Doran

This is where CSes are moved to when they are marked as "Approved". If this accidentally locks your CS, don't worry, just PM a prophet and we'll unlock it straight away!

Moderators: Pegasus Pug!!!, Staff, Peer Reviewer, Wiki Worker

User avatar
Doran
Peer Reviewer
Peer Reviewer
Posts: 3879
Joined: Sat Sep 03, 2016 3:43 am
Race: Mortal Born
Profession: Alchemist
Renown: 1202
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 10

Doran

Image



Name: Doran Thetys
Gender: Male
Race: Mortalborn (of Ziell)
Date of Birth: Ashan 25, Arc 322

Profession: Dean of the Instiute of Sciences in Viden

Marks:
Favored: Daianya, Ezere, Sojourn, Xypha
Adored: -
Exalted: Nalos

Partner: ~

Factions Joined: Iceforged

Languages Spoken:
Fluent: Common, Scalveen
Conversational: Ancient Language, Vahanic
Broken: Common Sign, Ith'ession, Rakahi

Faceclaim: Dimitris Alexandrou
Last edited by Doran on Thu Oct 10, 2019 6:26 am, edited 18 times in total. word count: 76

Mutations

N/A

Blessings

N/A

Worn Items

Ring of Reversal
Ring of Immunity
User avatar
Doran
Peer Reviewer
Peer Reviewer
Posts: 3879
Joined: Sat Sep 03, 2016 3:43 am
Race: Mortal Born
Profession: Alchemist
Renown: 1202
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 10

Doran

Image



► Show Spoiler



► Show Spoiler



► Show Spoiler



Domains:

Change
Physical Change Control
As the Mortalborn of Change, Doran can cause, reverse, speed up, slow down or otherwise alter any kind of physical change.

Examples of physical changes are cooling and heating, up to the point that the object that Doran uses his ability on simply melts and turns into a liquid, changes of density, volume or durability, or even sublimation.

Physical changes are changes that affect the form of a chemical substance, but not its composition, and they are, at least usually, reversible.

While Doran can affect any kind of object regardless of its chemical composition with this ability, he cannot use it on living beings.

Furthermore, he can only use it once a trial without side effects. Heavy overuse of this ability for a single trial may lead to harmful effects that include headaches, fatigue and, in the most extreme of cases, even fracturing.

Changes to smaller objects are usually instantaneous while it takes some time for Doran to affect larger objects. Using this ability on objects that are more than half of his volume or mass requires Doran's full concentration.

(Approval/Replacement)
Darkness
Light Thief
By activating this ability the Mortalborn can steal the light from any source, and store it within himself so that he can see clearly in the middle of the night, if he so wishes. The duration of this ability depends on the strength of the source that the Mortalborn stole from. Side effects include headaches and, if the ability is used for longer amounts of time his eyesight will be affected. He might have visual hallucinations and see flashes of light even after turning his ability off for example.
Insight
Window to the Past
By touching a person’s skin the Mortalborn can access their recent memories. Prolonged contact allows him to look further into the person’s past. Those with skill in Meditation may be able to defend themselves. Using this ability more than once or twice per trial leaves the Mortalborn with severe headaches. Furthermore, looking into somebody's past can have scarring effects on his psyche.


MB Approval: here.

Special Knowledge: Mortalborn: Doran has acquired the ability to sense other mortalborn when they use mortalborn abilities. (Approval.)
Mortal Parent:
► Show Spoiler
Mortalborn Story:
► Show Spoiler
Last edited by Doran on Fri Oct 04, 2019 5:47 am, edited 14 times in total. word count: 3289

Mutations

N/A

Blessings

N/A

Worn Items

Ring of Reversal
Ring of Immunity
User avatar
Doran
Peer Reviewer
Peer Reviewer
Posts: 3879
Joined: Sat Sep 03, 2016 3:43 am
Race: Mortal Born
Profession: Alchemist
Renown: 1202
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 10

Doran



Nalos

Favored

Optimism: The character is granted an extra three skill points which may be spent only on the following skills: Etiquette, Navigation, Psychology or Teaching. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.

Flow of Morale: The Blessed is able to bring a brief surge of hopeful resolve to those around him. Within 10 feet, this lasts for eight bits; to 20 feet, it lasts for five bits; to 30 feet it lasts for two bits. At "Adored", double either the range or duration. At "Exalted", double both.

Calming Overcast: A tense situation suddenly undergoes a dusky graying light, and the attitudes of everyone within 50 feet are affected as if the current hostility instead happened the day before, and everyone has had the time to cool off.

Night Torch: The Blessed can touch any item and cause it to glow with a bright, starry light. This light can be directed away from the holder, so as not to dazzle night vision. If no other Nalos abilities are used, this can be maintained as long as the item is held by the Blessed.

Fog Bank: The Blessed can generate a concealing fog to aid an innocent or threatened person to escape harm. If the target is instead genuinely guilty of some wrong, for which he was being pursued, the fog will instead leave trail behind him; as well as a revealing nimbus around him for a number of breaks equal to the Blessed's Etiquette skill. The target will have to run through the fog bank to activate this trail. During this time, placing this fog a second time will immediately dispel the current one.

Shooting Star: A Bow can be blessed to emit a ray of star light in a path that displays the trajectory of the arrow nocked upon it. This does not affect the shooter's ability to maintain this aim, and if the light moves from the target upon release of the arrow, the shot will still miss the mark. This effect can be called upon three times a trial.

Cooling/Warming Trend: The Blessed can impart an actual rise or drop in local temperature, to bring relief and encourage good moods. This can be up to a 15-degree effect in a single building; a 10-degree effect over a city block, or a 5-degree effect over a small village. At "Adored", raise the effect by an additional 5 degrees, and make the new 5-degree area be the size of a large town. At "Exalted", add another 5-degrees, and have the new 5-degree area be the size of an entire city. This effect will remain for an entire trial, but can not be generated again for another three.

Eyes of Dusk: The Blessed can impose the stark contrasts of lighting that are typical of dusk on one target. Shadows are much darker and lights much brighter by comparison than at any other time of trial. The effect this has is to render an adversary stricken by visual impairment, as if their eyes are never truly able to get used to the light. In game terms, appropriate skills are reduced by a tier equivalent when used. For instance, if a PC in a fist fight has 10 points into Master Level Unarmed Combat, this will reduce his skill to being Expert instead. This lasts for as many bits as the Blessed's Psychology skill.

