.
Wolf's Howl
A wolf shaped whistle granted by Karem that, when blown, lets out an ethereal wolf call. This whistle can be blown once per cycle, and only when the user truly needs help. However, when they blow it, the help they need will come. Earned here.
Friend Stone
A pair of stones given by Saoire that act as portable Gateways. Nir'wei can give one to another person and keep one himself and they'll always be able to visit. Earned here.
Get-a-Clue
This is a ball of yarn that, when one end of it is touched to a location, will leave a "clue" of apparent string visible only to the owner, tracing the route the owner takes, for a distance of up to a mile. the visualized thread is not a physical object that can be obscured, severed or damaged in any physical way. It will seem to extend through doors or panels that might get closed to shut off the character's route. In addition to enabling the owner to retrace their steps, once a season the Get-a-Clue can be activated to teleport the owner back to the starting location. Earned here.
Dragonfly Figurine
This figurine will activate if a structure the character is in is in danger of collapsing; the dragonfly will take flight and guide him or her along the best route to the nearest safe exit. Unless the collapse is very sudden and unforseeable in onset, the figurine will always activate in time, albeit just in time, to give the character the opportunity to escape. If there is not an exit available, the figurine will guide the character to whichever part of the building/tunnel/etc. is least dangerous. Once a season, the character can also activate the figurine to get it to show the nearest safe exit even if a structure is not in danger of collapsing (for example, if the character is merely lost). Earned here.
Breathing Necklace
A necklace of glass beads that can, once a trial, be activated to provide the owner with a bubble of breathable air around his or her head. The bubble will last for half a break. the beads will pulse and flash faintly about five bits before the time is up. And yes, it can be used underwater. Earned here.
Screeching Hound Alarms
Four ornamental doorstop-like figures. Made from what seems to be ice, they are the screeching hound creatures Nir'wei saw. These can be placed at a perimeter or point where they act as an alarm. When there is movement within a 40ft radius of one of them, Nir will hear an alarm. The alarm can only be heard by Nir'wei (and his animals / familiars etc in direct contact with him) 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. Each figure functions independently and may be accessed by different people if he chooses. Earned here.
Pure Water Decanter
A beautiful and very delicate-looking decanter which, once a trial, will create pure, clear water. The decanter is actually very tough and will hold up to four servings. Those who drink this water will have any negative effects from tiredness, tension etc, washed away with the drink. It leaves you feeling refreshed and clear-headed. It does not, however, heal wounds etc and will not combat magical effects. Earned here.
Origami Messenger Bird
A piece of parchment. Twice a season, you may activate this and it folds itself into a small origami bird. You speak to the bird and give it a message - it "records" that message and then flies off to find the person the message is for. The message may be no longer than 30 words (contractions count for the correct number of words) and the bird will take the required amount of time to fly to the recipient. Upon arriving, the bird speaks your message (in your voice) and then flies back. If the recipient is dead or hidden by magical / immortal means - the bird will circle overhead when you summon it and not fly in any direction. Earned here.
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. Earned here.
Healing Grapes
A 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. (10 remain) Earned here.
Favour from Daia
Nir'wei has one favour from her, should he call on her. (Used to save Scorn the Jacadon.) Earned here.
Qylios' Thanks
Qylios will speak with Nir'wei and give him a small bracelet which seems to be originally for a child. She tells him that it was a gift she gave, originally, to her grand-daughter. It will bring light in darkness, she tells him, and it will also allow him to call on her, should he need her. Looking him in the eye, Qylios speaks clearly and calmly. The actions of everyone here saved the island but Bao and Nir'wei saved her grand-daughter, and she is humbled and grateful beyond words for his courage and his strength. (Used to create a link to the Misty Miasma during the Pirate Attacks on Scalvoris.) Earned here.
Packs & Kits:
Traveller's Pack (Starting Package)
  • One Set of Clothing (includes a coat, shirt, pants, undergarments, and a pair of boots. All clothing is standard quality.)
  • One Tent (sized to accommodate one person and their possessions.)
  • One Riding Horse (Malice)
  • One Horse-Pulled Wagon (2ft wide, 3ft long, 2ft deep)
  • 100 Feet of Rope
  • One Tinderbox.
  • Six Torches
  • One Lantern
  • One Bedroll
  • One Compass
  • One Fishing Pole, 30 Hooks.
  • One Blanket
  • Four Rucksacks
  • One Knife
  • One Waterskin
  • One Set of Toiletries
  • Two rags.
  • One Hunter's Pack, includes a Shortbow and 12 arrows.
First Aid Kit
  • Bandages for Casts (3)
  • Tourniquet Set
  • Wooden Splint Braces (6)
  • Cloth Bandage Strips (Bundle of 15)
  • Bandage Hooks (12)
  • Jar of Sealing Jelly
  • Folding Burner/Brazier Assembly
  • Boiling Pot
  • Vial of Burner Fuel (lamp oil)
  • Cauterizing Iron (5 tip sizes)
  • Needle Set (Curved and Straight)
  • 50' Spool of Thread
  • Precision Tweezers
  • Precision Scissors
  • Large Vial of Antiseptic Alcohol
  • Sponges
  • Sling
Herbalist Kit
  • Hand Shovel (small and large)
  • Hand Spade (small and large)
  • Box-Framed Sieve
  • Reinforced Cloth Gloves
  • Wrap-Around Goggles
  • Kneepads
  • Hand Hoe
  • Handsaw
  • Hand Soil Loosening Tool
  • Long-Handled Shears
  • Tool Belt
  • Pump Spray Bottle
  • Pruning Shears
  • Root Digger
  • Collection Pouch
Fisherman Kit
  • Common Pole (Treated wood for flex and strength, crank lock reel fairly reliable.)
  • Small Fishing Net
  • Trap box (Screened to allow water flow but keep caught fish inside.)
  • Tackle Box (Reinforced treated wood, with numerous fold-out compartments.)
  • Hooks of Various Sizes (20)
  • Common Fishing Line (50ft)
  • Lead Weights (20)
  • Various Spinning Lures (10)
  • Pre-made Leader Clips (20)
  • Pouch of Dried Tadpoles
  • Worm Shovel
  • Jar of Fish Eggs
Falconry Kit (Superior Quality)
  • Aba (A cloth wrap that immobilizes a bird to calm her or hold her for examination.)
  • Anklets (The leather straps which go around the bird's leg. Several things attach to them.)
  • Bewit (A small leather strip which ties light hardware to the bird's leg.)
  • Braces Straps on the hood which quickly open and close it.)
  • Brail (A leather thong used to restrain one wing on a bird.)
  • Cadge (largely open frame w/leash loops for carrying several birds at once.)
  • Chaps (Leg protectors for a bird, primarily used when hunting prey that bites.)
  • Creance (A long line or cord of 10 - 50 yds., attached to the bird while training.)
  • Creance Spooler (Spring-loaded winder to "give" when bird reaches end of creance length.)
  • Gauntlet (The classic falconer's glove.)
  • Hawk Box (Fully enclosed or small windowed carrying case for bird.)
  • Hood (The "head cap" which blocks outside stimuli from exciting the bird.)
  • Jess (Leather strips which go through the anklets so the falconer can hold the bird or attach the leash.)
  • Jess Extender (Same idea as a fishing leader, but for quick attachments to jesses. Incorporates swivel.)
  • Leash (Line for long-term stationary perching.)
  • Mangalah (Option to the gauntlet - just a thick, wide cuff, not a full glove.)
  • Perch (Obvious; can be anything from a padded stick to an elaborate showpiece.)
  • Swivel (Metal clip that allows connected jesses or leashes to spin free without tangling.)
  • Tail Guard (Sheath of lightweight material to slide over and protect tail feathers.)
  • Message Tube (for small strips of paper with brief messages.)
Animal Care Kit (Horse) (Self-made)
  • Large Horse Blanket
  • Wooden Carry Case
  • Hoof Knife
  • Hoof Pick
  • Hoof Rasp
  • Hoof Nippers
  • Hoof Scrapper
  • Saddle
  • Bit
  • Leather Bridle
  • Leather Reins
  • Halter
  • Body Brush
  • Dandy Brush
  • Mane and Tail Comb
Faith Care Package
  • 1x knitted thick wool hat. (no bobble!)
  • 1x knitted thick wool cardigan.
  • 1 x knitted thick wool scarf.
  • 1 x pair of gloves - two layers to them, underneath is a knitted thermal fingerless glove, above which is a full glove. The top layer can be peeled off if small or detailed work needs to be done.
  • 2x pair of thick socks. (all the above made at master level skill)
  • 2 x pots of home made jam.
  • 1 x selection of home made biscuits/cakes/jam tarts. (made at legendary level skill)
Camping & Travel:

