Tio Silver

The Immortal of Curses.

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Tio Silver
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Posts: 1274
Joined: Thu Apr 13, 2017 3:04 pm
Race: Immortal
Profession: God of Curses
Renown: 665
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Wealth Tier: Tier 6

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Tio Silver

Renown Ledger



Tio
Item/ ThreadFameTotal
Human Appearance +10 +10
Human in Scalvoris +10 +20
Digging in the Ruins: Fauna +10 +30
Team Fauna: Thread 2 +20 +50
The Fountain of Youth Pt.2 +10 +60
A Lesson in Pickpocketing -3 -57
Glass and Sass +15 +72
Like a Prism +5 +77
A Debt is Due +25 +102
Teach a Fish to Fish +10 +112
Murder Mystery +20 +132
Mixed Messengers +5 +137
Tio's Raging Giant Snake +10 +147
Chrien's Night, Pranksters Delight +10 +157
In This Place of Wrath and Tears +20 +177
The Fortune Teller +20 +197
Swift of Feet, Sharp of Mind +15 +212
Fame-to-Renown Amendment +6 218
At The Base of the Brightest Lighthouse +12 230
Yet the Resolute Never Give In to Darkness +15 245
Fish You Were Here +10 255
High Sea Kidnapping +10 265
End Game +25 290
Looking for Mercy +5 295
Leader of the Pack +5 300
A Hostage Situation +10 310
Something in the sweet(wine) water +15 325
Not So Good In Practice +10 335
Breadcrumbs +15 350
Frozen +15 365
The Caves are Alive with the Sound of Music +5 340
The Maze +15 355
The Maze: Tio +5 360
The Sorrow of Love +10 370
Fading Away +5 375
CitW: The Dead +35 410
The Maze +5 415
The Choice +20 435
The Waiting Place +20 455
Dreams +30 485
Taboo Amendment +40 525
The Curiously Spooky House +5 530
The Fractured Earth +10 540
Balthazar's School of the Elements +5 545
Rock the Necropolis +5 550
Descent to Asphodel +30 580
They Always Return +10 590
A Monster's Match +15 605
The Verge of Connection +10 615
The House Filled with Darkness +10 625
Council Meeting: Rebirth 720 +20 645
The Logging Consortium Heist (2) +20 665
Stealth and Explosions (4) +20 685
Forged in Fire +15 700
Return to Gilgarod: The Sepulchre +5 705
Fire Forged Group A +10 715
Renown Sum Total: 715


Reputation Bonuses
  • Putting the fire in friendly fire. Tio has gained in reputation, especially among the Fire Element Troops. His reputation increase means that he is able to call in support / help from the Fire Element Troops one time. This is a favour, fundamentally, and is a one-time deal. The favour must be run past a Scalvoris prophet but certainly might be nefarious in nature.
  • How'd you make a mosster go 'woof'? Tio has gained a reputation as a bit of a nutter. Someone on the edge, so to speak. Likely to burn down an entire forest, should he feel so inclined. He is able to intimidate up to two people to get information out of them. In OOC terms this means unlocking two "Secrets to Discover" which are scattered around Scalvoris Flora / Fauna / Material or up to two guaranteed leads in the rumours board. This will need, of course, to be discussed with me.
  • Darbyton Derby Champion. While in Darbyton, Tio will find that drinks are given to him for free, women introduce their daughters to him, and that most Darbytonians will smile at him and greet him.
  • Darbyton Rangers. Tio will find Older Darbytonian Rangers will sneer at him and ignore him, while younger ones will praise him.
  • The Book of My Life. Dreamers up and down Idalos remember seeing snippets of Tio's exploits throughout the events of Cassion's game. Many are inspired to write tales of these dreams.
  • Ymiden's Favour. Ymiden owes Tio one favour for his help in resurrecting Auya Trueheart.
  • Pier and Pri's Favour. The Twins owe Tio one favour for his help in resurrecting Auya Trueheart.
Last edited by Tio Silver on Fri Mar 13, 2020 9:01 pm, edited 63 times in total. word count: 612
Fast Facts
Noticeable quirks your character can see when threading with Tio.

Floats

Tio floats in the air, usually just a foot off the ground.

Explodeibur

Tio wears a scary looking gauntlet on his right hand that is clearly magical. It creates explosions.

Mercury

Tio has a masked alter ego who leads The Court of Miracles.

Enchanting Voice

Tio's voice has hypnotic properties.
User avatar
Tio Silver
Wiki Worker
Wiki Worker
Posts: 1274
Joined: Thu Apr 13, 2017 3:04 pm
Race: Immortal
Profession: God of Curses
Renown: 665
Character Sheet
Character Wiki
Plot Notes
Personal Journal
Letters
Point Bank Thread
Wealth Tier: Tier 6