Dry Ice Cloud: The cold of the void between the stars infuses this ground-level cloud with a near paralyzing cold. Joints grow stiff, hands grow numb on weapons, movements and communications are hindered by shivering, weapons and armor may become brittle. This has essentially the same game impact as "Eyes of Dusk", but is an Area-of-Effect power that covers 100 sq.ft. At Adored, it covers 200 sq.ft. At Exalted, it covers 300 sq.ft. The Blessed is unaffected by this cloud.

Adored

Bolstered Optimism: The character is granted an extra six skill points which may be spent only on the following skills: Etiquette, Navigation, Psychology, or Teaching. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.

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

Cloud Nine: The Blessed can put one adversary to sleep. The amount of divine force needed to complete this act depends on the level of Resistance or Discipline the target possesses, whichever is higher. The targets will be marked so their superiors will know that they were targeted by an Immortal power, to spare them serious repercussions.

Fulcrum of Fervor: The Blessed can select a single word to empower with the ability to spread optimism. When he cries it, those nearby may take up the cry, compounding the power and range of it's uplifting effect. The fervor generated by this collective outcry will last until dawn of the next trial. This can only be cast once per cycle. At "Exalted", it can be cast three times per cycle.

Starlight Key: Once a season, the Blessed can bring down starlight to form a key that will unlock any key-type lock. This hardened starlight will stay this way, for use on this same lock, for the remainder of the night in which it was formed. It is bright however, and could give away stealthy movements. In the alternative, this key can be left in the lock to ensure it remains unlocked, but is easily seen by any hostiles. Covering it will help greatly, but the presence of something covering the lock will be suspicious in and of itself. This key can not be used on combination locks, nor will it remove a simple bar from a door or unlatch mechanisms.

Shadow of Doubt: The Blessed brings clouds overhead to create a dusk-like atmosphere that strips the morale from enemies over a broad area. Those of only Novice Discipline or Resistance throw down their weapons and run or surrender. Competent level enemies back away, promising no aggression. Expert level enemies stand their ground, but do nothing unless attacked. Master or higher are unaffected, but will probably reconsider any aggressive act if many of their support troops are demoralized.

Cloudy Armor: The Blessed is covered in a cloudy blanket that cushions or misdirects melee strokes and ranged missiles so they afflict only light wounds. A very skilled fighter or marksman can accomplish higher levels of damage against this armor. In game terms, this armor reduces the attacker's pertinent skill by one tier, so that the Blessed's counter skill is more effective.

Guiding Stars: The Blessed is guided by the stars at night. When the stars begin to appear it is as if they speak to him, giving intangible hints as to where things are, the best way to go to reach them, and what hazards may lie in whichever path he takes. The glares of starlight seem to take on brief shapes that warn and direct. There must be either direct, or directly reflected, starlight present to receive this benefit. Night clouds lit with starlight will also bestow this benefit. Those that lack Xiur's mark will not perceive this effect.

Spread the Word: The Blessed can make additional individuals the central focus of "Flow of Morale", "Calming Overcast", "Cooling/Warming Trend", "Night Torch" or "Dry Ice Cloud" without it costing him his charge of its use. This second person must be willing, but can only be given one of these boons at a time. The Blessed can bestow several of the same boon, or one each of several if he chooses.

Exalted

Optimum Optimism: The character is granted an extra nine skill points which may be spent only on the following skills: Etiquette, Navigation, Psychology, or Teaching. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.

Unshakable Resolve: The Blessed is immune to any demoralizing effects; magic, chemical, divine or otherwise. What's more, he knows when such an effect has been attempted against him; as well as the source and specific ability used.

Empowered Sunset: With the arrival of dusk, the Blessed can infuse one thing with the energy of the encroaching stars. This can be used to permanently heal a person of serious wounds, reduce fatal wounds to serious, or grant a temporary boon of superhuman level to one physical or mental attribute. In the alternative, this can be used to permanently repair a broken item, or to bestow a temporary enhancement to it.

Daianya

Sentiment: The Favored has the unique ability of being able to pluck a shimmering, silvery hair from their head, regardless of whether or not they have actual hair. This hair may be tailored into anything that the Favored might make from Needlecraft. While the tailoring, as a whole, is being done, the Favored may focus on a memory or strong emotion, and weave it into the object. Once it is finished, the silvery hair will change color and appearance to fit the object made. Following that, anyone who makes contact with the object will either be able to see the memory as a vision or feel the emotions as strongly as the Favored imparted into the object. These things can be resisted easily if so desired by those who touch it.

Invigorate: The Favored has the ability to generate more Lifeforce than they need while dancing. Passively, this keeps the Favored young and vigorous, staving off the effects of aging. However, when used in the presence of decay, decrepit, or anything past the prime of its life (as this only applies to living things), this ability will turn back the biological clock, returning them to their peak, and never younger. This is strictly physical, and does not affect the mind, memories, etc. For simple things such as plants and small animals, this affect kicks in over the span of a few minutes. For more complex beings, such as older animals and people, it requires roughly one hour of dance per year of invigoration. This ability does not affect time, so it does not remove scars, injuries, etc.

Trusted Gaze: The Favored must lock eyes with a person and activate this ability. The Favored's own eyes will change to look like the eyes of someone that person trusts or believes in. This change includes eye color, shape, and other such details of the eyes. This is only visible to that person, and it can be done with multiple people in order to overlap the effect. This effect lasts for up to one hour. It cannot be used on the same people twice in one day.

The Beat of Your Own Drum: The Favored will find themselves able to improve in all aspects of their life simply by dancing. No matter what it is the Favored is doing, if they do it while dancing, they will find themselves better at it. This reflects itself in the Skills they use.

If the Favored's dancing skill is of higher tier than the target skill they are improving, that target skill may be utilized at one tier higher than it currently is. If the dancing skill is of equal or lower tier than the target skill, the Favored will find smaller improvements to the skill that makes what they are doing easier and more efficient.

Daianya Skills: The character is granted an extra three skill points which may be spent only on the following skills: Dancing, Needlecraft, Leadership, Caregiving, and Endurance. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.

