Tei'serin Nji'ryn

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Tei'serin Nji'ryn
Approved Character
Posts: 557
Joined: Mon Oct 10, 2016 3:25 am
Race: Sev'ryn
Profession: Herbalist and Teacher
Renown: 328
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Wealth Tier: Tier 10

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Tei'serin Nji'ryn

Tei'serin Nji'ryn
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Name: Tei'serin Nji'ryn

Age: 24 arcs

Race: Sev'ryn

Date of Birth: 69th of Ymiden 698

Marks: Severath; adored

Factions Joined: none

Languages Spoken: Fluent: Common, Rakahi, Xanthea, Conversational: Dregneen; Spoken/Written (earned here), Vorkelien, Broken: Ancient Language, Common Sign (gestured), Haltunga; Spoken/Written

Language Ledger: Initial Languages: Fluent Common, Broken Xanthea

Festival Thread Prize: Broken Dregneen; Spoken/Written (earned here)

Skill Points: 85 skill points used to rank Xanthea up to fluent

Novice Linguistics: Gain Broken Cursive, and Rakahi

Competent Linguistics: Gain Broken Common Sign and Haltunga, and ranking Rakahi, Cursive, and Dregneen to Conversational

Skill Points: 20 skill points used to rank Ancient Language up to Broken (40 pts reduced to 20 due to Competent level Linguistics)

Skill Points: 18 skill points used to rank Rakahi up to fluent

Language Switch: Due to Cursive being erased here, Conversational Cursive has been switched out for Conversational Vorkelien


Face Claim: Emma Watson
Appearance
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At 4'1", Tei'serin still has some growing to do before she reaches her full height. Years of being given enough to eat only when she pleased her guardian, and fed barely enough to survive when she failed to please him has left its mark, giving her a flat body, and a waif like appearance. She has a slender build, with few curves. That, along with small breasts makes her look arcs younger than she actually is. But their are hints of the woman she may yet grow into.

She has an oval shaped face with a pointed chin that she inherited from her mother, as well as the shape of her mouth and eyes. But the shape of her nose, and her straight eyebrows came from her father. Tei'serin often wishes that she had inherited more of her mother's looks than she did. The fluid, cat like grace with which she moves comes from both her mother, and her adopted father. In many ways, she resembles the man who adopted her as well, despite having no shared blood between them. This is because her posture, and many of her mannerisms come from him.

Tei'serin has warm brown hair that drifts past her shoulders, but does not quite reach the middle of her back. When the sun hits it the right way, lighter highlights are revealed that give her hair a honey sheen. Her hair is mostly straight, but there is a slight wave to it that becomes more pronounced when it is wet. She wears her hair down most of the time, but will sometimes braid it, or pull it into a ponytail. If asked, she would reluctantly admit that her hair was her favorite feature because many of her happiest memories as a child involve her mother brushing her hair, or braiding it for her.
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Her large, doe-like eyes are a warm brown, similar in shade to her hair. When she is happy, or excited, they lighten, taking on a golden hue. But when she is frightened, upset, or angry, they darken, appearing almost black. The shape of her eyes combined with her diminutive height and build would normally give her a child like, innocent appearance. Experience, however, has taught her to be wary. As a result, her eyes often hold a guarded, wary expression that makes her seem older. Tei'serin's skin has a clear, even tone, free of blemishes, and it is tanned from spending much of her time outdoors.

Like all Sev'ryn, Tei'serin has a tree tattoo that she was given when she was only a month old. Hers is of a willow because willows are found near water, and the sea is very important to her adopted father's people. It is located on the back of her left hand. She has a brand on the small of her back, just above her hips. Although not a slave legally, when her current guardian took charge of her when she was five, he branded her, as a way of claiming her for himself. The brand is the size of the circle made when thumb and forefinger touch, and takes the form of a lotus.

Over the years, she has been marked with several other tattoos, that were chosen by her guardian. On her right shoulder, she bears a red poppy tattoo that creeps up her shoulder, ending at the base of her neck. Her biggest tattoo is the one on her back, picturing lilies and butterflies. She also has a tattoo of three irises on her left calf, a single iris on her right foot, and a large sakura blossom tattoo that starts at the top of her right hip, and extends down to the knee. Other tattoos include a blue rose tattoo on her belly, a white orchid tattoo that starts at the top of her left thigh, climbs up her left side, and twists around her body to cover her chest, a butterfly and iris tattoo on her left foot that travels up her ankle, a tattoo of blue flowers and feathers on her left shoulder, a blue flower tattoo on both of her inner thighs, and a blue lily tattoo on her right wrist that has green leaves circling her wrist like a bracelet.

Tei'serin feels deeply self conscious about most of her tattoos. She hates them, because they were forced on her. As a result, she tries to keep them hidden. To do this, she wears loose fitting clothes. Blouses, and skirts mostly, as her guardian refuses to allow her to wear pants. But she will, on occasion, wear dresses as well. Her preferred colors are neutral colors like browns, and creams, cool colors such as blues, purples, and greens, and greys, black, and white.

On the 1st of Zi'da, 717, Tei'serin woke up with a pale green, jagged scar that stretches along the middle of her neck. It is a permanent reminder that she was "killed" by an Avriel named Noth in a strange maze as she tried to solve a riddle that would earn her an artifact Ymiden had asked her and two others to find so he could give it to Moseke. (Global Event 717) Tei'serin has mixed feelings about this scar. She feels that it is an ugly reminder of a violent act, and as such, she is deeply self conscious about it. But unlike the tattoos that were forced upon her, the scar is a result of her own actions. In a weird sense, she earned it by fighting back for the first time in her life. And because of that, she can't quite bring herself to hate it the way she hates her tattoos. Even so, it is a very private thing for her. Tei'serin tries to keep the scar hidden by wearing blouses that have high necks, and necklaces in order to avoid unwanted questions.
Personality
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Tei'serin grew up very isolated. Since the death of her father, her life was a very controlled one. Thorin set her up in a small farm outside Treth. When she was a child, he lived there with her. But as she grew older, he began to come and go as he chose. And by the time she was ten, though he supported her financially, she was pretty much on her own, save for his visits.

Thorin has a pathological need to be in control. As such, he controlled every aspect of Tei'serin's life. Where she left, who she saw, what she did...even when he wasn't there, he was in control because she dared not disobey him. When she was a child, she only went to school when he permitted her to do so; when he wanted her to stay home, he told the teachers that she was sick. This gave her the reputation of being frail, and sickly. But despite missing class frequently, she did well in her studies, and graduated with the other children her age.

When Thorin was in a good mood, Tei'serin was pampered. But when he was angry, he had a cruel streak that the young girl quickly became painfully familiar with. Growing up, she never knew what kind of mood her guardian would be in at any given time. This taught her that adults, and by extension, people in general could not be trusted.

She was so wary as a child, that combined with the fact that she missed a lot of school when she wasn't permitted to go, she had no friends. But that did not mean that she was alone. When her mother was alive, she told Tei'serin about Moseke, and the intense love that the Sev'ryn people had for her, and the forest. So Tei'serin turned to them for companionship. From a very young age, she developed a deep love of nature, especially the forest. And as a child, she spent a great deal of time exploring the forest surrounding her small farm. It became a second home to her as she learned about the plants and animals that made their home there. During that time, she developed a love of herbs. The thought that something as beautiful as a flower, as majestic as a tree, or as aromatic as a sprig of mint could ease pain, save lives, or end them...as well as having a nearly infinite number of other uses fascinated her.
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As she explored the forest, she worshipped Moseke in her own way. She would talk to the Immortal as if she was there with her; telling her about her day, or of things she had learned, and asking her for advice and guidance as if she was a close friend. It didn't take long for her to begin speaking with Moseke in all aspects of her life, not just when she was in the forest. But her relationship with Moseke was a very private thing. She did everything she could to keep it a secret from Thorin for fear that he would try to take it away from her.

Her other friends were books. As soon as she learned how to read, it opened a whole new world for her. She loved to learn, and books could teach her just about anything. They could take her to fascinating far off places. And while reading them, she could become anyone she wanted to be. From a love of reading, she developed a love of writing as well, mostly when she learned that through writing, she could create her own stories...her own worlds where everything that happened was in her control. It was the one thing in her life she did have control over.

In some ways, Tei'serin is very fragile. She is painfully quiet, and shy around others. She has little reason to trust people, and no idea of how to act around them. She doesn't feel truly safe unless she is alone on her farm, or in the forest. But there is an inner strength within her. Without it, she would have broken long ago under the treatment she's gotten from her guardian over the arcs. Instead, she has convinced herself that like every living thing in the forest has a purpose, her existence has a purpose as well. And she lives to discover what that purpose is so she can fulfill it.
History
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Dae'nira had a happy childhood, growing up in Desnind. She fell in love with a childhood friend, and got married when she was 17. Shortly after they married, she learned that she was expecting a child. Misfortune struck the young family when a hunting accident claimed the life of her husband. She was utterly devastated, and might well have chosen to follow him into death, if it weren't for their unborn child. The call to find her familiar came a few arcs later, when she was 21. When she did, it was just the thing she needed to pull herself out of her grief. She set out on a journey to find her other half.

On that journey, she met a man who helped her out of a tight situation. They quickly became friends, and he offered to help her on her quest. Dae'nira accepted. It took a season for Dae'nira to find her familiar. During that time, she fell in love with the man who had rescued her. They were married, and soon after Tei'serin was born, he adopted her as his own.


Her new husband loved the sea nearly as much as he loved her, and he could not stay away from it for long. So rather than returning to Desnind with her daughter, Dae'nira moved onto her husband's family ship and began learning a new way of life.
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Randar was a typical Biqaj. He grew up on his family ship, and knew how to swim before he could walk. His love of the sea was eclipsed only by the love for his family. When he was 23, he met a Sev'ryn woman out on a quest to find her familiar. He was utterly fascinated by her beauty. Desperate to get to know her, he offered to help her on her quest.

During that quest, they fell in love, and were married. Randar would have followed his new wife to Desnind if he had to, but instead, she was willing to stay with him. For a few arcs, everything was perfect. But when Tei'serin was five, their family ship was caught in a terrible storm. It put up a good fight, but in the end, the sea won, and the ship sank. Many of their family were lost at sea. Of the few who washed ashore in the port in Ne'haer, few survived. Randar, and Tei'serin were among them. Both were injured, and in shock. They likely would have joined their family in death had they not been rescued by a merchant who happened to see them while overseeing the loading of his goods onto one of the ships.

As they recovered from their injuries, the merchant, Thorin, became invaluable to Randar. They quickly became close friends. And they had a great deal in common. Both were merchants with a deep love of the sea. Thorin was half Sev'ryn, and half Biqaj, so the two men had a connection through that, as well. Thorin gave them a place to stay while they recovered. He gave Randar meaningful work to do to help him get back on his feet, and saw that Tei'serin attended school. And he was a constant presence in their lives, giving them the support they needed to begin their lives again.

Unfortunately, Randar's heart had been broken by all that he had lost. In a single day, his family, closest friends, home, job...his entire world had been destroyed. His daughter's needs were not enough to keep him moving forward. Randar lost himself in the past, and although his physical injuries healed, his heart remained lost. He fell into a deep depression. As time passed, he began to sicken, and grow weak. And after a season, he was gone. But not before he asked Thorin to look after his daughter.
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Growing up, Tei'serin was very isolated out of an intense need to control those around him utterly. Her guardian, Thorin, installed her on a small farm roughly an hour's ride outside Treth. He limited her contact with anyone other than him, essentially creating her entire world. When she was very young, he lived with her on the farm. She was allowed to go to school only because if Thorin didn't permit it, the law would get involved, and he would lose control of her. But he told her teachers that she was sickly, and emotionally frail. Her classmates were told that they had to be careful of her.

Children can be cruel, and anything that is different tends to stand out; the perfect target. Tei'serin was perceived as being different than her peers, and as a result, she was bullied by some, and shunned by others. The teachers were no help unless they saw the other kids tormenting her; as an outsider whose parents weren't born in the farming community, her classmates' word was always taken over hers. And it didn't take long for the other kids to realize this, so they were careful to leave her alone when the teachers could see them. She quickly learned that people could not be trusted.

Tei'serin was a bright girl who loved to learn about just about anything. Having no friends meant that she devoted the time she would have spent playing with the other kids to her studies. She taught herself to read quickly, and to retain what she read easily after reading it a couple of times. She developed a love of learning new languages because knowing how to read in multiple languages gave her more books to read. And books were her friends. They were windows into a world far different than her own. They told her the secrets hidden within their pages, and kept her secrets in turn.

When Thorin was in a good mood, he pampered her. He catered to her love of books, often bringing her ones she never would have had access to otherwise though his trading business. But when he was in a bad mood, he was terrifying. Abusive physically, verbally, and emotionally, he was yet another person in Tei'serin's life that she couldn't trust, or rely on.

Being deeply wary of, and uncomfortable around other people, Tei'serin took solace in the peacefulness of her farm, and the forest surrounding it. Books were cherished friends, but the forest was safe. In many ways, the forest was her true home. As a child, she became fascinated with the forest surrounding her farm, and all that lived in it. A love of animals, and plants, especially herbs grew from that. And like books, the denizens of the forest were her friends, the only things she could truly count on. She often combines both of her loves, and her favorite books are those about herbs, plants, animals, and stories or poetry about them, or the forest in general.

When she was ten, Thorin decided she was old enough to live on her own. He began traveling more, and focused on his business. But his need for control refused to allow him to leave her alone entirely. He would visit whenever it suited him to do so. Years of obedience ensured that Tei'serin continued to obey his rules, and try to please her guardian whether he was there or not. In some ways, she is his slave despite being free because he has conditioned her to obey him from a very young age. That, and that alone keeps her on her farm rather than trying to escape him. Otherwise, she might well vanish into the forest, never to return.

Prized Possession

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Tei'serin's prized possession is a katana that belonged to her father. It was a gift from his parents when he he became a man, and it has never left his side since. Quality wise, it is nothing special. But its dark blade is quite pretty, and it is still in good condition despite having been used for many arcs. More importantly, it is the only thing she has left of her father, and the world she has lost.

NPC's



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Name: Dae'nira

Date of Birth: 15 Saun, 680

Skills: Cooking; 10, Novice, Field Craft; 15, Novice, Hunting; 10, Novice, Medicine; 50, Competent, Ranged Combat; 15, Novice

Appearance: Standing at 5'3", Dae'nira is on the short side of the Sev'ryn people. She is a beautiful woman with a slight, graceful build that enhances the beauty of delicate features. Dae'nira has long black hair drapes down to the middle of her back, and large, almond shaped hazel eyes.

Personality: Dae'nira is a kind, graceful woman. She is a good listener, and always has good advice to offer to those who would heed it. Never one to speak unkindly of another, she will not tolerate others to do so in her presence. She is also a spirited woman, full of life, despite Thorin's best efforts to crush her spirit.

Relationship to PC: mother

Anything: Unknown to Tei'serin, and her father, Dae'nira survived the sinking of their family ship. Thorin rescued her, and kept her separated from the rest of her surviving family, claiming her for himself. Thorin spends some of the time he isn't with Tei'serin with her. Over the arcs, he has sired three children on her, giving Tei'serin three half siblings.

Intro Thread: here

Approval here
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Name: Sorin Ki'azour (Clan name means Merchant of fire)

Date of Birth: 19 Ashan, 706

Skills: Blades; 50, Competent, Business Management; 5, Novice, Gardening (formerly Agriculture); 30, Competent, Stealth; 10, Novice, Storytelling; 5, Novice

Appearance: Sorin is a mixed blood (3/4 Sev'ryn, 1/4 Biqaj) with curly light brown hair, and light brown eyes. He has a round face, and a very direct stare. Like his father, his ears are pointed, and his eyes change colors. But he has his mother's tanned skin, and graceful movements.

Personality: Sorin is fiercely independent. He hates to rely on anyone...mostly because in his experience, anyone you rely on will let you down, or betray you. He is cunning, intelligent, and observant, much like his father. But he does not have his father's cruel streak, or need for absolute control. Instead, there is a kindness in him, something he inherited from his mother. Sorin cannot tolerate bullies, and will often fight them to force them to back off their prey - with varying degrees of success. He has a roguish charm about him that makes him difficult not to like. He is a bit of a prankster, but his pranks are never mean ones unless he is targeting someone who truly deserves it, like a bully. But being raised as he was, his morals are a bit skewed. He sees nothing wrong with taking something that doesn't belong to him if he feels that its owner doesn't really need it, or if he is taking it to give to someone who needs it more.

