Rakvald

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Rakvald
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Rakvald

Mon Dec 24, 2018 7:33 pm

Rakvald
Name: Rakvald

Race: Lotharro

Orientation: Heterosexual

Date of Birth: Zi'da 54th 690

Languages Spoken:

Fluent = Vahanic (SP)
Broken = Common (SP), Xanthean (Novice Linguistics), Common Sign (Novice Linguistics).

Appearance


His appearance depends largely upon the totem he is transformed into:

Rakvald's Becoming Totems and Grafting Catalogue:

Pygmalion: Pygmy Marmoset Identity

Species: Pygmy Marmoset: Approved here.

Totem Item: A strip of condensed monkey hide, with the bones formed into a fully-formed skull, with blood streaks across its face.

Graft Alterations: none yet.

Description: 6" in length, weighing 3.5 ounces. It has brownish gray fur with yellow splotches. Underneath its fur is peach skin. All of Rakvald's corruptions and witch marks are evident on this form, albeit scaling to his much smaller size.

Abilities: Increased climbing and acrobatic ability, as a small creature with cilia on its hands and feet that help with gripping surfaces.
Rakvald the Last
Species: Lotharro
Totem Item: A petrified pinky finger in a pouch of skin.

Graft Alterations: none yet

Description: The animalistic traits are somewhat pronounced in Rakvald when he's getting angry. They manifest as a set of flaring nostrils that bring to mind the nose of a pig. Hirsute, with a tough skin all along his back, arms, and neck, all of it bristles with sparse and wirying long hairs. At the end of his hands, a set of sharp claws.

In Cylus 720 he grows his hair out again again at shoulder length dark blonde locks. His face has a few scars, straight and short, that indent the clear skin of his face. His goatee is thick and full. His eyes are deep black. His skin complexion is a light olive.

The Lotharro's body appears at times as wide as it is high. He stands at about 7' tall, and about 40 inches wide at the shoulders, and 36 at the waist, and hip. Square in build, but with a strong muscle definition. His gut, however, is full and proud. He bears a barrel chest and gut proudly, usually emphasizing his most proud attribute with a shiny belt buckle or some such.

His clothes, apart from the prominent belt buckle, are practical in make. Consisting usually of a leather jacket, simple shirt, trousers, and boots. He'll often wear the trappings of his profession as a pig farmer when out and about.

Scars: Many mutations, see Mutation section under magic.

Abilities: Stronger than the average person, natively, due to his size and more durable.
Pygmalion: Old man Biqaj Identity

Species: Biqaj: Approved here.

DOB: Ashan 12th 670

Totem Item: A spherical marble of bone with smears of blood and swathes of old skin stretched across it.

Grafting Alteration to Pygmalion (old man): A new pinky finger, that lacks in some feeling but is mostly usable.

Description: Long gray-white hair with a beard. 5'9" tall with greenish eyes that change color in different lighting. His build is somewhat scant, his hands are thin and fine. Often wears robes and sandals as clothing. All witchmarks and mutations are plainly visible on this form, and slightly mishapen compared to the original Rakvald.

Abilities: Changing color of eyes and good sense of direction from biqaj? Also he's a bit weaker than usual as an older man.
Jim Fino: Totem of a young human man named Jim Fino

Species: Human: Approved here.

DOB: Ashan 12th 690

Totem Item: A spherical marble of bone with smears of blood and swathes of old skin stretched across it.

Graft Alterations: None Yet.

Description: Short-cropped black hair. 5'11" tall with blue eyes and light skin. His build is somewhat scant, his hands are thin and fine. He often wears clothing that covers every inch of flesh, down to his hands with a pair of heavy gloves.

Abilities: Fine hands good for fine tasks.
Dubaebo Totem

Species: Dubaebo: Approved here.

DOB: Ymiden 42th 711

Totem Item: A large black marble.

Graft Alterations: None Yet.

Description: wiki/index.php?title=Dubaebo
Mer Totem (Pending)

Species: Mer Category 1: Not approvedhere.

DOB: Vhalar 42th 700

Totem Item: A large, purplish pearlescent marble

Graft Alterations: None Yet.

Description: Image
Emperor Bat/Pygmalion Gestalt Totem (Future pending)

Species: Emperor Bat/Pygmalion : Not approvedhere.

DOB: Vhalar 42th 706 (Average age of totems)

Totem Item: A reddened marble.

Graft Alterations: None Yet.

Description: Image
Last edited by Rakvald on Tue Feb 11, 2020 8:06 am, edited 30 times in total. word count: 739

Malformed Flesh

Thick, hairy hide grows on his back, forming discolored patterns in the rough shape of an eye.
Red Swine Eye: A non-seeing, large red pig's eye has grown on Rakvald's left arm.
Talky Hand Puppet : A small mouth grows on the back of Rakvald's thumb, which sometimes mutters his surface thoughts for him.
Bat Boy: Rakvald's face have taken on the nose the fangs, and the furrowed forehead and brows of a bat-like creature. He also has sunken skin around his eyes. (After Cylus 13th 720)
Sinister Grasp: His left arm has turned into a black mass of tentacles in the shape of an arm (After Ashan 65th 720).

Commonly Carried Equipment

Outdoorsy Clothing and hides and furs.

Witchmarks

Graft: A pig's snout about one or two inches in diameter, growing between his thumb and index finger.
Becoming: A colorful tattoo spread over his chest, of a hog's head with very large tusks.
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Rakvald
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Posts: 455
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Contribution

Re: Rakvald

Mon Dec 24, 2018 7:33 pm





Virtues


Brave
Gregarious
Confident
Honest
Generous
Vices
Lusty
Flirty
Doesn't always think with his head.
Loud-mouthed
Indiscrete
Tactless
Last edited by Rakvald on Thu Jan 16, 2020 5:23 am, edited 18 times in total. word count: 21

Malformed Flesh

Thick, hairy hide grows on his back, forming discolored patterns in the rough shape of an eye.
Red Swine Eye: A non-seeing, large red pig's eye has grown on Rakvald's left arm.
Talky Hand Puppet : A small mouth grows on the back of Rakvald's thumb, which sometimes mutters his surface thoughts for him.
Bat Boy: Rakvald's face have taken on the nose the fangs, and the furrowed forehead and brows of a bat-like creature. He also has sunken skin around his eyes. (After Cylus 13th 720)
Sinister Grasp: His left arm has turned into a black mass of tentacles in the shape of an arm (After Ashan 65th 720).

Commonly Carried Equipment

Outdoorsy Clothing and hides and furs.

Witchmarks

Graft: A pig's snout about one or two inches in diameter, growing between his thumb and index finger.
Becoming: A colorful tattoo spread over his chest, of a hog's head with very large tusks.
User avatar
Rakvald
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Posts: 455
Joined: Fri Aug 24, 2018 11:17 pm
Race: Lotharro
Profession: Pater Monstris
Renown: +310
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Wealth Tier: Tier 4
Medal count: 1

Contribution

Re: Rakvald

Mon Dec 24, 2018 7:33 pm


Rakvald is one of the reborn. He sprang from the flesh of his former incarnation, and assumed his former path from the day he was born. His former apprentice (From the previous life), a human man named Tobol Ashual, raised him as his own when his beloved master died. He taught him the trade of breeding pig and boar, just as Rakvald had done for him. When the old man finally succumbed to old age, Rakvald threw a grand celebration with his neighbors, to honor the passing of his former apprentice and teacher. Always a cheerful man, Rakvald wasn't too saddened by the old man's passing, but saw it as a triumph, that he had survived to a ripe old age. They should all be so lucky.

The secret to training good war boar/pigs was to give them a taste of mortal flesh. As such, one of the secrets that Tobol had imparted to him was just that. On his deathbed, Tobol gave his consent to be fed to the pigs, seeing it as possibly the best burial he could hope for in Quacia. Rakvald wasn't even taken aback, but was honored that he should lend what remained of his once great but fading vitality to his flock. So began a cottage industry of funeral by pig, where Rakvald would take a pittance in exchange for the disposal of dead bodies. Most often the bodies given over were from family members who did not wish to see their loved one raised as a necromantic thrall. Othertimes it was a condemned prisoner that had no past or future or some other unfortunate who wouldn't be missed.

So Rakvald continued the operation he had for generations of himself, while providing an in-demand service to the people of Quacia. At times, when putting down an animal that either has grown to full or is useless for it's intended purpose, he will harvest it's meat for butchery and leather for tanning. He never feeds his pigs the flesh of their own. Not for a sense of propriety, but rather to prevent them from going berserk with hunger in each other's company.

He's recently discovered that he harbors a spark of magic within him. When searching through his old master's journals, he found evidence that while apprenticed to his previous incarnation, his master had taught him certain magics. Now, energized by the discovery, he seeks to find out more. So far he's only scratched the surface of his magical talent, seeking to awaken memories to find out just how great a mage he'd been in his former incarnation.
Last edited by Rakvald on Mon Apr 22, 2019 12:19 am, edited 7 times in total. word count: 447

Malformed Flesh

Thick, hairy hide grows on his back, forming discolored patterns in the rough shape of an eye.
Red Swine Eye: A non-seeing, large red pig's eye has grown on Rakvald's left arm.
Talky Hand Puppet : A small mouth grows on the back of Rakvald's thumb, which sometimes mutters his surface thoughts for him.
Bat Boy: Rakvald's face have taken on the nose the fangs, and the furrowed forehead and brows of a bat-like creature. He also has sunken skin around his eyes. (After Cylus 13th 720)
Sinister Grasp: His left arm has turned into a black mass of tentacles in the shape of an arm (After Ashan 65th 720).