Featured

Contribution

Milestones

RP Medals

Miscellaneous

Events

Tio Silver

Thread List



Thread NameTimestampLocationGraded
First Step Along the Road 26th Vhalar, 716 Scalvoris Yes
Taboo Strikes I 100th Ashan, 717 Scalvoris Yes
Digging in the Ruins: Fauna 20th Ymiden, 717 Scalvoris Yes
Team Fauna: Thread 2 20th Ymiden, 717 Scalvoris Yes
Dirty Deeds Done Cheap 24th Ymiden, 717 Scalvoris Yes
The Fountain of Youth 26th Ymiden, 717 Scalvoris Yes
The Fountain of Youth (Pt. 2) 26th Ymiden, 717 Scalvoris Yes
Taboo Strikes II 40th Ymiden, 717 Scalvoris Yes
Form of the Shark I 69th Ymiden, 717 Scalvoris Yes
Taboo Strikes III 75th Ymiden, 717 Scalvoris Yes
Ready For Anything 82nd Ymiden, 717 Scalvoris Yes
Glass and Sass 1st Saun, 717 Scalvoris Yes
The Shrine of Fei 2nd Saun, 717 Scalvoris Yes
Alchemy; It's a Blast 3rd Saun, 717 Scalvoris Yes
Like a Prism 5th Saun, 717 Scalvoris Yes
Taboo Strikes IV 5th Saun, 717 Scalvoris Yes
Chrien's Night, Pranksters Delight 10th Saun, 717 Scalvoris Yes
Murder Mystery 11th Saun, 717 Scalvoris Yes
Tio's Magical Shiny Marbles 17th Saun, 717 Scalvoris Yes
Explosive Invisible Ink 22nd Saun, 717 Rynmere Yes
Taboo Strikes V 31st Saun, 717 Scalvoris Yes
The Phoenix's Nest 33rd Saun, 717 Scalvoris Yes
Plucking Feathers 36th Saun, 717 Scalvoris Yes
A Lesson In Pickpocketing 1st Vhalar, 717 Scalvoris Yes
What Lies Below 8th Vhalar, 717 Scalvoris Yes
Leader of the Pack 17th Vhalar, 717 Scalvoris Yes
Day of the Exploding Rabbit 24th Vhalar, 717 Scalvoris Yes
Academic Licence? 25th Vhalar, 717 Scalvoris Yes
In This Place of Wrath and Tears 40th Vhalar, 717 Scalvoris Yes
Taboo Strikes VI 50th Vhalar, 717 Scalvoris Yes
Who Seeks the Seekers 64th Vhalar, 717 Scalvoris Yes
Trial by Waterfall 66th Vhalar, 717 Scalvoris Yes
A Few Tangles 71st Vhalar, 717 Scalvoris Yes
Teach A Fish To Fish 78th Vhalar, 717 Scalvoris Yes
A Debt is Due 119th Vhalar, 717 Scalvoris Yes
Mixed Messengers 121st Vhalar, 717 Misty Miasma Yes
The Orb Game 121st Vhalar, 717 Misty Miasma NA
Birth of the Skylance Pirates 12th Zi'da, 717 Scalvoris Yes
Tio's Raging Giant Snake 17th Zi'da, 717 Scalvoris Yes
It Looks Good on Paper 40th Zi'da, 717 Etzos Yes
Not So Good In Practice 40th Zi'da, 717 Etzos Yes
Thick As Thieves 41st Zi'da, 717 Etzos Yes
Hit Me With Your Best Shot 55th Zi'da, 717 Scalvoris Yes
The Fortune Teller 65th Zi'da, 717 Scalvoris Yes
Flight of the Hearty Salmon 75th Zi'da, 717 Scalvoris Yes
Can't You Hear Me Knocking 84th Zi'da, 717 Scalvoris Yes
Swift of Feet, Sharp of Mind 93rd Zi'da, 717 Scalvoris Yes
End Game 1st Cylus, 718 Emea Yes
Stalemate 5th Cylus, 718 Scalvoris Yes
I Need a Break! 9th Cylus, 718 Scalvoris Yes
The Captain's New Clothing 10th Cylus, 718 Scalvoris Yes
At the Base of the Brightest Lighthouse 10th Cylus, 718 Scalvoris Yes
Yet the Resolute Never Give In to Darkness 10th Cylus, 718 Scalvoris Yes
Training Camp 12th Cylus, 718 Scalvoris Yes
Breadcrumbs 13th Cylus, 718 Scalvoris Yes
Frozen 16th Cylus, 718 Scalvoris Yes
Looking for Mercy 17th Cylus, 718 Scalvoris Yes
Into the Fracture 20th Cylus, 718 Scalvoris Yes
Dr Tio Does A Medicine 22nd Cylus, 718 Scalvoris Yes
Here Comes the Boom! 23rd Cylus, 718 Scalvoris Yes
Lesson Number One 30th Cylus, 718 Scalvoris Yes
My Apprentice 1st Ashan, 718 Scalvoris Yes
High Sea Kidnapping 6th Ashan, 718 Scalvoris Yes
Keep Calm and Carry On 12th Ashan, 718 Scalvoris Yes
A Question of Ethics 20th Ashan, 718 Scalvoris Yes
Something in the sweet(wine) water 20th Ashan, 718 Scalvoris Yes
Fish You Were Here 85th Ashan, 718 Scalvoris Yes
Council Meeting: Ymiden 718 1st Ymiden, 718 Scalvoris Yes
A Hostage Situation 2nd Ymiden, 718 Scalvoris Yes
Shake It Off 3rd Ymiden, 718 Scalvoris Yes
Another Man's Treasure 5th Ymiden, 718 Scalvoris Yes
Lead a Bird to Water 40th Ymiden, 718 Scalvoris Yes
Against the Storm 3th Saun, 718 Scalvoris Yes
Building a Better Golem 14th Saun, 718 Scalvoris Yes
High Noon in Saun 18th Saun, 718 Scalvoris Yes