Sorin has inherited his father's belief that women are lesser than men. But instead of deciding that means that he can treat them as he sees fit, he feels the need to protect them if he can. And he is extremely protective of his younger sisters.

Relationship to PC: half brother

Anything: Sorin attends the school that Tei'serin teaches at, and he lives with a family in Treth who are unable to have children of their own, and believe that they are looking after him because his father is too busy to do so himself (which is partially true). To further this belief, Thorin pays the couple for the boy's care. Sorin has been put in place to spy on her...and he feels forced to do so to protect his sisters; especially as he is not aware that Tei'serin is related to him. Tei'serin knows that he is Thorin's son, but not that he is her half brother.

Approval here
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Name: Keiaris Ki'azour (Clan name means Merchant of fire)

Date of Birth: 21 Cylus, 709

Skills: Art (formerly Painting); 15, Novice, Basket Weaving; 15, Novice, Linguistics; 30, Competent, Singing; 10, Novice, Storytelling; 30, Competent

Appearance: Keiaris is a is a mixed blood (3/4 Sev'ryn, 1/4 Biqaj). She looks much like her older brother, Sorin, but her eyes are a darker shade of brown.

Personality: Keiaris is a very creative child. And her keen intelligence is a good match for her creativity. She is always making up elaborate stories in her head, and trying to share them with anyone who shows the slightest interest in her "fanciful tales." She loves beautiful things, and nothing makes her happier than to be able to create them...or try to, at least; her desire to create often outstrips her current skills, but she has the potential to become an incredible artist someday. Keiaris is a happy, outgoing child with a charm all her own. There is a sweet innocence about her that makes it easy to like her. Keiaris has a very pretty singing voice, and is extremely enthusiastic about singing. She can often be found singing while doing just about anything.

Relationship to PC: half sister

Anything: 1) She is fluent in Xanthea, but with competent in linguistics, I'd like her to be conversational in Common, and Rakahi if possible, since competent level seems to let you rank 2 languages up to conversational level if you already have them at broken level. Since her mother is a Sev'ryn, and her father is 1/2 Biqaj, it is entirely likely that she grew up hearing both languages, and learned to speak them as she learned how to talk.

Approval here
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Name: Meiarin Ki'azour (Clan name means Merchant of fire)

Date of Birth: 21 Vhalar 711

Skills: Art (formerly Painting); 20, Competent, Cooking; 15, Novice, Gardening; 15, Novice, Linguistics; 30, Competent, Storytelling; 20, Novice

Appearance: Meiarin is a mixed blood (3/4 Sev'ryn, 1/4 Biqaj) with straight ash blond hair, and hazel eyes. Like her father, her ears are pointed, and her eyes change colors. Other than that, she resembles her mother more than her father when it comes to the shape of her face, and her delicate facial features.

Personality: Meiarin is a sweet, gentle child. She has some of Keiaris's creativity, but she is painfully shy, and tends to hide behind the older girl when others are near unless she knows them well. Like her mother, she is very kind, and sensitive to the needs of others. She cannot bear the sight of violence.

Relationship to PC: half sister

Anything: 1) She is fluent in Xanthea, but with competent in linguistics, I'd like her to be conversational in Common, and Rakahi if possible, since competent level seems to let you rank 2 languages up to conversational level if you already have them at broken level. Since her mother is a Sev'ryn, and her father is 1/2 Biqaj, it is entirely likely that she grew up hearing both languages, and learned to speak them as she learned how to talk.

Approval here
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Name: Ei'ryl Nji'ryn

Race: Mixed blood:3/4 Sev'ryn, 1/4 Biqaj

Date of Birth: 1 Cylus, 718

Skills: none yet

Appearance: Ei'ryl has light reddish brown hair that, depending on the way the light hits it, might take on a warm auburn tone, or a golden hue. She has her father's deep blue eyes, and fair skin.

Personality: Ei'ryl is a very curious child. She loves to learn anything and everything she can. She loves to sing, and tell stories. And she is very creative; make believe is her favorite game.

Relationship to PC: Daughter

Approval Link here

***As a newborn, this NPC will start with no skills, and be free until she turns 3 arcs, at which time she will earn exp via the NPC rules***
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Name: Aethelthor

Race: Lotharro

Date of Birth:111th Ashan, 683

Skills: Field Craft (formerly Trap Making); 12, Novice, Hunting; 26, Competent, Linguistics: 26, Competent, Ranged Combat; Shortbow; 26, Competent, Stealth; 5, Novice, Unarmed Combat; 5, Novice

Appearance: Standing at 7'1", Aethelthor is a giant of a man even among the Lotharro. He has broad shoulders, and a muscular frame. His fingernails are more like talons or claws than fingernails, and his canines are pointed like a wolf's. Aethelthor has short black hair, and his eyes are as dark as his hair. He has a long, coarse beard that he wears tied up to keep it out of his way.

Personality: Aethelthor is a man who knows what he wants out of life, and knows how to get it. He is confidant in his skills, and comfortable in his own skin. He is cunning and intelligent, but his intelligence is more commonsense and the ability to read people and the situation at hand than it is book learning. He can be outgoing and friendly, even charming towards people that he likes. But he tends to be cold and indifferent towards people he does not count as friends unless he has a use for them. He also has a fierce temper. When angered, or driven by his own desires, he can be vicious, and cruel. At times, he enjoys causing pain.

Relationship to PC: He is a close friend and employee of her guardian, Thorin. As such, he comes to live with her for a time, and act as her keeper.

Anything: 1) Aethelthor is a pureblood/reborn Lotharro, 2) Aethelthor was exiled from his family, and his city when he killed his brother in a drunken rage. As a result, he is desperate to start a new family, and for that, he is determined to sire as many sons as he can. 3) Aethelthor follows the path of the Hunter, 4) His initial languages are fluent Haltunga, and broken Common. Novice linguistics gives him broken Common Sign, and Rakahi. Competent linguistics ranks his Common, Common Sign, and Rakahi to conversational, and gives him broken Scalveen and Xanthea.

Intro Thread: here

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Name: Ryl'ani

Race: Sev'ryn

Date of Birth: 1st Ymiden, 697

Skills: Cooking; 5, Novice, Field Craft; 26, Competent, Linguistics; 26, Competent, Medicine; 5, Novice, Meditation; 8, Novice, Needlecraft; 15, Novice, Textile Production; 15, Novice

Appearance: Ryl'ani is tiny, standing at 4'1". She has a slender, delicate build with few curves. That, added to her large, doe like blue grey eyes makes her look younger than she really is. Her hair is a light reddish color, which is rare for her people. So is her fair skin, but that is more due to the fact that she hasn't seen much sunlight for a prolonged period of time more than something she was born with.

Personality: Ryl'ani is very timid, and is painfully shy. She is a gentle soul who has suffered much in her life, and it has taken its toll on her. She is easily startled, frightened by most people, and reluctant to speak to anyone who hasn't earned her trust. But those who do will find a sweet, incredibly loyal friend.

Relationship to PC: Ryl'ani comes to live with Tei'serin when Aethelthor does. He is to her what Thorin is to Tei'serin; a guardian who has broken her spirit, and treated her like a slave for so long that despite not bearing the brand of a slave, she is little more than that. She is also Tei'serin's cousin; their mothers are twin sisters. But neither of them know about this yet.

Anything: 1) Ryl'ani has a doe ose-bori named Suri. Ryl'ani started having dreams about Suri a season before they bonded, but she had little hope of ever finding her because her dreams were of a forest at the mouth of a river; unlike any forest near where Ryl'ani lived, and she was not free to travel in search of the forest in her dreams. But when Aethelthor had business in Scalvoris Town on Thorin's behalf, Ryl'ani heard of a forest that matched that description; the Sweetvine Woods. Though terrified of what would happen if Aethelthor caught her, she took the chance, and followed her dreams. That courage, and willingness to take a chance was what was needed to earn Suri's approval. After several trials of searching, she found Suri, and they bonded. Soon after that, she was found hopelessly lost in the woods by a well meaning traveler who brought her back to Scalvoris Town. Rumor of her reached Aethelthor, who by then had completed his business and was searching for her. He claimed to be her older brother, and she was too terrified of him to deny it. Her fear of him was mistaken as trauma from being lost in the woods, and they were reunited. The punishment that resulted from his wrath over her attempt to escape him left her with a weak left leg that causes her to limp if she pushes herself too hard, thin lines on her back left over from a whipping, and deep phobias of small spaces, and of being restrained in any way. 2) Ryl'ani will become pregnant in late Zi'da 718. 3) She has a tattoo of a willow tree on her right shoulder, given to her by her parents in Sev'ryn tradition. Since her family were fairly wealthy, they could afford two colors of ink for the tattoo, so the trunk and branches are brown, and the leaves are green. 4) Her initial languages are fluent Xanthea, and broken Haltunga. Novice linguistics gives her Common, and Common Sign. Competent linguistics ranks her Common, Common Sign, and Haltunga to conversational, and gives her broken Cursive and Scalveen.


Intro Thread: here

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Name: Aethel

Race: Lotharro

Date of Birth: 3rd Vhalar 719

Skills: none yet

Appearance: Aethel will be a large baby with blond hair and blue eyes.

Personality: Aethel will be the type who lives life fiercely. He will work hard, and play hard, giving everything he does all that he has. He will be charming and friendly, but he will have a fierce protective streak over those he cares about. If someone threatens what he loves, he will have a tendency to be cruel as he seeks vengeance.

Relationship to PC: Ryl'ani's son, and Tei'serin's second cousin.

Anything: Aethel will be smart, but he will have little use for book learning. His intelligence comes in the form of how quickly he is able to learn things that interest him, and in an ability to read people well.

Approval Link

***As a newborn, this NPC will start with no skills, and be free until he turns 3 arcs, at which time he will earn exp via the NPC rules***

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Name: Ki'ras

Race: Sev'ryn

Date of Birth: 123rd Ashan, 677

Skills: Blades; Dagger: 10, Novice, Field Craft; 14, Novice, Hunting; 26, Competent, Leatherworking (formerly Tanning): 5, Novice, Ranged Combat; Short Bow: 26, Competent, Stealth: 5, Novice, Storytelling (formerly Trap Making): 14, Novice

Appearance: Standing at 5'7", Ki'ras is on the tall side of the Sev'ryn people. He has a lean, wiry build, and he moves with a grace that seems almost cat like. Ki'ras has blue eyes, and sandy brown hair. And he has a rugged charm about him that many find appealing.

Personality: Ki'ras is friendly, and outgoing. There is a charm about him that makes him very easy to like. As a result, he makes casual friends very easily. But he has few very close friends, and he is fiercely protective of both them, and his family. In most cases, it takes a lot to make him lose his temper, but anyone who threatens or hurts one of his loved ones will have an enemy for life.

Relationship to PC: uncle

Anything: Ki'ras bonded to a female falcon ose-bori named Sairis when he was seven arcs old.

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Name: Dae'sara
Race: Sev'ryn
Date of Birth: 15th Saun, 680
Skills: Alchemy: 26, Competent, Science: 22, Novice, Teaching: 26, Competent, Unarmed Combat: 26, Competent
Appearance: Standing at 5'3", Dae'sara is on the short side of the Sev'ryn people. She is a beautiful woman with a slight, graceful build that enhances the beauty of delicate features. Dae'sara has long black hair drapes down to the middle of her back, and large, almond shaped hazel eyes.
Personality: Dae'sara is a kind, generous woman. But she is fiercely protective of those she cares about. There is nothing she won't do to help a friend if it is within her power. And she holds a grudge against those who hurt her friends and loved ones.
Relationship to PC: Tei'serin's aunt
Anything else you would like us to know: She is Dae'nira's twin sister, and is the older twin by 15 bits.

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Name: Ath'run

Race: Sev'ryn

Date of Birth: 1st Vhalar, 704

Skills: Detection (formerly Trap Making): 20, Novice, Field Craft: 10, Novice, Hunting: 5, Novice, Leatherworking (formerly Tanning): 14, Novice, Medatition: 10, Novice, Ranged Combat; 5, Novice, Storytelling: 10, Novice, Unarmed Combat; 26, Competent

Appearance: Ath'run is currently 5'1", and is likely to hit another growth spurt before he reaches his full height. In appearance, he has his father's height, but he resembles his grandfather more than he looks like either of his parents. He has dark skin, dark brown eyes, and short black hair.

Personality: Ath'run has his father's charm, and his mother's kindness. He would do anything he could to help someone he loves. But he has a deep anger towards outsiders because of what his mother suffered while she was away from Desnind. That anger and suspicion borders on hatred, and his youth often causes him to act impulsively, and lash out at an outsider who he sees as a threat.

Relationship to PC: cousin

Anything: 1) He is Dae'sara's and Ki'ras's son. 2) In Ath'run's case, outsiders are people from outside Desnind rather than non Sev'ryn. His lashing out will often take the form of pranks that have the potential to hurt as well as humiliate, but this isn't always the case. 3) Ath'run has a male raven ose-bori named Taku. 4) He looks up to aaa as a big brother, and is very close to him.


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Name: O'sanu

Race: Sev'ryn

Date of Birth: 83rd Ymiden, 659

Skills: Field Craft: 26, Competent, Medicine: 26, Competent, Meditation: 26, Competent, Storytelling: 22, Novice

Appearance: O'sanu is 5'8", and has a lean, wiry build. Despite his advancing age, he is still fit and trim. He has dark skin and eyes, and long black hair that reaches past his shoulders. He smiles a lot, and this is evident in the laugh lines around his mouth.

Personality: O'sanu is a kind, gentle, loving man who would never willingly hurt anyone or anything unless he needed to do so in order to heal them. He is endlessly patient, and he is always willing to listen and offer advice. He is very observant, so little gets past him, but he isn't one to go telling other people's secrets unless it is something that will hurt others if they do not know. He is wise in the way of people and animals, as well as the way the world works. And he is very creative. He always has a story to share with anyone who wants...or needs to hear one.

Relationship to PC: grandfather

Anything: 1) O'sanu has a soft, pleasant voice that is soothing to listen to whether he is speaking, or chanting/singing. 2) O'sanu has a male wolf ose-bori named Weiryn. 3) He heals animals as well as people.

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Name: Kir'anu

Race: Sev'ryn

Date of Birth: 15 Saun, 697

Skills: Field Craft: 16, Novice, Medicine: 22, Novice, Meditation: 26, Competent, Tactics: 10, Novice, Unarmed Combat; 26, Competent

Appearance: Kir'anu is 5'7", making him tall for a Sev'ryn. He has a lean wiry build that hides a surprising strength. His short brown hair, and blue eyes make him fairly average in appearance, but there is a charm about him that makes people tend to trust him on sight, and want to get to know him better.

Personality: Kir'anu knows his place in the world, and he is extremely happy in it. He is confident in his own abilities, and comfortable in his own skin. But that confidence does not spill over into over confidence, or arrogance; he knows his limits, and respects them. Kir'anu has a boyish charm that makes him very easy to like. He is friendly, and easy going, and he is always willing to lend a helping hand, or a sympathetic ear. He makes friends easily, but does not form deep connections with people as readily as he makes friends. Those he does become truly close to find an intensely loyal friend for life. He is extremely protective of his loved ones.

Relationship to PC: friend, and possibly future husband

Anything: 1) Kir'anu was orphaned when he was young, so he lives with O'sanu and his family, 2) Kir'anu has a female wolf ose-bori named Seiryn.

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Housing


Tei'serin lives in a small, cozy cottage made out of stone and wood on a farm that is located roughly an hour's ride away from Treth, a farming community outside Ne'haer. The town is a four day walk, or a two day ride from Ne'haer.

Her cottage is decorated with a soothing mix of earth tones; browns, creams, black, greys, and greens, highlighted with splashes of blues and purples. It has wooden floors, a stone fireplace, and moderate furnishings. Most of the artwork, fixtures, furniture, and bedding was crafted with the materials available to them on her farm, or through trade with the town, or other farmers in the area such as wool, pelts, bones, river rocks, and feathers.

Housing: 400 sq ft, one bedroom stone cottage.