The Snitching Stitch: The Favored may pluck a golden, shimmering hair from the tip of a finger, regardless of whether or not they have actual hair. This hair may be tailored into anything that the Favored might make from Needlecraft. During the process of creating the item, the Favored may focus on their emotions or memories, though it is important to pick one, as failure to do so renders the ability moot. The created item must be given to a person in order to activate the next part of the ability. If the item was created with emphasis on emotions, and is held or worn by the person it was gifted to, the ability activates. If the person's emotions are being manipulated, either by mundane, magical, or divine means, it will alert the Favored that created the item. This alert is a different sensation for each Favored, but it will always indicate who the alert is coming from. It does not indicate what the source of the manipulation is nor the protected person's location. Creating the same item with an emphasis on memory, and is held or worn by the person it was gifted to, the ability activates. If the person's memory or intelligence are being manipulated, either by mundane, magical, or divine means, it will alert the Favored that created the item. This alert is a different sensation for each Favored, but it will always indicate who the alert is coming from. It does not indicate what the source of the manipulation is nor the protected person's location. The Favored cannot gift these items to themselves. They can maintain 3 of these gifts at Favored, 6 at Adored, 9 at Exalted, and 12 at Champion.

The Gift of Life: Once per season, the Favored can help two people establish a bond together. This bond requires completely willing consent on the part of both parties, and will not activate if there's any form of coercion or force in play. The Favored can only be the third party in this ritual, they cannot apply this to themselves. The ability requires the Favored to touch the skin of both people who wish to utilize it. Over the course of an hour, the Favored will cycle and mingle the Lifeforce from both people. While tiring and draining for the Favored, this is refreshing and invigorating for the other two people. Once it is completed, one of the two people will experience their stomach glowing briefly for a couple of days. That individual has become pregnant, with a child born of the two participants in this ritual. The individual that has become pregnant does not need to be female. If the individual is a male, the mark will temporarily alter their body to allow for the child to grow within them, changing back to normal after the child is born. The parents do not need to be of compatible genders or races to form a child through this method. However, if the races are not compatible under normal circumstances, the child will be born as completely one or the other of the two parents' races, not a mixed breed. The pregnancy will always take roughly 270 days, regardless of the races involved. The child is always born through the stomach if created through this ability. The stomach and womb will glow when it is time to give birth. It will split open, to allow the child to be pulled out. It will then reseal and heal, completely, over the course of two to three days, returning the parent's body back to how it was prior to being impregnated.

Inner Voice: Once activated, the Favored has the ability to make themselves heard clearly by any and all in a radius around the Favored, without having to yell or scream. If they do yell or scream, the radius doubles. This ability is active for up to one hour a day. The radius on this is roughly the size of a tavern at Favored, a village at Adored, a castle at Exalted, and a city at Champion.

A Dancer's Call: While dancing, the Favored can close their eyes. This lets them astral project themselves into the Grand Ballroom of Daia's Emean Domain. To onlookers, this changes nothing, nor will they notice anything beyond the closing of the eyes. The Grand Ballroom is filled with other dancing projections, and is always as large as it needs to be to accommodate.
All the projections are of people that are currently dancing, anywhere in Idalos. They don't know their projections are there, and the projections are simply dancing just as they are dancing. Should the person stop dancing, the projection leaves The Grand Ballroom.

The Favored is able to dance among these people, and can see them as they appear, albeit a bit transparent. Should the favored begin dancing with one of these people, the pair will begin sharing a sympathetic and telepathic connection. This can be severed by either party, at any time by stopping the dance.

During this connection, all thoughts and emotions are shared, but only that which is given. Thoughts and emotions not explicitly withheld will be shared. Nothing can be forced from either party. However, during this connection the Favored can establish the person as a Dancing Partner. If so established, anytime either of the Dancing Partners begin to dance, the other will know, often described as their legs yearning to boogie. This is a bond that lasts until the Favored wishes to break it. But in order to break it, there must be a dance off, with rules established by both dancers. Whoever wins gets to determine the fate of the bond. In the event that both dancers are marked by Daia, either can initiate a dance off.

Ezere

Snow Falls Silently: In the winter, one can almost hear the sound of quiet snow drifting and building around them. This ability takes that silence and applies it to a different sound. The user of this ability can silence all sound they make, evoking nothing louder than the gentle sifting of snow. (They can maintain this ability for half a break before needing to rest.)

Calm Before the Storm: The user of this ability can target one person who is able to hear them. The ability lives within the words that are said and this ability is especially powerful in the moments before a verbal argument comes to blows. The target will feel all anger, annoyance, fear, and violence seep away from them. It may not change their minds about their disagreement with the other party, but they will no longer feel compelled to escalate the argument. This ability is triggered with a few words or sentences to the targeted individual. Those especially learned in Meditation can resist, but cannot hold their anger for long. This ability is useless against those that are already in pitched combat.

Winter's Warmth: The blessed individual doesn't feel the cold as strongly and is able tolerate much colder temperatures than the average person, walking in snow without footwear, venturing outside during Cylus, or swimming in an icy lake without issue. The marked cannot be affected by an ice or cold-based effect.

Sojourn

Ready for Adventure: Sojourners are vibrant people flowing with life and tend to be thrill seekers and adventurers. Each is gifted with enormous appetites and the ability to subsist on substandard food. So long as it is edible, they can thrive upon it. Each one heals half again as fast as another member of their race and can often push the limits of the endurance that a member of their species might have.

Hunger's Bane: This ability can only be used once a trial but allows the Sojourner to prepare a hearty and filling meal for themselves and up to three companions, no matter how little there was to prepare in the first place. In order to work, the Sojourner must do their best to make the meal as appetizing and filling as they have the material to provide, it must be prepared with edible ingredients only, and the Sojourner must tell a tale while preparing the meal itself.

Skills of the Road: The character is granted an extra three skill points which may be spent only on the following skills:Discipline, Fieldcraft, Seafaring, Storytelling, Cooking, or Navigation. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.

Surrounding Area: The character is granted a map which always remains centered on them. It shows a basic, but accurate, map of the surrounding area (up to 3 miles) - even if the area in question is unseen or unknown to the Sojourner. The Sojourner can see the map on any flat (ish) surface. In order to be seen by others, the Sojourner may summon the map to any piece of paper which the character has with them.