Stones Don't Float, Until They Do 30th Saun, 718 Scalvoris Yes
The Caves are Alive with the Sound of Music 33rd Saun, 718 Scalvoris Yes
The Maze: Tio 1st Vhalar, 718 Scalvoris Yes
House of Flying Tios 8th Vhalar, 718 Scalvoris Yes
Pants on Fire! 13th Zi'da, 718 Scalvoris Yes
Fading Away 13th Zi'da, 718 Scalvoris Yes
Great Minds 57th Zi'da, 718 Scalvoris Yes
They Always Return 70th Zi'da, 718 Scalvoris Yes
Should I Stay Or Should I Go 88th Zi'da, 718 Scalvoris Yes
The Sorrow of Love 90th Zi'da, 718 Scalvoris Yes
The Rotten Apple 92nd Zi'da, 718 Scalvoris Yes
Departure 93rd Zi'da, 718 Scalvoris Yes
Apples and Pears 30th Ashan, 719 Crescent Sea Yes
The Lost 30th Ashan, 719 Emea Yes
Wild Thing 64th Ashan, 719 Yaralon Yes
Another One Bites The Dust 72nd Ashan, 719 Yaralon Yes
Balthazar's School of The Elements 72nd Ashan, 719 Yaralon Yes
Inner Eye 75th Ashan, 719 Yaralon Yes
A Lesson in Burglary 78th Ashan, 719 Yaralon Yes
Tiki Army 81st Ashan, 719 Yaralon Yes
The House That Tio Built 83rd Ashan, 719 Yaralon Yes
Umbrella- ella- ella- eh- eh- eh-... 85th Ashan, 719 Yaralon Yes
The Fractured Earth 100th Ashan, 719 Yaralon Yes
A Crack in the Wall 120th Ashan, 719 Emea Yes
A Crack in the Wall: The Dead 121st Ashan, 719 Emea Yes
The Aftermath 122nd Ashan, 719 Emea Yes
Tio Alone 122nd Ashan, 719 Emea Yes
Too Late For Healing 1st Ymiden, 719 Emea Yes
Rainbow Puzzle 1st Ymiden, 719 Emea Yes
Fixing Things No Longer Broken 1st Ymiden, 719 Emea Yes
Otherworldly Alliances 4th Ymiden, 719 Emea Yes
The Empyrean Gateway 6th Ymiden, 719 Emea Yes
The New Chaos 6th Ymiden, 719 Emea Yes
Descent to Asphodel 8th Ymiden, 719 Emea Yes
The Rot Will Spread (Part 2) NA Scalvoris Yes
Chasing Shadows 31st Ymiden, 719 Yaralon Yes
A Necromancer Walks Into a Bar 32nd Ymiden, 719 Yaralon Yes
Picnic at the Necropolis 33rd Ymiden, 719 Yaralon Yes
Unlikely Allies 33rd Ymiden, 719 Yaralon Yes
Rock the Necropolis 33rd Ymiden, 719 Yaralon Yes
A Beary Good Lesson 40th Ymiden, 719 Yaralon Yes
Book of Ancient History 50th Ymiden, 719 Yaralon Yes
Time and Time Again 60th Ymiden, 719 Yaralon Yes
Ere the Apostate Comes 82nd Ymiden, 719 Melrath Yes
Down The Rabbit Hole 5th Saun, 719 Emea Yes
Something Wicked This Way Comes 90th Vhalar, 719 Desnid Yes
Everybody was Kung Fu Fighting 90th Vhalar, 719 Desnid Yes
Cold as Ice 100th Vhalar, 719 Desnid No
A Monsters Match 3rd Zi'da, 719 Uthradia Yes
Black as Night, Black as Pitch 5th Zi'da, 719 Scalvoris Yes
We're All Going on a Dragon Hunt (1) 9th Zi'da, 719 Scalvoris Yes
We're All Going on a Dragon Hunt (2) 10th Zi'da, 719 Scalvoris Yes
Council Meeting: Rebirth 720 1st Cylus, 720 Scalvoris Yes
The Verge of Connection 7th Cylus, 720 Scalvoris Yes
Don't Curse Me With A Good Time 14th Cylus, 720 Scalvoris Yes
The House Filled with Darkness 1st Ashan, 720 Scalvoris Yes
Pondering Thoughts 2nd Ashan, 720 Scalvoris No
Mirror Mirror 8th Ashan, 720 Scalvoris Yes
Cheaters Never Prosper 11th Ashan, 720 Scalvoris No
The Mountain King 35th Ashan, 720 Scalvoris No
We Can Light Up The Sky 36th Ashan, 720 Scalvoris Yes
Who's Afraid of Elasin Dathlande 99th Ashan, 720 Rharne No
The Logging Consortium Heist (1) 116th Ashan, 720 Scalvoris Yes
The Logging Consortium Heist (2) 118th Ashan, 720 Scalvoris Yes
Forged in Fire 120th Ashan, 720 Scalvoris Yes
Council Meeting: Ymiden 720 1st Ymiden, 720 Scalvoris No
Stealth and Explosions (1) 2nd Ymiden, 720 Scalvoris Yes
Stealth and Explosions (2) 3rd Ymiden, 720 Scalvoris Yes
Tearing Down Roots 3rd Ymiden, 720 Scalvoris No
Stealth and Explosions (3) 5th Ymiden, 720 Scalvoris Yes
Stealth and Explosions (4) 8th Ymiden, 720 Scalvoris Yes
Be Still, My Beating Heart 20th Saun, 720 Scalvoris No
Funeral Pyres 30th Saun, 720 Scalvoris No
Return to Gilgarod: The Sepulchre 35th Ymiden, 720 Emea Yes
Last edited by Tio Silver on Wed Mar 25, 2020 4:33 pm, edited 176 times in total. word count: 1363
Fast Facts
Noticeable quirks your character can see when threading with Tio.