Commonly Carried Equipment

Outdoorsy Clothing and hides and furs.

Witchmarks

Graft: A pig's snout about one or two inches in diameter, growing between his thumb and index finger.
Becoming: A colorful tattoo spread over his chest, of a hog's head with very large tusks.
User avatar
Rakvald
Peer Reviewer
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Posts: 455
Joined: Fri Aug 24, 2018 11:17 pm
Race: Lotharro
Profession: Pater Monstris
Renown: +310
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Plot Notes
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Point Bank Thread
Wealth Tier: Tier 4
Medal count: 1

Contribution

Re: Rakvald

Mon Dec 24, 2018 7:34 pm


Skills
Skill Total Points Proficiency
Graft(151/250)Master
Animal Training(55/100)Expert
Strength(80/250)Expert
Discipline(76/250)Expert
Becoming(56/250)Competent
Surgery(36/250)Competent
Endurance(36/250)Competent
Business Management(31/250)Competent
Gardening(31/250)Competent
Unarmed Combat(30/250)Competent
Animal Husbandry (26/250)Competent
Meditation(26/250)Competent
Blades(1-handed) (25/250)Novice
Axes and Bludgeons (2-Handed)(25/250)Novice
Butchery(16/250)Novice
Polearm(13/250)Novice
Linguistics(11/250)Novice
Medicine(11/250)Novice
Hone(10/250)Novice
Detection(10/250)Novice
[Woodworking(10/250)Novice
Logistics(6/250)Novice
Socialization(6/250)Novice
Intimidation(6/250)Novice
Poisons(1/250)Novice
Alchemy(1/250)Novice
Torture(1/250)Novice