Journeyman: Cassion’s chosen often have a much easier journey than those who do not bear his mark. Inclement weather, obstacles and other dangers tend to be much less disastrous to the marked and travel time is reduced by 25%of what would be the usual time for that journey by that means / mount. Note that this only works against natural obstacles etc.

Xypha

Telepathic Communication (Minor): As the Immortal of Communication, Yvithia is synonymous with spoken and written language. But those who truly wish to follow the Immortal find themselves with the ability to communicate with others with nothing more than their minds. With this ability, the Favored Xypha can send communications willingly with those within their range of vision, so long as the person's eyes can be seen. This ability can be used indefinitely as long as the two parties remain within visual range of each other. However, at this level, the Xypha cannot receive the thoughts back, only send his or her own.

Intuitive Linguist: With this ability, the Xypha can choose any one EASY language and rank up to Fluent for free. This language may be denoted with an [XY] in the list, and may exceed the language cap imposed by the character's Linguistics skill.

The Intellectuals' Skills I: The character is granted an extra three skill points which may be spent only on the following skills: Linguistics, Mathematics, Meditation, Research, Teaching.Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.

Identify: By observing or hearing a gestured or verbal language, the Favored Xypha instinctively knows the name of the language and the region where it is most commonly used. Additionally, this allows the Xypha to know the place from which the speaker hails as well. Often used for determining intent, this ability does not allow the Xypha to understand the language, if they do not already know it.

Perfect Copy: Communication and Language are important domains to Yvithia, and with this ability the Favored Xypha can accurately copy any document he or she has ever read, whether they remember the exact details or not. This also transcends language barriers, so that they may write what the document said, even if they have no real knowledge of the language. They cannot understand what they've written, but instead regurgitate the information verbatim.


► Show Spoiler

Forged

Reforged: Forged are not named as they are for no reason. By accepting an Induk's deal their body is filled with their power and tempered by it, making it tougher than it was before. A Forged will find that their skin is like a leather armour and their bones like iron rods, making them more resistant to blunt physical damage.

Identify: As someone who has developed a close bond with a spirit themselves, the forged in partially connected to the spiritual realm. Not only can the forged see spirits of all kinds, but when they look upon a spirit they will recieve a fairly close, if not entirely accurate, impression of what that spirit's concept is.

Iceforged

Frozen Heart: Sometimes a guardian must make tough choices in order to do their duty. They must be able to put aside their own personal desires and act in the best interests of many. Ishallr understands this better than most, and with this ability allows his Iceforged to ease the burden of such a difficult decision. Frozen Heart is an ability that can be activated by the user at will, or triggered by Ishallr or the Iceforged's diri. With it the Iceforged's emotions are temporarily removed, allowing them to act with cool dispassion and focus in any situation, and make the most logical decisions without taking into account individual emotions.

Ice Spear: An old classic. The Iceforged can conjure a levitating spear of ice in their hand. This ice is suprisingly tough, and sharp enough to pierce through a grown man's body with ease provided it has enough momentum. The Iceforged can fire this spear in any direction to a speed of up to 6 meters per second. One ice spear can be created per trial for every five points they possess in the Order of the Forged.

Diri

Diri Name: Lumi
Appearance: Lumi takes the form of a small Kioo Tulki with soft, icy blue fur, large, pointed ears, a fluffed-out tail and a pair of antlers that look like icicles growing out of its head. It has beautiful, graceful, feathered wings on its back. Even though it does not need to do so, being a spirit, Lumi frequently flies when appearing. When it does so, tiny snowflakes seem to fall from its wings and gently float to the ground.
Personality: Lumi has adopted many traits of its animal form. It is clever, perceptive and incredibly curious about the world. If Doran is looking for something, it usually tries to help him find it, and it tends to make observations about their surroundings. It is a peaceful spirit that has very few aggressive tendencies. When Lumi is alone with Doran, it can be quite talkative as well as slightly whimsical and humorous. When Doran is in the company of other people, it is usually perched somewhere up high and watches the proceedings though. It is not really shy; it just prefers to quietly gather as much information as possible.

(Approval)
[/color]
Iceforged Ledger
ThreadPoints AwardedTotal Points
[Scalvoris Mountains] Life Forged, Death Forged 1616 (Principales)
[Faction] The Forged218 (Principales)
[Faction] The Forged220 (Primus Principales)
[Faction] The Forged222 (Primus Principales)
.........


Ralaith's Respect: With thanks for all he has done, Ralaith gifts Bao one of his abilities. He explains that Doran's investigation into history has been something which he, Ralaith, has noted and he grants Doran the ability to use psychometryFor the chosen of Ralaith, time is an open pool. While not gifted with the perspective to see all time forward and back as Ralaith can (as the weight of constant sight forwards and backwards would collapse almost any non Immortal mind) a marked can channel their sight through artifacts and mediums to gain insight that would have otherwise been obscured from a more casual observer. The first level of this ability allows a marked of Ralaith to take an item and read the impressions and memories cast upon it. Instances of great passion or importance will rise first, requiring more minor impressions to be gleaned after hours of concentration with the object. At this stage, looking into the past can only go a limited distance, the space of ten years. But almost any event in the object’s history can be seen or experienced within that time. Depending on the intensity of the emotion or event the knowledge is experienced in one of two ways, either in visions ‘whispers’ or immersion ‘shouts’. An axe used to carve up a family, wielded by a man magically compelled to destroy the things he loves would be so intense a moment that the marked would be drawn into the vision, feel the spray of blood on their face, feel the emotions roiling within them, and see the axe carve bone and flesh...whereas a rope used to tie up a criminal might only impart itself as a brief sensation of rough rope on skin and the vision of a man trussed up. Players are encouraged to take creative liberty with this ability. Knowledge is not always comfortable to gain. Easy questions like “Who does this belong to, what was it used for? What important event was it a part of” are the easiest to ask and tend to make the chosen of Ralaith the greatest investigators in Idalos. three times a season.