Floats

Tio floats in the air, usually just a foot off the ground.

Explodeibur

Tio wears a scary looking gauntlet on his right hand that is clearly magical. It creates explosions.

Mercury

Tio has a masked alter ego who leads The Court of Miracles.

Enchanting Voice

Tio's voice has hypnotic properties.
User avatar
Tio Silver
Wiki Worker
Wiki Worker
Posts: 1274
Joined: Thu Apr 13, 2017 3:04 pm
Race: Immortal
Profession: God of Curses
Renown: 665
Character Sheet
Character Wiki
Plot Notes
Personal Journal
Letters
Point Bank Thread
Wealth Tier: Tier 6

Featured

Contribution

Milestones

RP Medals

Miscellaneous

Events

Tio Silver





Since becoming an Immortal Tio is no longer able to bear any sparks of magic. He does however retain the knowledge of the spells he was once able to use.
Spellbook
Spellbook

Necromancy

  • Preserve (Freco/Energico)
    The most basic of principles a Necromancer learns, Preserve is the simple cessation of decay in living matter. Necessary for the longevity of thralls, Necromancers can sometimes overlook the importance of this ability. Preserve has a multitude of functions outside the simple maintenance of a thrall. Food can be preserved for a prolonged period in a Necromancer's care, lending them a certain edge while living outside civilization or on long journeys. Similarly, a Necromancer's Preserve ability can guard against other powers that encourage rot, decay, or corrosion. Some headstrong Transmuters realize too late that a skilled necromancer can often guard against their powers, given that deconstruction is such a vital part of the magic. Necromancers are often admired and envied for their ability to defy age. While most consider this to be a practice of turning themselves undead, most necromancers passively preserve the youth in their appearance simply by knowing the magic. While this ability does nothing to actually extend a necromancer's lifespan, it often ensures they will have a youthful air to them up until their last breath.
  • Sap (Adagissimo/Lacrimoso)
    A Necromancer's magic is heavy. Among all the different domain types, Necromancy spells tend to hold the heaviest concentration of ether. Early in a Necromancer's development they learn that their magic is more suited to have others fight for them than to join the fray themselves. While lacking the offensive prowess of Hone or Defiance, a necromancer quickly develops early methods to defend themselves when in peril. Sap is cast when a necromancer releases a miasma of black-tinged ether. The ether clings to whatever living thing it can find, stealing their strength, heat, and energy. This ability grows ever more powerful as a Necromancer progresses. Revealed Liches can sap the fight out of trained Knights in moments, only the most disciplined and powerful able to continue battling. Given that Sap only attaches to the living, some Necromancers choose to use this ability in tandem with their thralls, sapping the fight from their opponents while the undead tear a foe to shreds. A Necromancer is capable of manipulating this miasma within their range. Some have used the dark ether clouds as a means to cover escape. Sap can either be as easy or taxing as the Necromancer desires. The more ether they pour from themselves into the miasma, the more they risk Overstepping, but the greater the effects can be. In addition, Sap speeds up decay, allowing a necromancer to more swiftly strip a corpse of flesh than waiting for it in real life. Sap, when maintained, will degrade all nonliving flesh in its area.
  • Link (Cambiare)
    When a Necomancer reaches into the competent levels of their craft, they learn to better tap into their thralls. Where before, a Necromancer was only capable of ordering a thrall to act within their radius, Link extends that radius for a single thrall and opens a Necromancer's power to a ranged component. Many necromancers are all too aware of their magic's limitations. They will never have the destructive prowess of more overt magics, instead they must evolve through their near unrivaled minion manipulation. Link allows a Necromancer to piggy-back on a thrall's senses, tapping in and riding along. This link is much stronger than a necromancer's ordinary thrall raising power and can only be used with one minion at a time at competent. When using Link, the Necromancer falls into a meditative trance and melds their consciousness with a chosen thrall. Once the link has been established, the Necromancer can keep their power flowing in a singular link and greatly improve their distance and range of control. While not perfect, the control allows a necromancer to issue orders based on new environmental threats to their thrall and send servants out much farther than their ordinary range might allow to fetch bodies, aid in assassinations, or scout. At competence only one thrall can be linked to. While Link is active a necromancer cannot cast any other necromancy spells around their body. Their senses extend through their creation instead. If a necromancer is disturbed while linked, their consciousness will snap back to their body, abandoning the thrall. A necromancer can only establish a link while a thrall is within their range. If the link fails while the thrall is outside that range, any active magic in that thrall will inevitably fail. If there is no well otherwise keeping it animated, it will immediately cease animation. The improved range of a necromancer using link at Competent is up to a few city blocks. At expertise that prowess extends to nearly an entire city. At Mastery that distance is doubled and a Revealed necromancer could maintain a link on a thrall in an entire region. At expertise, an additional thrall can be linked to...though this can be quite tiring to a necromancer who easily risks overstepping by engaging in two thralls at once. A Necromancer should also have a high degree of meditation or discipline to properly divide their attention between the two linked creatures. Mastery allows three linked thralls and a necromancer is capable of casting up to competent magic from any of the thralls as if they were there themselves. At revealed, the amount of thralls that can be linked increases to five and up to expert spells can be cast from any of the linked thralls while a necromancer is in control.
  • Restore (Lusingando)
    Another competent ability and the evolution of Preserve, Restore is a regenerative technique that undoes the damage of rot and damage to a corpse. Usually a fairly slow process at competence, this ability can be made much quicker at mastery and near instantaneous for a revealed necromancer. No amount of damage, save the complete annihilation of a corpse, is beyond the purview of Restore. Although depending on the damage to the body, the amount of effort, ether, and time can vary wildly. Most necromancers accept a certain amount of rot in their creations. Few have the time or the energy to painstakingly regenerate a body to the moment of death, but some perfectionists claim that the best thralls are kept in pristine condition. Given the necromancer's line of work is often going to be violent, this ability evolved from a need to regenerate limbs or speed along the passive process of an inserted well. For some necromancers, it was a means to make a corpse more viable as a thrall, rather than a fragile, rotting, mess. The more degraded a corpse is, the harder it is and longer it takes for a necromancer to renew it. Despite its power, restore cannot renew blood. Once the blood has died, no amount of restore can imbue life into it again.
  • Protocol (Imperioso)
    Protocol is the process of encoding commands into the undead. As a necromancer grows in power they may not always be directly controlling their thralls. Some must be trusted to operate or defend on their own without the necromancer's intervention. Protocol is the magic for that. As long as the thrall remains under the necromancer's control, a necromancer can encode a new protocol every six skill points along his or her track, with two additional commands available as a revealed necromancer. These protocols can be as general or specific as the necromancer desires, allowing them to become quite creative in the commands they ask their thralls to interpret. A Thrall can be commanded to attack any stranger that enters a domain as easily as it can be commanded to make a bed after the necromancer has risen from it. A Thrall can be commanded to follow and protect another individual, or stand inactive until a certain command has been called. Most necromancers find this easiest, as literally controlling the thrall to act on will alone can cost effort, time, and ether. Primarily of use to thralls that have wells within them (due to the more permanent nature of the thrall), a necromancer can also command a thrall animated by their will alone to walk out into an area to see if there is a trap, and observe it from a distance, or ask a thrall to attack anyone who might sneak up on the necromancer while they take their attention from the battlefield (although not taking their magic from the thrall). Any thrall with a soulstone can take double the amount of protocols as any other thrall.
  • Corpse Molding (Fantasia)
    Corpse Molding is the pinnacle of a Necromancer's corpse manipulation. At this stage the necromancer can warp a dead body like clay, similar to what a Grafter can do, truly coming into their own as a creative power. Corpse Molding allows a Necromancer to easily manipulate all dead flesh and bone into the shapes and directions he or she desires. Stitchborn and Marrows are the result of Corpse Molding. In addition, a Necromancer becomes capable of Bonecraft, a subset of corpse molding specifically around bones. A Necromancer can use Bonecraft to fashion weapons from any bones they find and even flood their own body with their magic, strengthening their bones beneath their skin against damage. It is said few expert necromancers die from falling, strengthening their bones against breaking or damage even as their flesh tears from the force of their impact. There is lore of a necromancer fist fighter who could dent armor with the power of his blows and the strength of his augmented bones.