Knowledges

Acrobat
  1. Acrobatics: Taking a dive from the flutterbus.
Animal Training (FT)
  1. Animal Training: Training your pig to follow you
  2. Animal Training: Snapping at a pig to tell it not to bother the guest.
  3. Animal Training: Brushing your animal can help you bond with it.
  4. Animal Training - Teaching them not to bite the hand that feeds them.
  5. Animal Training: Luring an animal with food.
  6. Animal Training: Calming a feral animal
  7. Animal Training: Using techniques across species
  8. Animal Training: Anything can become feral
  9. Animal Training: Leading an animal to their doom.
  10. Animal Training: Understanding where the animal's focus is.
  11. Animal Training: Planning for what the animal will do in a given situation.
  12. Animal Training: Some rats are braver than others.
  13. Animal Training: Skittish animals can also prove quite inteligent.
  14. Animal Training: Whistling for your animal to follow.
  15. Animal Training: Letting your animal take the lead.
  16. Animal Training: Taming an animal with a magic touch.
  17. Animal Training: Giving advice to a talking wolf.
  18. Animal Training: Yarofko: A large porcine creature that can be trained as a draft animal or mount.
  19. Animal Training: Pigs will eat just about anything.
  20. Animal Training: Enticing a creature with food.
  21. Animal Training: Making physical contact can build trust.
  22. Animal Training: Thwarthog: A very intelligent breed of pig.
  23. Animal Training: Trick: Lean into an aggressor, to diffuse a situation.
  24. Animal Training: Forcing an animal to face its fears.
Animal Husbandry (RB)
  1. Animal Husbandry: Fed the flesh of men, to improve their aggressive traits.
  2. Animal Husbandry: Regular feedings breed loyalty in your beasts.
  3. Animal Husbandry: Knowing when your animal is close to birthing it's young.
  4. Animal Husbandry: Separating animals in enclosures.
  5. Animal Husbandry: Keeping the boar from the sow while she's farrowing.
  6. Animal Husbandry: Counting piglets and determining their characteristics.
  7. Animal Husbandry: Preparing an animal for slaughter.
  8. Animal Handling: Taking care of your pig.
  9. Animal Husbandry: Arranging a mate for your boar.
  10. Animal Husbandry: tending a herd of sheepigs.
  11. Animal Husbandry: Sheepigs: A breed of pig that doesn't exist outside of dreams... yet.
Appraisal
  1. Appraisal: Ascertaining the quality of a weapon.
Becoming
  1. Becoming: A shapeshifter's art.
  2. Becoming: Can become a pig even.
  3. Becoming: Can become other people.
  4. Becoming: Echo: Strength of a Lotharro doesn't quite transfer to a pygmy marmoset's muscles.
  5. Becoming: Echo: Urgency prompts self-discovery. Rakvald learns to use his own voice in totem form.
  6. Becoming: Initiation: Must remember and bear in mind who and what you are.
  7. Becoming: Some Becomers turn into terrible monsters.
  8. Becoming: Three Sovereign substances: Blood, Bone, Skin.
  9. Becoming: Totem: Dubaebo: A shiny black marble made of the three sovereign substances.
  10. Becoming: Totem: Jimmy Fino a human man of pretty features and below average endowment.
  11. Becoming: Totem: Old Man Pygmalion: a large marble of bone, blood, and dried skin.
  12. Becoming: Totem: Pinky Finger Self-totem.
  13. Becoming: Totem: Pygmy Marmoset
  14. Becoming: Using graft to form a totem.
  15. Becoming: Unleashing: The Dubaebo wishes to be unleashed.
  16. Becoming: Echo: Using the voice of his Biqaj form in Dubaebo form.
  17. Becoming: Unleashing: Cannot blend special properties into an unleashed form.
  18. Becoming: Echo: Using Rakvald's voice in Dubaebo form.
  19. Becoming: Unleashing: From Dubaebo to Rakvald.
  20. Becoming: Unleashing: Can be used once every few days before overstepping, at least.
Dual Wield
  1. Dual Wield Kopis x Kukri: Two blades are better than one. (Blade x Blade)
Blades
  1. Blades (Kopis): Downward strike is ideal for a heavy blade.
  2. Blades: Kukri: Figure eight movements as defence.
  3. Blades: Kukri: Slicing skin
Bookbinding
  1. Bookbinding: Basic tools: glue, thread, and needle.
Business Management
  1. Business Management: Finding multiple uses for the same business (AG)
  2. Business Management: Scoping out a competitor
  3. Business Management: Arranging an exchange of resources.
  4. Business Management: Starting an agricultural war with a competitor.
  5. Business Management: Finding a client.
  6. Business Management: Arranging a partnership of services and production to a greater organization.
  7. Business Management: Avoiding membership in an oppressive guild.
  8. Business Management: Being hit with a fraudulent business deal.
  9. Business Management: Foreclosing on a farm.
  10. Business Management: Losing ownership of one's business can lead to other opportunities.
  11. Business Management: Switching ownership to another.
  12. Business Management: Being drummed out of business and out of town.
Butchery
  1. Butchering: All the cuts of a full grown hog (AG)
  2. Butchering: Taking a pig's head clean off from the neck.
  3. Butchering: Cutting into a pig's head usually kills it immediately.
Caregiving
  1. Caregiving: Making sure all your animals are comfortable.
  2. Caregiving: Keeping the animal happy at the end of its life.
  3. Caretaking: Wrapping a fallen creature in a cloak
  4. Caretaking: Patting a person that's injured either mentally or physically.
  5. Caregiving: Letting a baby spend time with its mother.
Axes & Bludgeons
  1. Axes & Bludgeons: War Pick: Braining them so they don't know they're dead.
  2. Axes & Bludgeons: Dreams of a Better Life (1/5)
  3. Axes & Bludgeons: Dreams of a Better Life (2/5)
  4. Axes & Bludgeons: Dreams of a Better Life (3/5)
  5. Axes & Bludgeons: Dreams of a Better Life (4/5)
  6. Axes & Bludgeons: Dreams of a Better Life (5/5)
Climbing
  1. Climbing: Trying to get up a wall.
  2. Climbing: Cilia on the pygmy marmoset's hands help them climb surfaces with ease.
  3. Climbing: Lighter animals are natural climbers
  4. Climbing: Climbing down a side lattice.
  5. Climbing: Exiting a building by way of the window.
Detection
  1. Detection: Seeing that there's something wrong with your drink.
  2. Detection: Telling dreams from reality.
  3. Detection: Keeping alert
  4. Detection: The scent of well cooked food.
  5. Detection: The taste of a grub in your mouth....
  6. Detection: Truffles!
  7. Detection: Noticing a dreamer in a dreamscape
  8. Detection: Noticing a nonlucid dreamer
  9. Detection: Beacon Hospitality (1/2)
  10. Detection: Beacon Hospitality (2/2)
Discipline
  1. Discipline: Reacting to sounds
  2. Discipline: Focusing
  3. Discipline: Recovering from a creepy fright, of having first spotted a tunawa.
  4. Discipline: Recovering from an outburst.
  5. Discipline: Keeping your meal down through sheer willpower.
  6. Discipline: Putting the Spark under control when it's easier to let loose
  7. Discipline: Showing mercy to the weaker
  8. Discipline: Enduring verbal and physical attacks with silence.
  9. Discipline: Enduring the worst mental anguish of his life.
  10. Discipline: Remembering a past trauma
  11. Discipline: Bravery in the face of the monstrous
  12. Discipline: Keeping it together while falling down an abyss.
  13. Discipline: Keeping a cool head when in a sticky situation.
  14. Discipline: Focusing on what matters.
  15. Discipline: Getting a grip on one's fear.
  16. Discipline: Experience of temptation to bash the students.
  17. Discipline: Enduring psychological assault
  18. Discipline: Venting every now and again to relieve stress.
  19. DIscipline: Dreamwalk Governing: Exert will over a dreamscape
  20. DIscipline: Act in the midst of a chaotic battle
  21. Discipline: Remain calm and sanguine as your friends are assaulted by strange nightmare creatures
  22. Discipline: Hold your ground against an impervious opponent.
  23. Discipline: Staying calm while treating your own wound.
  24. Discipline: Continuing onward, even though you don't really want to.
  25. Discipline: Maintaining forethought in the face of every scare.
Endurance
  1. Endurance: Getting his skin written on with a blade.
  2. Endurance: Getting pummeled in the face
  3. Endurance: Soaking up the damage from torture.
  4. Endurance: A bite on your arm hurts.
  5. Endurance: Wounds in combat
  6. Endurance: Taking a goring from a boar.
  7. Endurance: Regulating breathing while undergoing strenuous activity.
  8. Endurance: Taking a whack on the hip.
  9. Endurance: Getting thwapped on the shoulder.
  10. Endurance: Falling on his rear end with all his weight.
  11. Endurance: Wading through water up to your chest is exhausting.
  12. Endurance: Working in a garden can be strenuous.
  13. Endurance: Pushing your limits to the max.
  14. Endurance: Taking a bite on the arm.
  15. Endurance: recieving a deep wound in the forearm.
  16. Endurance: Fortuitous Meeting (1/1)
  17. Endurance: Getting his wrists cut.
  18. Endurance: The Fleshcrafter (1/1)
  19. Endurance: Blood-letting as a way of getting tough.
  20. Endurance: The Pain of transformation
  21. Endurance: Beacon Hospitality (1/2)
  22. Endurance: Beacon Hospitality (2/2)
  23. Endurance: The agony of transformation.
  24. Endurance: Becoming is a long agonizing process at Competence at the art.
  25. Endurance: Taking one for the team.
  26. Endurance: Little Rakvald can only take so much.
  27. Endurance: Recovering from a grave wound, with the aid of graft.
  28. Endurance: Holding in his own giblets, and enduring the pain while healing.
Etiquette
  1. Etiquette: Addressing a Lord
  2. Etiquette: Proper Greetings
  3. Etiquette: Telling your guests to watch out for stepping in shit.
  4. Etiquette: Working in a group
Gardening
  1. Gardening: Identifying strange flora.
  2. Gardening: Isolating the harmful plant.
  3. Gardening: Chieja Oludibo saplings
  4. Gardening: How to transport plants
  5. Gardening: How to pack with earth
  6. Gardening: Make sure you let saplings breathe, too.
  7. Gardening: Tilling the earth with a hoe.
  8. Gardening: Spreading seeds in soil
  9. Gardening: Planting position is important.
  10. Gardening: Syanan Okan: A plant with medicinal and ritual uses.
  11. Gardening: Black Lotus: Can be very poisonous, but also be used to draw out poison from a wound or rash.
  12. Gardening: Dakir: A plant with many different parts that have radically different uses
Graft
  1. The rigor of energizing.
  2. Graft: The initiates meal grown from the flesh of a master.
  3. Graft: During initiation, the meal must be retched up, and festers as it changes hands from master to apprentice.
  4. Graft: Takes about five bits at novice level to manipulate one's own flesh.
  5. Graft: Sometimes unintended effects turn into witchmarks.
  6. Graft: The meal is actually the spark fracturing within the master, to plant a seed in the novice.
  7. Graft: Overstepping has a way of making you hungry.
  8. Graft: Energizing skin to heal paper cuts.
  9. Graft: Scars from Energizing can become discolored, especially upon overstepping.
  10. Graft: Pushing to heal a greater area than you're otherwise capable of can lead to heavy overstepping.
  11. Graft: Overstepping can lead to hideous scars and mutations.
  12. Graft: Adhering can be used on plants to repair their ‘skin’.
  13. Graft: Leeching can be used to transfer a fungal infection.
  14. Graft: Energizing can be used to grow new plant bark.
  15. Graft: Working with plants
  16. Graft: Plants have a slightly different energy.
  17. Graft: Trying to heal complex wounds can result in corruption if you rush it.
  18. Graft: Animal magnetism from an awakening helped to calm a savage beast.
  19. Graft: Corruption: Blood-Eye pops out of the arm.
  20. Graft: Remove a pinky finger.
  21. Graft: Leech: Transfer the capability of flesh from one piece to another.
  22. Graft: Leech: Moving the enervation of the absorbed property of flesh to where you will it to go.
  23. Graft: Brain matter cannot be affected by any but the most evolved of Grafter.
  24. Graft: Inorganic matter cannot be incorporated until you've reached the pinnacle of evolution.
  25. Graft: Energize Swift healing once the danger has passed.
  26. Graft: Energize: Knitting blood vessels shut first.
  27. Graft: Overstepping can lead to strange mutations
  28. Graft: Flaying Specialization: Warm Blood.
  29. Graft: Energizing: Healing a deep wound.
  30. Graft: Atavistic Augury: Mutation of Rakvald, that gives him goat's eyes and allows him to delve into the makeup of a creature.
  31. Graft: Adhering a foreign flesh to a human.
  32. Graft: Energizing: Healing a bite wound.
  33. Graft: Growing three sovereign substances from a Dubaebo as it sleeps.
  34. Graft: Leech: Leeching the bloodlight's thirst for blood.
  35. Graft: Leech: Blood may act as an extension of one's body if it is fresh enough.
  36. Graft: Corruption (Mutation): Primordial blood-drinker, the batboy.
  37. Graft: Energizing: Sealing the wounds to a slight trickle of blood.
  38. Graft: Regrowing a finger.
  39. Graft: Energizing Rigor: Numb some of the pain of the grafting process.
  40. Graft: Adhering Rigor: Bond the Dubaebo's spines with fingernails.
  41. Graft: Corruption Rigor: Meld the tissue of the Dubaebo's spines with that of Devin's fingernails to where they form an amalgam material that form claws on his hands.
Hone
  1. Hone: Rune of Strength
  2. Hone: Rune of Savoring
  3. Hone: Rune of Touch
  4. Hone: Rune of Focus
  5. Hone: A Runewright's name frames a sigil.
Hunting
  1. Hunting: Working through the undergrowth
Intelligence
  1. Intelligence: Cirrina: Sexy fortune teller that has a secret.
  2. Intelligence: Fortune tellers have ways of prying information out of people.
  3. Intelligence: Contact: Zarik, a shapeshifting biqaj
Intimidation
  1. Intimidation: The Fields of Flatulence (1/3)
  2. Intimidation: The Fields of Flatulence (2/3)
  3. Intimidation: The Fields of Flatulence (3/3)
  4. Intimidation: Getting pushed around teaches you a thing or two.
  5. Intimidation: Threats of jail.
  6. Intimidation: Threats of exposure.
  7. Intimidation: Glower real hard to make them scared.
Investigation
  1. Investigation: Guessing that there's more to somebody than meets the eye.
Linguistics
  1. Linguistics: Common: Speaking casually in a different language.
  2. Linguistics: Common: Learning by osmosis.
Logistics
  1. Logistics: Waste Nothing, including corpses (AG)
  2. Logistics: Taking a loss.
  3. Logistics: Planning a kidnapping.
Medicine
  1. Medicine: Wounds need to be cleaned
  2. Medicine: Keep crap from getting into a cut
  3. Medicine: Racial issues in medicine.
  4. Medicine: Triage is the art of prioritization.
  5. Medicine: Clean a wound before treating it.
  6. Medicine: Even poisonous plants have medicinal uses.
  7. Medicine: Adhesive glue will seal minor scratches and cuts.
  8. Medicine: Prioritizing stopping bleeding.
  9. Medicine: Closing wounds quickly can prevent infection.
  10. Medicine: Learning more about the keratin and dermal structure.
Meditation
  1. Meditation: Calming the heck down.
  2. Meditation: Concentrating really hard on the grafting process.
  3. Meditation: Remaining calm through the spell-casting process.
  4. Meditation: Sitting still for half a break or so.
  5. Meditation: Realizing who you truly are.
  6. Meditation: Calming one's anger in the face of your nemesis.
  7. Meditation: Calming your passions and thinking clearly.
  8. Meditation: Remembering a friend's advice.
  9. Meditation: Remembering your promise, and finding your resolve through that mantra.
  10. Meditation: Listen calmly while you're burning up inside.
  11. Meditation: Calming influence of a woman, even one as evil as Ildred.
Needlework
  1. Needlework: Sewing together a bit of flesh and hide to close wounds.
Negotiation
  1. Negotiation: Getting a service for free.
  2. Negotiation: Being hired for a hit job.
  3. Negotiation: Arranging for a property purchase.
  4. Negotiation: Making up the difference by offering free services.
Poisons
  1. Poisoning: Sleeping poison in food to capture an animal.
  2. Poison: A knife that delivers poisonous fluid by injection.
  3. Poison: Curare: A paralytic poison.
Polearms
  1. Polearm (Crook Staff): Fending off a wild beast.
  2. Polearm (Crook Staff): Using it as a tool and a weapon.
  3. Polearm (Crook Staff): can catch animals with the crook.
  4. Polearm (Crook Staff): Polearms have great reach.
  5. Polearm (Crook Staff): Can be swung as well as thrust.
  6. Polearm (Crook Staff): Could be used to trip up an opponent.
  7. Staff: Proper stance is balanced, straight in the back and ready to strike back.
Psychology
  1. Psychology: Fear is all Flesh knows.
Resistance
  1. Resistance: Drinking blood is bad for ya'll.
  2. Resistance: Injesting an entire bowl of Pray.
Rhetoric
  1. Rhetoric: Rhyme
  2. Rhetoric: Bard Battles
Running
  1. Running: Fear can speed up your run.
  2. Running: Try to avoid brambles and obstacles while running.
  3. Running: Running alongside a wolf.
  4. Running: Running uphill.
Seduction
  1. Seduction: Waggle eyebrows suggestively.
  2. Seduction: Chicks dig mutations.
  3. Seduction: Flex your mutations for greater effect.
Socialization
  1. Socialization: Gifts to soften the other's disposition.
  2. Socialisation: Introducing yourself in a group
  3. Socialization: Introducing yourself to a stranger.
  4. Socialization - Social Contact: Joran: A tree man
  5. Socialization - Social Contact: Joran: Gave his sap by way of introduction
  6. Socialization: Contact: Zarik, drinking buddy.
  7. Socialization: Take a new friend to a bar to get wasted.
  8. Socialization: Using wine as a social lubricant.
  9. Socialization: Dreams of a Better Life (1/5)
  10. Socialization: Dreams of a Better Life (2/5)
  11. Socialization: Dreams of a Better Life (3/5)
  12. Socialization: Dreams of a Better Life (4/5)
  13. Socialization: Dreams of a Better Life (5/5)
Sociology
  1. Sociology: Kidnapping is wrong.
Storytelling
  1. Storytelling: Even the shortest story is a story nonetheless.
Strength
  1. Strength: Walking despite weakness from blood loss.
  2. Strength: A mighty lift
  3. Strength: Giving a gilt a piggy back ride.
  4. Strength: Picking a big female boar up right over your shoulder.
  5. Strength: Using your hand strength to squeeze tightly.
  6. Strength: Working the lower thighs by crouching as you bear a load.
  7. Strength: Bellowing kiai can improve your striking power.
  8. Strength: Strike hard
  9. Strength: The strong take no mercy on the weak.
  10. Strength: Shouting projects strength.
  11. Strength: Knocking a stick out of the way, while it’s being held firmly.
  12. Strength: Hog Presses
  13. Strength: Piglet curls
  14. Strength: Working the leg and glute muscles by lifting your knees to your chest as you run.
  15. Strength: Matching your strength with a cougars
  16. Strength: Fortuitous Meeting (1/9)
  17. Strength: Fortuitous Meeting (2/9)
  18. Strength: Fortuitous Meeting (3/9)
  19. Strength: Fortuitous Meeting (4/9)
  20. Strength: Fortuitous Meeting (5/9)
  21. Strength: Fortuitous Meeting (6/9)
  22. Strength: Fortuitous Meeting (7/9)
  23. Strength: Fortuitous Meeting (8/9)
  24. Strength: Fortuitous Meeting (9/9)
  25. Strength: Struggling against one's binds.
  26. Strength: Beacon Hospitality (1/2)
  27. Strength: Beacon Hospitality (2/2)
Stealth
  1. Stealth: Failing to sneak unnoticed around a warehouse.
  2. Stealth: Contemplating stealing some fish off a line.
Surgery
  1. Surgery: Healing a wound with graft instead of needlework.
  2. Surgery: Complex wounds require complex treatment.
  3. Surgery: Alcohol should wash out corruption before closing a wound.
  4. Surgery: Shutting a wound seals it off from disease.
  5. Surgery: Fleshy book operation.
  6. Surgery: The book bone connects to the... page bones?
  7. Surgery: The page bone connects to the... cover bones?
  8. Surgery: Blood Vessel: The Carotid Artery is in the neck.
  9. Surgery: Blood Vessel: The Ulner Artery is in the forearm.
  10. Surgery: Blood Vessel: The Radial Artery is in the forearm.
  11. Surgery: Blood Vessel: The Brachial Artery carries blood to and from the Ulner and Radial artery.
  12. Surgery: Putting pressure on a blood vessel can staunch the flow of blood.
  13. Surgery: Graft works to close wounds.
  14. Surgery: Muscles and Bones of the humanoid arm.
  15. Surgery: The Thoracic cage: Sternum and ribs of a humanoid
  16. Surgery: The shoulder is one of the largest and most complex joints in the humanoid body.
  17. Surgery: Cut off a toe at the joint.
  18. Surgery: The little toe is vulnerable to shears.
  19. Surgery: The Fleshcrafter (1/4)
  20. Surgery: The Fleshcrafter (2/4)
  21. Surgery: The Fleshcrafter (3/4)
  22. Surgery: The Fleshcrafter (4/4)
  23. Surgery: Arteries of the neck and wrists.
Swimming
  1. Swimming: Swimming into shore.
Tactics
  1. Tactics: Shout to draw attention to yourself
  2. Tactics: The Fields of Flatulence (1/3)
  3. Tactics: The Fields of Flatulence (2/3)
  4. Tactics: The Fields of Flatulence (3/3)
Tanning
  1. Tanning: Dressing the hide of a hog.
  2. Tanning: Scrape the flesh and fat off of the hide.
  3. Tanning: Leaving the hide to tan in a dry space.
Teaching
  1. Teaching: Dealing with impertinent questions
  2. Teaching: Taking rapid fire questions from students.
Thrown Combat
  1. Thrown (Furniture): Throwing a door off its hinges.
Trap Making
  1. Trap-making: Have a heart traps.
  2. Trap-making: Traps are best baited with food.
Unarmed Combat
  1. Unarmed Combat (Pro Wrestling): Stranglehold
  2. Unarmed Combat: Shadow boxing at the top of a staircase.
  3. Unarmed Combat: Grappling with one arm to allow a strike with the blade
  4. Unarmed Combat: Hammer blows against the brain box.
  5. Unarmed Combat: Haymaker.
  6. Unarmed Combat: The FLeshcrafter (1/2)
  7. Unarmed Combat: The FLeshcrafter (2/2)
  8. Unarmed Combat: The Fields of Flatulence (1/6)
  9. Unarmed Combat: The Fields of Flatulence (2/6)
  10. Unarmed Combat: The Fields of Flatulence (3/6)
  11. Unarmed Combat: The Fields of Flatulence (4/6)
  12. Unarmed Combat: The Fields of Flatulence (5/6)
  13. Unarmed Combat: The Fields of Flatulence (6/6)
Woodworking
Non-Skill

