Rakvald

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Rakvald
Approved Character
Posts: 878
Joined: Fri Aug 24, 2018 11:17 pm
Race: Human
Profession: Mage
Renown: 605
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Rakvald

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Rakvald


Name: Rakvald
Race: Chimera and Protean (Revealed Mage)
Date of Birth: Zi'da 54th 690
Languages Spoken:

Fluent = Vahanic (SP), Common (B: SP; F: Competent Linguistics)
Broken = Xanthean (Novice Linguistics), Common Sign (Novice Linguistics).



Appearance


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


Rakvald's Becoming Totems:


Totem Families/Categories:
  • All Families (Revealed Becomer)
Totem Permanent Echoes: Special Knowledge (Echoes/Traits/Abilities):
Echoes
  • Echo (Permanent): Mer gills: can breathe both fresh air as well as water.
  • Echo: Rakvald's Voice (Mer x Lotharro Totem)
  • Echo: Strength of a Lotharro doesn't quite transfer to a pygmy marmoset's muscles.
  • Echo: Echo of the Dubaebo's sense of smell leaves your eyesight less than adequate.
Traits and Abilities Known per Totem
  • Mer Trait: Amphibious Water-Breathing.
  • Mer Trait: Deep water pressure resistance.
  • Totem: Dubaebo Racial Abilities: Vibrating ground sense, poor eye-sight, enhanced sense of smell.
  • Totem: Ithecal (Paltharnum) Racial-Traits: Natural armor (thick skin), Natural Weapons (Sharp claws/teeth/tail), non-retractable claws,
  • Totem: Ithecal (Paltharnum) Racial Abilities: Enhanced Speed (x2 speed for x2 fatigue), Exposure Resistance (Extreme cold/heat tolerance), ability to regenerate teeth/skin/scales.
Gestalt: Emperor Bat x Avriel
Approval: here
Species: Emperor Bat and Avriel Gestalt

Totem Item: An ossified, blood-colored marble.

Gestalt Traits: Avriel Air sense, Avriel wing limbs (for flight), Bat echo location, bat regeneration/blood lust.

Diet: Hemophage.

Graft Alterations: None Yet.

Description: The creature's skin was a dusky blue of the avriel, almost gray from head to feet. Large wings folded behind them, not feathered but stretched hide as wickedly curved as the emperor bat. His limbs were thin, almos spider-like in their sinuous lengths. His lower face curves into a wicked smile fanged rows of teeth beneath it. His eyes piercing blue, like the avriel, and with the same air-sense as that creature.
Gestalt: Ascended Mantis x Ithecal (Paltharnum)
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Approval: here

Species: Gestalt of Ascended Mantis and Ithecal (Paltharnum)

Totem Item: A totem in the shape of a reptilian scaled egg.

Graft Alterations: None yet.

Description: A creature, six feet tall, ensconced on its external dermis the exoskeleton of the Mantis, hardened against impact, wrapping around the tendril-like flesh limbs of the other half of its gestalt, its external sinews lending force and strength and lightning quickness to its movements.

The exoskeleton covered this thin, gray-skinned, pallid form with a dark outer shell, that spread from shoulder to shoulder, from limb to limb, but with some weak points. There wasn’t enough exoskeleton to cover him entirely. His abdomen was exposed, writhing with scaled flesh. His fingers extended into sharpened claws.

His maw was a circular row of teeth and mandibles, with enough of a voice box for mortal communication.

His eyes were as blue orbs, pupiless but capable of seeing well. He possessed the temperature resistance of the native Paltharnum half of the gestalt, the suffusive nature of the exoskeleton against blunt and bladed impacts. Lightning bursts of speed were his as well, and he could close upon prey with deadly accuracy.

He of course ommitted the tail of the Paltharnum, seeing little use for that vestigial flesh.

Borrowed Abilities:
  • Totem: Ithecal (Paltharnum) Racial-Traits: Natural armor (thick skin), Natural Weapons (Sharp claws/teeth/tail), non-retractable claws,
  • Totem: Ithecal (Paltharnum) Racial Abilities: Enhanced Speed (x2 speed for x2 fatigue), Exposure Resistance (Extreme cold/heat tolerance), ability to regenerate teeth/skin/scales.
  • Racial-Trait: Ascended Mantis: Exoskeleton that suffuses the impact of most singular blows.
  • Racial-Trait: Ascended Mantis: Skeletal structures/claws/teeth that are deadly sharp. Natural weapons.
  • Racial-Trait: Ascended Mantis: Superior reflexes and hunting senses.
Ash Flaw
Approval: /viewtopic.php?f=263&t=27803

Species: Ithecal (Paltharnum)

Totem Item: A totem in the shape of a claw, covered in the scales of a Ithecal.