2 x Large Saddle Bags
3 x Large Waterproof Heavy Canvas Bag w/ Straps

Weapons:

Mastercrafted Shortbow
Mastercrafted Longbow
Mastercrafted Hand Axe
Mastercrafted Dagger
Mastercrafted Longsword

Prized Possession:

Meditation Balls. A set of painted hollow wooden balls with small metal chimes on the inside, showing two dragons circling one-another. Often used in meditative practices - a small trinket of little worth given to Nir'wei at a young age. These were actually one of the few possessions left behind by Nir'weis father after his disappearance, although he's never been told this.
 
 
Wealth Ledger

 
GN Ledger
ItemDebitCreditTotal
Starting Pack +25 GN 25 GN
4 mugs of ale - 4 SN 24 GN, 6 SN
Wages of Ashan 716 + 123 GN 147 GN, 6 SN
Living Cost of Ashan 716 - 7 GN 5 SN 140 GN 1 SN
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Wages of Ymiden 716 + 664 GN 804 GN 1 SN
Living Cost of Ymiden 716 - 33 GN 2 SN 770 GN 9 SN
Ymiden Rynmere Tax - 26 GN 6 SN 744 GN 3 SN
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Wages of Saun 716 + 320 GN 1064 GN 3 SN
Living Cost of Saun 716 - 20 GN 1044 GN 3 SN
Saun Rynmere Tax - 16 GN 1028 GN 3 SN
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Mastercrafted Dagger - 24 GN 1004 GN 3 SN
Mastercrafted Short Bow - 80 GN 924 GN 3 SN
Mastercrafted Hand Axe - 120 GN 804 GN 3 SN
First Aid Kit - 22 GN 782 GN 3 SN
Herbalist Kit - 45 GN 737 GN 3 SN
Fishermans Kit - 35 GN 702 GN 3 SN
Superior Falconry Kit - 70 GN 632 GN 3 SN
Canteen - 5 GN 627 GN 3 SN
3 x Large Waterproof Heavy Canvas Bag w/ Straps 5 GN 4 SN 621 GN 9 SN
2 x Large Saddle Bags - 24 GN 597 GN 9 SN
Large Horse Blanket - 20 GN 577 GN 9 SN
Wooden Carry Case - 15 GN 562 GN 9 SN
Hoof Knife - 4 GN 558 GN 9 SN
Hoof Pick - 6 GN 552 GN 9 SN
Hoof Rasp - 10 GN 542 GN 9 SN
Hoof Nippers - 12 GN 530 GN 9 SN
Hoof Scrapper - 7 GN 523 GN 9 SN
Saddle - 25 GN 498 GN 9 SN
Bit - 4 GN 494 GN 9 SN
Leather Bridle - 15 GN 479 GN 9 SN
Leather Reins - 8 GN 471 GN 9 SN
Halter - 6 GN 465 GN 9 SN
Body Brush - 5 GN 460 GN 9 SN
Dandy Brush - 4 GN 456 GN 9 SN
Mane and Tail Comb - 1 GN 455 GN 9 SN
Large Dog - 75 GN 380 GN 9 SN
NPC Upkeep - 10 GN 370 GN 9 SN
Wages of Vhalar 716 + 1353 GN 1723 GN 9 SN
Living Cost of Vhalar 716 - 135 GN 5 SN 1588 GN 4 SN
Vhalar Rynmere Tax - 54 GN 2 SN 1534 GN 2 SN
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1 Acre (Outside City) - 800 GN 734 GN 2 SN
Wages of Zi'da 716 + 1302 GN Pending Approval!
Living Cost of Zi'da 716 - 130 GN 2 SN Pending Approval!
Zi'da Rynmere Tax - 52 GN 1 SN Pending Approval!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Wages of Cylus 717 + 0 Missed
Living Cost of Cylus 717 - 0 Missed
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Wages of Ashan 717 + 0 Missed
Living Cost of Ashan 717 - 0 Missed
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Wages of Ymiden 717 + 0 Missed
Living Cost of Ymiden 717 - 0 Missed
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Wages of Saun 717 + 566 GN 1300 GN 2 SN
Living Cost of Saun 717 - 56 GN 6 SN 1243 GN 6 SN
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Mastercrafted Long Bow - 120 GN 1123 GN 6 SN
Mastercrafted Longsword - 200 GN 923 GN 6 SN
Wages of Vhalar 717 + ??? 923 GN 6 SN
Living Cost of Vhalar 717 - ??? GN 923 GN 6 SN
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Wages of Zi'da 717 + ??? 923 GN 6 SN
Living Cost of Zi'da 717 - ??? GN 923 GN 6 SN
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Wages of Cylus 718 + ??? 923 GN 6 SN
Living Cost of Cylus 718 - ??? GN 923 GN 6 SN
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Wages of Ashan 718 + ??? 923 GN 6 SN
Living Cost of Ashan 718 - ??? GN 923 GN 6 SN
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Wages of Ymiden 718 + ??? 923 GN 6 SN
Living Cost of Ymiden 718 - ??? GN 923 GN 6 SN
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Wages of Saun 718 + ??? 923 GN 6 SN
Living Cost of Saun 718 - ??? GN 923 GN 6 SN
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Wages of Vhalar 718 + ??? 923 GN 6 SN
Living Cost of Vhalar 718 - ??? GN 923 GN 6 SN
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Wages of Zi'da 718 + ??? 923 GN 6 SN
Living Cost of Zi'da 718 - ??? GN 923 GN 6 SN
Total Currency: 0 ON, 923 GN, 6 SN, 0 CN
Wealth Ledger
Current Wealth Tier: 5
Current Wealth Points: 73
Current Wealth Points Earning: 12 x Season.
Grandfathering In: Here.
 