Melrath: Has had trouble with Lotharren
North: Melrathi Becomer
Ginger: A dream skald
The Wounded God
Layout: Quacia
Race: Lotharro
Creation Legends: Lotharro
Customs & Traditions: Lotharro
History: Lotharro
Location: Quacia
History: Quacia
Laws: Quacia
Customs & Festivals: Quacia
The Scarlet Belief
Dosan: Is a Theocrat
Dosan: Is a Zealot!
Dosan: Defends the Theocratum’s honor.
Dosan: Is a creative torturer.
Biology: Skeletal structure of humanoid hands.
Biology: Fur and spines of a Dubaebo
Biology: Nails can regenerate.

[*] Dreamwalking: Crossing
[*] Dreamwalking: Rakvald falls through a field of grass when he's moving through the veil.
[*] Dreamwalking: Branding locations in Idalos.
[*] Dreamwalking: Rakvald brands things by relieving himself on them.
[*] Brand: Desnind: A tree stump on the outskirts of the badlands.
[/color]
Last edited by Rakvald on Thu Mar 19, 2020 9:28 pm, edited 111 times in total. word count: 3406

Malformed Flesh

Thick, hairy hide grows on his back, forming discolored patterns in the rough shape of an eye.
Red Swine Eye: A non-seeing, large red pig's eye has grown on Rakvald's left arm.
Talky Hand Puppet : A small mouth grows on the back of Rakvald's thumb, which sometimes mutters his surface thoughts for him.
Bat Boy: Rakvald's face have taken on the nose the fangs, and the furrowed forehead and brows of a bat-like creature. He also has sunken skin around his eyes. (After Cylus 13th 720)
Sinister Grasp: His left arm has turned into a black mass of tentacles in the shape of an arm (After Ashan 65th 720).