Graft Alterations: None

Description: His scales were pale gray, his eyes blue, and his head which resembled a cobra was nevertheless warped by strangely bat-like features. A mouth that opened four ways, for one, and long fangs. He stood at seven feet tall, and his claws were wickedly sharp on both his hands and feet. But where his left arm should’ve been, was still the tentacle mass that served as his arcane focus, the focal point for much of his craft.

Abilities:
  • Totem: Ithecal (Paltharnum) Racial-Traits: Natural armor (thick skin), Natural Weapons (Sharp claws/teeth/tail), non-retractable claws,
  • Totem: Ithecal (Paltharnum) Racial Abilities: Enhanced Speed (x2 speed for x2 fatigue), Exposure Resistance (Extreme cold/heat tolerance), ability to regenerate teeth/skin/scales.
Rakvald the Boar

Approval: Pending

Species: Cadouri (Boar)

Totem Item: A small ossified marble of sovereign substances.

Graft Alterations: None Yet

Description: He stood at six feet tall and half again as wide, with thickly muscled arms and a barrel abdomen. His eyes were beady, brown and red. His snout was slightly deformed, but not too much so, due to his bat-like mutation. His pointed ears were also curved backward, with fin-like protrusions. His left arm was a mass of blackened tentacles, with no fur to it, but only a rubbery, tar-like dermis. His fur was cool, light brown. And his legs were that of an ungulate, bent backward slightly at the knees, but fully capable of supporting bipedal walking.

Abilities: Nothing special.
Pygmy Marmoset Identity
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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 A.K.A. Pygmalion's Monster (Lotharro x Mer Gestalt) (Lost and Deprecated/Destroyed)
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Species: Lotharro x Mer Gestalt. Approved here.

Totem Item: A gray marble of ossified bone and blood containing a finger knuckle from the Lotharro.

Graft Alterations: none yet.

Description: Hairless, His skin smooth, gray, and almost scaley like a fishman. But still retaining the shape of Rakvald the Last and his bone structure. Webbed hands and feet. The fingers of his tentacle arm in that form similarly formed webbed skin that stretched from slimy digit to digit. He stands at 6'4", with a stooped back. Fin-like protrusions around his joints and wherever else there are cartilaginous structures (such as the ears, nose, etc).

Abilities: Increased endurance and durability from the Lotharro base. Borrowed traits include: Water-breathing gills, and resistance to extreme water pressure.
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 human man named Jim Fino

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Species: Human: Approved here. Harmonized 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 white hair and beard. 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
Lost/merged/dead Totems
Avriel Totem: Gabe
Species: Avriel
Totem Item: A marble of bone containing feathers and blood residue.

Graft Alterations: none yet

Description: The avriel is thin and dainty, at 5'10" tall. He has white 'hair' with pink and white feathering and ruff. His skin is ruddy, his eyes are deep green.

Scars: None

Abilities: Flight, Avriel Air-Sense, hollow bones.


Acquired: Take these broken wings
Ascended Mantis Totem

Species: Ascended Mantis: Approved here.

DOB: Ashan 42th 715

Totem Item: An egg-shaped shell containing the ichor and flesh of an ascended mantis.

Graft Alterations: None Yet.

Description: /viewtopic.php?f=169&t=5606&p=33524&hilit=ascended+mantis#p33524

Abilities: Very fast with a strong exo-skeleton. Their shell has been used in alchemy, imbuing items with the ability to react to force. When the shell is struck, whether by blade or hammer, the material around the strike becomes near impenetrable. The rest of the time, the shell is soft and pliable, allowing the Mantis incredible speed and flexibility. They have a limited amount of locations they can protect simultaneously, and the best strategy is to attack from multiple sides at once.
Hollow Hand

Approval: /viewtopic.php?p=169782#p169782

Species: Ithecal (Paltharnum)

Totem Item: A totem in the shape of a tooth, covered in the scales of a Ithecal.

Graft Alterations: 1 flightless feathered/membraneous (left) wing. 1 Feathered Membraenous (right) wing Flight (Counts as 1 Enhancement in all as per Graft limits).

Description: His scales were pale gray, his eyes blue, and his head which resembled a cobra was nevertheless warped by strangely bat-like features. A mouth that opened four ways, for one, and long fangs. He stood at seven feet tall, and his claws were wickedly sharp on both his hands and feet. But where his left arm should’ve been, was still the tentacle mass that served as his arcane focus, the focal point for much of his craft.