 
 
Last edited by Nir'wei on Fri Oct 25, 2024 12:35 pm, edited 117 times in total. word count: 4263
We return to where we started, and pass onwards into history.
User avatar
Nir'wei
Approved Character
Posts: 1050
Joined: Mon Apr 18, 2016 6:38 am
Race: Mortal Born
Profession: Councillor of Natural Affairs
Renown: 987
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Wealth Tier: Tier 5

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Nir'wei

Warden of Lake Lovalus

Rank: Keeper
Wardens Points: 89
Warden Abilities:
(0) Flameborn's Bane
You are all now fairly resistant to the fire of a Flameborn and you are capable of injuring them with your weapons. The power within you will grant you a burst of endurance and strength when in the presence of one of these creatures. This ability will also apply somewhat to any servant of Faldrun, you will be some more resistant to their flames and will be given a cool burst of endurance when combating them.
(20) Brightgleam Oasis
It is in the purview of the Induk of Lake Lovalus to call water and life into existence anywhere. Once per trial a Warden may summon forth a magically infused spring that will eventually form a small pool over the next five bits. The water that is summoned has healing abilities and will slowly heal anyone touched with it’s water while in a fifty foot proximity to the spring. The water will have a faint turquoise glow and will rapidly heal flesh wounds that are soaked or doused in the water within five bits. This water can also be weaponized as weapons dipped in it will be highly effective against Flameborn and any other servants of Faldrun. Arrows will sink deeper, and blades or bludgeons touched by the Brightgleam waters will burn and scald opponents that are cut or hammered by them. The Oasis can also be planted and used like a trap to lure enemies of Faldrun into, this will cause intense scalding pain and will weaken them.
(40) Font of Life
Brightgleam Oasis may now be enhanced by the Warden by placing a drop of their own blood within it. When this is done the Oasis will expand over the next trial into a pool that is a couple feet deep and that will begin growing plants and trees around it. The healing effect of the waters will vanish once the blood is added and instead will cause the growth of plant-life nearby allowing a Warden to slowly transform a dry and lifeless area into a beautiful oasis over the course of the next thirty trials. This ability is used to restore land that has been harmed by the forces of destruction. Font of Life may be used once a trial.
(60) Spiritborn Armour
Due to the bonding between the Warden and their Diri via the Heart of Lovalus, the Diri now gains useful ability of growing and shape-shifting into a suit of armor for their bonded. The Warden can still hear and speak with their Diri but they will become a suit of armor that is almost a second skin across the Warden’s entire body. The Armor will appear like plate mail that is crafted from raw spiritual ephemera often possessing icy embellishes around the helm and shoulders depending on the tastes of the Warden. It will possess the strength to dull physical strikes and reduce the effect of magical attacks by half, making the Warden far more resilient in combat. After five bits the Spiritborn Armor will begin to crack if continually attacked. The Warden may take cover for another five bits in order to give the Diri time to regenerate its strength. This will allow the armor to continue functioning for another five bits before requiring time to recharge. If continually attacked for over five bits the armor will begin to fracture before shattering. If this happens the Diri will go silent, unable to be contacted for at least three trials. During this time the Warden will have a great deal of difficulty using their abilities, some may even be impossible to use. During these three trials the Diri is healing and recouping its strength. The Spiritborn Armor may be dismissed at any time prior to it breaking and the Diri will take their original form. It takes one bit for the Diri to transform into the Armor.
(80) Spiritborn Weapon
The bond with between the Warden and the Diri have now become seamless. The Diri can now physically shift into any weapon that the Warden needs or desires. This weapon will behave as if it is made of masterwork material, blades will seem as if made of adamantite as they will cut cleaner and sharper than steel. Bows, arrows, and the like will be equipped with an endless supply of equally sharp arrows that appear out of thin air. These projectiles seem to be made of spiritual energy. Bludgeoning weapons will also feel light as feathers but hit opponents like they are made of solid metal. One weapon may be summoned at any given time and any of these weapons will seem to cause an additional searing pain to those struck by them that are enemies of the Warden. If dropped the weapon will vanish into thin air and the Diri will reappear in their normal form. They can transform into a new weapon once ten trills have passed. The Warden must hold out their open hand in order to summon the weapon. You may use Spiritborn Armor and Spiritborn Weapon at the same time as the Diri is still connected to the body of the Warden the entire time.
 
Cyshe

Diri of the Lovalus Lake Wardens

Image
 
Earned here
Approval here
 
Made entirely out of water, she often takes on entirely abstract shapes, including different animals and expressions to suit her desires and situation, and her confessed "true" form is little more than a floating sphere of water with rings of droplets hanging around the perimeter. She also regularly changes her colours, which range from an algae-hinted green and muddy brown to a vibrant blue with hints of purple. However, her preferred form is that of a stumpy four-legged creature somewhat similar to a dragon lacking wings, with two dew-drop antennae hanging from the front of her head and a long whip-like tail ending in a leaf-shaped tip.