Commonly Carried Equipment

Outdoorsy Clothing and hides and furs.

Witchmarks

Graft: A pig's snout about one or two inches in diameter, growing between his thumb and index finger.
Becoming: A colorful tattoo spread over his chest, of a hog's head with very large tusks.
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Rakvald
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Re: Rakvald

Mon Dec 24, 2018 7:34 pm



Thread or Skill Name Points Adjustment Running Total
Starter XP +50 50
Animal Husbandry +25 (RB) 50
Animal Training -15 35
Bludgeon -15 20
Butchering -10 10
Graft -10 0
Animal Training (AG) +3 0
Business Management +3 0
Butchering +3 0
Logistics +3 0
I don't mean to be a boar +10 10
Animal Training -7 3
Butchering -3 0
The Rime of Iron +15 15
What Know I of Cultured Ways +10 25
Blades (Kukri) -25 0
Bed of Swines +15 15
Strength -15 0
Razorleaf dream +15 15
Blood-Sops and Theocrats +15 30
Strength -10 20
Bludgeon -10 10
Business Management -10 0
Dawn of the Ratterpillar +10 10
Animal Training -10 0
Pervading Darkness +20 20
Animal Training -5 15
Discipline -15 0
Sounder Moons +10 10
Discipline -10 0
Fortune Favors the Bold +15 15
Discipline -15 0
The Choice +15 15
The Waiting Room +25 40
Endurance -25 15
Discipline -15 0
Imagination +20 20
Discipline -20 0
Culinary +15 15
Surgery -15 0
The Dead 2 +15 15
The Prison 2 +15 30
Detection +10 20
Animal Training +10 10
Woodworking +10 0
Ghosts Crowd A Childs Fragile Eggshell Mind +10 10
Pervading Darkness 2 +10 20
Gardening -20 0
Five-Fold Abbatoir +15 15
Discipline -1 14
Business Management -12 2
Trapping Schwein +15 17
Linguistics -11 6
Good News Libearian +4 4
Unarmed Combat -4 0
Sheep and Pigs and Wolves +15 15
Green in the Gills +10 25
Animal Husbandry -1 24
Unarmed Combat -21 3
Yarofko Napping +10 13
Combat: Polearm -13 0
Roll away the dew +15 15
Strength -10 5
Endurance -5 0
The Gilt, the Craft, and the Lie +10 10
Business Management -5 5
Animal Training -5 0
Family Tree +10 10
Gardening -10 0
The Fleshbound Tome +10 10
Surgery -10 0
Pumping Pigs +10 10
Strength -10 0
Pygmy Grind +1 1
Surgery -1 0
Fortuitous Meeting +15 15
Strength -15 0
Dreams of a Better Life +15 15
Surgery -10 5
Socialization -5 0
Epic Bard Battles +15 15
Strength -15 0
The Fields of Flatulence +15 15
Strength -5 10
Intimidation -5 5
Unarmed Combat -5 0
Beacon Hospitality +10 10
Medicine -10 0
The Long Black Arm of Profane Knowledge +15 (Graft/Becoming) 15 (Graft/Becoming)
Becoming -12 (Graft/Becoming) 3
Meditation -1 (Graft/Becoming) 2
Poisons -1 (Graft/Becoming) 1
Medicine -1 (Graft/Becoming) 0
A Long Walk with Chanter +10 (Becoming) 10
Becoming -10 (Becoming) 0
Leaving his John Hancock +10 10
Meditation -10 0
In the Prayer Den +10 10
How Sharper than a Serpent's Tooth +10 20
Meditation -15 5
Logistics -3 0
Torture -1 1
Alchemy -1 0
Allow me Malady I +10 10
Endurance -6 4
Socialization -1 3
Intimidation -1 2
Gardening -1 1
Business Management -1 0
Last edited by Rakvald on Tue Feb 11, 2020 12:20 pm, edited 63 times in total. word count: 503

Malformed Flesh

Thick, hairy hide grows on his back, forming discolored patterns in the rough shape of an eye.
Red Swine Eye: A non-seeing, large red pig's eye has grown on Rakvald's left arm.
Talky Hand Puppet : A small mouth grows on the back of Rakvald's thumb, which sometimes mutters his surface thoughts for him.
Bat Boy: Rakvald's face have taken on the nose the fangs, and the furrowed forehead and brows of a bat-like creature. He also has sunken skin around his eyes. (After Cylus 13th 720)
Sinister Grasp: His left arm has turned into a black mass of tentacles in the shape of an arm (After Ashan 65th 720).

Commonly Carried Equipment

Outdoorsy Clothing and hides and furs.

Witchmarks

Graft: A pig's snout about one or two inches in diameter, growing between his thumb and index finger.
Becoming: A colorful tattoo spread over his chest, of a hog's head with very large tusks.
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Rakvald
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Re: Rakvald

Mon Dec 24, 2018 7:34 pm


Magic Mentor


Link to Approval: viewtopic.php?f=369&t=15726
Name: Tobol Ashual
Age: 45 at the time of teaching Rakvald's former incarnation. 75 at the time of death.
DOB: 3rd of Ashan 641
Race: Human
Organization (if any): Unknown
Skills:
Graft 76
Hone 51
Transmutation 25
Butchering 51
Animal Husbandry 27
Surgery 20

Bio: Tobol is a refugee from Rynmere, having escaped persecution for being a mage many decades ago. Between the Seekers, the King, and other groups trying to wrangle and impress upon mages, he took it on himself to smuggle himself out of the city of Andaris, rather than lie in hiding somewhere in the wilds of Rynmere. He could have easily hid in plain sight for decades, but wished to practice his magics free of persecution.

His travels took him from Rynmere to Rharne to Quacia, where he settled for a time. There he met the previous incarnation of Rakvald, who was already well established as a pig farmer. They became fast friends. The fact that Rakvald was open to having his pigs experimented on with graft and other magics was an added bonus. Eventually, they became the best of friends, working so closely together that Rakvald's lack of magical knowledge became an impediment to their work. Thus Tobol consented to impart his graft spark to Rakvald. Later, he also taught the art of Transmutation.

Their work was inhibited from then on only by famine and disasters visiting the city on occasion. In time, their pigs began having trouble working up the resolve to breed among theselves. Whether it was because of the experimentation, they needed to do something about it. So Tobol attempted to impart the hone spark to Rakvald. While Tobol was well capable of using the hone magics, he needed Rakvald's superior understanding of raising pigs and their physiology.

The imparting resulted in disaster. Through an etheric overcharge, Rakvald was unable to cope with the sudden infusion of ether. He perished. From his flesh, a new Lotharro incarnation was reborn.

Feeling a deep sense of guilt for the way that Rakvald had died, when Tobol enscribed the runic magics in foolhardy haste, he took it upon himself to raise his good friend's new incarnation. He never attempted to impart the hone magics on the new incarnation, nor any other magics. He was too afraid of losing the young Lotharro again, though he might be reborn, he was getting too old to raise yet another young being.

In the meantime, while Rakvald was growing, their pig farm fell by the wayside, until presently Rakvald has only four boar/pigs left. Tobol passed in Zi'da of 716, leaving Rakvald to the pig farm and puzzle out his former incarnations on his own.


Appearance: He was gray at 45 when meeting the Rakvald the Elder, and not much changed when he died after having raised Rakvald the younger. Brown eyes, dark skin, with lean build and of average height. He wore simple robes with the trappings of a travelling surgeon and hedge mage.

Relationship: They were best friends and business partners in Rakvald's former incarnation. As Rakvald the younger, Tobol became like a father to him. They shared their respective knowledges in his former incarnation, and Tobol learned much about ranching and animal husbandry. Rakvald the Elder learned about the magical art of grafting, as well as some surgery skills to apply to his practice of pig raising.

Magic Skill Ledger

Thread or Skill Name Points Adjustment Running Total
The Finest Clay +10 (G) 10 (G)
Graft -10 0
Mappy Must Die +10 (G) 0
Graft -10 0
How to Fill a Hollow Heart +10 (H) 0
Hone -10 0
Pigs Petunias and P... +15 (G) 15(G)
Graft -15 0
Pervading Darkness 2 +10 (G) 10
Graft -10 0
Trapping Schwein (G) +15 15
Graft -15 0
Shirts vs Skins(B) +15 15
Becoming -15 0
Good News Libearian(G) +6 6
Graft -6 0
Wind and shadow +15 15
Graft -15 0
Something Wicked this way Comes (Graft) +15 15
Graft -15 0
Pygmy Grind (Becoming) +9 9
Becoming -9 0
This Little Piggy (Becoming) +10 10
Becoming ( -10) -10 0
Baptism (Graft) +10 10 (Graft)
The Fleshcrafter (Graft) +15 25 (Graft)
Graft -25 0
Communion +10 Graft 10 Graft
Graft -10 0
Amnesiac Fringe +10 Graft 10 Graft
Graft -10 0
G= Graft - T= Transmutation - H= Hone - B= Becoming

Mark of Nyvahi

Link to Approval: viewtopic.php?f=365&t=15893
Link to Approval for Nyvahi: viewtopic.php?f=365&t=19288

Favored 1 - Sanctuary

Knowledge:

Nyvahi: Sanctuary: Wrapping another in the protective field of Sanctuary.
Nyvahi: Sanctuary: Releasing the sanctuary so the other dreamer may wake easier.