Abilities:
  • Totem: Ithecal (Paltharnum) Racial-Traits: Natural armor (thick skin), Natural Weapons (Sharp claws/teeth/tail), non-retractable claws,
  • Totem: Ithecal (Paltharnum) Racial Abilities: Enhanced Speed (x2 speed for x2 fatigue), Exposure Resistance (Extreme cold/heat tolerance), ability to regenerate teeth/skin/scales.
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.
Mer Totem: Craw (Merged with Rakvald the Last)

Species: Mer Category 1: Approved here.

DOB: Vhalar 42th 700

Totem Item: A large, purplish pearlescent marble

Graft Alterations: None Yet.

Description: A bulky mer with bluish-green skin. His tail tentacles are about 3 meters long and appear as that of an octopus. He has large fines growing out of his cranium which are evident even on his land form. In his land form, he stands at around 6'4" with large muscles.

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Rakvald's Grafting Catalogue:


Graft Enhancements (0/5)
  • Corrupted wings for his Ithecal (Palthurnam) totem. Counting as a single alteration for purposes of Graft limits. (Undone here.)
Kodi the Hand

A disembodied Kudi'Eltu Hand.

Grafted Enhancements: Superior Sight Corrupted traits for Kodi: Duplicated Fine Cilia on the hands (Corruption Enhancement). Enhanced agility from hollowed out bones (Enhancement 3/3)
Traits: Immunity to Poison/Disease.
Acquired: The Perfect Plan
Prominent Mutations (Present on all forms):
  • Revelation: The All-Father

    Upon revelation, the All-Father will exert its will upon all the physiological mutations that have changed the shape of Rakvald's body, and draw them into his dermis/fur/scales as discolored tattoos. The discolorations illustrate the removal of these mutations as solid manifestations (or fur/scale patterns depending on the totem assumed at the time). These tattoos, however, are clearly arcane in nature, moving and writhing and doing as they would have before revelation. They are impossible to ignore and can be used to clearly identify him if one is familiar with them.

    In place of the physiological mutations, he will grow a form that emphasizes his Altered Sage mutation, taking the form of a venerable example of the gestalt or totem's form. Yet like the Altered Sage, he will not suffer a loss of vigor for this appearance. It is for all intents and purposes a cosmetic change. Obviously this overwrites his Inheritor form in some ways, taking away the make up of his entire body as a mass of tentacles shaped roughly like any totem.

    The All-Father seeks to protect those he's deemed its children, to provide and engender flourishing of status. As such, he treats his totems as favored children. Those who are harmonized especially so.

    Approved: Revelation: Becoming (second revelation)
  • Revelation: The Inheritor

    Upon revelation within the body of Rakvald, the Inheritor has taken on a grotesque, amorphous form of writhing tentacles and feelers. Its cranium always appears as a tightly-wound, writhing limbs of tentacles, and the head of a cephalopod with drooping tendrils curling from its nasal-labial creases. And of course a toothed maw beneath. It maintains the native attributes and strength of its former body, despite the lack of bones in its tentacles.

    Note about Becoming: This Chimera possesses all native abilities of the flesh its body inhabits as well as the base Chimera abilities/revelation. If the flesh has claws and poison teeth, it will be able to form them by shifting its flesh around. If its flesh has flight as a base ability, its tentacles can melt into a pair of wings and fly. If the totem has four legs, he will present as a quadroped version of the chimera. And so on.
  • Thick, hairy hide grows on his back, forming discolored patterns in the rough shape of an eye. The fur now takes on the appearance of a tattooed fur patch, in the shape of an eye (All-Father revelation)
  • Red Swine Eye: A non-seeing, large red pig's eye has grown on Rakvald's left arm. A large unseeing pig's eye tattoo is on Rakvald's Left Arm (All-Father revelation)
  • Talky Hand Puppet : A small mouth grows on the back of Rakvald's thumb, which sometimes mutters his surface thoughts for him. The All-Father's spark Revelation caused a tattoo of a mouth to form between his thumb and forefinger. It sometimes talks.
  • 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) After the All-Father revelation, his bat-like features turn into suggested curvature of shaded tattoos on his face, under his eyes, and along the cheeks as if to make him appear more gaunt. (All-Father revelation)
  • Sinister Grasp: His left arm has turned into a black mass of tentacles in the shape of an arm (After Ashan 65th 720).
  • Altered Sage: This manifests first as a purely cosmetic change in all his forms, making them appear as an elderly version of that totem without the frailty and weakness of age. Humanoid totems will find their hair graying, crows' feet setting into the corners of their eyes. Animals of various sorts will grow past the point of full maturity. In all forms, he radiates a sense of the eminence of age.
  • Cephalopod: Rakvald grows a set of tentacles going from the bottom of his nasal crease, to all over and around his mouth, concealing his mouth. This change to his face carries over in some fashion to each totem he possesses. Rather than shaping his face, when the All-Father spark revealed, it left the tentacles as tattoos upon the bare skin of his face. They still writhe on his skin, but no longer are physical tentacles.