Defiance

  • Deference
    This most basic ability of a Defier is the tentative acceptance of the elements. A measure of resistance is gained to each elemental manifestation. At a beginning level, this resistance is not much. One might last longer in a burning building or stand stronger against the wind than another of their race. The elements pull their punches against a Defier, showing them a certain grudging deference. It is the beginning of a conversation. The conversation culminates at expert when the Defier gains improved resistance (a noticeable and drastic improvement) to whichever elements they currently manipulate and immunity to their Kin element.
  • Calling
    Another basic ability, the Defier becomes aware of an element's voice and can follow it. A Defier intuitively senses a shift in the wind which heralds a coming storm quicker than almost any other creature, can find water in the desert, gold in the dirt or the flicker of a campfire on a cold night. Defiers disagree on what the voices of elements sound like. The closest any of them agree on is that the bigger the manifestation, the louder it is.
  • Caress
    A talent learned in competence, a Defier calls an element to augment one of their own weapons or tools. As they are capable of Manifestation at this stage, the element can be called directly rather than coaxed from a nearby source. Due to the nature of competent Defying, taking it from an existing source will always be stronger. As a Defier progresses in their mastery, this may one day no longer be the case. Examples of this power include setting a sword ablaze, encasing a shield in another layer of spiked stone, or augmenting the head of a mace to hit with both wind and the force of the swing.
  • Dancing
    Another competent ability, the Defier begins to shape the manifestation of an element. Fire can crash like a wave and water can encircle. Earth can be shaped into crude sculptures and even air begins to allow some mutability. Defiers call this dancing because it is what they consider this technique. They encourage the element to dance, to show off, to be comfortable under the Defier's control. While most may not understand trying to make earth comfortable, a Defier understands all too well that sometimes a building doesn't crumble because it was poorly built, but because the earth was not comfortable in that shape. This ability grows in power and versatility as the Defier progresses in their discipline. Some have considered the elemental dancing master Defiers capable of breathtakingly beautiful.
  • Kin Naming
    At competent a Defier is offered a choice. They must choose one element to become their Kin. Although a Defier may have trouble choosing between the four elements, this choice is pivotal on their further development. Their Kin element is their closest and boon companion in the world. While their relationship will progress with the other three, none of them can compare to the grace, versatility, and power that the Defier can call from his Kin element. It is said that a Master Defier can name a second Kin Element...and a revealed Defier can name a third. Tio's first Kin element is the wind.
  • Guardian
    Guardian is perhaps one of the more remarkable expressions of an element's kinship with a budding caster. At expert level, a Defier has gained such a rapport with their kin element that it protects them wherever they go. Spirits may tail a mage of this level, feeding from the manifestation of that element around them. This ability is not one that is activated but rather one that activates in spite of the mage casting. The element lives in the latent ether around a mage and when that mage is pushed into danger, it springs to life. An earth Guardian might fracture the earth around an assassin seeking the mage in their sleep while a fire Guardian might explode into a shield of elemental presence around the mage when he is at the point of a sword. The way the Guardian manifests is up to the writer but it errs on the overprotective side and always counts as 'casting' a spell, but is preempted in dangerous situations. A wind guardian might be keenly aware of an arrow slicing toward the mage while a water Guardian might sense a rising storm on the water and push a mage's boat away. An earth Guardian would be aware of anyone treading upon it heading toward the mage. While these manifestations are usually more protective than offensive, they have been known to be deadly if an excess of the element is in the area and the mage is particularly powerful.

Attunement

  • Static
    Static is a basic technique that seems similar in effect to Abrogation’s muting. In essence it scrambles ones Frequency for the purpose of masking magical energy and certain other information, but unlike Abrogation this ability goes much farther. Static can be implemented on any object, person, or thing that the Attuner has attuned to. As an Attuner is always attuned to themselves, it doesn’t take much to shift their Frequency. Static, likewise, offers a small resistance to other abilities that might seek to identify or learn information about the Attuner or the things they have also affected with static. Certain divine mark powers that rely on gathering information from an Attuner will find that information harder to extract or somewhat garbled. For a Novice Attuner, Static is only enough to minorly offset some divine sensing. For competent, many favored marks will have trouble or fail completely. At expertise the same could be said of Adored abilities and a Master can contend with an Exalted. A Revealed Attuner pitting their might against a Champion of an Immortal might still have difficulty concealing what the power seeks from them, but they certainly won’t make it easy. Likewise the sensing ability must be pitted against a similar expertise level to successfully allow Static to maintain a disguise. Particularly powerful well based tools may still suss out the truth of an Attuner’s static, depending on its type. At expertise, Static evolves into Mimic, a sub ability that allows the mage to obscure their Frequency by mimicking an active Frequency they currently hold. At Revealed, Static becomes Absence, explained in the Revealed entry.
  • Compass
    Once an Attuner has memorized the Frequency of an object, person, or power they have encountered, this ability allows the Attuner to always sense the direction and general distance between them and what they sense. While this ability can only be used on ‘held’ Attunements, it ensures the mage will never be absent the important things they’ve chosen to resonate with in their Spark. Compass also allows an Attuner a perfect sense of direction and general spatial awareness. An Attuner will never become lost wandering alleys or the forest, always able to retrace their steps and determine when they might be moving in circles. By Attuning to ‘a city’ the Attuner can use compass to lead them to all sorts of interesting avenues. By identifying certain notes within a city, an Attuner could use Compass to track them to areas that resonate high with crime, justice, pain, or many other general concepts that steep a city.
Last edited by Tio Silver on Sat Dec 14, 2019 6:13 pm, edited 35 times in total. word count: 2839
Fast Facts
Noticeable quirks your character can see when threading with Tio.

Floats

Tio floats in the air, usually just a foot off the ground.

Explodeibur

Tio wears a scary looking gauntlet on his right hand that is clearly magical. It creates explosions.