Misc.:

► Show Spoiler
Last edited by Doran on Fri Jan 03, 2020 6:08 pm, edited 34 times in total. word count: 5694

Mutations

N/A

Blessings

N/A

Worn Items

Ring of Reversal
Ring of Immunity
User avatar
Doran
Peer Reviewer
Peer Reviewer
Posts: 3879
Joined: Sat Sep 03, 2016 3:43 am
Race: Mortal Born
Profession: Alchemist
Renown: 1202
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 10

Doran


Skill Boni:


100 Renown: +3 Blades
200 Renown: +3 Blades
350 Renown: + 3 Investigation
450 Renown: + 3 Investigation

Nalos (Favored): Optimism: +3 Teaching
Nalos (Adored): Bolstered Optimism: +6 Teaching
Sojourn (Favored): Traveler's Skills I: +3 Storytelling
Daianya (Favored): Daianya Skills: +3 Endurance


► Show Spoiler

Tier 2:

Research (Novice)
Gateway Ability: Shards of Glass: When Doran researches a person, an object or an event, for example, he doesn’t see them in the way that most people would. He doesn’t simply see a fraction of them. He sees all of them and everything that is connected to them. To him, it seems as if glass shatters when he looks at them and subsequently breaks into a myriad of tiny shards that surround them like a cloud – shards of glass that each stand for a piece of information, or an aspect of their history.

So great is his skill as a researcher, that Doran is capable of instinctively and intuitively linking anything that he has ever read or learned before now. It isn’t necessary for him to have the information that he needs to be in the library with him or consult his notes anymore.

Should the subject that Doran studies be new on the other hand, he is capable of researching faster than ever before. What would take most of his colleagues entire seven-trials to research, takes him but a trial. Trials become breaks to him, breaks become mere bits, and what would have taken him bits before, can be accomplished within the blink of an eye now.

PSF Approval
Gateway Plot Tracker
Gateway Plot Completion
Tier 2 Progression (Qylios' Task)
Qylios' Task Plot Tracker
Tier 2 Progression (The Resurrection of Fei)
Rise and Rebirth Plot Tracker
Investigation (Novice)
Gateway Ability: Investigator's Instinct: While a Master or Grandmaster of Investigation is capable of solving mysteries with even the smallest or most obscure of clues, Doran has developed the ability to solve an investigation based purely on his instinct. This is not an ability that works in the field, yet; it only works when he investigates historical events for now.

Coupled with his Research ability, Doran has developed the ability to just know when he follows the correct information and leads. He just “follows his instinct”. Conversely, he can tell when he follows a dead end in any investigation of historical events, no matter how promising it looks.

Mechanically, writing threads where Doran investigates is still necessary, of course. Where historical events (events that took place more than approximately thirty arcs in the past) are concerned, Doran just “gets it” though, even if the information doesn’t exist.

PSF Approval
Tier 2 Progression (The Resurrection of Fei)
Rise and Rebirth Plot Tracker
Last edited by Doran on Sat Jan 04, 2020 8:59 pm, edited 6 times in total. word count: 4198

Mutations

N/A

Blessings

N/A

Worn Items

Ring of Reversal
Ring of Immunity
User avatar
Doran
Peer Reviewer
Peer Reviewer
Posts: 3879
Joined: Sat Sep 03, 2016 3:43 am
Race: Mortal Born
Profession: Alchemist
Renown: 1202
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 10

Doran




LanguageGainedKnowledgesXPPointsStatus
CommonStarting Language000Fluent
RakahiStarting Language300Broken
Ith'essionLoyalty Bonus000Broken
Common SignNovice Linguistics (Free Easy Language 1)70...Broken
ScalveenNovice Linguistics (Free Easy Language 2)20...Fluent
... Competent Linguistics (Levelled to Fluent)............
Ancient LanguageExpert Linguistics (Free Broken Language 1)417...Conversational
...Bought Conversational Rank (Expert Linguistics)......17...
PendingExpert Linguistics (Free Broken Language 2).........Broken
VahanicPrincess of Fection5......Conversational
WideneseLanguage Points......1Broken
..................
Last edited by Doran on Fri Feb 28, 2020 9:12 am, edited 121 times in total. word count: 78

Mutations

N/A

Blessings

N/A

Worn Items

Ring of Reversal
Ring of Immunity
User avatar
Doran
Peer Reviewer
Peer Reviewer
Posts: 3879
Joined: Sat Sep 03, 2016 3:43 am
Race: Mortal Born
Profession: Alchemist
Renown: 1202
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 10

Re: Doran



Elias

Race: Human
Date of Birth: Ashan 34, Arc 680
Skills: Etiquette 25, Politics 25, Combat: Blades (Two-Handed) 25, Cooking 76, Brewing 26

Appearance: Elias is a largely unremarkable man. He is of average height and weight, with pale skin, brown hair that he usually wears short and brown eyes. The only thing that might catch one’s attention is the fact that his right leg is thinner than his left and that he walks with a slight limp.
Personality: At first glance Elias appears to be the perfect servant. He is polite, he has good manners, and he usually stays in the background. Only those that get to know him better – few do, these trials – will find that he is slightly bitter. Once he used to be a very different man – a proud warrior - but he was wounded in battle, and he struggled to find a new job until Doran, the so called Hero of Oscillus, hired him. For that reason, he is loyal to a man that many consider a traitor.
Relationship to PC: Servant
Skill Points Ledger: +10 Cooking (Vhalar 719), +20 Cooking (PB), +10 Cooking (Ymiden 720), +11 Cooking (PB), +26 Brewing (PB)

Approval

Olivia

Race: Human
Date of Birth: Cylus 13, Arc 690
Skills: Caregiving 40, Etiquette 30, Discipline 20, Combat: Blades (One-Handed) 20, Logistics 30

Appearance: Olivia is a human woman with curly brown hair that comes down to her shoulders, lively brown eyes and pale skin with a few freckles. She is 5’6” tall, slender and takes great care of her appearance, as the servant of a wealthy man should.
Personality: Olivia is a calm and dutiful woman that takes great pride in being able to work for a professor at the Academy. She’s meticulous, and she rarely complains. Sometimes, she wonders about her employer - Doran seems different from his colleagues – but she is discreet, and she doesn’t gossip. Even though she looks helpless, she isn’t. She’s quite skilled with a dagger!
Relationship to PC: Servant. Olivia mostly cleans Doran’s apartment and takes care of his guests.
Skill Points Ledger: +10 Caregiving (Vhalar 719), +30 Logistics (PB)

Approval

Plia

Name: Plia Yishnai Velanar
Race: Mixed Eidisi/Ellune
Date of Birth: Ymiden 1, Arc 698
Skills: Alchemy 40, Science 40, Research 30, Medicine 10, Combat: Blades (Two-Handed) 30, Endurance 10, Strength 10, Art 51

Appearance: Plia is a slender young woman with grey skin, black hair and dark eyes. She usually dresses in comparatively plain and practical clothes and prefers not to show too much of her body.
Personality: Plia is a quiet, studious young woman. She is very shy and tends to stutter or mumble when she is nervous, and she doesn’t like being the centre of attention at all. She’d rather stay in the background. Plia is extremely self-conscious about being mixed race. Her classmates sometimes bully her, and she struggles to stand up to them.