Genetic Memory

Minor - As a domain, Remembrance is often overlooked by those who follow Vri. Although of vital importance, few pay it the proper homage it’s due. Most take it for granted. Those who follow Vri know differently, however. Memory is a record of the past and in that past, answers to current problems can be found. This ability relies on the creative powers of the player to help describe, but can be immensely valuable to the marked. Entering into a meditative trance, a marked of Vri can step ‘back’ two generations of their lineage seeking the answer to a problem. These answers come in the forms of visions, snatches of imagery and experience. Some with this ability spend many trials poring through the lives of their parents and their parents parents, hungry for experience and knowledge. This ability cannot be used on those who are already alive as they must have passed through Vri’s hands to be applicable. If one's father still draws breath, this ability cannot look into their lives. Only the dead may whisper their secrets through genetic experience.

Major - This level of ability allows a Bellinos to step back almost to the beginning of their family line seeking answers. While it cannot be directly controlled and reliving the past lives of ones ancestors is not the purpose of the mark, this ability allows a Bellinos to seek connection to their ancestors in order to confront unique problems in their own life. This ability does not allow one to go all the way back to the first of their line, but they can step at least eight generations into the past by direct line to seek their ancestors.
Dreamwalking


Dream Walking Abilities and Knowledge


Lucid Dreaming:

Upon being initiated into Dreamwalking, a Dreamwalker first gains the very basic understanding of the reality of dreams and becomes more likely to gain self-awareness in their dreams, increasing probability that they can retain information in the waking world. Not all dreams will be lucid even for a Dreamwalker, but their initiation into the ability gives them the liberty of choosing to explore their dreams in more depth, which is a prerequisite of all other implied ventures by the Dreamwalker.

An extension of this ability is that a lucid Dreamwalker can make others lucid as well, with simply a touch. This isn't guaranteed to work every time, but the likelihood increases with the level of dreamwalking.


Walking:

The namesake ability of a Dreamwalker is to Walk. It's to exit their own Dreamscape and step into the Veil. Their body in Idalos remains there, but their mind ventures further into Emea in order to access the parts of the Veil within range of their body. Walking allows the Dreamwalker to access the Veil itself, gaining awareness of Dreamscapes in their vicinity and gaining familiarity with the mechanics of the Veil.

With this ability granting access to the Veil, the Dreamwalker finds themselves able to access the entrances to other people's Dreamscapes. These entrances are not always so obvious as to finding a doorway in the Veil, and opening them is different for each person. Only dreamwalkers may find them, as well as open them. For all others, these entrances simply do not exist. The dreamwalker typically does not require permission of the dreamscape's owner to enter their dreamscape, unless there are specific protections put into place.

Walking does not allow for the Dreamer to seek out specific dreams,or dreamers, but gives them the ability to begin to explore.

Governing: (20-29 DW points)

Most Dreamwalkers desire the ability to control their environment. It isn't until they learn to Govern that they truly become able to, but the scope of their control is still limited. A Dreamwalker at this stage is able to Govern their own Dreamscapes, enabling the Dreamwalker to influence the environment and content of the currently ongoing dream by forcing their will on it, shifting the reality of the dream at their whim. They become able to create new items, objects, areas, buildings and even creatures to insert into the Dreamscape, limited only by their imagination and prior experience. They can control everything within their dreamscape, with the exception of other people who enter.

Crossing: (30-39 DW points)

While Walking enables the Dreamwalker to exit their Dreamscape into the Veil and, from there, interact with the Dreamscapes of others, it isn't until they unlock Crossing that they gain access to the Untold. When one Crosses into the Untold, they bring their physical body with them, which is a requirement before the Dreamwalker can step past the Veil and into the Untold. As such, the Dreamwalker doesn't have to already be asleep in order to Cross, as they are fully conscious and aware when stepping past the threshold of reality and physically enter the Veil and, further, the Untold. A Dreamwalker that Crosses into another dreamer's Dreamscape may choose to exit back into Idalos at the dreamer's physical location, effectively teleporting them. Once they are able to Cross, taking their physical body with them into Emea, all abilities such as magics, blessings, etc are available. This only brings the Dreamwalker, nothing else from Idalos. The actual act of Crossing varies from dreamwalker to dreamwalker, ranging from walking through a door to falling through the barrier.

With this ability, the Dreamwalker may now also seek out specific dreams and dreamers.

With Crossing comes the ability to also establish Brands. These are a manifestation of intention and memorization for the Dreamwalker, an ethereal mark of their own design that is placed on an individual or location in Emea or Idalos, effectively lighting them up like beacons that shine through the Veil and the Untold, allowing the Dreamwalker to safely navigate and find their way back to these locations or individuals no matter the physical distance. Once a Brand has been created, it is extremely difficult to remove, often requiring a massive effort on the part of the Dreamwalker. There is no set method of removal, as they are as unique as dreamwalkers themselves, but it comes at significant cost.

Branding an individual mechanically allows the Dreamwalker to seek out their Dreamscape amongst all others, and Branding a location in Emea allows them to find their way back to it without getting lost. Branding a physical location in Idalos allows the Dreamwalker to physically travel to it by Crossing through the Untold from anywhere in the world. They may not travel back once they Cross, unless their original location is also Branded. All Brands have to be awarded and acknowledged by in-game Knowledges in order to be valid and used. While the appearance of distant Brands is unique to each dreamwalker, a common one is the appearance of a particularly bright star, the grows as you get closer.

Brands

Brand: Desnind: A tree stump on the outskirts of the badlands.
+1 Brand (NPC: Ildred)
+1 Brand the bedroom of Rakvald's Quacian farmhouse.
Last edited by Rakvald on Thu Mar 19, 2020 9:13 pm, edited 55 times in total. word count: 2069

Malformed Flesh

Thick, hairy hide grows on his back, forming discolored patterns in the rough shape of an eye.
Red Swine Eye: A non-seeing, large red pig's eye has grown on Rakvald's left arm.
Talky Hand Puppet : A small mouth grows on the back of Rakvald's thumb, which sometimes mutters his surface thoughts for him.
Bat Boy: Rakvald's face have taken on the nose the fangs, and the furrowed forehead and brows of a bat-like creature. He also has sunken skin around his eyes. (After Cylus 13th 720)
Sinister Grasp: His left arm has turned into a black mass of tentacles in the shape of an arm (After Ashan 65th 720).

Commonly Carried Equipment

Outdoorsy Clothing and hides and furs.

Witchmarks

Graft: A pig's snout about one or two inches in diameter, growing between his thumb and index finger.
Becoming: A colorful tattoo spread over his chest, of a hog's head with very large tusks.
User avatar
Rakvald
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Posts: 455
Joined: Fri Aug 24, 2018 11:17 pm
Race: Lotharro
Profession: Pater Monstris
Renown: +310
Character Sheet
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Plot Notes
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Point Bank Thread
Wealth Tier: Tier 4
Medal count: 1

Contribution

Re: Rakvald

Mon Dec 24, 2018 7:34 pm



Írọrun Steading (Sold Zi'Da 719)
Tier 6 Building
one small room: A small pig pen
three average rooms: A master bathroom, a master bedroom, a big kitchen
two large rooms: A small barn, a large living area.
1 Acre of arable land beneath the Steading with a large shed nearby

Exterior Sampling:
Image
Interior Sampling:
Image
Quacian Farmhouse (Reclaimed Rebirth 720)
Land: 1/4 acres of land which includes a pig pen in Quacia.

Housing: Rakvald's farmhouse is 400 sq ft.

Image
Rakvald Manor (Gunvorton)
Rakvald Manor
Image

The manor's ownership was re-established after 108th of Ashan in 720. It stands on a remote spot a few miles northeast of Gunvorton, a spacious plantation once known as Devukrad manor (now Rakvald Manor) occupying a sizeable plot of land of some twenty acres.

The main house is about two stories high. As one moves through the front door, they'll find themselves in a well-equipped gambling parlor, complete with decks of cards, chess and checker tables, dashboards, billiards, and plenty of furniture on which to relax. From this octagonal room, it has three thresholds leading into separate hallways.

The left hallway leads to a master bathing house, which is furnished with bronze bathing tubs, and tiled with ceramic from floor to ceiling. There's a high window in the bathhouse, to allow light in without betraying the privacy of those within. The right hallway leads to a large kitchen, which is fully appointed with all the cooking equipment one could hope for. Another door across the big kitchen is a large study, fully stocked with books, writing equipment, bookcases, and a fine desk with a backed armchair.

These hallways bend at a ninety-degree angle at their end and lead to a third hallway that connects them. From the middle, a staircase leads to the master bedroom.