Funiture:
Bed
2 x Chairs
Table
2 x knives
6 x plates (assorted)
Chest
Fireplace
Last edited by Tei'serin Nji'ryn on Sun May 29, 2022 12:13 pm, edited 60 times in total. word count: 7066
User avatar
Tei'serin Nji'ryn
Approved Character
Posts: 557
Joined: Mon Oct 10, 2016 3:25 am
Race: Sev'ryn
Profession: Herbalist and Teacher
Renown: 328
Character Sheet
Character Wiki
Plot Notes
Personal Journal
Templates
Point Bank Thread
Wealth Tier: Tier 10

Contribution

Milestones

RP Medals

Miscellaneous

Events

Tei'serin Nji'ryn

Tei'serin Nji'ryn

Knowledge & Skills



SkillTotal Points SpentProficiency
Atheletics(26/250)Competent
Blades (katana)26/250Competent
Cooking26/250Competent
Detection(76/250)Expert
Discipline(26/250)Competent
Endurance(26/250)Competent
Field Craft25/100 (fast track skill; 3 exp from Djinn)Novice
Gardening10/250 (5 exp (formerly Agriculture) from Djinn)Novice
Linguistics26/250Competent
Medicine151/250 (3 skill points awarded from the Sevrath's Skills ability of her Severath mark)Master
Meditation25/250 (RB)Novice
Mount; Horse26/250Competent
Ranged Combat (cross bow)26/250Competent
Singing6/250 (6 exp gained from earning Adored level Severath)Novice
Strength(26/250)Competent
Teaching151/250Master
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Job Skills


❖Medicine: 60 Knowledges + 42 (see Herb section) = 102 Knowledges

❖Medicine: some herbs need to be used when they are fresh, and others when they are dried, still others can be used both fresh or dried
❖Medicine: How to make a salve
❖Medicine: How to make a tincture
❖Medicine: How to make an herbal tea
❖Medicine: how to make a poultice
❖Medicine: how to make an herbal infusion
❖Medicine: how and why cold infusions are made
❖Medicine: herbal decoctions are like infusions, but they are made with hard or woody plant parts such as roots, bark, seeds, berries, and mushrooms; they are made by adding a handful of the desired root or herb to several cups of water and, bring it to a boil. Then reduce the heat to a gentle simmer, and allow to reduce for at least thirty bits; the longer the herbs/roots simmer, the stronger, and more beneficial the decoction will be, so five to six breaks of simmering will give you a better decoction than thirty bits will
❖Medicine: Herbal creams and lotions are water based remedies that contain varying amounts of fat; lotions contain very little fat while creams require more.
❖Medicine: Herbal salves, balms, and ointments are oil based remedies. Little, or no water is used in making them. They can hold their shape outside the container but may “melt” on contact with body heat. The levels of wax, or lard used in making them determine how solid they are.
❖Medicine: how to make and store essential oils; they must be stored in dark glass bottles because the sun can damage them
❖Medicine: how to make and store infused oils
❖Medicine: essential oils are highly concentrated and are so powerful that they should never be applied directly to the skin, while infused oils are much milder, and are gentle enough to be used on bare skin.
❖Medicine: Carrier oils are mainly oils extracted from the nuts, seeds or kernels of plants; they are fairly neutral, so they can be used to compliment essential oils and are an excellent choice for diluting essential oils for skin and hair products such as massage oils, scrubs, salves, lotions and balms as well as herbal remedies
❖Medicine: it is important to know about potential allergic reactions and to know who shouldn't take a particular herb when administering herbal remedies
❖Medicine; Carrier Oil: Coconut oil is one of the more popular oils that are used as carrier oils when making essential oils. This particular oil comes from the fruit of the coconut tree. It has both antifungal, and anti-inflammatory properties that can enhance or add to the existing benefits of the essential oils that you want to dilute. Coconut oil is very good for nourishing the hair, nails and skin. It has natural deep moisturizing properties, which makes it good for helping with dry skin and treating skin conditions. This oil has a long shelf life.
❖Medicine; Carrier Oil: Olive oil is another popular choice for a carrier oil, and it is easy to obtain as it is a common ingredient to cook with. It comes from the fruit of the olive tree, and it is a light oil with a mild fruity aroma that makes it good for blending with most essential oils. Olive oil is a potent anti-inflammatory. It is also good for dandruff, frizzy hair, and dry skin.. Since it is non greasy, it can be used for almost any skin or hair type as it does not clog skin pores or leave hair looking greasy.
❖Medicine; Carrier Oil: Jojoba oil is extracted from the seeds of the jojoba tree. It has a light nutty aroma. Jojoba oil has natural anti-fungal properties, so it works well when combined with essential oils that also have anti-fungal properties and are used for topical fungal infections. This oil has a high rate of absorption, and a long shelf life.
❖Medicine; Carrier Oil: Sweet almond oil is extracted from the dried fruit of the almond tree. Since it is non greasy, and few people are allergic to it, it makes a great massage oil. It is even safe to be used on infants. Sweet almond oil is good for making facial skin smooth and supple and reducing wrinkles. It is also good for nourishing the skin, hair and nails.

❖Medicine; Carrier Oil: Argan oil is extracted from the fruit of the argan tree. It is especially good for healing inflammation, and damage caused by the sun. It is also helpful in reducing the appearance of stretch marks and scars, as well and promoting healthy cuticles and nails.

❖Medicine; Carrier Oil: Avocado oil comes from the fruit of the avocado tree. It is ideal for treating irritable skin conditions such as psoriasis and eczema, and it helps with older, mature skin that has thinned with age. Since it is thicker than many other types of carrier oils, it is a good carrier oil for massages. If need be, it can be thinned with another carrier oil such as olive oil or sweet almond oil.

❖Medicine; Carrier Oil: Grapeseed oil is extracted from the seeds of grapes. It can be used for both cooking and cosmetics as well as a carrier oil for essential oils. It also has antiseptic properties and is a mild astringent, making it a good carrier oil for acne-prone skin or oily skin. And unlike some oils, it is not greasy.

❖Medicine; Carrier Oil: Moringa oil is extracted from the seeds of the Moringa Oleifera tree. The Moringa Oleifera tree is also known as the drumstick or horseradish tree. This oil is very good for helping with skin conditions such as eczema, psoriasis and rosacea. It also has anti-inflammatory properties, making it good for helping to ease the pain of arthritis. When combined with the right essential oil, this benefit extends to easing other kinds of joint pain as well. Moringa oil is also able to help reduce the inflammation in scars, and speed up their healing process.

❖Medicine; Carrier Oil: Apricot kernel oil is extracted from the kernels or seeds of apricots. It is a light, gentle oil that has a slight nutty aroma. This oil has properties and uses that are similar to sweet almond oil. It can be used as a massage oil because it makes the skin soft and supple, and does not leave any greasy residue behind. Apricot kernel oil has excellent anti-inflammatory properties. Since it isn't greasy, this oil is good for use on dry, irritated, or sensitive skin.

❖Medicine; Carrier Oil: Castor oil is extracted from the seeds of the castor bean plant. By itself, this oil is good for treating constipation, ailments of the skin, and improving the health of your hair. Using castor oil to dilute essential oils that have similar effects will enhance the effects of the essential oil, making your remedy even stronger. Castor oil is a natural anti-inflammatory which makes it great for easing the pain of aching joints and muscles. Rubbing a few drops into the afflicted area once every seven trials or so will allow the anti-inflammatory components in the oil to reduce the swelling and inflammation. This oil is also good for healing skin infections, and treating sunburns.
❖Medicine: Crafting Remedies From Common Medicinal Herbs
❖Medicine; Herb: knowing who shouldn't be taking an herb and why is just as important as knowing what different herbs are used for
❖Medicine: Medicinal herbs (Djinn)
❖Medicine: Herb potency and age
❖Medicine: Herbs for teas, salves and food.
❖Medicine: Herbs That Treat Infection In Ne'haer
❖Medicine: acting quickly can be crucial
❖Medicine: Cutting roots precisely saves patients and supplies
❖Medicine: Mixing Too Many Herbs Can Cause Bad Reactions
❖Medicine: Diagnosing illness, injury and disease
❖Medicine: Noting details for diagnosis
❖Medicine: Cleaning wounds
❖Medicine: Bandaging wounds
❖Medicine: Recognizing Infection
❖Medicine: inflammation is the body’s response to start the healing process from an injury
❖Medicine: Aiding Healers
❖Medicine: Triage: Basic techniques
❖Medicine: Triage: Judging the fine details
❖Medicine: Euthanasia for those with trials of agony is an accepted practice
❖Medicine: Stress can delay menstruation
❖Medicine: Recognising signs of a miscarriage
❖Medicine: Signs of alcohol poisoning include; confusion, vomiting, slow breathing (less than eight breaths a bit), irregular breathing (a gap of more than 10 trills between breaths), blue-tinged skin or pale skin, low body temperature (hypothermia), severely slurred speech, stupor (conscious but unresponsive), and passing out when the patient is unable to be awakened
❖Medicine: Treatment for alcohol poisoning includes constant monitoring while the alcohol works its way out of the body to prevent choking, and breathing problems, administering fluids to combat the severe dehydration, and the use of vitamins to prevent serious complications.
❖Medicine: Herbal remedies will not work on alcohol poisoning, and can make things worse. Only a skilled doctor can treat it without harming the patient further.
❖Medicine: Knowing a patient helps you treat them

❖Medicine; Surgery: Get Out of Cold, Wet Clothes First Thing (changed for SSD 2021)
❖Medicine; Surgery: Oddly Bent or Swollen Joints Could Mean a Break or Sprain (changed for SSD 2021)
❖Medicine; Surgery: Red Extremities Means Frostnip, White Means Frostbite (changed for SSD 2021)
❖Medicine; Surgery: Shivering is a Sign that the Chill is Not Critically Advanced (changed for SSD 2021)
❖Medicine; Surgery: Warming a Chilled Body Must Be Done Gradually (changed for SSD 2021)
❖Medicine; Surgery: how to stitch a wound (changed for SSD 2021)
❖Medicine; Surgery: why some wounds need to be stitched up (changed for SSD 2021)
❖Medicine; Surgery: numb the area first if you can (changed for SSD 2021)
❖Medicine; Surgery: when to stitch a wound (changed for SSD 2021)
❖Medicine; Surgery: the importance of sterilization (changed for SSD 2021)

❖Teaching: 49 Knowledges

❖Teaching: The kids outnumber you
❖Teaching: Some kids want to learn, but others don't
❖Teaching: How to use stories to teach lessons
❖Teaching: It is important to engage your students through relevant and personal examples
❖Teaching: Ask open questions to facilitate discussion
❖Teaching: A good lesson plan has multiple ways to learn
❖Teaching: How to give clear instructions to students
❖Teaching: Essential steps for a lesson plan
❖Teaching: Making lessons exciting
❖Teaching: How to end a lesson
❖Teaching: It's important to have knowledge to teach.
❖Teaching: Knowing in advance when they're going to be distracted.
❖Teaching: Using a story to grab their attention.
❖Teaching: Books vs Snow: Snow wins.
❖Teaching: Differentiation due to age is an important skill
❖Teaching: Learning From Other's Mistakes and Teaching Yourself To Do Better
❖Teaching: Knowing your students helps you teach them
❖Teaching: Being a good student means asking follow-up questions
❖Teaching: Look for cues that mean your students understand, like nodding
❖Teaching: Learning is doing
❖Teaching: giving long-term assignments
❖Teaching: presentations to strengthen learning
❖Teaching: passing on presentation etiquette
❖Teaching: allowing questions to clarify confusion
❖Teaching: repetition to strengthen memory
❖Teaching: different methods of teaching the information
❖Teaching: the importance of a presentation
❖Teaching: The Need to Take Time to Grade Tests
❖Teaching: Different Grades and Ages Need Different Help
❖Teaching: Making a Lesson Pertinent to the Students' Experience
❖Teaching: Rivalry Outside the Classroom is Good for Stimulation
❖Teaching: Keeping Children Preoccupied with Busy Work
❖Teaching: Nature provides excellent aids to teaching
❖Teaching: Grading papers: a tiring, thankless task
❖Teaching: Grading papers: time consuming
❖Teaching: Is bribing a child professional?
❖Teaching: Grading papers: Can also be a positive thing
❖Teaching: grading papers can be done from the comfort of one's home as easily as in the classroom
❖Teaching: the value of knowing more than one language
❖Teaching: if you teach what you love, your students will see your passion and respond well to it
❖Teaching: using demonstrations is a useful teaching technique
❖Teaching: using holidays to make lessons interesting
❖Teaching: use the weather to your advantage
❖Teaching: convincing students that learning can be fun will make the lessons stick better
❖Teaching: students need a break from time to time
❖Teaching: teachers need a break from time to time too
❖Teaching: the importance of organization
❖Teaching: keeping calm in a crisis will help to keep the students calm as well
❖Teaching: practical lessons are just as important as academic ones

Fighting Skills


❖Blades (Katana): 11 Knowledges

❖Blades (Katana): a bokkan is a wooden practice sword
❖Blades (Katana): quality matters
❖Blades (Katana): a superior quality blade can shatter a lesser quality blade if one has the skill to do so
❖Blades (Katana): requires strength to use effectively
❖Blades (Katana): is heavier than it looks
❖Blades (Katana): getting used to the feel of the blade in your hand is important
❖Blades (Katana): drawing the katana
❖Blades (Katana): building sword calluses in one's hands comes with time, and makes wielding a sword easier
❖Blades (Katana): repetitive movements build muscle memory
❖Blades, Katana: The correct fighting stance
❖Blades, Katana: Slash and Swing

❖Ranged Combat (Crossbow): 14 Knowledges

❖Ranged Combat (Crossbow): uses bolts, not arrows
❖Ranged Combat (Crossbow): a powerful long range weapon
❖Ranged Combat (Crossbow): the most expensive type of bow
❖Ranged Combat (Crossbow): parts of a crossbow
❖Ranged Combat (Crossbow): how to load a crossbow
❖Ranged Combat (Crossbow): how to fire a crossbow
❖Ranged Combat (Crossbow): how to aim a crossbow
❖Ranged Combat (Crossbow): beware the recoil
❖Ranged Combat (Crossbow): in perfect conditions, the maximum range of a crossbow is 100 yards or more depending on your skill
❖Ranged Combat (Crossbow): your shooting ability is a bigger limiting factor than momentum when it comes to how far you should shoot
❖Ranged Combat (Crossbow): many skilled hunters have a range of 50 yards with a 60 yard range limited to those of incredible skill
❖Ranged Combat (Crossbow): wind is a factor
❖Ranged Combat (Crossbow): the further you are from your target, the more accurate your shot must be
❖Ranged Combat (Crossbow): speed in loading and firing a bow comes with practice

❖Strength: 22 Knowledges

❖Strength: Determination aids in acts of strength
❖Strength: Carrying Many Bags Throughout the Trial
❖Strength: lifting weights can help to build up strength
❖Strength: strength building hand exercises
Strength: x 9 (9 of 28)
Strength: x 3
Strength: x 5
Strength: x 1

❖Tactics: 18 Knowledges

❖Tactics: Problem Solving
❖Tactics: Putting your knowledge to the best use.
❖Tactics: Holding Onto Your Tile to Prevent Theft
❖Tactics: Using the Maze’s Magic as a Weapon
❖Tactics: Showing Submission by Disarming Oneself
Tactics x 13

❖Unarmed Combat: 1 Knowledge

❖Unarmed Combat: Attacks from behind (with a pot?)