Cyshe is about as close to a kindred spirit with Nir'wei as one can probably find. She is soft and kind-hearted that relishes every opportunity to admire the beauty of the natural world and all life in it. Quick to help and admittedly slow to hurt, she radiates a natural calm and peace, like the still water she technically is, and despite her youthful sound and outward appearance, there is a hidden wisdom to her words that hints at a true mentor, though she strongly believes that good Wardens are not made through training - they always were, and just need time to discover and accept their true selves.
 
 
Fire-Forged of Faldrass

Rank: Principales
Forged Points: 0
Forged Abilities:
(0) Reforged
Forged are not named as they are for no reason. By accepting an Induk's deal their body is filled with his power and tempered by it, making it tougher than it was before. A Forged will find that their skin is like a leather armour and their bones like iron rods, making them more resistant to blunt physical damage.
Fire-Forged Abilities:
(0) Blazing Heart
The inner fire of Faldrass dwells within the heart of each and every Fireforged. It regulates their body temperature, keeping them comfortably warm even when in the freezing caves of Ishallr or the blazing heat of Faldrass volcano. The extremes of heat and cold will no longer have any effect upon the Fireforged. (Note: this does not protect them from damage inflicted by fire, ice or lava. It only makes them unaffected by the ambient temperature of whatever location they are in.)
 
Gaddwin

Diri of the Faldrass Fireforged Wardens

Image
 
Earned here
Approval here
 
Using flames to give off a soft, fluffy appearance, Gaddwin appears as an orange-and-red-hued bird, with a shape similar to that of a wren or sparrow. Its notable features include a feathered ruff around its chest and neck, a crest at the top of its head, and three distinct feathers that stick out from its tail, narrow at the base and fluffed at the tip. Its appearance is often accompanied by the brief flare of harmless spiritual flames, and at various times it chooses to produce small wisps of floating flame in order to convey emotions or create images when words do not suffice. Though as a spirit, he does not need to, Gaddwin most commonly flies when appearing - and is fully capable of hovering on the spot and even flying backwards when the need suits him.

Gaddwin is fiercely independent, strong-willed and confident. He naturally attempts to take control of any situation, even when they do not involve him, and while he is slow to admit failure and utterly unable to accept defeat, beneath that unshakeable shell he is surprisingly mature, able to learn from the errors of the past and take criticism without personal insult. His presence seeks to inspire confidence in those around him and his unwavering spirit is that of a roaring flame that lights the darkness for his allies and blinds his enemies under its glare. This, he believes, is the mark of a true Warden; one that is not just a power for good in themselves, but one that is capable of creating and cultivating others, to carry on the torch and propagate the world until there is no corner left for the darkness to fester any more. 
 
 
Last edited by Nir'wei on Wed Jul 03, 2024 2:23 am, edited 73 times in total. word count: 1586
We return to where we started, and pass onwards into history.
User avatar
Nir'wei
Approved Character
Posts: 1050
Joined: Mon Apr 18, 2016 6:38 am
Race: Mortal Born
Profession: Councillor of Natural Affairs
Renown: 987
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Templates
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Wealth Tier: Tier 5

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Nir'wei

Archailist

Category One Osẹ-bori Familiar
 
Image
 
The first spirit that ever became bound to Nir'wei is the other half of his soul, which calls himself Archailist, or Arch for short. He appears as a small chubby red-and-brown-furred squirrel with pale milky-white eyes, oddly suggesting that there is some kind of tarnishment on his soul, although neither Nir'wei nor Archailist knows what this could be referring to. He is an old being that has embraced senility; the squirrel-like appearance resembles the energy he once had, though in modern times he appears grim and only manifests to point out flaws in thinking or plans, occasionally offer snide remarks and quips with a complete disregard for the severity of the situation.

For the most part Archailist gets along well with the other spirits, holding a stiff respect for Greyhide and his unwavering devotion to Nir'weis safety. He and Cyshe however are frequently at odds, with the two clashing head-on due to their very different places in the world.
Sev'ryn Bond Story: The First Step.
The First Step

The first dream was the most jarring. Nir'wei had been drifting through blank unconsciousness - a dreamless, thoughtless sleep that he'd passed through many times before. Then, abruptly, he jolted as though something sharp had pushed through his skin, but he didn't wake. Instead of the ceiling of his aunt's makeshift hut somewhere near the edge of one of the fields of Desnind, a milky-white sky without a sun or moon hung overhead when he opened both eyes. There were no trees on the horizon and no grass under his feet. All around there was only stone, carved and chipped and weathered, turned into a great box that surrounded him on all sides, constricting him, making it hard to even breathe. Then a shadow fluttered overhead. Nir'wei looked up, coming face-to-face with a small squirrel balanced on the edge of one of the walls, peering over with curious dark-brown eyes.

It didn't say anything, but two words suddenly came to his head, said only once but constantly revolving in his head as images rapidly flashed before his eyes, of castles and village houses and knights and nobles, forests and fields, ships and dragons. The pictures were too fast to focus on, cascading down over his head, drowning him with a loud, heavy rushing in his ears that was near-deafening. Somehow, through the intense sensations, one simple command echoed back through his head, suddenly causing his head to snap back. "Find me."

Nir'wei awoke in a cold sweat, shivering, with his aunt draping an animal pelt over his naked shoulders. "What's wrong?" Her face showed concern. "Did you dream of your mother again?" The memories brought a lump to his throat but the boy swallowed it and shook his head mutely, still struggling to catch his breath.

Instead, he spoke of his dream. Of a squirrel, high on stone walls, surrounded by nobles. Unnervingly, his aunt's face only seemed to become more grave as she nodded along to his words, eventually turning away and staring at a wall for several long minutes, as she was prone to doing at the most inappropriate of times. She hung there just long enough to make the boy think of asking what she thought, before she cut off the words still in his mouth. "It's time," she said reluctantly, as if she was forcing the words. "Your familiar has called and it cannot be ignored. If.. if only your mother was here to guide you," she mumbled with a sniffle, wiping her nose with the back of one hand and drying her eyes quickly. "D-Doesn't matter. You'll do her proud."

The next days were spent preparing and learning. Everyone had some wisdom to part, no matter how small or inconsequential. Supplies were gathered for the journey and packed into bags, food and water wrapped in neat little bundles, little farewell gifts and well-wishes. By far, the best advice was from his father's half-brother just as he was passing through the Itọju. The brash man clapped one arm around Nir'weis shoulders and leaned down, whispering, "Don't be afraid.. and head north." That was the last time he saw his home city, or any of his remaining family. Nobody would accompany him, his only guide would be a squirrel and there was no telling when he would return home again.. or what he would be like, when he did.

