• Event • The Lights on the Water [Ashan Seasonal]

93rd of Ashan 718

Beyond the city of Rharne lies the Stormlands, which is home to a number of farms, forests, fields, Lake Lovalus, and the River Zynyx. This subforum also includes the Stormwastes to the south.

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Arlo Creede
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Re: The Lights on the Water [Ashan Seasonal]

There he was, wrapped up in Vega's arms and cradled in her lap like some sort of pet cat. Which was alright, and even sort of nice in the short term. But if he wasn't returned to his usual form and was faced with living life as a raccoon, this could become the way of things so far as their relationship was concerned. He'd rather not, truth told, but being impatient with these proceedings wouldn't get him up on two legs again, sans whiskers and bottle brush tail, any faster.

The fact that Vega pleaded on behalf of Heartmourn didn't surprise Arlo any. In fact he admired and loved her for her passion in all things. Then again, in a few trills, when he was restored to himself, sans clothes, and Heartmourn was restored as well, also sans clothing, the extent of Arlo's willingness to lend a helping hand, or the extent of that anyway, would be sorely tested. At least he was back to normal and Vega was in his arms instead of cradling him in hers. He grinned in the wake of the kiss, as she stepped back and took a good look. Arlo wasn't shy or easily embarrassed. And while he wasn't exactly an exhibitionist either, nudity simply didn't bother him.

Except when it was a another man that was naked to the world, and Vega was getting all handsy with him, while offering up all sorts of hospitality. Frowning, biting back more natural inclinations...seeing that some of would have been uncharitable and the man had helped them, Arlo pulled on his trousers, his boots and tugged a shirt over his head before dipping back into his sack. He pulled out another change of clothing and handed it over. "Here you go," he said with a smile. "It's the least we can do. In fact," he said, for Vega's sake as well as Heartmourn's, "I'm positive they've got a spare cabin, over on your cousin's ship." Vega's cousins, that was.
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Vivian Shiryu
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Re: The Lights on the Water [Ashan Seasonal]

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To say that Vivian wasn't intimidated by Lovalus would be a lie, staring into that endless abyss of time in the spirits eyes was one of the most daunting things the knight had ever done. But she did it, because it was her duty and because it was, in her mind, the right thing to do. And it appeared that between her and Vega, they had some success. Lovalus seemed approving, if that touch in her mind was any indication. More than that, however, their words seemed to have reached through to Vyrelle, who seemed ready to go into the beyond willingly.

Heartmourn came out of the woods as well, now more a man than a beast, though he was still kind of planty. Vyrelle discouraged him following her, and thanked them for what they did. "Vyrelle. I know how it is to want to lose yourself in sorrow and pain. I did myself, for a time. I'm glad to have been able to help you find your way back." she said, in response to the spirits thanks. However, she knew wasn't entirely out of those woods herself, and even more confusing to her, she didn't know where her recent burst of good mood had come from.

Then Lovalus undid Vyrelle's curse, turning all the men back into...well, men. Even Esher, who was no longer Heartmourn. "Given that we're not exactly private, you might be wanting to get dressed." she said, gesturing to Arlo. When Esher asked what he should do now, Vivian smiling slightly at him. "That's up to you, for the first time in a long while it seems." she said, her tone gentle. She nodded at Vega's offer of Esher going to the boat with them, but added her own two nels in when she brought up other options. "You could stay at the Order of the Adunih for a bit, probably. They can help you get your feet under you. The Knights can help to you, if you want to go our route." she said, before smiling slightly. "Though our job is a bit more dangerous than the other options, I'll admit." she said, before Vega spoke to her.

"It's an honor to meet you as well, Vega, and you as well Arlo." she said, smiling at the man who had been a racoon. "I'd say it was all in a day's work, buuut if this sort of thing ever becomes a typical days work, or there's some serious problems going on." she said, before looking at the well. "Aye, would make a nice tradition. I don't know if it'll catch, but I'll see what I can do to make it happen." she said, though she grinned slightly at Arlo when he specificed that Vega's cousin had an open cabin.
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Re: The Lights on the Water [Ashan Seasonal]

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I really enjoyed this event and you all made it a joy to write. Vivian was such a staunch Knight, who stuck to her guns the entire time. In the end it was she who convinced Lovalus to be merciful. Or at least to end the punishment placed on Vyrelle and the Heartmourn.

Arlo made me laugh several times and I was so pleased that he enjoyed being a raccoon for a time. He simply took things in stride and went on about his life while enjoying every second of the experience. The leg thumping made me crack up and so did the little addition of his hat surviving the transformation. Vega in turn was a rock for the team. She kept them focused on saving Esher rather than simply fighting him. She has heart and she always does what she feels is right, no matter the danger. Thankfully Arlo was there to stop her from following that instinct when they reached the well. :D

You all have wonderful PCs and I look forward to writing with them again. Great job and enjoy your rewards! Let me know if I missed anything!