Skill Based Knowledge

❖Animal Husbandry: 9 Knowledges

Animal Husbandry: Breeding animals to sell to farms
Animal Husbandry: Try Out New Gear on Your Own Animal
Animal Husbandry: Cow: Dairy Cows Must be Pregnant to Give Milk
Animal Husbandry: Cow: Gestation Period is 270 Trials
Animal Husbandry: Cow: 90-Day Udder Rest After Birthing is Necessary
Animal Husbandry: Horse: Different Brushes and Their Proper Use
Animal Husbandry: Horse: Mares Give Birth in Ashan
Animal Husbandry: Horse: The Parts of the Hoof and Their Needs
Animal Husbandry: Horse: Tools for Hoof Care and Their Proper Use

❖Animal Training: 3 Knowledges

❖Animal Training: With Peace, Even Predators are Calm
❖Animal Training: Horse: Mares are Irritable and Distracted When in Heat
❖Animal Training: Horse: Shoes Must Fit Properly for an Even Gait

❖Appraisal: 4 Knowledges

❖Appraisal: Checking the soil to see if a tree has enough water
Appraisal x 3

❖Athletics: 11 Knowledges

❖Athletics; Climbing: Trees with low branches (changed for SSD 2021)

❖Athletics; Running: A quick sprint (changed for SSD 2021)

Athletics x 5
Athletics: x 4 (4 of 28)

❖Caregiving: 11 Knowledges

❖Caregiving: Children can be overwhelmed with grief
❖Caregiving: It pays to know the individual stories of those in your care
❖Caregiving: Thinking about what they want helps you connect with people
❖Caregiving: when you have an infant to take care of, a good night's sleep is a thing of the past
❖Caregiving: schedules keep mothers who are raising infants sane
❖Caregiving: infants are not patient people
Caregiving x 2
Caregiving: x 3 (3 of 28)

❖Cooking: 27 Knowledges

❖Cooking: Slicing and chopping techniques
❖Cooking: Making porridge in quantity
❖Cooking: Balancing flavours
❖Cooking: Making a dish presentable
❖Cooking: The art of multitasking
❖Cooking: Preparing vegetables
❖Cooking: Omelette
❖Cooking: How to make scrambled eggs
❖Cooking: Fried vegetables
❖Cooking; Ingredient: Chamomile has a bittersweet flavor that can be sweetened with sugar or honey as desired; the flowers and leaves are the parts that can be eaten, and each tastes different from the other. The flowers have a slight apple taste to them. The flowers and leaves can be used fresh in a salad or as a garnish. They can also be used fresh or dried to make tea. The leaves can be chopped up and put into butter or sour cream as a flavor when used for mashed potatoes. And dried chamomile flowers can be ground into a powder that can be used in tea, sprinkled over soups, drinks, or side dishes. It can also be added to the batter of cookies, scones, and muffins to add a delicate floral fragrance to the dessert.

❖Cooking; ingredient; barberries: they have a tart, slightly sweet flavor. Barberries can be eaten raw, or used to make jams, jellies, and sauces. They can also be added to salads, or used in rice dishes to provide both color and flavor. They can also be juiced or used to make tea. When using them in cooking, they are usually used when fresh, but the dried berries can be used to make tea.
❖Cooking: Ingredient; aloe vera

❖Cooking; Ingredient: fresh or dried wild mint leaves can be used in herbal teas, and a variety of foods
❖Cooking; Ingredient: Sage
❖Cooking: Ingredient: Slippery elm bark
❖Cooking; Ingredient: Infused Olive Oils for fancy flavors
❖Cooking; Ingredient: Kelp
❖Cooking; Ingredient: Sea Fennel
❖Cooking: Some types of mint, such as peppermint, spearmint, applemint, chocolate mint, pineapple mint, water mint, horse mint, corsican mint, and curly mint are good for cooking.
❖Cooking: Lemon balm can be used as a garnish for drinks and tangy dishes to add a delicate lemon flavor; it is especially good when used with fish.
❖Cooking: Honey and Lemon: A Tasty Medium for Diluting Strong Tonics
❖Cooking; Recipe: Chamomile tea

❖Cooking; Baking: is a dry heat method of preparing food (changed for SSD 2021)
❖Cooking; Baking: requires heat, and an enclosed space; usually this means an oven, but it can be done over a campfire too (changed for SSD 2021)
❖Cooking; Baking: is used to create flour based foods such as pastries, breads, cakes, biscuits, shortbread, and cookies (changed for SSD 2021)
❖Cooking; Baking; Recipe: lemon extract (changed for SSD 2021)
❖Cooking; Baking; Recipe: lemon cookies (changed for SSD 2021)

❖Deception: 1 Knowledge

❖Deception: A Common Deception, Things Look Easier Than They Are

❖Detection: 29 Knowledges

❖Detection: Noting signs of illness
❖Detection: Spotting functionality by space.
❖Detection: The differences between someone who can be saved, and who is too far gone
❖Detection: Rain causes humidity
❖Detection: The Feeling of Being Watched
❖Detection: You are Only Watched When Doing Your Own Shopping
❖Detection: Searching for clues to intention
❖Detection: Details about jobs from callouses on hands
❖Detection: The Sensation of Being Watched
❖Detection: Listening Past Consistent Noise for Small Sounds
❖Detection: Running Your Legs Through Snow Mounds to be Sure
❖Detection: Visible signs of a rage
❖Detection: Unexpected sounds in the night often mean trouble
Detection x 16

❖Discipline: 16 Knowledges

❖Discipline: How to stay focused on the task at hand
❖Discipline: If at first you don't succeed, try try again
❖Discipline: Hiding terror
❖Discipline: Keeping a calm tone of voice
❖Discipline: Don't Depend on Blessings You May Not Need
❖Discipline: Patience is a virtue
❖Discipline: setting aside worries and fears in favor of learning new things
Discipline x 9

❖Endurance: 16 Knowledges

❖Endurance: When You Fall, Get Back Up
❖Endurance: Biting cold
❖Endurance: Digging a hole
❖Endurance: Sore muscles
❖Endurance: Practice makes perfect
❖Endurance: Hauling buckets of water
❖Endurance: Suffering Through the Discomfort of Crowds
❖Endurance: Bearing Pain
❖Endurance: Out in the Freezing Cold
❖Endurance: Continued abdominal pain
❖Endurance: Working through a haze of pain
❖Endurance: Fighting through exhaustion
Endurance: x 1
Endurance: x 1
Endurance: x 1
Endurance: x 1

❖Etiquette: 2 Knowledges

❖Etiquette: Sometimes a Deal is Good Enough not to Haggle
❖Etiquette: Offer a meal

❖Fieldcraft: 25 Knowledges

❖Fieldcraft: how to harvest aloe vera
❖Field Craft: Chamomile can be found in pastures, cornfields, roadsides, and other sunny, well-drained areas.
❖Field Craft: There are two kinds of chamomile; both are edible and can be used in herbal remedies. Both have tiny white flowers that look like daises. One type has feathery, fern like light green leaves while the other type has finely divided parsley like leaves.

❖Field Craft: Dandelions can grow just about anywhere; fields, lawns, forests, gardens, or even wastelands. They like sunny, moist areas, but can be found in forests where the leaves are sparse enough for the sun to reach the ground. All parts of the plant can be eaten, and it has a number of uses as an herb.

❖Field Craft: Chickweed is an edible herb that likes moist, shady areas. It is commonly found growing in the shade of oak trees.
❖Field Craft: Wood sorrel is an edible herb that likes moist, shady areas. It can be found in forests, and growing on shady rocks. It is often found growing near wild onions, and wild violets. It has no poisonous lookalikes.
❖Field Craft: Shiitake are edible mushrooms that are tan to dark brown in color, with caps that are two to four inches wide; they grow in forests, and can be found on decaying hardwood trees
❖Field Craft: Lion's mane mushrooms are edible mushrooms that are large, white, shaggy mushrooms that resemble a lion’s mane; they are found on dead and decaying hardwood logs
❖Field Craft: Enokitake are edible mushrooms that are dark brown in color, and have short, thick stems; they can be found growing on the stumps of a variety of trees
❖Field Craft: wild mint can be found growing in gardens, along streams, ditches, and riverbanks, as well as in fields and meadows
❖Fieldcraft: how to harvest barberries and barberry bark
❖Fieldcraft: the root bark should be harvested in Ashan or Vhalar, and the tree bark should be harvested in Vhalar and early Zi'da when the sap is moving. The berries can be harvested at any time.
❖Fieldcraft: never peel a ring of bark off of a tree or bush because that will kill it; instead, peel the bark off of one side of the tree or bush, and never take too much from any one plant

❖Fieldcraft: Forest flora (Djinn)
❖Fieldcraft: Building a fire
❖Fieldcraft: Starting a fire
❖Field Craft: A Fire Should be Completely Built or Completely Out
❖Fieldcraft: Finding edible food
❖Fieldcraft: When foraging for food or herbs, never take everything you find; if you do, there will be none left the next time you need some.
❖Field Craft: Cylus' Dark Confuses Nocturnal Animals
❖Field Craft: Telling Cylus Day from Night by the Degree of Cold
❖Field Craft: Big Difference Between a Gentle Snow and a Blizzard
❖Field Craft: Friction Rubs Build Body Heat
❖Field Craft: Crowd Together for Body Heat When It's Cold
❖Field Craft: Travel With Others When There's Danger

❖Gardening: 63 Knowledges

❖Gardening: there are many different types of gardens; vegetable gardens, flower gardens, and herb gardens are some of them
❖Gardening: all plants need three basic things - water, soil, and sunlight; the amounts different plants need may vary, but the basic needs remain the same
❖Gardening: weeds are bad
❖Gardening: in a garden, everything that is not supposed to be there is a weed
❖Gardening: how to weed a garden
❖Gardening: watering too much will kill a plant just as easily as not watering it enough, so it's important to know how much water the plants you want to grow need
❖Gardening: too much sunlight or too little can kill, so it's important to know how much sunlight the plants you want to grow need
❖Gardening: fertilizer is special plant food
❖Gardening: kelp makes a good fertilizer
❖Gardening: the signs that a plant is getting too much sunlight
❖Gardening: the signs that a plant is getting too little sunlight
❖Gardening: Succulents are known for their hardiness and have a unique self-repairing ability. When damaged, their leaves seal off the cut or wound using its internal gel; the injured leaf will continue to grow from the base of the plant despite the damage.
❖Gardening: an herbal garden is a garden where all of the plants are herbs
❖Gardening: most herbs need roughly four breaks of sunlight per trial
❖Gardening: most herbs should be watered when the soil feels dry to the touch
❖Gardening: you can begin harvesting an herb when the plant has enough foliage to maintain growth; up to 75% of the season's growth can be harvested at one time without causing damage to the plant
❖Gardening: herbs should be harvested early in the morning, after the dew dries, but before the heat of the trial
❖Gardening: Use of Planter Boxes for Small Gardens
❖Gardening: Use of a Soil Sifter
❖Gardening: Harvesting apples
❖Gardening: Harvesting peaches
❖Gardening: chamomile is an annual herb that can grow up to 24" tall and has white daisy like flowers with yellow centers, and produces a sweet scent similar to that of apple blossoms
❖Gardening: it's easier to grow chamomile in your garden from plants or divisions than from seeds, but growing it from seed is also relatively easy
❖Gardening: chamomile grows best in cool conditions and should be planted in part shade, but will also grow full sun; the soil should be dry.
❖Gardening: chamomile seeds can germinate after roughly 7-14 trials; when the seedlings are 1 to 2 inches tall, thin them so they're at least 8 inches apart or transplant the indoor seedlings in the garden about 8 inches apart
❖Gardening: chamomile should be harvested in the morning after the dew has evaporated but before the sun is high; select the flowers that are nearly open, then pinch the stalk just below the flower head and pop off the bloom. Collect them in a tightly woven basket
❖Gardening: Chamomile is an herb that will self-seed and can be quite aggressive if left unchecked. When growing chamomile from seeds, start the seeds indoors, roughly 42 trials before the last expected frost. Once they germinate, simply scatter the seed and press firmly onto the soil; do not cover the seed with soil.
❖Gardening: chamomile can be used to make forms of plant foods, and and plant tonics that are effective against plant diseases
❖Gardening: Chamomile doesn't make a good bedding plant because it tends to be too floppy and insignificant when paired with more formal and imposing plants. Instead, it can be used for underplanting in the herb or vegetable garden and is a good candidate for pots, where it’s easily accessible.
❖Gardening: Chamomile plants are very drought tolerant once they are established. Regular watering will keep the plants in bloom longer, but it isn't necessary.
❖Gardening: transplanting wild chamomile into a garden will help sickly plants
❖Gardening: Varieties of mint
❖Gardening: Mint grows all arc round, and can be harvested at any time.
❖Gardening: Growing mint will attract beneficial insects such as honeybees and hoverflies because it is rich in nectar and pollen.
❖Gardening: Growing mint from cutting, seed, and transplant
❖Gardening: how to grow aloe plants
❖Gardening; Agriculture: Working the land (changed for SSD 2021) (Djinn)
❖Gardening; Agriculture: the difference between agriculture and gardening is that a farm is a business; a garden can be one, but doesn't have to be (changed for SSD 2021)
❖Gardening; Agriculture: Vhalar is the time for bringing in the harvests (changed for SSD 2021)
❖Gardening; Agriculture: Standard sized fruit trees grow to 18' - 25' with some exceptions like peach and nectarine (changed for SSD 2021)
❖Gardening; Agriculture: Semi-dwarf sized fruit trees grow to 12' - 15' with some exceptions like sweet cherry trees (changed for SSD 2021)
❖Gardening; Agriculture: Dwarf sized fruit trees grow to 8' - 10' (changed for SSD 2021)
❖Gardening; Agriculture: The size of the tree determines how far apart they need to be planted (changed for SSD 2021)
❖Gardening; Agriculture: There are standard and semi-dwarf but no dwarf pear trees (changed for SSD 2021)
❖Gardening; Agriculture: Some trees do not come in different sizes like peach, plum, cherry, citrus, and fig (changed for SSD 2021)
❖Gardening; Agriculture: Citrus refers to oranges, lemons, limes, grapefruit, and tangerines (changed for SSD 2021)
❖Gardening; Agriculture: Alternate rows of sweet and sour cherries in an orchard (changed for SSD 2021)
❖Gardening; Agriculture: Fig trees are planted in a sunny area (changed for SSD 2021)
❖Gardening; Agriculture: Uses for a hedgerow (changed for SSD 2021)
❖Gardening; Agriculture: Fruit trees in a hedgerow can be planted 2' - 3' apart (changed for SSD 2021)
❖Gardening; Agriculture: Planting balled, container, and bare root trees (changed for SSD 2021)
❖Gardening; Agriculture: If a tree's roots are cut or dried the tree will be damaged or die (changed for SSD 2021)
❖Gardening; Agriculture: The size of the tree's roots determines the size of the hole it needs to be planted in (changed for SSD 2021)
❖Gardening; Agriculture: Fertilizer and soil loosely packed help trees grow (changed for SSD 2021)
❖Gardening; Agriculture: Staking trees to help them stand (changed for SSD 2021)
❖Gardening; Agriculture: Watering trees (changed for SSD 2021)
❖Gardening; Agriculture: The types of farms and farmers (changed for SSD 2021)
❖Gardening; Agriculture: Animals can be farmed for a variety of purposes (sheep for wool and milk or ducks for eggs and meat, etc) (changed for SSD 2021)
❖Gardening; Agriculture: The type of farm depends on the climate and land (changed for SSD 2021)
❖Gardening; Agriculture: Having a variety of crops has its pros and cons (changed for SSD 2021)
❖Gardening; Agriculture: The Use of a Horse Drawn Hoe (changed for SSD 2021)
❖Gardening; Agriculture: The Use of a Seed Sower (changed for SSD 2021)
❖Gardening; Agriculture: Elderberry and Elder Flower Come From the Same Plant (changed for SSD 2021)


❖Intelligence: 5 Knowledges

❖Intelligence: Testing the Ability of the Emean Maze
❖Intelligence: Placing Detail Into a Design
❖Intelligence: Noises in a Strange Place Trigger Defensive
❖Intelligence: Maze Vines as Imprisonment
❖Intelligence: Creation Comes Only from the Maze Walls

❖Investigation: 5 Knowledges

❖Investigation; Interrogation: Making Sure an Animal Goes to a Good Home (changed for SSD 2021)
Investigation x 4

❖Leadership: 2 Knowledges

❖Leadership: Can Be Following Others Quickly and Completely
❖Leadership: Taking Charge of Only That Which You Know Well