At first, Plia wasn’t particularly enthusiastic about alchemy. She just studied it in order to please her parents. They thought it would be a valuable skill to have. In time, she actually began to enjoy it though, and after a few difficulties, she began to excel which increased her self-esteem that used to be quite low. She takes quiet pride in her work and her studies.
Relationship to PC: Student/Occasional Research Assistant
Skill Points Ledger: +10 Blades (Cylus 720), +5 Alchemy (Ymiden 720), +5 Chemistry (Ymiden 720), +20 Blades (PB), +10 Strength (PB), +10 Endurance (PB), +51 Art (PB), +5 Alchemy (Vhalar 721), +5 Science (Vhalar 721)

SSD: "Chemistry" changed to "Science"

Approval

Mr. Shaw

Name: Harold James Shaw III
Race: Human
Date of Birth: Ymiden 58, Arc 693
Skills: Animal Husbandry 76, Animal Training 26, Research 30, Detection 30, Logistics 30, Medicine 20, Tactics 20

Appearance: Harold stands at 5’10” and is of average weight. He has dark brown, nearly black hair that is slightly curly as well as a dark brown eyes. His skin is relatively pale, with a hint of freckles. As far as clothes are concerned, Harold prefers to dress in various shades of brown and green, and he prefers plain and somewhat understated outfits.
Personality: Harold who comes from a merchant family that is relatively well off is embarrassed about his name that sounds rather pretentious in his opinion and usually does not talk about it. He is a hard-working and meticulous man, and he quite enjoys what he does – he takes care of lab animals – even though he wasn’t sure about it at all at first. Furthermore, he’s an avid chess player and will often try to entice the various employees of the Institute of Sciences at the Academy of Viden into a game during a break.
Relationship to PC: Occasional research assistant.
Skill Points Ledger: +30 Animal Husbandry (PB), +30 Detection (PB), +30 Logistics (PB), +10 Animal Husbandry (Ymiden 720), +6 Animal Husbandry PB)s://www.standingtrials.com/viewtopic.php?t=30258]+26 Animal Training[/url] PB),

Approval

Taelis

Name: Taelis
Race: Eidisi
Date of Birth: Vhalar 46, Arc 679
Skills: Combat: Unarmed (Menochoros) 40, Science 51, Strength 20, Research 26, Endurance 20

Appearance: Taelis is a tall Eidisi male, standing at 6’5” and comparatively slender, but far from physically weak. He has pale blue skin that is covered with jagged lines, hands that end in long, slender fingers and pure white eyes that make him look as if he were blind. His hair is black, and he wears it comparatively short.
Personality: Taelis is a rather quiet man. While he does have high self-esteem, he is less abrasive than most members of his race and has no problem working with humans and even befriending them. He tends to not show a lot of emotions, which doesn’t mean that he doesn’t have them of course. He just prefers to try and not let them get the better of him. Like most members of his race, he strives for excellence and is not content with mediocrity.
Relationship to PC: Training partner
Skill Points Ledger: +10 Unarmed Combat (Menochoros) (Ymiden 720), +26 Research (PB), +21 Chemistry (PB)

SSD: "Chemistry" changed to "Science"

Approval
word count: 1064

Mutations

N/A

Blessings

N/A

Worn Items

Ring of Reversal
Ring of Immunity
User avatar
Doran
Peer Reviewer
Peer Reviewer
Posts: 3879
Joined: Sat Sep 03, 2016 3:43 am
Race: Mortal Born
Profession: Alchemist
Renown: 1202
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 10

Re: Doran



Wardrobe

one set of clothing (cloak, shirt, pants, boots and undergarments of standard quality) - City Dweller's Pack
black leather gloves
black wool coat
red cotton vest
black velvet cape
ankle boots
2 black cotton pants
2 black silk shirts
3 sets of black cotton undergarments for men
knee boots
black wool cloak with fur trim
black leather jacket
Headwreath of Awareness
► Show Spoiler
6 outfits of masterwork quality (Tier 9, Hot Cycle 719)
7 outfits of masterwork quality (Tier 10, Cold Cycle 719)
4 sets of masterwork-quality jewelry (Tier 9, Hot Cycle 719, tbd)
5 sets of masterwork+ quality jewelry (Tier 10, Cold Cycle 719, tbd)
Blindfold imbued with Omnivision
Portal Boots
2 maskerwork outfits
Masterwork outfit from Telka
The outfit that Saoire had gifted to him was an elegant bespoke suit made of fine wool, dyed a dark kind of blue, the color of the sky at dusk. It was decorated with delicate embroidery of silver and gold, with a black shirt underneath. With the suit came a cloak in the same style that he draped across his shoulders, and fine boots made of soft black leather that were comfortable to wear. (Gained here.)
Duplicity Suit
1 masterwork outfit with Lunar Silk embroidery.
Glowing fish pin
Cloak that is akin to a duplicity suit
A gift token for a set of bespoke mastercraft jewelry

Weapons & Armor

longsword of standard quality
good longsword
full set of master-craft leather armour
alder wood shield
Fire-warded, hardened cloth
2 longswords of good+ quality made of Embersteel (Tier 9, Hot Cycle 719)
1 longsword of masterwork+ quality made of Grave Gold (Tier 10, Cold Cycle 719)
1 Masterwork Tier 3 set of padded cloth armor (Qualities: hardened, fireproof)

Furniture

bed - City Dweller's Pack
chairs (2) - City Dweller's Pack
table - City Dweller's Pack
chest - City Dweller's Pack
fireplace - City Dweller's Pack
secretary desk (good)

Misc.