There was only one way to head north. Nir'wei caught a boat to Strosdyn, where he struggled for answers on the city his dreams had spoken of. Nobody could even understand the words that came from his mouth. Struggling at the very first hurdle of this seemingly-impossible quest, another vision came during his dreams that night, speaking of a port city where men and women walked on one leg. A few days later, a boat left for Ivorian with half-human, half-snake fisherman on board.. as well as Nir'wei.

The city was beautiful. Rharne, even more so, as he continued north, pressed and pushed by every night as his dreams were almost haunted by the squirrel and its cryptic messages. The young boy was close, though. Rharne's bustling city, filled with drunk revellers all too eager to regail anyone within earshot of their journeys, finally gave Nir'wei all he needed to know. His final destination was an island even further north, practically on the other end of the ocean.. and as far away from his homeland as it was likely possible to reach. The Kingdom of Rynmere. Why this land had been chosen, the boy would never truly understand, but all that mattered was that soon he would finish what his mother had never started.

From the bow of the fishing boat he'd caught a ride with in exchange for what little manual labour he could offer, the castle-city looked even bigger and more grandiose than his dreams. Despite the glaring lack of trees or other natural life amongst all the pale grey stone keeps, its sheer stature was jaw-dropping for a Sev'ryn that had spent all of his years under the gentle shade of trees, running through fields of grass and skipping over narrow streams of forestland with nary an occasional boulder to climb, let alone... this. Basking in its size almost white-washed the fact that it just meant he'd have even more to root through in search of his spirit animal. Even worse, he would have to do it without any further guidance.. because, for the first time since his quest had begun, his dreams did not include the squirrel. At first, he thought nothing of it; the hardest part of his quest was finished now. All that was left, was to find his familiar, wherever it was.

A season passed, with no success. Another followed, and a third after that. Still, no dreams.. still no guidance. It felt as though, to Nir'wei, he would never find the squirrel - he didn't even know where to look any more. He almost stopped looking completely half-way through the third season. Nothing felt different.. Moseke was still as beautiful as ever and he was happier than ever to just be alive at all. That in mind, he cut work for the day and instead took a break travelling out to one of the surrounding regions: Burhan. In some parts of the dense woodlands, it almost felt like he was back in Desnind. "It almost feels like home," the young boy said to himself quietly as his feet carried him deeper into the forests, down unfamiliar paths.

Unwittingly, he'd followed a river upstream and back to a powerful waterfall guarded by thick-trunked Redwoods. Occasionally a large log tipped over the edge of the thick stone high above, toppling down into the grooves below and splashing back into the rushing water's full force.. and the calls of men further upstream felling more trees for the carpenters would echo down in muffled yells.. but otherwise, it seemed as secluded a place as he would find. Just being there, next to wrathful cascade of water, bordered by blooming plants and trees the likes of which he would likely never see again after returning to Desnind, brought some kind of deep calm and gaiety. It compelled him to sit, but he took it one step further and sprawled over the damp moss at the edge of the water, arms and legs spread like an incredibly-content starfish.

For what had felt like arcs but was probably longer, ever since the first dream, Nir'weis mind had been clouded with doubts. After all, his mother had failed in her journey. Not even the combined efforts of everyone he knew and loved, as well as many he'd never met before in his life, could stem the pain that it had brought her. What if he failed? What if he never found his familiar, never bonded.. what if he simply died along the way? All questions without answers, frightening thoughts, nightmares and worse that plagued every hour of his days, gnawing like tiny dark monsters with many teeth. For the first time, though, all those things seemed to wash away. Maybe it was the water, or the warm air, or the sounds of wildlife chirping in the trees above.. but time seemed to blur and melt in its presence. He might have been sleeping, or meditating, or a little bit of both, because he couldn't remember exactly when he closed his eyes. When he did, though, there was a squirrel stood on one of the smooth rocks beside the waterfall. Unthinkingly, Nir'wei smiled and slowly reached a hand out, beckoning it closer. There was a pause, but he didn't pull back. Then the tiny brown-furred creature hopped forwards a few steps, cautiously, then crawled onto the back of his outstretched hand and settled there.

Funnily enough, there was no bright flash of light, no sparks of fire, no cool chill, as he'd heard happened so much from the others. An intense calm washed down over all of his muscles, as if a part of his body he'd never knew was lost, had suddenly been restored. Nir'weis smile widened a fraction and he looked down with half-lidded eyes into the squirrel's milky-white gaze. "There's much to do," it said.

"Later," Nir'wei replied, "later." It almost floated across his mind, in an afterthought: the running waterfall nearby felt exactly like the first dream. All those images, pictures, flowing like water.. the rushing noises. The answer, for all this time, had always been staring him in the face. He'd just not acted on it until he listened to his uncle's words.
 
Current Abilities
 
Telepathy (Meditation: Novice): All Osẹ-bori and their bonded are capable of communicating with each other upon the initiation of the bond through telepathy. As the bond grows, the distance of their communicating abilities grows. Initially, the bonded can only communicate in close proximity. Through In Character progression and development of the bond, this distance can increase substantially until the telepathic bond can be through buildings and several blocks over where the bonded are not even in sight of one another.

Connection (Meditation: Competent): Shortly after the initiation of the bond, the Sev’ryn or half-Sev’ryn can meld their soul with their Osẹ-bori for special adventures. This requires deep concentration and a safe place to keep the person’s body while they are having their out-of-body experience. The combined Sev’ryn soul and the Osẹ-bori will cause the familiar to take on the physical appearance of their spirit form. The Osẹ-bori and its bonded will then be able to run freely as an animal through Idalos. The Sev’ryn or half-Sev’ryn will have the luxury of understanding what an animal feels through a Connection; however, with each gift comes danger. If the body were to be destroyed while the person is having a Connection, the soul will be unable to return to the physical world. Eventually it will wither away and die, untied to Idalos through normal means.

Telekinesis (Meditation: Expert): An Osẹ-bori can eventually develop the ability to have an effect on the physical world. Basic effects may be brushing against someone that is not their bonded or creating a sound that is audible in the mortal world. Advanced effects can include jumping onto or alongside another person causing enough wind to make them stumble or fall. Many will think that this is a trick of nature and blame their surroundings before coming to terms that a spirit is playing with them. Only the bonded will understand their Osẹ-bori’s shenanigans.
 