Mercury

Tio has a masked alter ego who leads The Court of Miracles.

Enchanting Voice

Tio's voice has hypnotic properties.
User avatar
Tio Silver
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Joined: Thu Apr 13, 2017 3:04 pm
Race: Immortal
Profession: God of Curses
Renown: 665
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Tio Silver

NPC's



Morgana Silver

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Name: Morgana Silver
Race: Human
Date of Birth: 3rd of Ashan, 710 (Assumed)
Skills:
  • Combat: Ranged (Shortbow) - 40
  • Fletching - 30
  • Intimidation - 10
  • Stealth - 30

Appearance: A small and skinny girl with pale skin betraying a childhood of being kept out of the sun, Morgana doesn't look particularly threatening. She has raven black hair in a messy bob-cut, pale brown eyes, and is rarely seen with anything besides a stoic or scowling expression. Her outfits consist of black wherever possible: black coats, trousers, and of course her ever present black cap, with small number of silver accessories. Whenever she can get away with it she keeps her bow and quiver of arrows with her. On the back of her right hand is a tattoo of an onyx nel coin with a skull engraved on it, betraying her history among the Death Nel raiders, which she usually keeps hidden beneath a black leather archery glove. On her back is an intricate silver mandala tattoo: the very first Sylvein mark to ever be granted.

Personality: Morgana is a very reserved, cautious young lady. She grew up in Deepwater Cavern in Yaralon, the daughter of an abusive Death Nel Raider, and so finds it difficult to put her trust in people. To her everyone is untrustworthy until proven otherwise, and as such on first meetings she often comes across as unsociable and rude due to being blunt and simple when expressing her feelings and thoughts. Like most Yaralese people she respects strength above all else, and as such has started to grow into a tough, practical person, but can't quite hide the caring heart she has underneath her prickly demeanour.
Morgana likes cake, strength, cheating, curses and stories. In combat she espouses the idea that if you aren't cheating you aren't trying hard enough, and tends to hide her own presence and make use of dirty tricks and ambushes. She dislikes dogs, sweet talkers and arrogance. While her past has made her a bit too serious for her age and quite socially awkward she is determined to improve herself, and dreams of one day becoming a renown knight.

Relationship to PC: Adopted Daughter and First Follower.

Threads:


Skill Ledger:
Points AwardedSkill Spent On
100 (Character Creation)Combat: Ranged (Shortbow) - 30, Fletching - 30, Intimidation - 10, Stealth - 30
10 (Ashan 720)Combat: Ranged (Shortbow) - 10

Blestem

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Blestem is a spirit of hexs and the one true familiar of Tio; a living expression of his Immortal domain. He is the first familiar summoned by the Sylvein ability Spirit of Hexs, and takes the form of a hybrid fusion between a fox and a bat with glowing amber eyes. He is roughly the size of a cat and capable of flight, echolocation, telepathic communication with Tio and other hex spirits, and can even transform himself into a curse by biting someone, altogether making him an incredibly useful spy. He was summoned by Tio in Cold as Ice and has never left the young Immortal's side since, serving as his adviser and mentor in unlocking the powers of his domain over curses.

Blestem speaks with a heavy Romanian accent and is very eloquent, often showcasing an impressive vocabulary and a surprisingly vast knowledge of classical literature. He is very fussy about being polite and showing proper etiquette, often chastising Tio for failing to use proper manners and instructing him on how to behave in the presence of nobles. This same attitude is also shown to other hex spirits granted to Tio's marked, who he acts as an instructor to whether they like it or not and often berates them for failing to show due respect to their marked. He strongly advocates the use of curses upon people for any and every wicked deed imaginable, and encourages the use of humorously ironic punishments. Although spirits like him do not need to eat, Blestem is especially fond of fruits such as mangoes, apricots and apples.

Ozbourne Kerrik

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Name: Ozbourne Kerrik
City Location: Scalvoris
DoB: 3rd Cylus, 630
Race: Human
Organization (if any): The Seekers
Skills:
Domain Magic 1: Defiance - 75
Domain Magic 2: Hone (Lucis) - 45
Domain Magic 3: Abrogation - 25
Non magic skill: Unarmed Combat (Da'riya) - 40
Non magic Skill: Teaching - 25
Non magic Skill: Brewing - 20

Bio: Ozbourne, simply called Oz by most, has been a member of the Seekers ever since he was a young man. Brought into the group by his uncle and trained by him in defiance, Oz was always a firm believer that magic was a tool that should be shared with all of humanity and used to defend it from injustice. He spent his youth fighting instead of researching, using the power of the elements to defeat bandits, monsters and many other evils.

He is most famous among the Seekers for an event that took place when he was a young man. A seer by the name of Thena appeared one trial and warned him that a disaster would soon befall Scalvoris. A short while later a mage from the Coven of Elasin appeared named Zavious Smitt, and began to wage a shadow war against the Seekers. For arcs he put plot after plot into motion, attempting to destroy them with political machinations, trickery or just brute force, however with Thena's guidance Oz was able to foil his plans time and time again.

Eventually the shadow war came to an end when Oz found Zavious and engaged him in a duel. He was able to prevail against the necromancer, but only by overstepping very heavily and as a result lost his connection to his kin element of earth. Although defeated Zavious escaped, and was never seen my the mage community again.

In recognition for his years of service Ozbourne was awarded Warlock status of Scalvoris. Yet by then age had started to creep up on him, and the lack of companionship from the element that'd been like a brother to him took a heavy toll. Ozbourne was no longer able to bring out the fiery passion he'd once had, and found that his duties as a leader became more and more burdensome as time went by. Since his appointment Ozbourne has stubbornly kept the Seekers presence on Scalvoris from fading, but has not been able to encourage growth under his leadership either. He now aims to train a new generation of Seekers to refill their ranks and usher in a new golden age of magic.

Relationship: Ozbourne was the first master Tio formed a proper bond with, and as such is the one he respects the most. It was Oz who brought him into the Seekers, Oz who taught him the fundamentals of magic, and Oz who Tio thinks of when asked who his mentor is. Although they are very different in terms of personality and ethics, the two share a mutual trust in each other and in the power of the elements.
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Last edited by Tio Silver on Mon Feb 24, 2020 1:44 am, edited 31 times in total. word count: 1196
Fast Facts
Noticeable quirks your character can see when threading with Tio.