If any other participants want a grade, please pm me.
Vega

Points

20xp This may not be used for domain magic.

Renown

+20 for resolving the conflict on Isle Vyrelle

Rewards and Consequences

Stardust Pendant: After leaving the Isle Vega found this lovely silvery pendant necklace hidden in her pocket. The pendant itself is shaped like a silver star that glows softly with a misty light at night. The pendant twinkles brightly in the presence of laughter and merriment.

Peacesong Cloak: When Vega returns to the Wanderlust she finds a lovely silk cloak neatly folded on her bed. It is a dark emerald hue and bears delicate embroidery of seagulls and ocean waves along the trim. When she wears the cloak, it seems to produce a gentle calming effect on those around her, especially whenever she is playing music. This effect can quiet crying children and cause rowdy patrons to be inclined to return to their seats in order to listen to the performance. This effect can be easily resisted.

Silver of the Heart: Esher, previously known as the Heartmourn gifts you with a small piece of his old amber heart. This sliver of fossilized sap glows a faint green hue and seems to pulsate softly when held in your hand. It brings you comfort and reminds you of that man that you helped save.

300gn Reward from the Lightning Knights of Rharne for resolving the spirit haunting the Isle.

NPC Awarded!
NPC Esher
NPC Aquired: 100 Skill Points – No seasonal cost, will fend for himself and receive support from the Lightning Knights of Rharne.

Name: Esher (Surname Unknown)
Race: Human
Date of Birth: 2nd of Vhalar, Arc 468 (Physical Age 23)
Skills:
Ranged Combat (Shortbow): 30 (Competent)
Etiquette: 10 (Novice)
Field Craft: 20 (Novice)
Hunting: 30 (Competent)
Strength: 10

Appearance:
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Height: 6’ 0”
Weight: 160lbs :

Esher is a reasonably well built man of Rharnian decent who possesses somewhat scraggly brown hair and tan skin. His eyes are the most interesting feature of his face as they are a bright almost unnatural green and his pupils are slightly slitted and vertical like that of a feline, due to his past as the Heartmourn of Isle Vyrelle. Esher has an attractive angular face along with a scar beneath his left eye from some childhood accident.

Personality: Esher can’t remember all that much about his past life. He remembers Vyrelle and his part in her fate along with the fact that he was once the son of a well to do huntsman of Rharne centuries ago. The man can’t recall his parents’ faces or names and becomes uncomfortable any time he is questioned about his past. Socializing does not come easily to Esher and he seems to feel as though he does not fit in within this fresh new world. The only place the man seems to be comfortable is the wilderness as it has remained mostly unchanged even with the passage of time.

The only time Esher brightens up is when music is being played, especially when Vega is the one doing the playing. When he was the Heartmourn of Isle Vyrelle he bonded with Vega as she was the first person he trusted from the outside world. Esher can seem cold toward Arlo but also appears to have an appreciation for the man and sometimes treats him much like a younger brother to Arlo’s likely chagrin.

Relationship to PC: Vega rescued Esher during the Rharne Ashan 718 Event.

Anything: Over time Esher will begin to grow more and more independent. He may even choose to go off into the world on his own eventually.
Nalos: Adored: Vega is the very last to leave the clearing containing the well that held Vyrelle’s body. As she stands there looking back at the empty glen, the stars above began to grow just a bit brighter, casting their silvery light into the pool of water. The water gleams and glitters and seems to take on a bit of the radiance for itself.

“Hope’s Well, a fitting name.” a deep voice says from all around her as the stars glitter overhead.

The voice vanished and the stars above returned to normal, although the silvery radiance still clings to the pool of water. Vega will be able to feel a gentle cool touch against her Nalos Mark where another pinprick of starlight has appeared.

Congratulations! Vega is now Adored by Xiur! You have earned the following skills.
Nalos Abilities
Bolstered Optimism: Add an extra six skill points to any two of the following skills (max of 3 points per skill): Etiquette, Navigation, Psychology, or Teaching. Any skill points granted by this Mark can break the 100 point cap on skills.

Starry Eyes: The Blessed can always see perfectly well in all darkness. What's more, he can detect Shadow-form Naerikks, and can see through the shadow-based blessings of Audrae, if his blessing level is superior to theirs. This does not, however, cure blindness.