❖Linguistics: 24 Knowledges

❖Linguistics: is the study of languages
❖Linguistics: a linguist is a person who studies linguistics
❖Linguistics: Someone who studies phonetics is called a phonetician.
❖Linguistics: a polyglot is a person who knows and is able to use several languages
❖Linguistics: The core aspects of linguistics are syntax, phonetics, and semantics.
❖Linguistics: Syntax is the set of rules, principles, and processes that govern the structure of sentences in a given language; specifically word order and punctuation.
❖Linguistics: Every language has rules of syntax. They are the rules which underpin the life of the language, and as such, are extremely slow to change.
❖Linguistics: Phonetics is the study of the human ability to make and hear sounds which use the vocal organs of speech, especially for producing oral language.
❖Linguistics: A phoneme is the smallest unit in the sound system of a language.
❖Linguistics: Phonology is the study of how languages treat the sounds that are produced as language
❖Linguistics: Semantics is the study of relationships between words and how we construct meaning; this means the meaning and interpretation of words, signs, and sentence structure.
❖Linguistics: language families are groups of languages that share similar characteristics
❖Linguistics: The languages found in Northern Idalos are: Cerke, Murnasian, Basa, Perwarshian, Pij'thak, and Sulnysian
❖Linguistics: The Southern Idalos family group includes the following languages; Banumi, Grovokian, Arathnaka Runes, Umhini, Dydahi Etch, and Xototi
❖Linguistics: The languages of Eastern Idalos are Omyeric, and G'ni
❖Linguistics: The languages of the Western Idalos family group are Athivelienic, Irarian, Nysin, Anume, Nidtaic, Rifaish, Dregneen, and Naratrien
❖Linguistics: The languages of Central Idalos are Pailtic, Ku'aric, Ominowa, and Yjik
❖Linguistics: the Ancient Language originated in Viden
❖Linguistics: children learn languages more easily than adults do
❖Linguistics: Some languages are harder to learn than others due to a variety of reasons.
❖Linguistics: learning basic introductions
❖Linguistics: Building blocks are important; the alphabet leads to words, and words lead to sentences.
❖Linguistics: Xanthean Word: Hello
❖Linguistics: Haltungan phrase: My name is…

❖Logistics: 6 Knowledges

❖Logistics: In a crisis, prioritise
❖Logistics: Medical supplies save lives.
❖Logistics: Well planted trees produce more fruit
❖Logistics: taking into account the attention-span of children
❖Logistics: Finding the Victim is the First Priority
❖Logistics: Keep Necessary Supplies in Many Places

❖Meditation: 11 Knowledges

Meditation x 2
Meditation: x 9 (9 of 28)

❖Mount (Horse): 11 Knowledges

❖Mount: Alert Ears Means They're Relaxed, Flat Ears Mean They're Upset
❖Mount (Horse): Horse Riding Equipment
❖Mount (Horse): Horses Can Sense The Slightest Movements and Commands
❖Mount (Horse): How to Saddle Your Horse
❖Mount (Horse): Let The Horse Come To You
❖Mount (Horse): Never Approach From Behind
❖Mount (Horse): Points of Contact to Control The Mount
❖Mount (Horse): The Correct Way to Feed a Horse
❖Mount (Horse): The Four Gaits of a Horse
❖Mount (Horse): The Way To Position Your Legs
❖Mount: Ziell's Snow Horses Keep You in the Saddle

❖Navigation: 3 Knowledges

❖Navigation: Sun rises in the east
Navigation x 2

❖Psychology: 22 Knowledges

❖Psychology: Children learn fear from the people around them
❖Psychology: Fear is distracting
❖Psychology: The effects of desperation on people
❖Psychology: The impact of having a patient die
❖Psychology: There's always one person who pushes the limits
❖Psychology: Sometimes, blowing off steam can be beneficial in the long run.
❖Psychology: Mixed emotions when death seems to be a release
❖Psychology: Sharing grief can be a powerful thing
❖Psychology: Sense of belonging
❖Psychology: Importance of representation
❖Psychology: The Certainty of Differences Makes Us the Same
❖Psychology: Lifespans Change Your Outlook on Plans and Patience
❖Psychology: People Often Fear Having a Prophecy Involve Them
❖Psychology: Realizing the Heartbreaking Downsides of Immortality
❖Psychology: Living Through Trauma
❖Psychology: A New Mother's Protectiveness Manifests Immediately
❖Psychology: Feeling Responsible Even After School is Out
❖Psychology: Worse Weather Outside Makes More Cozy Inside
❖Psychology: Ziell's Prophecy is Synonymous With Certainty
❖Psychology: The guilt associated with losing a child
❖Psychology: Unable to Naturally Trust Men
❖Psychology: Trying is Everything

❖Science: 1 Knowledges

❖Science; Physics: The different states of matter (changed for SSD 2021)

❖Singing: 1 Knowledge

❖Singing: A lullabye for the dying

❖Socialization: 11 Knowledges

❖Socialization: Sharing stories with strangers.

❖Socialization; Negotiation: Send Servants to Spend at Favored Merchants (changed for SSD 2021)
❖Socialization; Negotiation: Targeting an Exact Amount That Can be Spent (changed for SSD 2021)

❖Socialization; Persuasion: Explaining alternatives available (changed for SSD 2021)
❖Socialization; Persuasion: Trying To Convince Someone You Are Right (changed for SSD 2021)

❖Socialization; Sociology: Accepting an Offer of Lodging When Weather Strikes (changed for SSD 2021)

Socialization x 2
Socialization: x 3 (3 of 28)

❖Stealth: 1 Knowledge

❖Stealth: Sneaking up on someone in chaos

❖Storytelling: 5 Knowledges

❖Storytelling: Your Early Life on the Family Ship
❖Story Telling: The Storm and Meeting Thorin
❖Storytelling: The story of my life
❖Story Telling: A Story of Your Own is Growing Within You
❖Storytelling: Everyone has a Different Tale to Tell

❖Writing: 1 Knowledge

❖Writing: Note Taking

People & Places

People

Self

❖Tei'serin: has bad memories of poison ivy
❖Tei'serin: loves to read
❖Tei'serin: wants to learn the Ancient Language
❖Tei'serin: is fascinated by the language of the Immortals
❖Tei'serin: hates Alcohol Appreciation Day
❖Tei'serin: knows when she's out of her depth
❖Tei'serin: is interested in learning how to make dyes that can be made out of herbs
❖Tei'serin: loves the different varieties of mint
❖Tei'serin: loves the taste of lemon
❖Tei'serin: loves to learn about herbs
❖Tei'serin: refuses to give Tedrik the satisfaction of seeing her pain
❖Tei'serin: Hopes that she will find her familiar some day
❖Tei'serin: Doesn't make friends easily
❖Tei'serin: worried about her baby
❖Tei'serin: is interested in learning more languages
❖Tei'serin: rarely gets a full trial to herself
❖Tei'serin: has a hard time doing something just for herself

Others

❖NPC: Aethelthor
❖Aethelthor: is a Lotharro
❖Aethelthor: is Thorin's friend and coworker
❖Aethelthor: will be living with Tei'serin and her family indefinitely
❖Aethelthor: has the right to do whatever he wishes to Tei'serin

❖Alaiwa: first of the Tunäwä
❖Alaiwa: created by Ymiden
❖Alaiwa: created the other Tunäwä because she didn't want to be lonely

❖NPC: Anuminah, Owner of the Stables

❖NPCs: Anya & Derrick Gardener: Caretakers for Sorin

❖Claymores: Rivals with the Patersons

❖NPC: Curio Xarethi
❖Curio Xarethi: an Ithecal
❖Curio Xarethi: owns Curio's Curiosities Book Shop

❖Ei'ryl: doesn't do well in the heat

❖Emerath: The All Seeing Game’s Mistress
❖Emerath: an Emean being
❖Emerath: created the maze at someone's request

❖Finn: needs help

❖NPC: Graros Elnan, Owner of Valfield Farms
❖Graros Elnan: teaches gardening classes

❖NPC: Jared
❖Jared: Works as a bouncer at the Old Sow's Ear
❖Jared: doesn't want to help Thorin, but has no choice

❖ NPC: Juel'rie
❖Juel'rie: works at the Order of the Adunih Outpost

❖NPC: Kaise Elnan, Daughter of Graros

❖NPC: Keiaris
❖Keiaris: is Meiarin's older sister
❖Keiaris: is very close to her sister
❖Keiaris: is very protective of her younger sister

❖Korbin: A farmer and neighbor in Treth
❖Ne'haer NPC: Korbin

❖NPC: Meiarin
❖Meiarin: is Keiaris's younger sister
❖Meiarin: is very close to her sister

❖NPC: Nicasia Siason, Owner of the Stitchery

❖Niv: is a Tunäwä, not a living wooden doll
❖Niv: burned to death in the maze

❖Noth: Avriel Named Noth
❖Noth: Immortal Champion for Vri?
❖Noth: Killed You in Emea

❖Patersons: Rivals with the Claymores

❖Patrick: angry at the Immortals?
❖Patrick: poisoned in the maze

❖NPC: Rousin
❖Rousin: an Eidisi scholar
❖Rousin: fluent in the Ancient Language

❖NPC: Rue Westfield
❖Rue Westfield: head healer of the Order of Adunih Outpost
❖Rue Westfield: is a hooded Gold Cloak member of the Order

❖NPC: Ryl'ani
❖Ryl'ani: is a Sev'ryn
❖Ryl'ani: looks like Tei'serin's mother
❖Ryl'ani: belongs to Aethelthor the same was Tei'serin belongs to Thorin
❖Ryl'ani: looks broken

❖Saoire: The Holiday Woman
❖ Saoire: The Beauty of a Gift
❖ Saoire: Wear Variable Holiday Crowns

❖NPC: Sorin: Tei'Serin's Student & Son of Thorin
❖Sorin: Thorin's messenger and spy
❖Sorin: 10 arcs old
❖Sorin: helpful and mischevious
❖Sorin: clever boy

❖NPC: Tarin
❖Tarin: is a middle aged farmer
❖Tarin: her husband died last Cylus
❖Tarin: lost her only son in the war in 716

❖NPC: Tar'isa: A Sev'ryn
❖Tar'isa: Blessed by Moseke three times
❖Tar'isa: Has a falcon familiar named Ter
❖Tar'isa: Came to Treth in search of her familiar, but stayed because she fell in love with the village
❖Tar'isa: Works at the Old Sow's Ear as a musician
❖Tar'isa: Doesn't have any children
❖Tar'isa: Very healthy
❖Tar'isa: can recommend books about linguistics

❖Tedrik: is often seen in the Old Sow's Ear when he isn't working
❖Tedrik: hates to be laughed at
❖Tedrik: has "visited" Tei'serin many times before
❖Tedrik: is dangerous when angry
❖Tedrik: works for Thorin
❖Tedrik: takes great pleasure in hurting Tei'serin
❖Tedrik: a strong man


❖Telar: Finn's mentor
❖Telar: the one Finn came to Treth to find
❖Telar: is a sick old man
❖Telar: doesn't have any allergies

❖Thorin: Abusive (Djinn)
❖Thorin: Known to Many Merchants in Ne'haer
❖Thorin: Sends Subtly Threatening Messages
❖Thorin: Abusive
❖Thorin: Terrifying in a rage
❖Thorin: Claimed her first kiss

❖Ti'niva: You dreamed he came from Desnind
❖Ti'niva: was in the war between the Immortals too
❖Ti'niva: is a Sev'ryn
❖Ti'niva: doesn't speak Common well
❖Ti'niva: thinks you're interesting
❖Ti'niva: wants to see Moseke's mark

❖NPC: Wenlawa Elnan
❖Wenlawa Elnan: is Graros Elnan's wife, and Kaise's mother
❖Wenlawa Elnan: likes to be called Wen
❖Wenlawa Elnan: is a Sev'ryn
❖Wenlawa Elnan: is a very skilled herbalist

❖NPC: Zuroni, Owner of the Care & Training Sanctuary
❖Zuroni: Gruff but Helpful

Races

❖Race: Avriel

❖Race: Eidisi
❖Eidisi: are blue
❖Eidisi: are obsessed with knowledge, and are ruthless in the pursuit of it
❖Eidisi: originate from Viden

❖Race: Lotharro
❖Race: Lotharro: no females

❖Race: Sev’ryn: regulate use of wood
❖Race: Sev’ryn: use lyo in place of fire
❖Sev'ryn: like the forest
❖Sev'ryn: Have familiars called Ose-bori
❖Sev'ryn: Every full blooded Sev'ryn has a familiar, but not all of them seek their familiar out
❖Sev'ryn: Some half Sev'ryn have familiars, but it is harder for them to find their familiars if they do have them
❖Sev'ryn: Follow dreams to find their familiar
❖Sev'ryn: Their familiars never come to them
❖Sev'ryn: Must earn the trust of their familiars, and are tested by them in order to gain their trust
❖Sev'ryn: If someone doesn't seek their familiar out when the dreams come, and their familiar dies, the pain of losing half of themselves usually causes them to retreat into themselves
❖Sev'ryn: When a bond with an Ose-bori is completed, a mark that represents their familiar appears on their body

❖Race: Tunäwä
❖Tunäwä: indirectly created by Ymiden

❖Ose-bori: Wait until their Sev'ryn are ready for them before appearing to them in dreams
❖Ose-bori: Are the other halves of Sev'ryn souls

❖Sevrath: Using Prison
❖Sevrath: Lemun Suna
❖Sevrath: Minimal Immunity to Lemun Suna spores
❖Sevrath: Using Sru’Alubosa as Armor

Places

❖Location: Athart
❖Location: Athart: governed by Avriel
❖Location: Athart: slaving city

❖Desnind: Tree singers created the wall around Desnind by singing to the trees to make them grow.
❖Desnind: Location; Makubwa Lori
❖Desnind: Makubwa Lori; the true forest
❖Makubwa Lori: the trees are bigger than houses

❖ Location: Olọravu Slosneppe
❖Olọravu Slosneppe: the traditional place of healing in Desnind

❖Location: Order of the Adunih Outpost
❖Order of the Adunih Outpost: offers more "western" healing techniques that some are highly suspicious of

Desnind Holidays

❖Greendawn Dusk: On the 3rd of Cylus every arc, the people of Desnind show their defiance to this darkness and their devotion to the Moseke by gathering and planting mushrooms and other fungus. Cylus is the best time to grow mushrooms since, unlike other plants, they do not need light to grow. Everyone is involved in the planting of the mushrooms and other fungus, making this a communal experience.
Renown:

❖Sru’ïsẹ: Sru'ise means "Nature's awakening" in Xanthea. This festival takes place on the 31st of Ashan, and celebrates awakening of the nature. This festival isn't a complicated one, but it is one that is highly individual. Sev'ryn find something old, such as a piece of equipment, or an article of clothing that was used in the last arc, and place it out in the sun, ideally near a place where new growth has been seen. This act is supposed to rejuvenate the item, and through it, rejuvenate the person who owns it. This is a trial for professions that work with nature. Healers and crafters will venture into the forest and look for new sources of herbs, and such. When they find one, they will pray to Moseke and the forest itself for a permission to take from that location. At the end of the trial, Sev'ryn come together for an evening that begins low but gets more energetic as the evening progresses. This symbolizes the process of coming out of hibernation.

❖Emea: land of dreams
❖Emea: is real
❖Emea: The Labyrinth
❖Emea: The Game’s Mistress
❖Emea: Dreams of Death
❖Emea: Emean beings are fickle and can be uncontrollable

❖Location: Andaris: Capital of Rynmere
❖Location: Rynmere
❖Location: Rynmere: divided into dukedoms

❖Location: Treth (Djinn)
❖Location: Ne’haer, Treth
❖Treth: Farming Community
❖Treth: Economy relies on farming and animal husbandry
❖Treth: Trades with Ne’haer
❖Treth: United as a community
❖Treth: School Bell of Peace
❖Treth: Flutterbus

❖Location: Ne'haer
❖Ne'haer: City of Religious Tolerance
❖Ne'haer: In Ruins Due To Mist Men Attack
❖Ne'haer: Council of Minäih Judgement Hall
❖Ne'haer: Destruction of The Judgement Hall

❖Ne'Haer Location: Anuminah's Stables and Mount Gear

❖Location: Curio's Curiosities Book Shop
❖Curio's Curiosities Book Shop: a book store in Ne'haer where rare books may be found if inquired about

❖Ne'Haer Location: Siason's Stitchery

❖Ne'Haer Location: Southern Temple
❖Southern Temple: Natural and Constructed Beauty

❖Location: Sphinx's Armaments
❖Sphinx's Armaments: located near the harbor
❖Sphinx's Armaments: sells weapons
❖Sphinx's Armaments: owned by a Bi'qaj named Thakrid Edwic

❖Ne'Haer Location: Valfield Farms

❖Location: Written Wisdom
❖Written Wisdom: a book store in Ne'haer

❖Ne'Haer Location: Zuroni's Animal Care & Training Sanctuary


❖Location: Uthaldria
❖Location: Uthaldria: territory surrounded by monsters

❖Location: Viden
❖Location: Viden Academy
❖Viden Academy: Institute of Languages

Ne'haer Festivals

❖Ne'haer Holiday: Alcohol Appreciation Day
❖Ne'haer Holiday: Day of Armistice
❖Ne'haer Holiday: Day of Candles
❖Ne'haer Holiday: Celebration of Love
❖Nehaer Holiday: Celebration of the Stars
❖Celebration of the Stars: is on the 25th of Cylus
❖Nehaer Holiday: Ceremony of the Last Light
❖Ceremony of the Last Light: is on the 89th of Zi'da
❖Ne'haer Holiday: Commemoration of the Sea
❖Commemoration of the Sea: is on the 43rd of Ymiden
❖Ne'haer Holiday: Feast of the Heavens
❖Feast of the Heavens: is a holiday that is devoutly celebrated by the whole region
❖Feast of the Heavens: is considered to be one of the most important dates of the arc
❖Feast of the Heavens: Feasts are held throughout the cities. The Immortals are very carefully referenced throughout the feasts, and much care is taken to ensure that each and every immortal is represented and referenced in one way or another.
❖Ne’haer Holiday: Festival of Languages
❖Ne'haer Holiday: Festival of Unity
❖Festival of Unity: is on the 9th of Vhalar
❖Festival of Unity: celebrated with promises and renewed vows all across Ne'haer; it is a very popular trial to get married on
❖Ne'haer Holiday: Heroes Celebration
❖Heroes Celebration: is on the 26th of Vhalar
❖Nehaer Holiday: New Arc's Day
❖New Arc's Day: is on the 1st of Cylus
❖Ne'haer Holiday: Plantation Festival
❖Plantation Festival: 41st of Ashan
❖Ne'haer Holiday: Spirit Festival
❖Spirit Festival: is on the 40th of Vhalar
❖Ne'Haer Holiday: Traveler's Day Festival

Ne'haer Facts

❖Blades of Zafra: Nehaer's military

Herbs


Medical Uses

Aloe

❖Medicine: Herb; uses of aloe vera, and who shouldn't use it
❖Aloe: Aloe juice has the ability to coat the stomach lining allowing it to bring down inflammation and balance out acidity. It is best to drink it directly, but it can be diluted in a non-acidic juice if necessary.