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Last edited by Rakvald on Tue Nov 25, 2025 2:40 am, edited 140 times in total. word count: 2954
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Rakvald
Approved Character
Posts: 878
Joined: Fri Aug 24, 2018 11:17 pm
Race: Human
Profession: Mage
Renown: 605
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Personality


Virtues


Brave
Gregarious
Confident
Honest
Generous
Vices
Lusty
Flirty
Doesn't always think with his head.
Loud-mouthed
Indiscrete
Tactless


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Last edited by Rakvald on Fri Jul 01, 2022 9:16 pm, edited 28 times in total. word count: 21
User avatar
Rakvald
Approved Character
Posts: 878
Joined: Fri Aug 24, 2018 11:17 pm
Race: Human
Profession: Mage
Renown: 605
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Storybook
Wealth Tier: Tier 10

Featured

Milestones

Miscellaneous

Events

Re: Rakvald

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Pre-Play History

Rakvald was 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.



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Last edited by Rakvald on Fri Jul 01, 2022 9:17 pm, edited 16 times in total. word count: 449
User avatar
Rakvald
Approved Character
Posts: 878
Joined: Fri Aug 24, 2018 11:17 pm
Race: Human
Profession: Mage
Renown: 605
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Storybook
Wealth Tier: Tier 10

Featured

Milestones

Miscellaneous

Events

Re: Rakvald

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Magic and Blessings

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.

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


Given Here: /viewtopic.php?f=222&t=17012&start=20

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


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.
+1 The Atramentous Trench in the Untold


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Last edited by Rakvald on Thu Feb 02, 2023 4:36 pm, edited 250 times in total. word count: 1062
User avatar
Rakvald
Approved Character
Posts: 878
Joined: Fri Aug 24, 2018 11:17 pm
Race: Human
Profession: Mage
Renown: 605
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Storybook
Wealth Tier: Tier 10

Featured

Milestones

Miscellaneous

Events

Re: Rakvald

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Possessions and Housing
Rakvald Manor
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Rakvald Manor




Along a humble dirt path from the outskirts of Zynyx VIllage, rises the gothic-style Rakvald Manor. This is the residence of Rakvald. The house is a testament to the skill of Rharne architects, standing at least three stories high, with a corner tower rising above the rest of the structure for a couple floors.

The ground floor has been converted from a family dwelling to a hostel, for in-patient care. The Master-at-Arms medical facility occupies all the ground floor, which consists of several small private bedrooms for clients and patients. The foyer itself is the lobby and waiting room in one, opening into a large open space that is surrounded by a inner balcony leading up to the living quarters of Rakvald and his closest family and associates.

No less than ten small rooms populate the ground floor, a large marble-tiled bath house, a surgery office, and Rakvald's personal offices adjoin the foyer.

At the second story, there are three average-sized bedrooms flanking the balcony, which are accessible through them. A large kitchen, and a couple of small bathrooms. In addition, a library and study.

The central stairwell, at the back of the house leads down into the basement and large wine-cellar. Beneath that, a huge hidden basement laboratory with hidden access from the Wine Cellar to an external cave that leads out to the banks of the river Zynyx.

The tower at the corner of the house consists of five average-sized rooms that have yet to be tasked to a specific purpose. At the bottom-most of these rooms, a ventilated forge has been installed, complete with a furnace and workshop.

Throughout the exterior, several gargoyles have been propped up and sculpted to fit on the edges of the roof and awnings. A large garden grounds extends a ways outside of the house, with enough room to grow several trees.
Room Layout
12 small rooms = 24 wp
8 average rooms = 32 wp
4 large rooms = 32 wp
3 huge rooms = 48 wp

136 WP in all it will cost Rakvald.


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Rakvald's Scalvoristown House
Tier 10 house in Scalvoristown.
3 small rooms: 2 Guest Bedrooms, 1 small bathroom
4 average rooms: Large kitchen, Large Bathroom, Master Bedroom, Svartholda's Bedroom.
2 large rooms: Stable, Large study (Rakvald's)
3 huge rooms: Attic Laboratory, Wine Cellar, and a large reception hall.
Írọrun Steading (Sold Zi'Da 719/Reclaimed/Purchased Zi'Da 720)
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:
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Interior Sampling:
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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.