Greyhide

Velduris Alpha Wolf
 
Image
 
Earned here.
 
Greyhide is a grey wolf with piercing blue eyes and intelligence far above that of an ordinary wolf, due to the fact that he was born a human and willingly transformed into a wolf by Karem. He is naturally very protective of Nir'wei and shares a deep emotional bond forged over arcs of living together and supporting one-another through their struggles. He also seems to have a particularly protective bond with Jasper, sharing his food with the otter and curling up with him late at night. Greyhide has also become Nir'weis spirit companion via Nir'weis Velduris bond, giving Greyhide the ability to communicate with Nir'wei mentally, as well as turn into an intangible spirit at will. He is currently ranked as a Velduris omega wolf, making him slightly larger than ordinary wolves and with no significant authority beyond Nir'weis menagerie. He can tell when someone else has been marked by Karem and will always be able to find others who bear Velduris.
 
Originating in Rynmere, he was born a human, but after being initiated into Becoming, he was used by his mentor and subsequently betrayed when his mentor stole his human totem and destroyed it, trapping him in the body of a wolf forever. Attempting to return to Andaris and either find help or seek revenge, he was captured by farmers on the outskirts who wanted to skin him and sell his pelt, but Nir'wei stepped in, seeing a trapped and frightened creature in need of help, and bought him off them. Greyhide immediately became his hunting companion and later his close friend, protecting him and caring for him long into his succumb to Brain Rot, until the daughter of Karem, Kura Wolfsdotter, visited Nir'wei and revealed that Greyhide was not a true wolf and lacked the ability to talk with other wolves. Later, when Karem herself arrived before him, Karem offered Greyhide the option of becoming a trueborn wolf, which Greyhide accepted, transforming him into what he is today, as well as binding him to Nir'wei through his Velduris mark.
 
Current Buffs
 
Dire Evolution - Significant and noticeable increase to size, significant increase to strength and durability.
Alpha Evolution - Significant increase to strength, speed, endurance and intelligence.
Heart of the Pack - Fights twice and hard and twice as effectively when in the presence of Cold, Myrth, Squeak, Vabina and Traveller.
 
Cold

Velduris Beta Wolf
  
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Earned here.
 
Cold is a pale wolf with a large glowing scar across the left half of his chest. The failed experiment of an old necromancer, he was abandoned inside a cave in Faldrass, Scalvoris, and left to die following multiple unknown medical procedures, including one that attempted to fit him with a well, leaving cracked shards permanently embedded in his chest. They do not function and serve no purpose, but also do not harm him and cannot be removed. After the cruelty he suffered at the hands of humans, Cold is immediately hostile to them, and while continued contact with humans in both large groups and on a one-to-one basis with Nir'wei has softened that immediate hostility, he remains constantly suspicious of them. His fur is a ghostly near-white, his eyes are dull and though a steady diet and treatment regime has begun to slowly cure the wolf of his malnutrition, he still presents a thin and frail physique. The wolf is best described as surly and angry, much like Malice, but with a deeply protective nature still deep inside that stems from a wish to never let anyone else be put through the same heartache that he faced. It is for this reason that he spends a large amount of time with Myrth, seeing her as a better life-companion than Greyhide.
 
Current Buffs
 
Dire Evolution - Significant and noticeable increase to size, significant increase to strength and durability.
Alpha Evolution - Significant increase to strength, speed, endurance and intelligence.
Heart of the Pack - Fights twice and hard and twice as effectively when in the presence of Greyhide, Myrth, Squeak, Vabina and Traveller.
 
Myrth

Velduris Beta Wolf
 
Image
 
Earned here.
 
Myrth is a deep brown wolf, found in the forests outside Desnind after his previous owner was killed in mysterious circumstances and Myrth was severely injured, left at the scene and presumed dead. Her previous owner, a devout follower of Moseke, used his last moments to heal Myrth of just enough wounds to keep her alive long enough for Nir'wei to later stumble across her. She has since become a constant companion, one of the more playful and upbeat members of the team and the most friendly to outsiders by far. Though she is more in line with Cyshe's mentality, she has instead gravitated more towards Cold, becoming a frequent tag-team partner in dangerous situations and proving herself worthy of his attention through her surprising level-headedness under serious circumstances. She is very trusting, and despite the times this has proved detrimental, she utterly refuses to deviate towards the more cold and calculating views of Grey and Cold.
 
Current Buffs
 
Dire Evolution - Significant and noticeable increase to size, significant increase to strength and durability.
Alpha Evolution - Significant increase to strength, speed, endurance and intelligence.
Heart of the Pack - Fights twice and hard and twice as effectively when in the presence of Greyhide, Cold, Squeak, Vabina and Traveller.
 
Squeak

Velduris Omega Wolf
 
Image
 
Earned here.
 
Squeak (full name Pipsqueak) is a young brown wolf, by far the youngest member of the team since he was discovered as almost a pup. He was abandoned by his original pack in the Stormwastes and left to starve until Nir'wei rescued him from a cave while on an expedition. While suffering from a rough upbringing, he is still very childish and immature at heart, enjoying annoying the others in the pack to no end, however he has eventually seen a surrogate father figure in Cold, who claims to regard the young one with cold indifference, but can always be seen hovering around him. Over time he has been forced to mature somewhat, especially during the events of the Rynmere Boat Massacre, and now turns inward more often to reflect on his attitude. Despite his occasionally rowdy and inappropriate behaviour, it is practically universal knowledge that the rest of the team, Nir'wei included, hold a special soft spot for Squeak.
 
Current Buffs
 
Dire Evolution - Significant and noticeable increase to size, significant increase to strength and durability.
Alpha Evolution - Significant increase to strength, speed, endurance and intelligence.
Heart of the Pack - Fights twice and hard and twice as effectively when in the presence of Greyhide, Cold, Myrth, Vabina and Traveller.
Castile

Velduris Omega Wolf
 
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Castile is a dark black wolf taken into Nir'weis care after a battle with a fellow Sev'ryn wilderness explorer that was troubling the nearby villages of Scalvoris, by the name of Argua. She was originally Argua's companion, but after being injured in the fight and losing her master, she was eventually convinced to follow Nir'wei instead, and later became bound to him through the Velduris Mark as a Velduris Wolf. Having spent most of her natural life as a lone wolf, she has an impulsive and reckless manner, and is driven by the deep-seated beliefs she shared with Argua, that civilisation and conformity make humans weak and passive creatures, and that only those that survive through their own power and merits, not those of their fellow men, are worthy of survival. As such, she has a deep-seated dislike for many humans and especially towns or cities. As part of Nir'wei however, she has learned that there is some good in humans as well, and while she does not always respect them, she has come to accept Nir'weis orders through his actions.
 