Signature Items

Item Name: Emberlight
Quality: Good
Item: Longsword
Base Material: Tier 4-Steel reinforced with Tier 5-Embersteel (70%/30%)
Appearance: Emberlight is a sleek longsword made of an alloy of conventional steel and embersteel which makes it more durable than a longsword made of plain steel as well as heavier. The embersteel part gives the sword a slight smoldering appearance and thus its name. The sword’s hilt is cruciform, a deep black and relatively plain. Emberlight bears no enchantments; instead, there is a secret contained within the sword itself.

The hilt of the sword contains narrow chamber that opens into a channel that runs all the way down the interior part of the blade to the tip. The interior of the chamber is coated with a special kind of material that makes it nearly indestructible and resistant to all kinds of different substances. The chamber can be filled with a potion or a poison that can be released by activating a trigger and that takes effect upon contact with the target.

Due to the fact that there is not a lot of room in the chamber, the effect wears off after only two bits. After this, the chamber has to be refilled; until then, Emberlight is a conventional sword.

Notes: 250 Renown Reward

Item Name: Ring of Immunity
Quality: Good
Item:Ring
Base Material: Silver, with a hint of Cobalt
Description: The Ring of Immunity is a sleek silver ring with hints of black that are due to the cobalt that was mixed in with the other metal. It contains an enchantment that is similar to the Favored Yithnai ability Immunity in nature and that exempts its wearer from all diseases, infections and parasites, including those that were created magically. In addition to that, any venom that belongs to a creature in the insect kingdom will be useless as long as the ring is worn. The ring cannot be used to cure a disease, infection or insect venom that was acquired when not wearing it though.

Notes: Primary Signature Item (Point Bank)

Item Name: The Black Crow’s Cloak
Quality: Masterwork
Item: Cloak
Base Material: Velvet
Description: The Black Crow’s Cloak is a black velvet cloak that is covered with shimmering crow feathers. Normally, it is an elegant and, perhaps, slightly extravagant garment.

Once the enchantment that is contained within is activated, the cloak changes into a pair of black feathered wings though. The wings are fully functional and strong enough to bear the owner’s weight. The transformation is painless, but not instantaneous. It takes approximately six bits for the wings to fully manifest.

The wings remain as long as the owner needs them, but once deactivated, they cannot be summoned again for another trial. The wings are not armored and do not offer any protective properties. They do enable the owner to fly though, provided that they possess the Flying skill.

Notes: Secondary Signature Item (Point Bank)

Item Name: Ralaith’s Spectacles
Quality: Masterwork (Tier 9)
Appearance: The spectacles possess a frame that is made of an alloy of Cobalt and Geminite that makes them appear as if they were made of some sort of black diamond, with a glossy appearance, highly durable and exquisitely crafted. The lenses themselves are made of the finest glass from Egilrun and tinted very lightly in order to make bright light a little more bearable while not really making it harder to see in a dimly lit room.

Enchantment: Ralaith’s Spectacles allow the wearer to look directly into the past and see what something or someone may have looked like at various points in time. Ruins can be seen in their former glory and appear whole once more, for example. Furthermore, the spectacles can be used on a smaller scale, to see what a broken object may have looked like when it was whole, or what an old person may have looked like as a younger adult or a child. While the spectacles do not allow the wearer to observe events that happened in the past, they can view their surroundings and how they changed over the course of time.

There is only one thing that even Ralaith’s Spectacles are not capable of. While they allow the wearer to look anything from trials to entire centuries into the past, they do not allow them to go back to the very beginning, to the origin of Idalos. Finally, they only allow the wearer themselves to look into the past, unless they choose to meet the gaze of another person and pass what they saw to them. Prophet input may be required to use this ability on plot important locations, objects or beings.

Notes: Tertiary Signature Item (Point Bank)
IC Acquisition

Special Items

Blade of Hope's Reveal: Doran has acquired an ability to summon a sharp sword-length blade from his hand twice per season. The blade takes on the color of blood. Instead of harming mortals, however, it can be used to heal emotional wounds. When a person suffering from emotional trauma is hit by the blade, their demons and worst fears will be drawn out from the 'wound' which swiftly seals up. Depending on the severity of the emotional trauma/fears, a creature or construct representing those fears and trauma will emerge that are equally dangerous may emerge, which then has to be defeated by Doran, in order to result in the permanent mental/emotional healing of the individual. Should Doran fail to defeat the construct, or refuse to fight it, it will eventually find its way back in the sufferer, and their healing will only have been temporary. The details of this creature should be discussed with a local mod and also if helping another PC, that pc's input should be taken into account.

Xiur's Star: This star shines with an inner light. At night, or when it is dark, gazing on this light will bring peace and aid restful sleep for anyone. For Doran, if he sleeps in the same room as the light then he has only pleasant dreams and wakes feeling rested after only 4 hours. Whenever he's in a room with the small crystal star, he feels like he does when he's surrounded by cold and snow and ice. Even the air "tastes" the same.

Deathsong!: An ornamental doorstop-like figure. Made from what seems to be ice, this is the Deliroth-Goat that Doran saw. It can be placed at a perimeter or point where it will act as an alarm. When there is movement within a 40ft radius of it, Doran will hear an alarm. The alarm can only be heard by Doran and up to four other people he designates. He can remove access to hearing the alarm at any time, but can only give access twice a cycle.

Urges!: A beautiful and very delicate-looking decanter which, once a trial, will create pure, clear water. The decanter is actually very tough and will hold up to four servings. Those who drink this water will have any negative effects from tiredness, tension etc, washed away with the drink. It leaves you feeling refreshed and clear-headed. It does not, however, heal wounds etc and will not combat magical effects.

Malapropism!: The Very Pineapple of Usefulness. A small cut-glass pineapple which would fit in the palm of your hand. When placed on the ground it functions as a campfire in terms of warmth and providing a place to cook.

Fears!: A small bunch of 10 grapes. Each one is wonderfully sweet - eating 1 grape will heal you of minor injuries. This is cuts and bruises, scrapes and grazes etc. If you have moderate injuries (deeper cuts etc) then it will take 3 grapes. Major injuries take 6 grapes and someone can be brought back from a critical condition with 9 grapes. Please note, though - if you gave (for example) 1 grape to someone with moderate injuries, it would do nothing. You have an all-or-nothing grape situation.

Cassion's Favor: Doran did something very few mortals ever do - he surprised Cassion. The Immortal of the Story is pleased to have met him. You have 1 favour from him, should you call on him.