Lost/Sold Properties
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.

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Rakvald Manor (Almund)
Rakvald Manor

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The manor's ownership was re-established after 108th of Ashan in 720. It stands in a richer section of Almund, a large townhouse once known as Devukrad manor (now Rakvald Manor).

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 upstairs halls, which splits space between a library on the left, and a 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.

Next to the house, outside, is a large stables, where any of Rakvald's animals are to be housed and cared for.

Player Notes


Rooms included
2 huge rooms: 1 large library (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 upstairs hallway.
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



Inventory:
Embersteel girdle
2 sets of masterwork clothing:

A great leather cloak that was cut in such a way as to cover the front and the back of the torso, pale green and dark, with inner lining of charcoal gray wool.
A sleeve-less pale dark green, loose-fitting tabard of leather, lined by charcoal gray wool. As well as this, he wore some lower robes, also of similar material.

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
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.
Tome of Arcana
The Tome of Arcana

Penned by an exalted follower of Ralaith that happened to be a very knowledgeable mage and alchemist, this book contains detailed information on every known technique of every domain of magic up to Master level. It doesn't contain information on revealed techniques or other as yet imagined techniques beyond revelation. The book functions like a Compendium of Immortal Wisdom, in that it retains only accurate knowledge of Arcana, but no other subject. It can withstand the elements, and takes ink immediately without needing to dry. It appears to be written in blood on parchment, and has a fancy arcane emblem on the front binding.

It's knowledge is written in an old form of Vahanic, requiring at least knowledge of the Vahanic language and also competent linguistics to understand.


Murderstrike
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Acquired: Pending
Basic Characteristics: Average quality longsword. Embersteel.
Description:

Tier 8 Plate Armor

a masterwork set of tier 8 cobalt plate armor. Acquired within his current tier. Acquired Here
Tier 4 hardened leather Armor

a masterwork set of tier 4 hardened leather armor. Acquired within his current tier.
Crossbow

Masterwork+ quality embersteel crossbow as part of his wealth tier.
Longbow

Masterwork+ quality yew longbow as part of his wealth tier.
Embersteel shepherds axe-cane (Masterwork+)
Embersteel Warhammer (Masterwork+)
Lop & Chop

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One Large Embersteel Kukri (Lop) and one smaller Embersteel Kukri (Chop) (Tier 9 Masterwork)
Embersteel Seaxe knives (5)

Embersteel seaxe knives(Masterwork+ quality) as part of his wealth tier.
Embersteel Short Sledge Hammer

One Short Sledge Hammer (Masterwork+ quality) as part of his wealth tier.

Tentrial Best (Fitted to his Mer/Lotharro gestalt totem)
  • His fairly short-sleeved, red velvet jacket covers him to well above his waist and is loosely tied with string at the bottom right side. The sleeves of the jacket are a little wide and reach down to his wrists, they're decorated with several thread linings at the sleeve ends as well as onyx buttons up and down the jacket.

    The dark green silk vest beneath has a round neckline which reveals part of the elegant white shirt worn below it and is worn with a thin leather belt, which is held together by the Swine King's Buckle.

    His pants were simple and a comfortable fit and reach down to his leather shoes, made entirely of fine, mauve leather. The shoes are made from a fairly uncommon ostritch leather, dyed green.
Duplicity Outfit 3-Piece (hood, cloak, robe)
Duplicity outfit, bought via UCP point bank ledger.




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Last edited by Rakvald on Sun Feb 22, 2026 10:24 pm, edited 185 times in total. word count: 2216
User avatar
Rakvald
Approved Character
Posts: 878
Joined: Fri Aug 24, 2018 11:17 pm
Race: Human
Profession: Mage
Renown: 605
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Storybook
Wealth Tier: Tier 10

Featured

Milestones

Miscellaneous

Events

Re: Rakvald

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NPCs

Rayfin (Deceased)
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Name: Rayfin
Race: Totem Guardian (Lotharro x Mer gestalt totem)
Birthday/Age: DoB: 722 45th of Vhalar
Languages Spoken:
Fluent: Common
Skills
Skill XP Level
Strength 56 Expert
Endurance 26 Competent
Combat: Unarmed 26 Competent
Resistance 26 Competent
Athletics 26 Competent
Appearance:
Scale Color/Complexion: Gray
Eye Color: Black
Height: 8'
Weight: Heavy-set
Build: Body-builder physique.