Current Buffs
 
Dire Evolution - Significant and noticeable increase to size, significant increase to strength and durability.
Alpha Evolution - Significant increase to strength, speed, endurance and intelligence.
Heart of the Pack - Fights twice and hard and twice as effectively when in the presence of Greyhide, Cold, Myrth, Vabina and Traveller.
 
Kin

Velduris Omega Wolf
 
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Kin is the only wolf that came with a name picked out before Nir'wei found her. This is because Kin was known as a wolf that lived on the outskirts of Gunvorton.
Current Buffs
 
Dire Evolution - Significant and noticeable increase to size, significant increase to strength and durability.
Alpha Evolution - Significant increase to strength, speed, endurance and intelligence.
Heart of the Pack - Fights twice and hard and twice as effectively when in the presence of Greyhide, Cold, Myrth, Vabina and Traveller.
Sovar

Velduris Wolf

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Sovar is a Velduris Wolf that agreed to join Nir'wei from Karem's Spectral Forest. Sovar has joined Nir'wei to act as a second conduit for his will, acting as a second-in-command alongside Greyhide, even though he is not bound to Nir'wei through the Velduris Mark.
Current Buffs
 
Dire Evolution - Significant and noticeable increase to size, significant increase to strength and durability.
Alpha Evolution - Significant increase to strength, speed, endurance and intelligence.
Heart of the Pack - Fights twice and hard and twice as effectively when in the presence of Greyhide, Cold, Myrth, Vabina and Traveller.
 
Vabina

Zephyrus Spirit Familiar
 
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Earned here.
  
Vabina is a 5' tall at the shoulder, 800 pound adult Zephyrus that has formed an emotion-bond with Nir'wei, and later a full spirit-bond. She was once the mount of the Thunder Priestess Karliah Strier, who died during the attack on Azurewind Market by an arrow through the chest. Following her death, Nir'wei forged an emotion-bond with Vabina in order to prevent her death from grief, using it instead to channel her rage against the Faldrun cultists responsible. Despite her military discipline and flawless instinctive battle tactics, she still occasionally struggles with the grief of her loss, and while loyal to Nir'wei, is often slightly aloof, preferring to lounge than go about the day just because he wants her to. She is very much a feline in that regard. Since becoming a spirit-animal she has remained almost entirely silent, offering very little communication with the rest of the pack and preferring to keep to herself. She allies herself the most closely with Archailist.
 
Current Buffs
 
Dire Evolution - Significant and noticeable increase to size, significant increase to strength and durability.
Alpha Evolution - Significant increase to strength, speed, endurance and intelligence.
Heart of the Pack - Fights twice and hard and twice as effectively when in the presence of Greyhide, Cold, Myrth, Squeak and Traveller.
Unshakeable - Less affected by averse conditions.
 
Sage

Emean Being - Maluid - Drendrite
 
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Sage is an Emean Being, pulled straight from the depths of the Beyond, the furthest possible reaches of Emea and a place that no living mortal has any right being. It is connected to Nir'wei through a spirit-bond forged during his contact with the Empyrean Gateway, the entrance to the mortal afterlife, which also brought Nir'wei back to life, and elevated Tio Silver to his Immortal status. Though it is not a spirit, it currently retains all abilities of a spirit, including manifesting at will and disappearing to Nir'weis side when un-needed.

Sage does not speak, though has grown to understand Nir'weis will through a mixture of training commands and their imperfect mental link. The Emean communicates through violence, and can be made to understand complex topics through inflicting physical violence upon it, or allowing it to inflict violence upon Nir'wei or others. Nir'wei has also learned that it can also feel the emotions of those around it, as it exists as pure emotional sensation.

Sage also does not have all the things that a physical body should. It appears as a being of pure inky blackness, almost like a swirling ichor, around the size of a cat and with a number of arm-like tendrils sprouting from the top of its head. Though it has many purple eyes on the front of its "face" and white teeth in its "mouth", Sage resembles nothing of an Idalos creature, in that it can completely shift its body into whatever shape it requires or desires, and its organs have very little attachment to their positions, able to be freely moved around its body as though they are only floating within it, and not necessarily attached to it at all.
 
 
 
Last edited by Nir'wei on Wed Jul 03, 2024 2:23 am, edited 42 times in total. word count: 4283
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Nir'wei
Approved Character
Posts: 1050
Joined: Mon Apr 18, 2016 6:38 am
Race: Mortal Born
Profession: Councillor of Natural Affairs
Renown: 987
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Nir'wei

Menagerie


Nir'wei has a wide collection of animals at his disposal, which are classified as his Menagerie.
 
Please note: many of these animals are bound under Nir'weis Unity Mortalborn ability, Coalescence. If these beings are Aligned, they become a part of Nir'weis collective conscious identity, they are permanently connected to Nir'wei through a bond similar to that of a spirit-bond, and have access to all supernatural abilities of the creatures within the Alignment.
 
Please also note: many of these are buffed by Animal Husbandry and Animal Training capstones at all times, the details of which can be found under the Abilities tab.
 
Traveller (Scalv Sohr Khal Mount)
Traveller

Scalv Sohr Khal
 
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Earned here.
 
Traveller is a Scalvoris Sohr Khal; an avian drake with two legs, two wings and two arms ending in humanoid-like hands. He is near fully-grown with a full twenty-five foot wingspan and the strength to easily carry Nir'wei with room for a companion as well. Originally found with a dislocated wing, he has now made a full physical recovery, although he still has attachment issues likely following the death of his first rider, who's corpse was found in a cave in Ishallr, frozen to death after being hypnotised by a relic of unknown origin. He follows Nir'wei constantly, often attempting to push his way into buildings that are too small for him or push his head through any available opening to watch him. Although he is very intelligent as shown by his ability to partially communicate through various sounds and expressions, he often shows a child-like, occasionally even canine-like behaviour pattern. He does have a serious streak and seems to have little trouble killing any creature, including humans, that come between him and his new rider.
 