Opposite that staircase, is a trap door that leads down to a large laboratory which is equipped for surgery, alchemy, and seems to have space even for simple butchery.

A few fathoms from the main house, a large barn with an adjoining stables for mount and draft animals is set above the farmland. There are corrals for the animals to roam freely, with plenty of grazing space and feeding areas.

Player Notes

Rooms included
2 huge rooms: 1 large barn (HHI), 1 large laboratory (HHI).
5 large rooms: 1 large stables (HHI), 1 large study (HHI), 1 large gambling parlor (HHI), 1 large garden space.
3 average rooms: 1 master bedroom, 1 master bathroom, 1 big kitchen (HHI).
1 small room: an outhouse.
20 acres of farmland.

HHI = Rooms containing house hold Items (masterwork)
All rooms contain masterwork furniture as per a Tier 10 house.
Developed by: Rakvald
Coldheart Hostel (The Gleam, est. Cylus 720)
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Coldheart Hostel



Description: An unassuming townhouse on the outskirts of the Gleam. From the outside, it's made of the same, dark granite stonework that the rest of the city appears enamored of. Sparse bloodlights and cave grapes grow from the sides of the grounds of the townhouse, vining their way around windows and thresholds. The roof has attractive skylights, which provide ample ventilation to the laboratory in the attic.

On the ground floor, there are a couple of bunk rooms for boarders to stay, as well as a shared bathroom and a large, fully equipped kitchen. Upstairs is the living space of the house's owner, Rakvald, who keeps a master bedroom, bathroom, and study to himself. Above the second floor, behind a pull-down trap door, a spacious attic opens up into a large laboratory of dubious intent.

The basement, below the first floor, is devoid of decoration for now.


Goods / services available here? If so what, how much? Dentistry, body modification, weight loss clinic.
Credits to: Rakvald
Submitted for Development: 4/282020

Floorplan
2 large rooms: Attic Laboratory (HHI), Basement (HHI).
4 average rooms: master bedroom (HHI), master bathroom (HHI), a study (HHI), and big kitchen (HHI).
4 small rooms: 1 surgeon's exam room adjacent to the Attic Laboratory (HHI), 2 small bunk rooms (HHI), 1 privy/bathroom (HHI).

HHI = Rooms containing house hold Items (masterwork)
All rooms contain good furniture as per a Tier 7 house.




Inventory:
Good News Bear
On the 1st Ymiden, 719, Rakvald finds the stuffed bear sitting on the path in front of him. It's there. Just there. If he ignores it, throws it away, etc, it comes back. When he wakes up in the morning, it's on the pillow next to him. Even if he throws the bear away, next morning - there's the bear. Now, maybe Rakvald might think this is a bit spooky and not like the bear, but soon he realises that - around the bear - good things seem to happen to him. Bad things get stamped on. As a mod-note - this is a "stroke of luck" sort of thing and is meant to bring plots and stories. It won't stop an avalanche from dropping on you - just think of him as a "lucky coincidence bear" not a "phenomenal cosmic power" bear. Enjoy!
Legacy Inventory Pre-Wealth System
1 x Heirloom (Large Gold Necklace+Chain)
Loot: 1 pygmy marmoseet totem amulet.
1 x set of average clothing.
2 x set of basic clothing.
1 x Quacian Ginger Hog (Boar)
1 x Wild Desnind Hog (Gilt)
1 x Yarofko Sow (Fluffums): Training: Good
1 x Animal Training Skill Kit (T4)
1 x Animal Husbandry Skill Kit (T4)
1 x Butchering Skill Kit (T4)
1 x Tanning Skill Kit (T4)
1 x Agriculture Skill Kit (T4)
1 x Gardening Skill Kit (T4)
1 x Trapping Skill Kit (T4)
1 x Medical Skill Kit (T4)
1 x Surgery Skill Kit (T4)
1 x Green Cloak
1 x Shepherd's Crook Staff (Basic +) T4
1 x Chieja Oludibo sapling
1.5 truffles
1 x Moseke's Manure - This bag contains what seems to be manure. But two things become evident.
1. It is an endless supply. It's a like a mini-domain-bag of manure.....
2. When used on a plant, tree, etc in Desnind - it causes the flora to grow at 3 x it's normal rate and to be at maximum health. Should Rak use it outside of Desnind, it's 2 x. Anything edible grown using this manure will be the very best, most tasty version of it's kind.
-- Plantings of Syanan Okan, Black Lotus, Chieja Oludibo sapling, and Dakir around the garden. +6 Piglets. +1 Quacian Farmhouse
Tier 4 Inventory Additions (Rebirth 720)
  • Clothing 3 outfits of basic quality.
  • Jewelry 1 basic+ bodychain of cobalt and bronze alloy. He wears the Swine King's Buckle on it.
  • one basic quality map of Scaltoth
Purchases above Tier 4+
  • Armor1 set of masterwork-quality Tier 4 masterwork leather longcoat and padded armor with some metal reinforcement/rivets, and 1 masterwork-quality Tier 4 round shield (Armor is fitted and shaped to his Rakvald totem)
  • Weapons1 masterwork+ iron-banded swineherd's staff.
Swine King's Buckle

Approved: viewtopic.php?f=368&t=20311

The Swine King's Buckle:
Description: Plated with T7 Hardened alloy of Cobalt-Gold and filled with T4 Cobalt. The buckle shows an embossed boar upon its face. The boar has two gems for eyes. One green garnet, and the other a red garnet. In order for it's enchantment to work, it must be attached to a belt. If at any point the belt material is severed, the enchantment will be broken until such a time as the buckle is placed on another cord or belt material.

Ability/Enchantment: The Swine King's Buckle grants the wearer with an increase to their physical capabilities depending on their stage of hunger. When the wearer is satiated and not hungry at all, their durability and endurance is increased greatly, allowing them to resist attacks and blows that would knock any other man over. Wounds incurred are far less greivous. Anything short of serious to mortal wounds will be reduced in severity. Weak missiles and debris will glance off of him whenever they hit him, although sharper arrows and javelins will still cause every bit as much damage. The more the wearer hungers, the more they trade their durability for strength until all durability is lost and replaced with strength, allowing them to hit with greater force. Able to generate enough force to splinter wood and dent metal.



Lop & Chop

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One Large Embersteel Kukri (Lop) and one smaller Embersteel Kukri (Chop) (Tier 9 Masterwork)


Last edited by Rakvald on Wed Feb 12, 2020 9:59 am, edited 51 times in total. word count: 1450

Malformed Flesh

Thick, hairy hide grows on his back, forming discolored patterns in the rough shape of an eye.
Red Swine Eye: A non-seeing, large red pig's eye has grown on Rakvald's left arm.
Talky Hand Puppet : A small mouth grows on the back of Rakvald's thumb, which sometimes mutters his surface thoughts for him.
Bat Boy: Rakvald's face have taken on the nose the fangs, and the furrowed forehead and brows of a bat-like creature. He also has sunken skin around his eyes. (After Cylus 13th 720)
Sinister Grasp: His left arm has turned into a black mass of tentacles in the shape of an arm (After Ashan 65th 720).

Commonly Carried Equipment

Outdoorsy Clothing and hides and furs.

Witchmarks

Graft: A pig's snout about one or two inches in diameter, growing between his thumb and index finger.
Becoming: A colorful tattoo spread over his chest, of a hog's head with very large tusks.
User avatar
Rakvald
Peer Reviewer
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Posts: 455
Joined: Fri Aug 24, 2018 11:17 pm
Race: Lotharro
Profession: Pater Monstris
Renown: +310
Character Sheet
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Plot Notes
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Point Bank Thread
Wealth Tier: Tier 4
Medal count: 1