Personality: A creature of imposing stature. He shares Rakvald's taste and passion for partying and a good time, but also is fiercely protective of his sire. He's very little in the way of knowledge at the moment, but Rakvald plans on teaching him more about the world as soon as he figures out the Totem Guardian possesses sentience.

Background: There's not a lot to tell here. He is to be born in a ritual to summon a Totem Guardian from the original totem Rakvald used to create the gestalt creature. Rakvald means to utilize him as both a companion, enforcer, and a bodyguard.

IC Appearances: Expect Vampires: An Unexpected Drinking Buddy

Totem Information:

Species: Lotharro x Mer Gestalt. Approved here.

Totem Item: A gray marble of ossified bone and blood containing a finger knuckle from the Lotharro.

Graft Alterations: none yet.

Description: Hairless, His skin smooth, gray, and almost scaley like a fishman. But still retaining the shape of Rakvald the Last and his bone structure. Webbed hands and feet. The fingers of his tentacle arm in that form similarly formed webbed skin that stretched from slimy digit to digit. He stands at 6'4", with a stooped back. Fin-like protrusions around his joints and wherever else there are cartilaginous structures (such as the ears, nose, etc).

Abilities: Increased endurance and durability from the Lotharro base. Borrowed traits include: Water/Air-breathing gills/lungs, and resistance to extreme water depth pressure.

Approval: Here
Upgrades: +60 xp +15 to Athletics, +15 to Resistance, +30 to Strength.
Renfreud (Deceased)


Approved: Approval
Skill Up: ~ 21 xp into Larceny and 25 into Medicine
+1 to Graft, +10 to Discipline
+60 xp +25 to Stealth, + 35 to Discipline.
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Name: Jacob Renfreud
Race: Human Male
Birthday/Age: DoB: 697 35th of Saun
Languages Spoken:
Fluent: Vahanic.
Broken: Common.
Skills
Skill XP Level
Larceny 51 Expert
Medicine 51 Expert
Stealth 51 Expert
Discipline 45 Competent
Torture 6 Novice
Deception 6 Novice
Cooking 6 Novice
Graft 1 Novice

Appearance/Biometrics:

Complexion: Light
Eye Color: Brown.
Hair Color: Brown
Height: 5'9"
Weight: Average
Build: Slim.

Personality: A man who has a fascination with all things related to anatomy, biology, and medicine. Some may even say he has a borderline heretical obsession with the darker side of medicine, such as poisons. Whatever the case, he's consistently pushing the envelope in terms of what he can accomplish, and get away with. Several pieces of equipment have gone missing from his learning lab, but none has been able to prove he was responsible, yet.

He's motivated in part by greed, but not just for money, but also knowledge.

Backstory: He has a fuzzy memory when it comes to how his life was before landing an apprenticeship with Rakvald. Or perhaps he's just being evasive. He's since spent his time under the tutelage of a barber surgeon in Quacia, learning about general medicine and surgery. He's kept his nose down to his borrowed books mostly in that time.

In Quacia, under Rakvald's learning, he hopes to learn more of the heretical aspects of medicine, and also perhaps find Rakvald willing to teach him magic.

Special Stipulations: As a consequence of Renfreud's apprenticeship to Rakvald, he's to serve as the Chimera's assistant in certain matters both medical and personal. This includes using his non-magic skills to aid Rakvald in a variety of jobs and tasks so long as it results in further teaching. He is not to use magic skills, however, for anything other than learning situations.
In-Game History Thus Far:

Rakvald the Employer 49th of Ymiden 722 ~ Rakvald hires Renfreud as a physician's assistant.
Expect Vampires: Excise the Vestigial 51st of Ymiden 722 ~ Rakvald has a day of giving discounted medical services to those who need it, assisted by Renfreud in various ways.
Put Your Trust in a Hunchback Cephalopod 7th of Saun 722 ~ Rakvald takes on a hunting job and brings Renfreud along for the ride.
Not So Magic Carpet Ride 23rd of Saun 722 ~ Rakvald rides into Rharne with Renfreud, who leaves him at the local tavern while he goes ahead to find accomodation.
Expect Vampires: The Absolute Nadir of Arcane Power 13th of Vhalar 722 ~ Renfreud spies on Rakvald's reemergence as a mage, as he reads an arcane tome that it's heavily suggested that Renfreud planted on his desk to tempt him.
Expect Vampires: Lâmina-Sangrenta 20th of Vhalar 722 ~ Rakvald begins work on a weapon shaped by Graft magic. He invites Renfreud back into their rented abode, to witness the 'miracle'.
Expect Vampires: An Unexpected Drinking Buddy 45th of Vhalar 722 ~ Rakvald forms a Totem Guardian, then meets up with some acquaintances of Renfreud at the Painted Swine, where they discuss issues concerning the Quacian refugees of Rharne.
Expect Vampires: Recycle, Reuse, Regurgitate 55th of Vhalar 722 ~ Rakvald finally initiates Renfreud into Graft Magic. He performs a meditative ceremony to help give the initiation a better chance of success. He successfully initiates Renfreud into Graft here.
Relationship to PC: I want to apply for this npc as Rakvald's Mage Apprentice NPC. How they meet, I'd rather leave to my muse, as I'm not quite sure at this point. They will possibly meet at Quacia.