Current Buffs
 
Dire Evolution - Significant and noticeable increase to size, significant increase to strength and durability.
Alpha Evolution - Significant increase to strength, speed, endurance and intelligence.
Heart of the Pack - Fights twice and hard and twice as effectively when in the presence of Greyhide, Cold, Myrth, Squeak and Vabina.
Unshakeable - Less affected by adverse conditions.
Peace (Legendary Sigh Mount)
Peace

Legendary Sigh Mount

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This blackbird is a master of silence. Even at its large size of four meter wingspan, the features are perfect proportion to minimize friction in the wind and allow the bird to prey at both night and day. Though very difficult to hear and often to see, the bird has successfully been domesticated and ridden. Often it is used for the purposes of entering enemy fortresses and encampments to perform assassinations, sabotage and other forms of tactical espionage. Nir'wei has obtained a special Legendary version of this animal that has unnaturally black and smooth dark feathers, which make it appear more like a black smear when flying even in daylight, and even more difficult to detect in dark and shadowy conditions.
Nox (Scython Mount)
Nox

Scython
  
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Prowling about the Unabor on Western and Eastern Idalos, the Scython is a large cat creature and is often called the King of Unibor. It grows up to 500kg (1102lbs) and is likened to the size of a horse, though due to Nir'weis Animal Husbandry, Nox is considerably larger than even this. Its colouring is mostly reddish with accents of dark brown. Its teeth consist of two large canine and the rest of its teeth are serrated, which are used to tear away large chunks of its prey in order to bleed them to death. They normally hunt in packs, preying mainly on unicorn rhinos. An unusual characteristic of these great predators is that they often horde trophies of their prey in their tree hollow lairs, be it from the horns of the unicorn rhino to the armor and weapons of brave warriors.
  
Current Buffs
 
Dire Evolution - Significant and noticeable increase to size, significant increase to strength and durability.
Alpha Evolution - Significant increase to strength, speed, endurance and intelligence.
Heart of the Pack - Fights twice and hard and twice as effectively when in the presence of Greyhide, Cold, Myrth, Squeak and Vabina.
Unshakeable - Less affected by adverse conditions.
Arle (Hyx Mount)
Arle

Hyx
  
Image
  
The Hyx is a rare, large (ten foot long body length), fox-like animal, reclusive, extremely intelligent and sly. It has been decimated by the introduction of the Immortal’s Spawn and few remain. They often hunt for stave gazelle. They inspire many to write poetry of these sad animals, for it is said that the hyx knows of the slow death of their species. The hyx, is difficult to outsmart and therefore hard to kill. Their intelligence is admired by many races and they are known to develop a complex and rich pact with their owners, often offering themselves as a mount.
 
Current Buffs
 
Dire Evolution - Significant and noticeable increase to size, significant increase to strength and durability.
Alpha Evolution - Significant increase to strength, speed, endurance and intelligence.
Heart of the Pack - Fights twice and hard and twice as effectively when in the presence of Greyhide, Cold, Myrth, Squeak and Vabina.
Unshakeable - Less affected by adverse conditions.
Bachu (Hyx Mount)
Bachu

Hyx
   
Image
  
The Hyx is a rare, large (ten foot long body length), fox-like animal, reclusive, extremely intelligent and sly. It has been decimated by the introduction of the Immortal’s Spawn and few remain. They often hunt for stave gazelle. They inspire many to write poetry of these sad animals, for it is said that the hyx knows of the slow death of their species. The hyx, is difficult to outsmart and therefore hard to kill. Their intelligence is admired by many races and they are known to develop a complex and rich pact with their owners, often offering themselves as a mount.
 
Current Buffs
 
Dire Evolution - Significant and noticeable increase to size, significant increase to strength and durability.
Alpha Evolution - Significant increase to strength, speed, endurance and intelligence.
Heart of the Pack - Fights twice and hard and twice as effectively when in the presence of Greyhide, Cold, Myrth, Squeak and Vabina.
Unshakeable - Less affected by adverse conditions.
Jasper (Otter)
Jasper

Otter
 
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Earned here.
 
Jasper is a common river otter. Playful if shy, Jasper was raised with a family of ferrets and has spent little time around other otters. Though he is a naturally gifted swimmer, he does not take to it regularly or with any great enthusiasm, preferring the dry and warm comforts of Nir'wei or Greyhide, whom he considers to be the equivalent of an older brother. He hunts for his own food occasionally, taking down small rodents and the occasional fish, and always shares these with Nir'wei, bringing him whole fish and large rodents when food supplies drop low, however for the most part Greyhide takes care of the day-to-day hunting schedule. Jasper can most often be found either wrapped around Nir'weis neck like a makeshift scarf or tucked into a specially-sewn pocket in his coat for warmth when he comes with Nir'wei on adventures, although he always prefers to stay at home and curl up on the bed. He fits better into the role as a traditional pet than an actual animal companion like Greyhide or the others, although he is fully trained and domesticated.
Malice (Horse)
Malice

Shire Horse
 
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Gained as the Starting Package.
 
Malice is an impure Shire horse with hints of Clydesdale in his heritage, as shown by his bay coat with patches of white around the legs and face. He stands at seventeen-and-a-half hands tall, with wide shoulders and a body type more fit for drawing carts than riding; he is a heavy horse suited for endurance and stamina with heavy loads as opposed to speed and agility. He is not a gelding, which some say explains his temperament. Extremely hostile to everyone he meets, including Nir'wei himself, Malice more than lives up to his name with his stubborn and violent nature causing him to be labelled as a menace by every stable he's put into. He is unrideable; despite Nir'weis skill in training, Malice refuses to be ridden under any circumstances and although he can be made to pull a cart or wagon, he will still resist constantly, including the equipping of his gear. However, thanks to years of training and constant lessons, Malice no longer attempts to kick or trample Nir'wei on a regular basis, as he does for everyone else that strays close to him, including any of the other members of his menagerie or any of his close friends or family. He bites, spits, snorts and rears, however. Being able to resist the direct commands of a Grandmaster Animal Trainer, Malice has shown himself to be utterly untrainable by any means.
Velduris Wolf Pack (15 Velduris Wolf Pups)
Nir'wei has acquired 15 Velduris Wolf pups, since his seven Velduris Wolf familiars have split into three pairs.

Cold and Myrth have given birth to Aed, Cian, Gwyn, Llyr and Morr.

Castile and Squeak have given birth to Bran, Kech, Oisin, Pwyll and Uthyr.

Sovar and Kin have given birth to Daire, Eithne, Finn, Neas and Taran.
 
 
Last edited by Nir'wei on Wed Jul 03, 2024 2:07 am, edited 29 times in total. word count: 1557
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