1 Crystal Sculpture from your little boxes. While not magical, there is something very lovely about these and they just have a bit of a 'feel good' about them.

Crystal turtles ~ Each crystal turtle allows you to have a home. Twice a cycle it will transform into a turtle-shell shelter (shellter). Up to four adults can comfortable shelter in the Shellter. No matter what the weather is, the Shellter is warm and comfortable and dry.

The Scholar's Ring: This plain platinum ring allows Doran to understand any language, be it written or spoken. The main power of the ring, however, is that it grants him the ability to psychometrise (as per the Shirvain Moderate power)

Joy Scroll – For those that accepted a scroll from the Immortals, allowing them to connect with Vega/Arlo.

Health Pack: Two times a season, this small box will produce enough emergency rations for up to four people for one trial. This will appear in the form of nutrition bars and clean water. The rations can be split further but this will lower the effectiveness of the rations.

Saoire's Sweets: A small box of your favorite chocolates / candies (10 total). You find yourself unable to eat more than 1 on any trial. But each one provides the following to whoever eats it for the next 6 hours: "Saoire's domain of Gifts is not merely one of physical goods, but of the happiness and joy that comes with both giving and receiving a well-meant gift. This ability allows the Blessed to give both themselves and anyone they're with a feeling of joy and good cheer, banishing negative feelings like sorrow, anger, and fear."

A spare memory vial

Small bag of flour: It is enough to bake 4 cakes which would feed 6 people each - basically there are 24 uses, but only if used in cooking). Anyone who eats something made with it will have any minor cuts / abrasions dealt with (minor stuff only) and will feel as refreshed as if they'd slept a full night's sleep and just woken up!

Children's puzzle: A small children's puzzle made of wood and brightly coloured. It draws attention, should you be trying to solve it. People will stop what they're doing and watch you, they'll be intrigued. It isn't massively powerful (Discipline, etc, will be able to resist it) but it's very useful for de-escalating situations.

Small statue of a woodpecker: Once a cycle it can be animated with a command word (you must include this word in your inventory / link to it and your PC chooses it now) and will then fly to the nearest piece of wood and attempt to bore a hole through it. It will stay active for 1 hour and can bore through a piece of wood approximately 4 inches (10 cm) deep and roughly the same diameter in that time. However. It is activated on use of that word the first time it is spoken in it's "earshot" each cycle. So, if someone else happens to say it, it'll fly and find the nearest piece of wood and start pecking.

Gold coin: A gold coin which is most odd-looking and not a nel (it looks like a florin, OOC) - when you flip it for heads or tails -it always lands on the opposite of what was called. Always.

Pocketwatch: It doesn't work, but once a day it starts ticking for one hour.. During that time, Doran is able to see - and communicate - with ghosts.

Golden chains: A pair of golden chains which can be worn as a necklace or the chain for a pocket watch. The two people wearing the chains may communicate telepathically for up to 5 minutes one a trial. They can only be activated once a trial, so you can't split up the time.

An Echo Scroll With Enri: Think of it as being like Facebook Friends!



A Tier 10 apartment in the Obsidian Prism in Viden (first home).

Notes
A Tier 10 building includes one small room, three average rooms, three large rooms, and three huge rooms with masterwork+ quality furnishings. Tier 10 buildings are huge in size and are exceedingly complex and luxurious, not only in design but in aesthetics. They have an enormous amount of room to live in, and are usually located within the rich districts of a city.

2 small rooms are equal in size to 1 average room.
2 average rooms are equal in size to 1 large room.
2 large rooms are equal in size to 1 huge room.

Rooms: Coming soon.
A Tier 9 house in Scalvoris (Bought here).
Description
Image A Scalvorians Home Is His Castle! Literally, in this case. This amazing and rather quirky home is ideal for those who live on the seas. With a private beach with an old, disused dock suitable for small to medium boats with some renovation, this home sits on the coastline and also acts as a lighthouse. Details: In addition to the usual purchase for Tier 9: 2 large bedrooms, 4 receptions, and a big room with the largest lantern you ever-did-see! A large garden and in an coastal location with a small private cove.Reference: Property 10Price:Tier 9 Player Note: A very posh lighthouse with a private beach. Smugglers? No, we don't have any of those, do we? Surely not...... The exact location is up to you, the player.
Notes
A Tier 9 building includes one small room, three average rooms, three large rooms, and two huge rooms with masterwork-quality furnishings. Tier 9 buildings are huge in size and are exceedingly complex and luxurious, not only in design but in aesthetics. They have an enormous amount of room to live in, and are usually located within the rich districts of a city.
word count: 3124

Mutations

N/A

Blessings

N/A

Worn Items

Ring of Reversal
Ring of Immunity
User avatar
Doran
Peer Reviewer
Peer Reviewer
Posts: 3879
Joined: Sat Sep 03, 2016 3:43 am
Race: Mortal Born
Profession: Alchemist
Renown: 1202
Character Sheet
Character Wiki
Plot Notes
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 10

Re: Doran





Memory Threads

► Show Spoiler
Saun 716

► Show Spoiler
Vhalar 716

Cylus 717

Ashan 717

► Show Spoiler
Ymiden 717

► Show Spoiler
Saun 717

► Show Spoiler
Vhalar 717

► Show Spoiler
Zi'da 717

► Show Spoiler
Cylus 718

Ashan 718

► Show Spoiler
Ymiden 718

Saun 718

Vhalar 718

Zi'da 718

► Show Spoiler
Ymiden 719

► Show Spoiler
Saun 719

► Show Spoiler
Vhalar 719

► Show Spoiler
Zi'da 719

Cylus 720

► Show Spoiler
Ashan 720

► Show Spoiler
Ymiden 720

► Show Spoiler
Saun 720

Vhalar 720

Zi'da 720

► Show Spoiler
Cylus 721

Ashan 721

Ymiden 721

Saun 721

Vhalar 721

Zi'da 721

Cylus 722

► Show Spoiler
Ashan 722

► Show Spoiler
Ymiden 722

► Show Spoiler
Vhalar 722

word count: 1822

Mutations

N/A

Blessings

N/A

Worn Items

Ring of Reversal
Ring of Immunity
Post Reply Request an XP Review Claim Wealth Thread

Return to “Approved CSes”