Brothers from the Past
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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.
Ildred Gallows (Deceased)

Approval: here
Upgrade Logistics from 65-75: here
Skill Scale Down 2021: Agriculture to Gardening, Butchering becomes Cooking.
NPC UPdate: +60 xp +1 to Logistics, +6 to Caregiving, +31 to Animal Training, +20 to Cooking.

Name: Ildred Gallows
Race: Human
Date of Birth: 23rd of Ashan arc 697
Skills:
Skills
Skill XP Level
Logistics 76 Master
Animal Husbandry 51 Expert
Gardening 51 Expert
Seduction 51 Expert
Endurance 51 Expert
Cosmetology 51 Expert
Animal Training 51 Expert
Cooking 30 Competent
Caregiving 26 Competent
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 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, helping his agricultural operations wherever he happens to roam. Common-law spouse.
Svartholda Gallows
Name: Svartholda Gallows
Race: Human
DoB: Saun 1st 719
Skills:

Strength 30
Endurance 30
Resistance 30
Climbing 10

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

Relationship to PC: Daughter by Ildred.
Kodi the Hand

A disembodied Kudi'Eltu Hand.

Grafted Enhancements: Superior Sight Corrupted traits for Kodi: Duplicated Fine Cilia on the hands (Corruption Enhancement). Enhanced agility from hollowed out bones (Enhancement 3/3)
Traits: Immunity to Poison/Disease.
Acquired: The Perfect Plan
Rocky Hurricane

A Storm Roc adult, Good condition, Poor Training.


Grafted Enhancements: None yet.
Traits: Storm Roc typical traits.
Acquired: Roc You Like a Hurricane
Rei

A King Crocodile Matriarch

Description: These crocodiles mostly dwell in swamp areas. They can grow to 29 feet (9 meters) long. It has thick armor plates over its body, a very large head with rows of large teeth. They are capable of explosive speed in the water and almost as fast on land. Their sharp teeth are suited at seizing and gripping, dragging victims into water to drown. Death rolling is used to tear the prey into pieces small enough to be swallowed whole. Their bite has more force than even the thunder ocelot and can crush a Therion skull between its jaws.

Grafted Enhancements: None yet.
Traits: Armored plating on its hide, large, sharp teeth, strong bite, powerful tail, fast swimmer, mountable.
Acquired: Point Bank Ledger
Ash-Flaw
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Name: Ash-Flaw
Race: Ithecal (Paltharnum)
Birthday/Age: Arc 783 Saun 39.
Languages Spoken: Basic Common, Fluent Vahanic
Skills:
Skill Table
Skill XP Level
Fieldcraft 30 Competent
Strength 30 Competent
Endurance 30 Competent
Combat: Unarmed 10 Novice

Appearance/Biometrics:

Scale Color: Bluish-gray with Orange weathering.
Eye Color: Sky blue.
Height: Diminutive for his kind, at 7' tall.
Weight: 240 lbs.
Build: Wiry and lithe.

Personality: Ash-Flaw was meek while he lived in Quacia. He learned early on to keep his head down, obey his masters, and do his work. Yet when the rebellion swept through the slave community of Quaica, he swiftly adapted to the spirit of rebellion. He now has become rather stubborn, and stuck to fending for himself. Out of the meek slave, rose a strong will, rebuilt by rebellion and nurtured by the fruits of the savage wilds.

Backstory: Ash-Flaw was raised from an egg as a slave in Quacia. There, he spent much of his youth being tutored by the rest of the ithecal slaves, who taught him everything he needed to know in order to toil for their Quacian masters. He learned the Vahanic tongue, as was expected of all slaves, and became very tough and strong working the sulfur pits and quarries of Quacia.