Injuries

None

Knowledges

Acrobatics: Stepping into the arms of a raging enemy to save them
Discipline: Choosing to act even when things are chaotic
Endurance: Carrying children on your shoulders through the surf
Endurance: Keeping your footing when hit with a wall of air.
Etiquette: Asking if it’s alright to leave a social gathering
Leadership: Checking on the rest of the group after something startling has happened
Musical Instrument (Fiddle): Using the Nalos Mark to enhance your performance
Persuasion: Asking how you can help them in order to resolve things.
Persuasion: Convincing a tormented spirit to move on
Persuasion: Giving your birth name to convince someone to trust you.
Ranged Combat (Shortbow): Aiming for a small underwater target
Ranged Combat (Shortbow): Aiming with the aid of starlight from your Nalos Mark.
Running: Sprinting through the woods to flee from an enemy
Socialization: Comforting someone with a broken heart

Non-Skill:
Nalos Ability: Fog Bank: Can cover your escape
Nalos Ability: Flow of Morale: Can restore hope to the hopeless
Arlo

Points

20xp This may not be used for domain magic.

Renown

+20 for resolving the conflict on Isle Vyrelle

Rewards and Consequences

The Golden Spatula: When Arlo returns to the deck of their ship he finds a gilded spatula sitting amid his things. The utensil never scratches and he seems to be incapable of burning food any time he uses it to cook.

Animal Instincts: Arlo will find that in the future that he is strangely attracted to dark places and strange, interesting smells. On occasion he will also find himself strongly temped to go rummaging through garbage for treasure and tasty treats.

A Real Headscratcher:Arlo finds that following his transformation, that he still rather enjoys a good head scratch when Vega obliges him. From time to time he will even catch his leg thumping in appreciation. It seems that some small part of him is still tied to his time as a raccoon.

Lifebreath Shortbow(Masterwork): On the way back to shore Arlo stumbles upon a bow in the clearing where they met the Heartmourn. It is made from yew wood but somehow seems to remain alive even though it had been rendered into a usable bow. There are little leaves and tendrils growing along its surface. The bow seems to behave much like a normal tree throughout the seasons, becoming dull and gray in the colder seasons before bursting back into greenery when the temperature warms. The bow is perhaps most beautiful during Vhalar when its foliage turns amber and gold to suit the season.

Silver of the Heart: Esher, previously known as the Heartmourn gifts you with a small piece of his old amber heart. This sliver of fossilized sap glows a faint green hue and seems to pulsate softly when held in your hand. It brings you comfort and reminds you of that man that you helped save.

300gn Reward from the Lightning Knights of Rharne for resolving the spirit haunting the Isle.

Sojourn Abilities:
Just as Arlo is headed toward the shores to depart from Isle Vyrelle, he catches sight of what seems to be man standing just at the edge of the waves, the water rushing around his legs. He is weather-worn and is carrying a backpack that is covered in pockets and has various random objects jutting out of them. His fierce gaze remains fixed on Arlo, there was approval there and appreciation that even as a raccoon Arlo had made the best of things and embraced the change.

New Sojourn Abilities Unlocked!
Sojourn Abilities
The Story Within: Each soul has a story within them. Even those who live the most mundane life strive and desire for something beyond them, something more. The Story Within is an ability that allows the Sojourner to identify the 'plot' or the 'stakes' of any new individual they meet. In order to use this ability, the Sojourner must share something with the individual in question. Whether a drink, food, or a service, they must in some way force the individual to be indebted to them, even in a small manner, so that his ability can manifest. Within their own mind, the Sojourner will hear that individual's voice reveal a short summary of their most ardent desire, their grandest wish, and what they're prepared to do in order to get it. This is not a subtle ability, as the individual actually thinks those thoughts unbidden as they are transmitted to the Sojourner. Perhaps most powerful, is that the Sojourner then may decide to 'amend' that story to slip themselves within the narrative. As friend or foe, the Sojourner is now connected to those goals and ideas and damned to follow through with them to at least part of their conclusion. Should the Sojourner choose not to add themselves to that narrative, that goal, they are forbidden from interfering with that particular story. Cassion is a god of tales told and adventures had. Sometimes, these adventures are fatal and the Sojourner must decide if they are comfortable attaching themselves to the desires of another individual. If so, fate tends to shift around the Sojourner and the individual in order to allow the continuation of such a quest, to whatever end it may come to. Good or ill is impossible to decide, only the Sojourner may choose whether the share the journey, metaphysically tie themselves to it, or to stand aside and let it continue for good or ill.