Floats

Tio floats in the air, usually just a foot off the ground.

Explodeibur

Tio wears a scary looking gauntlet on his right hand that is clearly magical. It creates explosions.

Mercury

Tio has a masked alter ego who leads The Court of Miracles.

Enchanting Voice

Tio's voice has hypnotic properties.
User avatar
Tio Silver
Wiki Worker
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Posts: 1274
Joined: Thu Apr 13, 2017 3:04 pm
Race: Immortal
Profession: God of Curses
Renown: 665
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Wealth Tier: Tier 6

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Tio Silver

Business




Tio was previously the captain of The Skylance Pirates, a band of pirates operation out of Port Diabolo in Almund, Scalvoris. However he has since sold this business.
Last edited by Tio Silver on Sat Dec 14, 2019 6:16 pm, edited 1 time in total. word count: 29
Fast Facts
Noticeable quirks your character can see when threading with Tio.

Floats

Tio floats in the air, usually just a foot off the ground.

Explodeibur

Tio wears a scary looking gauntlet on his right hand that is clearly magical. It creates explosions.

Mercury

Tio has a masked alter ego who leads The Court of Miracles.

Enchanting Voice

Tio's voice has hypnotic properties.
User avatar
Tio Silver
Wiki Worker
Wiki Worker
Posts: 1274
Joined: Thu Apr 13, 2017 3:04 pm
Race: Immortal
Profession: God of Curses
Renown: 665
Character Sheet
Character Wiki
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Personal Journal
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Point Bank Thread
Wealth Tier: Tier 6

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Contribution

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Re: Tio Silver

Dreams



Personal Dreamscape
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Image

Tio's Arc
A humongous, town-sized ship that sails endlessly through Emea; eternally patrolling the border between the dreamscapes of mortals and the untold in an effort to protect the people of Idalos from the terrors that lurk beyond. It is completely autonomous, able to manipulate its own sails and rudder to its captain's will, and each plank is as tough and heavy as an oak tree. There is a miniature forest on deck and a labyrinth of rooms below it, each one serving some strange and unique purpose, however barely any of them show signs of use. For all of its great size Tio's Arc is a lonely place, filled with a sense of crushing emptiness. There are no crewmen to work the rigging, no people to talk to, or even any birds to sing it the trees.

Approved here.


Brands
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Tio's brand appears as a coin sized silver star that glows brightly with a silver-white light. It is usually placed at the top of door-sized stone arches Tio builds in the wilds nearby to major cities, or anywhere on the body of a marked person. The locations and people he has currently branded are:
  1. Nir'wei
  2. Melrath: Myrkvior Forest

Capstone Abilities
Ship of Dreams
Tio's dreamscape, which takes the form of an enormous ship, is not fixed to a set place in Emea. It is able to "sail" throughout Emea, allowing those inside it to explore the various planes of existence while keeping them safe from most small-sized emean beings.
Silver Star Door
The doorways Tio creates with the Expansion ability allow two way travel for all people, not just those who also can use Expansion. However there is a trick to them that prevents just anyone from using them: the doorway only activates and allows someone to pass through if they recite a four stanza rhyming poem.
word count: 321
Fast Facts
Noticeable quirks your character can see when threading with Tio.

Floats

Tio floats in the air, usually just a foot off the ground.

Explodeibur

Tio wears a scary looking gauntlet on his right hand that is clearly magical. It creates explosions.

Mercury

Tio has a masked alter ego who leads The Court of Miracles.

Enchanting Voice

Tio's voice has hypnotic properties.
User avatar
Tio Silver
Wiki Worker
Wiki Worker
Posts: 1274
Joined: Thu Apr 13, 2017 3:04 pm
Race: Immortal
Profession: God of Curses
Renown: 665
Character Sheet
Character Wiki
Plot Notes
Personal Journal
Letters
Point Bank Thread
Wealth Tier: Tier 6

Featured

Contribution

Milestones

RP Medals

Miscellaneous

Events

Re: Tio Silver

SYLVEIN


Tio is the Immortal of curses, and as such is capable of bestowing blessings and curses upon mortals. However as he is a newly created Immortal he is weak, and must work to unlock his powers both for himself and for his marked. Details of his mark, and the list of the abilities currently unlocked, are below.

The Blessing of Sylvein
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For as long as there have been beings capable of wielding extraordinary powers, so too have there been curses. A curse is defined as any sort of harmful, misfortunate or otherwise malicious effect placed upon something by the use of supernatural power; usually by spirits or Immortals. They are an expression of that beings wish to make the target suffer, usually for a perceived wrongdoing. Due to their sinister nature it is no surprise that most people consider curses to be scary and evil, and many go to extreme lengths to avoid, chase away or sometimes even kill those who have been cursed.

However there are a few people in the world, usually those who were once, or still are, cursed themselves, who come to recognise a strange phenomenon: that through the suffering they create curses can actually be a tool for great good. The hardships they create can force those afflicted by them to grow as people, to learn important lessons and appreciate the things they have lost. The classic example of this is how those cursed to take hideous or monstrous forms often come to recognise how outer appearances can be deceiving, and that inner beauty is what really counts. In this sense curses can be considered a tool for teaching harsh lessons just as much as an instrument of revenge. It is people like them, those who recognise that it is only through hardship that character is grown, who Tio seeks out to bear his blessing.

Those who wield Sylvein become the arbiters of curses, able to place them upon people, objects and places, as well as take some level of control over the curses that afflict them. In doing so they are trusted to use its power responsibly: as a tool of fair punishment, and not for personal satisfaction or gain. Those who abuse this power will quickly find it taken away from them, and will likely be cursed themselves for their hubris. They may grow their powers by assisting and advising those who are cursed; helping them to either break their curses by their own merit or accept the burden as a part of who they are. They may also be rewarded for bestowing fair and fittingly ironic curses upon sinners. However they are forbidden from ever breaking somebody's curse for them. It is worth noting that Tio does not have a champion in the usual sense of the word. Instead of awarding the position of champion to his most trusted blessed, Tio's "champion" is a person afflicted by the fourth, most powerful tier of curse he can give at the absolute zenith of his power: the ultimate curse that turns every moment into a living hell for the victim.