In the Hot Cycle of 720, after the Creep laid the city to waste, he found himself caught up in the ithecal slave rebellion, which took hold in the Lair. When the rebellion was inevitably put down, he managed to escape with a few other Quacian under-class members, as well as fellow Ithecal. There, they made their way through Creep-infested lands, over the badlands of Desnind, and into Desnind proper.

At first their small community of exiles did well enough, until some of the humans in their group took exception to the presence of tunawa. For all the strife the conflict with tunawa made, there was also much racial tension between the Ithecal and human members of the refugees.

Ash-Flaw eventually struck out on his own into the wilds, where he abided for a time. It wasn't long, however, before he was discovered by the students of one Master Long, of the House of Rivers. They took him in, as another convert to the school of Master Long, who took him on as a personal pupil. Later on, he leaves the House of Rivers when he sees Rakvald expelled, and follows the mage into exile inexplicably.


In-Game History Thus Far: TBD

Relationship to PC: Fellow exile from the House of Rivers

Grafted Enhancements: Grafted Mer Gills for a Ash-Flaw NPC..

Acquired: Ash-Flaw
Approved: /viewtopic.php?p=169946#p169946

Telma Mor'Gwyr
Name: Telma Mor'Gwyr
Race: Biqaj
Birthday/Age: Arc 689 Ymiden 19.
Languages Spoken: Fluent Vahanic, Conversational Common, Conversational Xanthean, Basic Grovokian.

Skill XP Level
Sculpting 30 Competent
Engineering 30 Competent
Linguistics 30 Competent
Leadership 10 Novice


Appearance/Biometrics:

Skin Color/Complexion: Pale.
Eye Color: Light Blue.
Hair Color: Light Blonde.
Height: 5'7"
Weight: 123 lbs. approximately.
Build: Small frame, light.

Personality: Telma has a definite aggressive streak, that she puts to use in her calling as an architect, pursuing projects with a vigor unmatched in her home city of Quacia. Energetic and fierce, she doesn't take kindly to people who will not make way for her when she's on the job. In social situations, she's slightly more subdued but very objective and agenda-driven. She doesn't enjoy people who tip-toe around a subject of interest.

Backstory: Telma grew up in the Quacian middle class, the daughter of a prominent Guild member. She swiftly proved her acumen at building things from an early age, and it was clear to her parents that she would go on to become one of the foremost architects in modern Quacia. And she did just that, completing education in Quacia, and going to work on various projects around the city.

However, in the aftermath of the Creep War, she would've gladly stayed on to help rebuild the city, but was outed as a Moseke worshipper by inquisitors. She managed to escape the punishment of Anathema from the Theocratum and escaped with a small group of refugees, comprising of various professionals as well as a few underclass members and ex-slaves.

She is one of the more prominent leaders of the group of refugees. Having risen to lead the pack as they make their way out of Quacia, she became something of a liaison between the Quacians and people they met in Desnind, having the skill to speak Vahanic and Common, as well as a bit of Xanthean and even Grovokian.

In-Game History Thus Far: TBD

Relationship to PC: TBD

Approved: /viewtopic.php?f=369&t=26403
Skill Scale Down 2021: Construction becomes Sculpting

Grimke
Name: Grimke
Race: Lotharro
Birthday/Age: Arc 695 Ashan 2nd.
Languages Spoken: Fluent Common, Broken Haltunga

Skill XP Level
Stealth 30 Competent
Hunting 30 Competent
Combat: Polearms (1-h/Thrown) 30 Competent
Endurance 10 Novice


Appearance/Biometrics:

Skin Color/Complexion: Ruddy, Hirsute
Eye Color: Hazel
Hair Color: Auburn
Height: 6'
Weight: Heavy-set
Build: Muscular.

Personality: He's a jolly Lotharro, with a lust for life. From Uthaldria, he follows the path of the Hunter, and takes his charge to kill things to gather their resources seriously. He's been living in Desnind for some time but tends to travel around a lot. He's very focused on his life path, but can bond with others on the basis of shared experience, should they join him in a hunt.

Backstory: A fledgling hunter from Uthaldria, he left home to seek opportunities to grow his skills, and hone his talent for the hunt. There's not much to his backstory, just an ordinary tribal upbringing on the plains of Uthaldria. His biggest kill to date, was an infant Cliff Lurker. Quite the feat, with which he of course had help from his fellow tribesman. But that doesn't stop him from sharing the story.

In-Game History Thus Far: TBD

Relationship to PC: TBD

Approved: here.
Thrown Combat Announcement (Combat: Thrown to Combat: Polearms (1h- Thrown): here




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Last edited by Rakvald on Thu Feb 02, 2023 4:36 pm, edited 70 times in total. word count: 2712
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