Barberry

❖Medicine; Herb: uses of barberry

Bloodroot

❖Bloodroot: the red sap that can be taken from the fresh root can be used to treat ulcers, and skin conditions, as well as being used as a blood purifier when taken orally or used as a caustic topical treatment
❖Bloodroot: the juice is good for coughs and sore throats, but the bitter taste must be masked, usually by honey, or maple sugar
❖Bloodroot: in powder form, it can be mixed with water and drunk quickly to cause nausea, and vomiting - it works quickly due to the strength of the herb, but large doses can cause foot pain, tunnel vision, or even be fatal
❖Bloodroot: the use of bloodroot as a caustic agent in the form of a salve or paste can cause localized tissue damage, and disfiguring scarring
❖Bloodroot: a paste made from the sap mixed with water can be used to get rid of warts and moles if applied each trial for thirty trials
❖Bloodroot: can cause a skin irritation similar to poison ivy in some people
❖Bloodroot: should be tested on a small area of skin first to see if the patient will have a reaction to it

Catnip

❖Medicine: uses for catnip as an herb

Chamomile

❖Medicine; Herb: uses for chamomile as an herb
❖Medicine: Chamomile tea can be strengthened or weakened depending on how much of the herb is used to make it, and how long the tea is steeped
❖Medicine: people who are allergic to flowers like chrysanthemums, daisies, marigolds, asters and ragweed may also be allergic to chamomile
❖Medicine: possible allergic reactions to chamomile include skin irritations, hives, and in severe cases, breathing difficulties
❖Medicine: people who have asthma shouldn't drink chamomile tea because it may worsen their symptoms
❖Chamomile: to dry the flowers, spread out the flowers in a single layer and allow them to dry for 7-14 trials in a dark, warm, dry space
❖Medicine; Herb: chamomile can cause miscarriages, so pregnant women shouldn't drink the tea, but they can use it externally without problems


Chickweed

❖Medicine; Herb: uses for chickweed

Dandelion

❖Medicine; Herb: uses for dandelions

Elderberry/Elderflower

❖Medicine: Elderberry/Flower: Gentle Enough for Use With Children
❖Medicine: Elderberry/Flower: Good for a Variety of Cold/Flu Symptoms

Enokitake Mushrooms

❖Medicine; Herb: uses of enokitake mushrooms

Ginger

❖Medicine: Ginger soothes nausea
❖Medicine: Ginger and Cayenne Aid the Body to Generate Heat

Kelp

❖Medicine: uses for kelp as an herb

Lavender

❖Medicine: How to make lavender tea
❖Medicine: uses for lavender as an herb
❖Medicine: Lavender Relieves Tension
❖Medicine: Lavender Aids Sleep

Lemon Balm

❖Medicine: Lemon balm: can be used to treat colds, the flu, allergies, and insomnia
❖Medicine: Lemon balm: has a calming effect that makes it good for helping with fatigue, exhaustion, dizziness, anxiety, nervousness, and tension

Lion's Mane Mushrooms

❖Medicine; Herb: uses for lion's mane mushrooms

Milk Thistle

❖Milk Thistle: helps prevent hangovers by cleansing the liver

Mint

❖Medicine: Mint; fresh leaves should be used immediately, and dried leaves should be stored in an airtight container placed in a cool, dark, dry area.

Oyster Shells

❖Medicine: uses for oyster shells as an herb

Peppermint

❖Peppermint: makes a good hangover remedy
❖Peppermint: soothes nausea by neutralizing overabundant acids and brings down inflammation in the intestinal tract
❖Peppermint: sipping on peppermint tea the morning after drinking will quell thirst and help bring you back to normalcy

Plantain

❖Medicine: Plantain; is good for easing swelling when made into a poultice that can be used on people, and animals alike.
❖Medicine: Plantain; the leaves, and the juice can be used as topical substances in poultices and lotions for treating sunburns, stings, insect bites, snakebites, poison ivy breakouts, rashes, burns, blisters, and cuts
❖Medicine: Plantain; heated salves applied topically to swollen joints, sore muscles, sprains, and sore feet, can ease the pain caused by these ailments
❖Medicine: Plantain; when made into a tea and drunk, it can help ease sore throats, and coughs, or it can be swished around the mouth to help ease mouth sores

Sage

❖Medicine: uses for sage as an herb
❖Medicine: who shouldn't use sage; sage should not be used by pregnant women and nursing mothers should not use this herb because it can dry up their milk, and since it can trigger seizures, people who are prone to them shouldn't take it either

Shiitake Mushrooms

❖Medicine; Herb: uses for shiitake mushrooms

Slippery Elm Bark

❖Medicine: Slippery elm bark

Stinging Nettle

❖Medicine: uses for stinging nettle as an herb

Wild Mint

❖Medicine; Herb: wild mint can be used to treat a number of conditions, including fevers, flu, pneumonia, headaches, heart issues, colds, and diarrhea

Willow Bark

❖Medicine: How to make willow bark tea
❖Medicine: Willow Bark: Good for Reducing Pain and Inflammation
❖Medicine: Willow bark tea post-miscarriage

Wood Sorrel

❖Medicine; Herb: uses of wood sorrel

Yarrow

❖Medicine: Yarrow: Particularly Good for Aches and Fevers of Flu

Non Medical Uses

❖Aloe

❖Aloe: rubbing the gel on produce will keep it fresher for longer periods of time

❖Bloodroot

❖Bloodroot: can be used to make a red dye when the sap is mixed with animal fat
❖Bloodroot: the dye is good for dying clothing, wool, and baskets, and can even be used to stain wooden furniture.
❖Bloodroot: a good mosquito repellent

Chamomile

❖ Chamomile: helps to fight dandruff
❖ Chamomile: dried flowers can be used as an insect repellent
❖ Chamomile: is a popular ingredient in soaps.

Infused Oils

❖Infused oils: herbs with natural dyes may be infused in oil for use in adding color to soaps and other body care products
❖Infused oils: you can infuse a mixture of herbs into an oil of your choice rather than just one type of herb; one example of this is to infuse hops flowers, lavender flowers, and chamomile flowers in jojoba oil for use as a massage oil

❖Lavender

❖Lavender: can be used for making soaps, perfumes, candles, lotions, and massage oils
for making soaps, candles, perfumes, lotions, and massage oils
❖Lavender: can be used as an air freshener when simmered with citrus peels
❖Lavender: when dried it can be put in pouches and used to freshen up clothes or rooms
❖Lavender: the dried flowers can be infused into vinegars that make a good skin tonic when diluted
❖Lavender: when made into a strong tea and cooled, it makes a good remedy for dandruff
❖Lavender: the pulp of the flowers when crushed will repel flies and mosquitoes if rubbed on the skin

❖Mint

❖Mint: Can be used to freshen your breath.
❖Mint: Satchels of dried mint are good for making clothes smell nice.

❖Stinging Nettle

❖Stinging Nettle: simmer a handful of young nettles for two breaks in a quart of water, then strain, and bottle the liquid; this will give you a potion that will make hair soft and glossy when used regularly as a scalp conditioner

Wild Mint

❖Wild Mint: is a useful plant that can be used to help repel rodents, and insects

Random Herbal Info

❖Bloodroot

❖Bloodroot: a red wildflower
❖Bloodroot: is a beautiful plant that has one single flower that has eight to twelve petals and a bright yellow center
❖Bloodroot: grows in early Ashan
❖Bloodroot: prefers wooded areas
❖Bloodroot: the roots and rhizome (creeping rootstalk) are best harvested in Vhalar
❖Bloodroot: is not edible

Catnip

❖Catnip: is also called catmint, catswort, and field balm

Chamomile

❖Chamomile: the tea has a sweet, mild, pleasant flavor with notes of crisp apple, and can be drunk plain, or sweetened with honey

Kelp

❖Kelp: is a type of seaweed
❖Kelp: grows in shallow saltwater near the coast

❖Mint

❖Mint: Mint is a common herb that can be grown in a garden or found wild.
❖Mint: Every type of mint has broad, green leaves that release a strong minty scent when bruised.
❖Mint: Some types are sterile, and can't be grown by seed.

❖Plantain

❖Plantain: Can be found almost anywhere
❖Plantain: is a clumped perennial herb which grows to roughly about 10cm in height
❖Plantain: is edible
❖Plantain: can grow in places where there is very little light

❖Sage

❖Sage: is sweet and somewhat bitter, with a pine like flavor and aroma. It is often described as having eucalyptus and citrus notes.

❖Saikuru

❖Saikuru: a beautiful herb
❖Saikuru: can be dangerous
❖Saikuru: also known as Noble's Blessing, and Farmer's Friend
❖Saikuru: grows to knee height on the average human
❖Saikuru: produces large blossoms that are sky blue in the center of the flower with darker outer petals that range in color from purple, to dark blue, to black
❖Saikuru: the sky blue portion of the petals glows under the light of the moon, making this distinctive flower easy to spot in the dark
❖Saikuru: can be found almost anywhere
❖Saikuru: isn't poisonous

Wild Mint

❖Wild Mint: Wild mint is also known as field mint, or corn mint

Immortals

❖Immortals: Witness To Their Existence
Immortals: Boredom Can Loom Large and Terrifying
Immortals: Love with Mortals Ends in Either Envy and Hate or Grief and Loneliness
Immortals: Many Respect Mortals' Acceptance of Death
Immortals: They Need to Love One of Comparable Life Span


❖Immortal: Moseke
❖Moseke: Mother of the forest (Djinn)
❖Moseke: Revitalised and healed all present
❖Moseke: fearsome when angry
❖Moseke: can move with amazing speed when she wants to
❖Moseke: angry with Ymiden
❖Moseke: has an agreement with Ymiden not to interfere with each other's Chosen

❖Cassion: wants four artifacts
❖Cassion: trying to make other Immortals get the artifacts for him?

❖Immortal: Ethelynda

❖Immortal: Faldrun

❖Immortal: Ilaren

❖Immortal: Jesine

❖Immortal: Qylios

❖Immortal: U'frek
❖U'frek: Immortal Who Created The Biqaj

❖Immortal: Xiur
❖Xiur: Immortal of Stars, Clouds, Hope, and Dusk

❖Immortal: Ymiden
❖Ymiden: Immortal of Summer, Dawn, Rebirth, Forgiveness
❖Ymiden: in trouble with Moseke
❖Ymiden: has an agreement with Moseke not to interfere with each other's Chosen
❖Ymiden: Father of the Tunäwä

❖Immortal: Yvithia

❖Immortal: Ziel
❖Ziell: Domain of Prophecies Helps Prevent Boredom
❖Ziell: Gives an Aura of Peace and Security
❖Ziell: Would not Want his Prophecy to be Your "Duty"

Languages

❖Language: Ancient Language
❖Ancient Language: language of the Immortals
❖Ancient Language: language of the Eidisi
❖Ancient Language: is a rare language
❖Ancient Language: is hard to learn
❖Ancient Language: a beautiful language
❖Ancient Language: a language of power
❖Ancient Language: strange and unique

❖Language: Anume
❖Anume: word for trade
❖Anume: is part of the Western Idalos language group

❖Language: Athivelienic
❖Athivelienic: the word for trade
❖Athivelienic: is part of the Western Idalos language group

❖Language: Arathnaka Runes
❖Arathnaka Runes: is part of the Southern Idalos language group

❖Language: Banumi
❖Banumi: is part of the Southern Idalos language group

❖Language: Basa
❖Basa: is part of the Northern Idalos language group

❖Language: Cerke
❖Cerke: is part of the Northern Idalos language group

❖Language: Dehasin
❖Dehasin: language for human slaves in Athart

❖Language: Dregneen
❖Dregneen: word for trade
❖Dregneen: is part of the Western Idalos language group

❖Language: Dydahi Etch
Dydahi Etch: is part of the Southern Idalos language group

❖Language: G'ni
G'ni: is part of the Eastern Idalos language group

❖Language: Grovokian
Grovokian: is part of the Southern Idalos language group

❖Language: Haltunga
❖Haltunga: language of the Lotharro
❖Haltunga: word for Lotharro
❖Haltunga: composed of short-syllabled words and quick, guttural bursts
❖Haltunga: a harsh sounding language
❖Haltunga: is hard for non Lotharro to learn
❖Linguistics: Haltungan phrase: My name is…
❖Haltunga: "no"
❖Haltunga: "now"

❖Language: Irarian
❖Irarian: term for trade
❖Irarian: is part of the Western Idalos language group

❖Language: Ku'aric
❖Ku'aric: is part of the Central Idalos language group

❖Language: Murnasian
❖Murnasian: is part of the Northern Idalos language group

❖Language: Naratrien
❖Naratrien: the word “trade”
❖Naratrien: is part of the Western Idalos language group

❖Language: Nidtaic
❖Nidtaic: “trade”
❖Nidtaic: is part of the Western Idalos language group

❖Language: Nysin
❖Nysin: word for trade
❖Nysin: is part of the Western Idalos language group

❖Language: Ominowa
❖Ominowa: is part of the Central Idalos language group

❖Language: Omyeric
❖Omyeric: is part of the Eastern Idalos language group

❖Language: Pailtic
❖Pailtic: is part of the Central Idalos language group

❖Language: Perwarshian
❖Perwarshian: is part of the Northern Idalos language group

❖Language: Pij'thak
❖Pij'thak: is part of the Northern Idalos language group

❖Language: Rahaki
❖Rahaki: how to introduce yourself
❖Rakahi: language of the Biqaj
❖Rakahi: a spoken and written language
❖Rakahi: primarily spoken in Ne'haer
❖Rakahi: one of three languages spoken in Rynmere
❖Rakahi: drunken sea songs
❖Rakahi: "sea"
❖Rakahi: swears
❖Rakahi: "Shut up you idiots!"