The blessing of Sylvein takes the form of a silver circle upon the marked's back with a ring around it filed with an intricate pattern unique to each blessed, forming the start of an intricate mandala. Each time the marked advances to a new level they gain a new ring filled with another new pattern, growing the mandala until it reaches right across their shoulder blades.

(Note: Neither the abilities granted by magical sparks nor their mutations are considered curses. As they come from inside one's soul rather than an external force the mark of Sylvein can do nothing to control them. Any other supernatural negative effect placed by an external force; for example Immortals, spirits, cursed items and more, can be considered curses. This does not apply any effect in which the positive benefits outweigh the negative.)

Favoured
Ability NameAbility Description
The Evil EyeWith this power the marked gains the ability to see curses. The moment they lay eyes upon a person or item that is cursed they will instinctively know that a curse is upon it, and by further examining it information about what the details of the curse is and what can be done to lift it will simply pop into the marked's head. The marked may also experience brief visions of the past showing the moment the curse was first given, though this is uncommon and uncontrollable.
When looking at someone cursed by an Immortal, the marked can see that the individual is cursed but cannot understand it unless their level in Sylvein is equal or higher to the level of the curse (favoured for hated, adored for despised, and exalted for condemned.) They can understand a curse from any other source, but the time it takes to understand it should be suitable to the strength and complexity of the curse being examined. Some marked may experience a slight, temporary physical change when using this power, most commonly a change in eye colour.
Sole RespiteThere are many curses that affect their target by influencing the people around them, subtly influencing their minds to inspire things such as apathy, jealousy or forgetfulness. With this power however the marked becomes immune to the influence of the curse of another person, often making them the only person the cursed can interact with normally. This puts them in the perfect position to either help the cursed or manipulate them.
When resisting the effect of the curse of another Immortal placed upon another person, the marked's level in Sylvein must be equal or higher to the level of the curse (favoured for hated, adored for despised, and exalted for condemned.) This ability does not work against cursed objects or places, only against curses inflicted upon other living things besides the marked. Nor does it offer any protection against curses that only affect the cursed.
3...
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The Curse of Sylvein
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As you might expect from the Immortal of curses, the curse of Sylvein is particularly special. Unlike other Immortals each curse Tio and his followers bestow is entirely unique in effect, capable of doing almost anything so long as it causes hardship to the user. However while its near infinite variety makes it incredibly versatile there are three drawbacks that drastically limit it.

The first is that this curse can only be given to someone shortly after they have committed a dramatic action that demonstrates something rotten about their nature; something the one bestowing the curse considers to be immoral or criminal (this depends on the individual morality of the curse-giver, rather than any set laws.) As long as they are not "caught in the act" so to speak the Sylvein curse cannot be given. For example while a murderer could be cursed right after they kill someone, they could not be cursed for the same incident several trials later. Curses must be given in the heat of the moment. The only exception to this is when an existing curse is transferred from one person to another by use of mark powers or other means.

The second is that the effects of the curse must be thematically linked to the details of the action the curse is being made over, usually bestowing an ironic sense of justice proportional to the crime. For example a host who breaks the rules of hospitality might be made unable to leave their house ever again, or a hunter who kills an animal for sport may be forced to assume the form of that same animal. Effects that are not at least loosely related to the crime, or are not designed to be a punishment to the victim, cannot be granted. When granting this curse, the marked must clearly speak aloud what the action they are bestowing the curse over is and what its effects are. These words will be written across the back of the cursed in the ancient language, serving as the curse mark itself and a warning of its effects to anyone who can translate it.

And the third is that every single Sylvein curse, without exception, always has a way to be "lifted": a way to break the curse without the aid of Immortals or other powerful beings. The one who is cursed must perform an action that is both equal and opposite to the action that caused them to be cursed in the first place and thematically linked to it, proving that they have corrected whatever part of their rotten nature the one who cursed them considered evil. To use the earlier examples the host might have to be the perfect host for a traveller in need of aid, or the hunter might have to protect and care for the child of the animal they killed.

Due to its flexible nature curses are ranked as hated, despised, condemned or champion based upon the severity of the negative effect they create.

Hated
A hated curse is irritating enough to make the victim's life miserable, generally causing them lasting discomfort or ridicule but not powerful enough to cause lasting harm. Those afflicted might be partially transformed to bear certain ugly or bestial features; suffer constant but minor strokes of bad luck; become slightly weakened or ill; or find themselves unable to perform certain non-essential activities.
word count: 1574
Fast Facts
Noticeable quirks your character can see when threading with Tio.

Floats

Tio floats in the air, usually just a foot off the ground.

Explodeibur

Tio wears a scary looking gauntlet on his right hand that is clearly magical. It creates explosions.

Mercury

Tio has a masked alter ego who leads The Court of Miracles.

Enchanting Voice

Tio's voice has hypnotic properties.
User avatar
Tio Silver
Wiki Worker
Wiki Worker
Posts: 1274
Joined: Thu Apr 13, 2017 3:04 pm
Race: Immortal
Profession: God of Curses
Renown: 665
Character Sheet
Character Wiki
Plot Notes
Personal Journal
Letters
Point Bank Thread
Wealth Tier: Tier 6

Featured

Contribution

Milestones

RP Medals

Miscellaneous

Events

Re: Tio Silver




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Morgana Silver
(Personal NPC)
Favoured

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James Darkwood
(Business NPC)
Favoured

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Kyari
(Business NPC)
Favoured

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Cobra
(Business NPC)
Favoured
word count: 19
Fast Facts
Noticeable quirks your character can see when threading with Tio.

Floats

Tio floats in the air, usually just a foot off the ground.

Explodeibur

Tio wears a scary looking gauntlet on his right hand that is clearly magical. It creates explosions.

Mercury

Tio has a masked alter ego who leads The Court of Miracles.

Enchanting Voice

Tio's voice has hypnotic properties.
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