Staunch Ally: Most travels involve others. Whether they are friends, acquaintances, or companions, it is hard to tell a story without witnesses to have seen it. Staunch Ally is an ability granted the Sojourner to mark on any single person or beast. So long as the Sojourner lives, so too will the companion. They will share a lifespan with the Sojourner and their very soul. When the companion is injured, a Sojourner may draw that injury into themselves, or divide its severity to order to ensure both parties survive. It is the choice of the Sojourner to dismiss this mark or not, but it cannot be dismissed after damage has been taken. The Sojourner must choose whether to take damage upon themselves or allow that damage to slay their companion. Should a companion perish while with this mark, the Sojourner is sworn to vengeance. They will not be able to use this mark again till whomever was responsible has been paid in kind. Should what felled the companion be accidental or the companion’s own fault, the Sojourner is compelled to complete that companion’s most important desire (that does not clash with the Sojourner’s alignment) before this ability can again be used. Till that deed is done, the essence of that companion will haunt the Sojourner, a companion of words and whispers, admonishments that grow louder the longer the Sojourner takes to accomplish the companion’s goals. The Companion may choose when the Sojourner has completed them sufficiently, releasing them from their presence and passing fully to the domain of Famula and Vri. No matter the distance, those marked by this ability can communicate mentally and through their emotions.

Injuries

None

Knowledges

Acrobatics: Learning to walk in a new body
Cosmetology: A hat can be fashionable, even if you are a raccoon.
Detection: Catching the scent of poison in the water
Detection: Smelling water to ensure that it is no longer contaminated
Endurance : Helping tote children to shore through water
Etiquette: Best not to be naked in public
Persuasion: Convincing someone that the actions of another are not your own
Running: Moving swiftly even on four legs
Socialization: Bringing food to share with strangers
Tactics: Prioritizing those that you must protect
Tactics: Recognizing the danger in a group of drunkards
Vivian

Points

20 xp This may not be used for domain magic.

Renown

+20 for resolving the conflict on Isle Vyrelle

Rewards and Consequences

Dusk Cloak: When Vivian returns to home that night she finds a new cloak neatly folded on her bed amid her belongings. It is made of a silken material and it is pitch black in hue. The cloak seems to cause any wearing it to somewhat naturally fade into the shadows so long as they stand still. This does not merit invisibility but makes the wearer harder to spot in a dark environment.

Survival Knife (Good Quality): Vivian finds a well-made serrated knife on the way back to shore. The blade is incredibly sturdy and seems specifically designed for cutting branches and breaking down game animals. It is a survivalist’s knife. There is also a small miniature compass embedded in the hilt to aid with navigation.

Bloodlust Arrows (x6): Vivian finds that her quiver now carries a half dozen jet black arrows that have jagged points made from some kind of volcanic glass. These arrows are single use only and their heads will shatter on impact inside of Vivian’s intended target. These arrows can cause severe damage to internal organs, and are seemingly constructed to cause internal bleeding and damage to any organs they impact.

Silver of the Heart: Esher, previously known as the Heartmourn gifts you with a small piece of his old amber heart. This sliver of fossilized sap glows a faint green hue and seems to pulsate softly when held in your hand. It brings you comfort and reminds you of that man that you helped save.

300gn Reward from the Lightning Knights of Rharne for resolving the spirit haunting the Isle.

Palenon Abilities: Upon returning to the shores of Rharne Vivian is met by a familiar woman at the docks. Ilaren stands there, giving her Knight a warm nod of approval.

“You did good…shame you missed the ferret though.” There was a hearty laugh from the Immortal just as Vivian felt an electric tingle race through her Palenon Mark.

Palenon Abilities Awarded!
Palenon Abilities
Touch of the Drink: Requiring contact, this ability imparts the sensation of inebriation on the target. The longer the user holds the contact, the more exaggerated the effect. While this ability is never fatal (only simulating the sensation of drunkenness without the drink to aid it), it can certainly give a favored an edge in combat or in interrogation. Greater levels of alcoholic intoxication increases the power of this ability.

Conduit: The Favored is able to send lightning flowing through any metal object they are in direct contact with. Depending on the distance and the amount of direct contact, the charge can cause anything from discomfort to numbness in the limb that was in contact with the object.

Injuries

None

Knowledges

Discipline: Keeping your words free of emotion
Etiquette: Offering help to a stranger who has nothing
Intimidation: Calling someone a coward
Leadership: Telling your group to be cautious of your surroundings.
Persuasion: Convincing someone that the actions of another are not your own
Physics: Understanding that water can make lightning more volatile
Rhetoric: Explaining your mission to a potential ally
Rhetoric: Making a cogent and logical argument to a spirit.
Rhetoric: Making a vow as a Lightning Knight of Rharne.
Socialization: Using words and booze to put others at easy
Tactics: Knowing when not to trust your surroundings
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word count: 2892
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