❖Language: Rifaish
❖Rifaish: the term for trade
❖Rifaish: is part of the Western Idalos language group

❖Language: Sulnysian:
❖Sulnysian: is part of the Northern Idalos language group

❖Language: Umhini:
❖Umhini: is part of the Southern Idalos language group

❖Language: Xanthea
❖Linguistics: Xanthean Word: Hello
❖Xanthea: Her mother's language
❖Xanthea: Terms for camping objects
❖Xanthea: Names of vegetables
❖Xanthea: Landmarks
❖Xanthea: The trees must be protected from those who wish to harm them
❖Xanthea: Good afternoon
❖Xanthea: the word for home
❖Xanthea: thank you
❖Xanthea: Ose-bori means half ghost
❖Xanthea: Olọravu Slosneppe means Medicine House

❖Language: Xototi
❖Xototi: is part of the Southern Idalos language group

❖Language: Yjik
❖Yjik: is part of the Central Idalos language group

Other

❖Dreams: Created by elements that exist in one’s own life
In dreams, your fears can take form
❖Flora: Sweet cherry trees
Flora: Sour cherry trees
❖Iyo: large glowing insect the size of a moth or butterfly

Random Wisdom and Musings

A warm nest of blankets wins over the cold Cylus air every time.
Practice makes perfect.
The Winter Woods are beautiful when covered in untouched snow.
Impossible things aren't always as impossible as they might seem to be.
Lazy trials can be good trials, too.
Even the tiniest detail can be important.
Being small can be an advantage at times.
Love turns people into idiots.
Desire to know something fuels the determination to learn it, which in turn makes it seem easier to learn than it might really be.
Dreams aren't always practical.
Cylus: Travel is difficult
Treasured items should be protected.
Marking a page with a scrap of paper to remember to take notes later.

World Event: Treid's Heart

❖Vhalar 716 Event: Shadow Creature Attack in Treth
Vhalar 716 Event: Shadow Creature Attack in Ne’haer
❖Portal: To Oscillus
Portal: Lights above it like stars
❖Shadow Creatures: Can speak
Shadow Creatures: Attracted to movement

Immortal's Quest (Global Event 717)

❖Artifact: The Halo
Immortal’s Quest: Obtain the Halo
Immortal’s Quest: Failed

Skills Ledger





Itemh+/-Total
Starting from Old Chart+9191
Treasure Hunting+12 (w. + 2 festival bonus)103
Lessons with Purchase+10113
Lessons with Purchase Part 2+10123
+17 to Blades (Katana)-17106
+18 to raise conversational Rakahi to fluent (35 divided by 2 due to competent linguistics-1888
[Treth] Target Practice and More+1098
+26 to Ranged Combat (cross bow)-2672
+23 to Teaching-2349
+23 to Medicine-2326
Flights of Fancy+1541
[Treth] Teach What You Love+1051
Gardening 101+13 (3 must be used for Gardening)64
+3 to Gardening-361
Gardening for Beginners+13 (3 must be used for Gardening)74
+3 to Gardening-371
Herbal Gardens+13 (3 must be used for Gardening)84
+3 to Gardening-381
Miracle Cure+1596
[Treth] A Celebration of Heroes+12 (+2 for a holiday event)108
+75 to Medicine-7533
[Treth] Lost Loved Ones Who Aren't Lost+12 (+2 for a holiday event)45
[Treth] Accidents Happen+1055
[Treth] Last Light+1065
[Treth] A New Arc+12 (+2 for a holiday event)76
+75 to Teaching-751
[Treth] A Mockery of Lovers+12 (+2 for a holiday event)13
[Treth] Star Games+12 (+2 for a holiday event)25
[Treth] Planting Trial+12 (+2 for a holiday event)37
[Treth] Strange Times+1047
[Treth] Feasts for All+13 (+3 for a holiday event/bonus loot)60
[Treth] Sea Tales+12 (+2 for a holiday event)72
The Return of Life+1082
Defiance of the Dark+1092
Signs of Trouble+10102
Dark Times+10112
New House Guests+10122
Desperate Times+10132
Troubled Times+10142
+10 to Gardening (transferred from Agriculture for SSD202100142
+9 (from Gardening for SSD2021) to XP Pool+9151
+25 to Atheletics-25126
+26 to Detection-26100
+25 to Discipline-2575
-26 to Endurance-2649
+25 to Strength-2524
Ruin's Dawn: Ocean Forge+5074
+1 to Discipline-173
+50 to Detection-5023
+32 Per Announcement+3255
+1 to Athletics-154
+1 to Strength-153
Painful Reality+1063
The Promise of a Dream+1073
Serious Discussions+1083
Gaining Strength+1093
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row 2 value 1row 2 value 2row 2 value 3
row 1 value 1row 1 value 2row 1 value 3
row 2 value 1row 2 value 2row 2 value 3
row 1 value 1row 1 value 2row 1 value 3
row 2 value 1row 2 value 2row 2 value 3
row 1 value 1row 1 value 2row 1 value 3
row 2 value 1row 2 value 2row 2 value 3
row 1 value 1row 1 value 2row 1 value 3
row 2 value 1row 2 value 2row 2 value 3
row 1 value 1row 1 value 2row 1 value 3
row 2 value 1row 2 value 2row 2 value 3
row 1 value 1row 1 value 2row 1 value 3
row 2 value 1row 2 value 2row 2 value 3
row 1 value 1row 1 value 2row 1 value 3
row 2 value 1row 2 value 2row 2 value 3
row 1 value 1row 1 value 2row 1 value 3
row 2 value 1row 2 value 2row 2 value 3
row 1 value 1row 1 value 2row 1 value 3
row 2 value 1row 2 value 2row 2 value 3
row 1 value 1row 1 value 2row 1 value 3
row 2 value 1row 2 value 2row 2 value 3

Order of the Adunih Threads
Item/ Thread Points Earned Total
Signs of Trouble Initiation Thread 0
Dark Times +2 towards green hood 2
Desperate Times +2 towards green hood, Thread 1 towards her first white trim (creating/using herbal remedies) 4
Troubled Times +2 towards green hood, Thread 2 towards her first white trim (creating/using herbal remedies) 6
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Last edited by Tei'serin Nji'ryn on Thu Feb 10, 2022 10:57 pm, edited 194 times in total. word count: 11444
User avatar
Tei'serin Nji'ryn
Approved Character
Posts: 557
Joined: Mon Oct 10, 2016 3:25 am
Race: Sev'ryn
Profession: Herbalist and Teacher
Renown: 328
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Wealth Tier: Tier 10

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Tei'serin Nji'ryn

Tei'serin Nji'ryn

Marks Section


Approval to start with Moseke's Blessing (Severath) here


Marks

Moseke: Blessing of Severath; Adored

Mark Story

13 Ashan, 711


Tei'serin breathed a sigh of relief as the forest closed around her. Nothing had gone right that morning. He had been in a bad mood from the moment he woke up. And he was always quick to point out her flaws when he was in a bad mood...and equally quick to punish her for them. The bread was not warm enough to suit him. The eggs were not fresh enough, despite having been gathered just before she'd cooked them. Her back ached, and burned from the caning he had given her to show his displeasure. And her heart ached with the echo of his words. Worthless. Useless burden. Can't do anything right.

But she had gotten off lightly this time; she was still able to stand after her punishment. And now, she was safe in the cool, soothing forest that was the only true peace she knew during one of his visits. She took several breaks just to breathe, allowing the familiar scents to soothe her shattered nerves. But as much as she needed the relief, she had a task to do. She was low on several herbs, some of which would help her cope with the pain in her back.

So she walked with purpose, searching for some plantain. As she walked, she held a silent conversation in her head, once again thanking Moseke for allowing her to seek peace in Her forest. Birds sang sweetly as they went about their business, telling Tei'serin that she was safe; if danger lurked nearby, they would be silent, not wanting to draw attention to themselves. Her own presence didn't disturb them much. Over the arcs, she had learned to move quietly enough not to seem like a threat to the denizens of the forest near her farm. That, along with the fact that she was a familiar presence in the forest combined to help lessen the fear the creatures of the forest would normally have for one of her kind.

When she found what she was looking for, she knelt down beside the plant, thanking Moseke for giving her what she needed. Then, she began picking some of its leaves. Not wanting to damage the plant, she was careful not to pick too many. And she examined each leaf carefully before she picked it. Since she wanted them for their medicinal uses rather than to eat, she made certain only to take the fully mature leaves. The leaves she collected were then placed carefully in a pouch she'd brought to carry her herbs home.

Shouts shattered the peacefulness of the forest. Startled, she looked up from her work to see what was happening. The bushes beside her rustled, and a panicked doe erupted from them mere trills later. She didn't even notice Tei'serin as she dashed through the clearing, and was lost among the trees once more. Blood stained the ground and leaves, marking the direction of her flight.

So it's a hunt, then. Tei'serin mused.

Tei'serin stood, and prepared to leave. If hunters were in the area, she didn't want to interfere with their hunt. They deserved to eat, and the doe deserved a quick end to its suffering. But as the hunters approached, she could hear frustration growing in their voices as they talked among themselves. And they were making so much noise that it was a miracle that they had been able to find any prey at all. Still, Tei'serin withdrew into the bushes to hide as the hunters approached.

"Do you think the blasted deer made it this far?" one growled.

"It must have. Look over there." the other said, pointing towards the blood trail.

"How much further do we have to go?! At this rate, it'll be dark out before we catch the stupid thing. And there's no way I'm getting caught out here once the sun goes down. Who knows what'll be out and about then. I want to catch my dinner...not become a wolf's dinner."

"You have a point. Maybe we should stop, and go after something else? I think I saw some rabbit tracks back there a ways."

The two hunters retreated back the way they had come, and Tei'serin emerged from her hiding place with a frown. They were going to leave the doe to suffer and die on its own? That wasn't right. Tei'serin glanced at the blood trail. The doe was losing a fair amount of blood. She didn't know how much longer it could last. But if the hunters weren't going to finish their prey off as was right, she would do what she could to help. Failing that, she would end the doe's suffering herself...assuming she could find it, at least.

For all that she had a clear trail to follow, it still took her several breaks to find the injured doe. The blood trail thinned out in some areas, forcing her to back track until she could figure out which way it was going. And it was a long, winding trail that eventually led to a small thicket. The doe was bleeding heavily at the shoulder, and clearly struggling to stand as she nursed a young fawn.

Tei'serin closed her eyes in dismay. She didn't think the doe was likely to survive its injury. The fawn wouldn't survive long without its mother. And with the growing pool of blood forming on the ground beside the doe, the threat of wolves coming to investigate the scent of blood was very real. Tei'serin glanced at her herb pouch. The plantain could be made into a salve that would help prevent swelling and infection, as well as accelerate healing, but she didn't know if it work on a wound as severe as the doe's. Even if it would, how would she get the salve to stay on with no bandages? How would she stop the bleeding? Keep the wound clean until it healed?

She had to try. Tei'serin wouldn't be able to live with herself if she didn't. So she looked for two rocks; a flat one she could use as a grinding surface, and one big enough that she could use it to grind the plantain leaves into a paste. Once she had accomplished that, she approached the doe slowly. The fawn fled deeper into the thicket, but although the doe regarded her with terror, it held its ground, wanting to protect its young.

Tei'serin held herself perfectly still as she waited for the doe to calm. She didn't have long to wait. Whether it was because the doe had accepted her presence, or was simply too exhausted to resist, Tei'serin didn't know; the result was the same. Tei'serin moved slowly as she rubbed the plantain paste into the wound. Then she paused to examine her work. She had no idea if it would help...or even if she had done the right thing.

"Moseke, please look after the lives of this doe, and her fawn. I have done all I know how to do, and it still doesn't feel like enough." she whispered softly.

"And yet, you at least have tried your best. For that, you have my thanks."

Tei'serin's eyes widened as she turned slowly. A beautiful woman stood, watching her with a kind look in her stunningly beautiful green eyes. She was a Sev'ryn, dark skinned, and dark haired. Tei'serin was normally uncomfortable in the presence of others, but this woman had a vague resemblance to her mother that reassured her somehow.

"I...someone had to." she said softly.

"But most would not have. In that, you are special, child."

The woman's voice was soothing, much like the forest that surrounded them. Tei'serin watched in awe as she approached the wounded doe, who showed no fear towards the woman. Then, with a touch, the doe was healed. With that gesture, there was no doubt who the woman was.

"Moseke..." she breathed, amazed that she dared to speak the name of the Immortal standing before her.

The woman smiled, and nodded.

"You are far from the home of your people, child. You were not raised to honor the forest as they are. And yet, you do respect it."

Tei'serin blushed, but the woman continued speaking.

"That deserves a reward."

Moseke's gaze shifted to the deer behind her. Tei'serin turned just in time to see doe and fawn slip into the forest. Then Moseke placed her hand on Tei'serin's chest, just to the left of where her bond tattoo was. A gentle warmth passed through the Immortal's hand, and into her skin.

"You are one of mine, now, Tei'serin. Should you ever travel to your true home, we may meet again."

With that, Moseke vanished. Tei'serin couldn't quite process what had happened. Could it be a dream? No...no, it was far too real for that. But things like this just didn't happen to her. Still lost in the wonder of meeting the Immortal she had loved ever since she was a young child, Tei'serin slowly began making her way home.

Blessing of Severath: Abilities

  • Willows' Sanctuary: 0 Devotion
    • Through divine will, the user is able to draw toxins out of the body by pulling them through the skin. When this ability is in use, the mark of Sevrath shimmers green/yellow and releases tendrils of branches, transparent and completely made of energy, that will cover the user's body or the body of the individual. These branches will connect with the flesh and begin to draw the toxins from the body while forcing divine energy back into the body to heal any damage. The toxins gather in front of the mark where they may either be collected or burned up by the divine energy. Concentration is imperative while this ability is in use and must be completed once started. Should the character be interrupted during this ability, they risk allowing toxins into parts of the body that could be fatal to their life or the life of the person they are trying to save. Using this ability more than two times in a day will cause great exhaustion on the user.
  • Sevrath's Skills: 0 Devotion
    • Add an extra three skill points to one of the following skills: Meditation, Medicine, Singing, or Musical Instrument.
  • Moseke's Light (Minor): 0 Devotion
    • Similar to Sevrath's Will, the user is capable of focusing divine energy into a minor injury (abrasion, small cut/puncture, etc.) and coax the cells into healing. This ability requires multiple events to "convince" the cells to heal, and even then they may not heal. This ability does not weaken the character as another, more powerful healing ability would, however, the character is unable to heal major injuries. When this ability is in use, a pale green/yellow light emits from the character's skin like a mist and is focused towards the palms and fingers where it is released upon contact of another individual's flesh. Multiple uses of this ability for long periods of time will cause headache and fatigue.
  • Sevrath's Will (Minor): 20 Devotion
    • With a large amount of concentration, the user is capable of focusing energy into a small plant or sapling of their choosing to coax it into a form (An inanimate object, a room, etc). Using this ability will require multiple events to "convince" the plant to retain the shape that is willed unto it. The character will usually have to sing or play music for the plant in question to calm its wild ways. At this stage, the formations created by this ability are often small and easily destroyed.
  • Sru'Alubosa (Minor): 40 Devotion
    • Standing for 'nature form,' the user is capable of turning small portions of their body into stone or wood. They must be in direct contact with sturdy, natural object containing stone or wood. Other natural objects such as earth and sand are not encouraged, as a low level user is unable to maintain the form of the body part. Potential loss of the body part is high if the user is not familiar with that natural component.
  • Calming Whispers: 60 Devotion
    • This ability allows the character to calm mental ailments, regardless of whether they are caused by old age, wounds, poison, curses, or arcana. When in use, the character must touch the temples. Upon touching the patient, green/yellow, transparent tendrils connect to the head, neck, and top of the spine. Energy is transferred through these where it is sent into the body to correct the mind. Concentration is key to this ability, as the character risks being drawn into their mind or the mind of the individual they are trying to save. Multiple sessions must be performed for the effects of this ability to last or until the mental ailments are cured. Fatigue, headache, nosebleeds, and nightmares are common symptoms of using this ability excessively.
  • Lemun Suna (Minor): 80 Devotion
    • Standing for 'seed sleep,' the user is capable of causing drowsiness in an opponent by blowing lightly on their palm. Small, pollen-like seeds are released from the palm into the opponents face. These spores have a sleepy effect on any that succumb to the pollen including the user. At a low level, this ability will subdue an opponent for 5 bits (minutes).
  • Protective Spirits (Minor): 90 Devotion
    • The character is able to summon small sprites, familiars, and/or wisps to aid them in combat, healing, or whatever purpose they see fit. The user may only summon one creature at a time and, as they practice this ability, will be able to summon multiple. The summoned creatures may act according to their will and what they see as right or wrong. They must be persuaded or convinced to do the user's bidding. Using this ability is exhausting on the character in the earlier stages, though they will adapt to the strain through practice. It is recommended that characters present an offering for the summoned creature.
  • Prison: 99 Devotion
    • An offensive/defensive ability that is used to trap the opponent or shield the character. Pushing energy into the earth, the character is able to form sudden traps from dirt and stone, quickly ensnaring the opponent in a prison of soil and rock. Defensively, the character is able to draw the earth around them, cocooning in thick, almost impenetrable layers of earth and stone. This ability works well only if the user practices. Otherwise, the character cannot hold the structure for more than a few seconds, they cannot extend it for more than a few feet, and they will become exhausted from trying to exert energy to correct themselves.
Adored
  • Moseke's Light (Moderate)
    • Similar to Sevrath's Will, the user is capable of focusing divine energy into a moderate injury (Deep cuts, burns, moderately sized puncture wounds, etc.) and coax the cells into healing. This ability requires a few events to "convince" the cells to heal, and even then they may move slowly. This ability does not weaken the character as another, more powerful healing ability would, however, the character is unable to heal major injuries. When this ability is in use, a pale green, yellow light emits from the character's skin like a mist and is focused towards the palms and fingers where it is released upon contact of another individual's flesh. Multiple uses of this ability for long periods of time will cause headaches and fatigue.
  • Sevrath's Will (Moderate)
    • With a sizable amount of concentration, the user is capable of focusing energy into a medium sized plant or sapling of their choosing to coax it into a form (An inanimate object, a room, etc). Using this ability will require a few events to "convince" the plant to retain the shape that is willed unto it. The character will usually have to sing or play music for the plant in question to calm its wild ways. At this stage, the formations created by this ability are often decently sized and durable.
  • Sevrath's Skills II
    • Add an extra six skill points to one of the following skills: Meditation, Medicine, Singing, or Musical Instrument. Any skill points granted by this Mark can break the 100 point cap on skills.
  • Mother's Song
    • This ability requires the use of voice or musical instrument. When in use, the mark shifts in color to a pale green/blue. It's branches grow to cover most of the user's body before bubbling up into tiny droplets of light that float away from the skin. As the song progresses, the number of lights grow. These lights are focused around a plant or natural structure to make it grow faster. It is recommended that the user takes their time when using this ability for the stronger the song and emotion, the faster the plant or structure will grow. This ability may also be used to heal members of the Tunawa race and along side Sevrath's Will.
  • Sru'Alubosa (Moderate)
    • Standing for 'nature form,' the user is capable of turning their body into pure stone or wood. They must be in direct contact with sturdy, natural objects containing stone or wood. Other natural objects such as earth and sand are not encouraged, however, at higher levels, the substances may be maintained for short periods of time. Potential loss of the body/body part is high if the user is not familiar with that natural component.