Contribution

Re: Rakvald

Mon Dec 24, 2018 7:35 pm



Old Ledger
Item Adjustment Total
Starting Package +25gn 25gn
Starting Loan (Farmer's Package) +300 325gn
8 piglets (6 female 2 male) 1 Gilt -55 gn 270 gn
Vhalar Wages 718 +934 gn 1204 gn
Two Masterwork Embersteel Kukris bought -410 gn 796 gn
Total Currency: 0 ON, 796 GN, 0 SN, 0 CN
Adjustment Wealth Tier Total Wealth Points
Starting Tier 5 66 WPs
A Cobalt/Bronze-Plated Masterwork Studded Leather Set of Armor and Shield (-8 WP) 4 58WPs
Room at Inn Karshe in Desnind (-1) 4 57WPs
(SP) Animal Training Skill Kit (T4) 4 57WPs
(SP) Animal Husbandry Skill Kit (T4) 4 57WPs
(SP) Butchering Skill Kit (T4) 4 57WPs
(SP) Tanning Skill Kit (T4) 4 57WPs
(SP) Trapping Skill Kit (T4) 4 57WPs
(SP) 2 Basic Outfits; 1 Average Outfit 4 57WPs
(SP) Agriculture Skill Kit (T4) 4 57WPs
(SP) Gardening Skill Kit (T4) 4 57WPs
Bought Írọrun Steading in Desnind (T6 Building+1 small room + 1 acre within the city) [ -17 wp (After renown reduction purchase)] 3 40 WPs
Cylus 719 Wages11 WP 4 51 WPs
Taking a flutterbus and persuading the driver to dump Rakvald outside of Quacia from 60 Ashan-70 ashan 719 (-1 wp) 4 50 WPs
Purchasing a basic+ Great Club(Within Tier) 4 50 WPs
Ashan 719 Wage(+12 wp) 4 62 WPs
-1 wp donated to Silaqui Falone 4 61 WPs
-5 wp paid to Silaqui Falone for trapping a pig 4 56 WPs
Sold back Masterwork Cobalt Studded Leather Armor +8 wp 4 64 WPs
Traded great club basic+ for a Basic+ Shepherd's crook staff 4 64 WPs
Ymiden wage 719 +13 wp 5 77 WPs
Purchased 2 outfits of Masterwork quality for Silaqui Falone; Bought a masterwork embersteel knife set for Silaqui Falone +12 wp (He gave her one of the set, he's taking the other four for himself) 4 65 WPs
Saun Wage 719 +14 5 79 WPs
Got a masterwork T3 Padded Aketon Long-coat and a wooden kite shield (Within Tier) 5 79 WPs
Sold Írọrun Steading in Desnind in mid Zi'Da (+17) 6 96 WPs
Vhalar 719 Wage +15 6 111 WPs
Zi'da 719 Wage + 17 wp 7 128 WPs
Cylus 720 Wage +18 8 146 WPs
Ashan 720 Wage +18 8 164 WPs
Tier 10 House Purchase, masterwork household items (2 huge rooms, 4 large rooms)and land purchase in Scalvoris -104/2 = 52 wp 6 112 WPs
Masterwork+ iron-banded swineherd staff. -10 wp 6 102 WPs
Tier 7 House in Quacia (Coldheart Hostel) -40 wp 4 62 WPs
Masterwork Tier 4 armor -6 wp 4 56 WPs
Masterwork household items for Coldheart Hostel (Quacia) -6 wp 4 50 WPs
Last edited by Rakvald on Wed Feb 12, 2020 9:58 am, edited 58 times in total. word count: 501

Malformed Flesh

Thick, hairy hide grows on his back, forming discolored patterns in the rough shape of an eye.
Red Swine Eye: A non-seeing, large red pig's eye has grown on Rakvald's left arm.
Talky Hand Puppet : A small mouth grows on the back of Rakvald's thumb, which sometimes mutters his surface thoughts for him.
Bat Boy: Rakvald's face have taken on the nose the fangs, and the furrowed forehead and brows of a bat-like creature. He also has sunken skin around his eyes. (After Cylus 13th 720)
Sinister Grasp: His left arm has turned into a black mass of tentacles in the shape of an arm (After Ashan 65th 720).

Commonly Carried Equipment

Outdoorsy Clothing and hides and furs.

Witchmarks

Graft: A pig's snout about one or two inches in diameter, growing between his thumb and index finger.
Becoming: A colorful tattoo spread over his chest, of a hog's head with very large tusks.
User avatar
Rakvald
Peer Reviewer
Peer Reviewer
Posts: 455
Joined: Fri Aug 24, 2018 11:17 pm
Race: Lotharro
Profession: Pater Monstris
Renown: +310
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 4
Medal count: 1

Contribution

Re: Rakvald

Mon Dec 24, 2018 7:35 pm




Renown Rewards:

1st Small: Discount on his House in Desnind
1st Medium: Animals available at 1 tier higher than current (viewtopic.php?f=368&t=18081)
2nd Small: half price discount to set up his future business.
2nd Medium: +3 Animal Training
1st Large: viewtopic.php?f=368&t=20311 Signature Item


Last edited by Rakvald on Mon Mar 09, 2020 12:04 am, edited 40 times in total. word count: 261

Malformed Flesh

Thick, hairy hide grows on his back, forming discolored patterns in the rough shape of an eye.
Red Swine Eye: A non-seeing, large red pig's eye has grown on Rakvald's left arm.
Talky Hand Puppet : A small mouth grows on the back of Rakvald's thumb, which sometimes mutters his surface thoughts for him.
Bat Boy: Rakvald's face have taken on the nose the fangs, and the furrowed forehead and brows of a bat-like creature. He also has sunken skin around his eyes. (After Cylus 13th 720)
Sinister Grasp: His left arm has turned into a black mass of tentacles in the shape of an arm (After Ashan 65th 720).

Commonly Carried Equipment

Outdoorsy Clothing and hides and furs.

Witchmarks

Graft: A pig's snout about one or two inches in diameter, growing between his thumb and index finger.
Becoming: A colorful tattoo spread over his chest, of a hog's head with very large tusks.
User avatar
Rakvald
Peer Reviewer
Peer Reviewer
Posts: 455
Joined: Fri Aug 24, 2018 11:17 pm
Race: Lotharro
Profession: Pater Monstris
Renown: +310
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 4
Medal count: 1

Contribution

Re: Rakvald

Mon Dec 24, 2018 7:35 pm


NPCs:



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Name: Throst the First
Race: Lotharro
Date of Birth: arc 317
Date of Death: arc 372 Cylus

Skills:

Bludgeon (Great Club): 30
Strength: 30
Endurance: 20
Discipline: 20

Appearance: He stands at 6’8” with a clean shaven beard and a long topknot braid. His build is massive, half again as wide as he is tall. He often forgoes armor in favor of mobility despite his love of combat. He has the scars and injuries to show for it.

Personality: Boisterous, with a love of life and adventure. He is perhaps the most contentious of Rakvald the First’s sworn brother. Often egging for a fight, yet not the best at finishing them.

Relationship to PC: Sworn brother and travelling companion of Rakvald the First.

~~~~~~~~~~~~~~~~~~~~~~

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Name: Starri the First
Race: Lotharro
Date of Birth: arc 317
Date of Death: arc 360 Zi'Da

Skills:

Ranged Combat (Sling): 30
Endurance: 30
Detection: 10
Hunting: 10
Fieldcraft: 10
Strength: 10

Appearance: He stands at 6’5” with shoulder length brown hair. His build is modestly muscled, with broad shoulders.

Personality: Quiet but vicious. Perhaps the most violent of Rakvald’s sworn brothers. He does not forgive transgressions, though he rarely complains. Those who betray him often don’t know they have offended until he has them where he’s ready to kill them.

Relationship to PC: Sworn brother and travelling companion of Rakvald the First.



Pending Approval: viewtopic.php?f=362&t=21680&p=142324#p142324


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Name: Ildred Gallows
Race: Human
Date of Birth: 23rd of Ashan arc 697
Skills:

Logistics 65 (Expert)
Animal Husbandry 51 (Expert)
Agriculture 51 (Expert)
Seduction 51 (Expert)
Endurance 51 (Expert)
Cosmetology 51 (Expert)
Caregiving 20 (Novice)
Animal Training 20 (Novice)
Butchering 10 (Novice)

Other Information: A thwarthog rancher from Scalvoris, she runs one of the more successful operations in the Plenty. Her hogs are happy, intelligent, and excessively fertile. Her ability to provide for the city above has granted her a degree of leeway in the way she conducts her business, in addition to some seduction and bribery on the side to give her even more freedom.

Rubenesque and vivacious like the thwarthogs she raises, she entertains a good number of gentleman callers, even some among the lesser nobility. She has brown hair, green eyes, and stands rather tall for a human woman at 5'11". Her clothes are well cared for, and her nose is quite often powdered to perfection.

She is, however, excessively ambitious. Ildred has no qualms about driving smaller farms out of business, to the point where they must relinquish their land and animals to her, increasing her status.

Relationship to PC: Mother to Rakvald’s Child, Svartholda. Former Rival, she is going to work with him from now on, maintaining his farm while he pursues business in Quacia proper and elsewhere.



Name: Svartholda Gallows
Race: Human
DoB: Saun 1st 719
Skills:

Strength 30
Endurance 30
Resistance 30
Climbing 10

Description: A cherubic little baby, with hazel eyes and a shoot of dark blonde hair.

Relationship to PC: Daughter by Ildred.
Last edited by Rakvald on Fri Feb 14, 2020 3:41 am, edited 4 times in total. word count: 562

Malformed Flesh

Thick, hairy hide grows on his back, forming discolored patterns in the rough shape of an eye.
Red Swine Eye: A non-seeing, large red pig's eye has grown on Rakvald's left arm.
Talky Hand Puppet : A small mouth grows on the back of Rakvald's thumb, which sometimes mutters his surface thoughts for him.
Bat Boy: Rakvald's face have taken on the nose the fangs, and the furrowed forehead and brows of a bat-like creature. He also has sunken skin around his eyes. (After Cylus 13th 720)
Sinister Grasp: His left arm has turned into a black mass of tentacles in the shape of an arm (After Ashan 65th 720).

Commonly Carried Equipment

Outdoorsy Clothing and hides and furs.

Witchmarks

Graft: A pig's snout about one or two inches in diameter, growing between his thumb and index finger.
Becoming: A colorful tattoo spread over his chest, of a hog's head with very large tusks.
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