Blessing of Severath: Knowledge

❖Calming Whispers: Allows you to calm mental ailments that are caused by old age, wounds, poison, curses, or magic
❖Calming Whispers: How to activate
❖Calming Whispers: The effects of activating the ability
❖Lemun Suna (Minor): the person using this ability is capable of causing drowsiness in an opponent by blowing lightly on their palm
❖Lemun Suna (Minor): small, pollen-like seeds form in the person's palm when they blow on it; these seeds are then released from the palm into the opponent's face
❖Lemun Suna (Minor): these seeds affect anyone who succumbs to them, making them feel sleepy; this includes the person using this ability
❖Moseke’s Light: Basic Healing
❖Moseke's Light (Minor): Will heal minor wounds, not major ones.
❖Moseke's Light (Minor): Not Intended to Replace Medical Skill
❖Moseke's Light (Moderate): works on moderately severe injuries such as deep cuts, burns, moderately sized puncture wounds, etc.
❖Moseke's Light (Moderate): heals slowly, and must be used multiple times to heal a wound completely
❖Moseke's Light (Moderate): doesn't heal major injuries, but the person using the ability isn't weakened the way they might be if using a more powerful ability
❖Moseke's Light (Moderate): multiple uses for long periods of time will cause headaches and fatigue
❖Prison: Created by pushing energy into the earth
❖Prison: Can trap an enemy in earth and rock
❖Prison: Can shield the user in thick layers of earth and stone
❖Prison: with practice, the amount of time the prison can be held for, and the further out it can be extended increases, and the less exhausting the ability becomes to use
❖Tei'serin: can create a Prison up to five yards away, and hold a shield/cage for around three bits at a time; awarded here
❖Protective Spirits (Minor): Summons small sprites, familiars, and/or wisps that can aid them in combat, healing, or whatever purpose they see fit
❖Protective Spirits (Minor): Only one creature may be summoned at first, but many can be summoned with practice
❖Protective Spirits (Minor): Present an offering to the summoned creatures
❖Sevrath's Will (Minor): this ability is capable of shaping a small plant or sapling of the user's choosing into a form such as an inanimate object by
focusing energy into it and willing it to happen; these formations are usually small, and easily destroyed
❖Sevrath's Will (Minor): using this ability requires a large amount of concentration, and will require multiple uses to convince the plant to retain the shape that it is willed into
❖Sevrath's Will (Minor): it is necessary to either sing or play music while using this ability to tame the plant's natural tendencies and coax it into the desired form
❖Sru'Alubosa (Minor): Can work with either wood or stone, but you must be touching a sturdy, natural object made of the substance you want to turn into for it to work
❖Sru'Alubosa (Minor): Only small parts of the body like fingers and toes can be changed
❖Sru'Alubosa (Minor): It is unwise to try to turn into something less solid like dirt or sand
❖Willow's Sanctuary: Needs total concentration from you.
❖Willow's Sanctuary: Can be used to determine if someone has been poisoned; nothing happens if there are no toxins to be drawn out.
❖Willow's Sanctuary: If the person using the ability is distracted while using Willow's Sanctuary, the toxins will be released back into the person they are being drawn out of, and this can prove fatal to them

Blessing of Severath: Devotion

Thread Name/SeasonAwardedDeductedTotal
[Treth] Stories are the Windows of the World101
[Treth] Hidden Shadows102
[Treth] Swept Away204
The Greatest Foe206
[Global Event] The Great Meeting6012
[Global Event] Heal Thyself....5017
[Global Event] Battle To The Tomb of Treid33053
Acquire Sevrath (Blessing) +10 (Given Seasonally; Zi'da 716, Cylus 717, and Ashan 717)30083
Acquire Sevrath (Blessing) +10 (Given Seasonally; Ymiden 717)10093
[Treth] Planting Day 200113
[Treth] Gone but Not Forgotten 20115
Market Day70122
[Treth] Don't Be Gone10123
[Treth] A Child Found50128
[Treth] Becoming One with Nature50133
[Treth] Herbs for the Soul100143
Example000
Example000
Example000
Example000
Items
  • Prized Possession
    • Father's katana (SP)
  • Housing
    • Tei'serin's Bedroom
    • King sized bed with bed frame, head board, and foot board
    • King sized fitted sheet
    • King sized flat sheet
    • Pillows with pillow cases (2 each)
    • Light Blanket
    • Medium Blanket
    • Heavy Blanket
    • Knitted Blanket
    • Comforter
    • Quilt
    • Cradle
    • Changing Table
    • Chest (SP)

      Bathroom
    • Bathtub (small)

      Living room
    • Chairs (2) (SP)
    • Desk
    • Rocking Chair
    • Bookshelf (large)
    • Table (SP)
    • A sculpted flower candle that burns with a blue flame given to you by a priest from the All God Temple. In the center of this candle stands a tall column of wax with scripture from the Jourkadri Cuts language, meaning "Peace be to the spirits beyond," to those who can interpret it. Legend from the temple says that if you pray by this blue flame, your prayers will be answered. If this is true, though, no one knows. This item cannot be sold or given away. earned here
    • a gilded candle to either cherish or light at your leisure, the scent is that of flowery meadow in the warm Ymiden; earned here
    • A statuette of Moseke earned here
    • Fireplace (SP)

      Kitchen
    • Wooden Stove (Cooking and Heating)
    • Brick Oven
    • Kitchen Cabinet
    • Set of six plates (assorted) (SP)
    • Soup Bowl (2)
    • Mixing Bowl
    • Cutting Board
    • Measuring Spoons
    • Measuring Cup
    • Peeler
    • Paring Knife
    • Soup Spoon (2)
    • Dinner Fork (2)
    • Knives (2) (SP)
    • Cups (2)
    • Teapot
    • Small Frying Pan
    • Small Soup Pot
    • Small Cooking Pot
    • Small Baking Dish
    • Oven Glove
    • Basin Stand

      Other
    • Queen sized bed with bed frame, head board, and foot board
    • Queen sized fitted sheet
    • Queen sized flat sheet
    • Single Fitted Sheet (3)
    • Single Flat Sheet (3)
    • Light Blanket (4)
    • Medium Blanket (4)
    • Heavy Blanket (4)
    • Knitted Blanket (4)
    • Comforter (4)
    • Quilt (4)
    • Pillow Cases (2 sets; 2 per set)
    • Pillows (2 sets; 2 per set)
    • Chest (4)
  • Animals
    • horse (SL)
    • horses; trained (5)
    • yearling (born in Ashan 717)
    • ox (SP)
    • fox (SP)
    • wolf (SL)
    • hens (39)
    • rooster
    • cows (5)
    • yearling bull (was born on 57th Vhalar 717)
    • calves (4) (will be born on 57th Vhalar 718)
  • Clothes and Jewelry
    • Tei'serin

      Day Wear
    • Small Blouse (purple taffeta)
    • Small Blouse (red taffeta)
    • Small Blouse (white taffeta)
    • Small Blouse (yellow taffeta)
    • Small Blouse (blue taffeta)
    • Small Blouse (brown taffeta)
    • Small Blouse (black taffeta)
    • Small Blouse (cream taffeta)
    • Small Blouse (grey taffeta)
    • Small Blouse (green taffeta)
    • Small Blouse (purple cotton)
    • Small Blouse (red cotton)
    • Small Blouse (blue cotton)
    • Small Blouse (yellow cotton)
    • Small Blouse (black cotton)
    • Small Blouse (brown cotton)
    • Small Blouse (green cotton)
    • Small Blouse (white cotton)
    • Small Blouse (cream cotton)
    • Small Blouse (brown wool)
    • Small Blouse (black wool)
    • Small Blouse (yellow wool)
    • Small Blouse (white wool)
    • Small Blouse (red wool)
    • Small Blouse (grey wool)
    • Small Blouse (cream wool)
    • Small Blouse (blue wool)
    • Small Blouse (green wool)
    • Small Blouse (purple wool)
    • Silvery grey Blouse (SP)
    • Small Woman's Undergarments (1 SP + 5 white cotton pairs)
    • Black Socks; cotton (5)
    • Black Socks; wool (5)
    • Small Skirt (brown taffeta)
    • Small Skirt (black taffeta)
    • Small Skirt (white taffeta)
    • Small Skirt (blue taffeta)
    • Small Skirt (cream taffeta)
    • Small Skirt (black wool)
    • Small Skirt (white wool)
    • Small Skirt (blue wool)
    • Small Skirt (brown wool)
    • Small Skirt (cream wool)
    • Small Skirt (brown cotton)
    • Small Skirt (black cotton)
    • Small Skirt (white cotton)
    • Small Skirt (blue cotton)
    • Small Skirt (cream cotton)
    • Long black skirt (SP)
    • Small pants w. braided cord (black cotton)
    • Small pants w. braided cord (brown cotton)
    • Small pants w. braided cord (cream cotton)
    • Small pants w. braided cord (black wool)
    • Small pants w. braided cord (brown wool)
    • Small pants w. braided cord (cream wool)


      Shoes
    • Small flats w. lining (black leather)

      Night Wear
    • Small Nightgown (blue taffeta with lace trimming)
    • Small Nightgown (black wool with lining, and fur trimming)
    • Small Slippers (purple wool with embroidery trimming)

      Cold Weather Gear
    • Black Cloak (SP)
    • Small Cloak w. lining and fastener (black wool)
    • Small Coat (black wool)
    • Small Gloves (purple wool with fur trimming)
    • Black Boots (SP)

      Jewelry
    • Pebble Charm (a small silvery grey pebble carved into the shape of a twirling root carved out of a pebble stone to be kept on a leather string either around the neck or wrist) - Tei'serin wears this at all times
    • A necklace with a shimmering stone housed within metal wire crafted expertly around it. The stone is Azotic Topaz, better known as Sun's Star Gem, which is rumored to bring harmony to the one who wears the necklace. At night, the tiniest bit of light makes the gem glow with enchanting light, almost mirroring soft, sun rays. This item cannot be sold. Earned here - Tei'serin wears this at all times
    • Infinity Rings given to you by an old merchant touched by the affection you hold for your significant other. Legend says that Infinity Rings have a special charm connected to them that allows the bearers of the rings to feel the others emotions. This is only a rumor, however, some attest to the legend's truth. This item cannot be sold or given away. Earned here
    • a classic golden ring with strange etchings around it in the Ancient Language. Undecipherable, you are unsure if the ring has any power to it. It is worth approximately 200 GN given the strange markings and the solid gold it is made from Earned here
    • A brooch which seems to shimmer when looked at. Clearly imbued with magic, this brooch will bring upon touch memories of your lost loved ones Earned here
    • A black pendant that shows the most visible constellation in the sky: (earned here)

      Treasures
    • Ring of Reversal (proof of purchase here

      Dae'nira

      Day Wear
    • Small blouse (cream cotton)
    • Small blouse (white cotton)
    • Small blouse (black cotton)
    • Small blouse (brown cotton)
    • Small blouse (blue cotton)
    • Small blouse (red cotton)
    • Small blouse (green cotton)
    • Small blouse (yellow cotton)
    • Small blouse (purple cotton)
    • Small blouse (cream wool)
    • Small blouse (white wool)
    • Small blouse (black wool)
    • Small blouse (brown wool)
    • Small blouse (blue wool)
    • Small blouse (red wool)
    • Small blouse (green wool)
    • Small blouse (yellow wool)
    • Small blouse (purple wool)
    • Small blouse (cream taffeta)
    • Small blouse (white taffeta)
    • Small blouse (black taffeta)
    • Small blouse (brown taffeta)
    • Small blouse (blue taffeta)
    • Small blouse (red taffeta)
    • Small blouse (green taffeta)
    • Small blouse (yellow taffeta)
    • Small blouse (purple taffeta)
    • Women's Undergarments; white/undyed cotton (5)
    • Black Socks; cotton (5)
    • Black Socks; wool (5)
    • Small skirt (cream cotton)
    • Small skirt (white cotton)
    • Small skirt (black cotton)
    • Small skirt (brown cotton)
    • Small skirt (blue cotton)
    • Small skirt (cream wool)
    • Small skirt (white wool)
    • Small skirt (black wool)
    • Small skirt (brown wool)
    • Small skirt (blue wool)
    • Small skirt (cream taffeta)
    • Small skirt (white taffeta)
    • Small skirt (black taffeta)
    • Small skirt (brown taffeta)
    • Small skirt (blue taffeta)
    • Small pants w. braided cord (cream cotton)
    • Small pants w. braided cord (brown cotton)
    • Small pants w. braided cord (black cotton)
    • Small pants w. braided cord (cream wool)
    • Small pants w. braided cord (brown wool)
    • Small pants w. braided cord (black wool)

      Shoes
    • Small flats w. lining (black leather)

      Night Wear
    • Small nightgown w. lace trim and embroidery (purple cotton)
    • Small nightgown w. lace trim , lining, and embroidery (blue wool)
    • Small slippers w. lining (black wool)

      Cold Weather Gear
    • Small cloak w. lining and fastener (black wool)
    • Small ankle boots (black leather)
    • Small gloves w. lining (black wool)

      Jewelry
    • Pebble Charm (a small silvery grey pebble carved into the shape of a twirling root carved out of a pebble stone to be kept on a leather string either around the neck or wrist) - Dae'nira wears this at all times

      Sorin Ki'azour

      Day Wear
    • Small shirt (black cotton)
    • Small shirt (beige cotton)
    • Small shirt (grey cotton)
    • Small shirt (brown cotton)
    • Small shirt (blue cotton)
    • Small shirt (white cotton)
    • Small shirt (cream cotton)
    • Small shirt (black wool)
    • Small shirt (beige wool)
    • Small shirt (grey wool)
    • Small shirt (brown wool)
    • Small shirt (blue wool)
    • Small shirt (white wool)
    • Small shirt (cream wool)
    • Small Men's Undergarments (5 pairs; white/undyed cotton)
    • Small Black Socks (5 pairs; cotton)
    • Small Black Socks (5 pairs; wool)
    • Small Pants w. braided cord (black cotton)
    • Small Pants w. braided cord (brown cotton)
    • Small Pants w. braided cord (cream cotton)
    • Small Pants w. braided cord (black wool)
    • Small Pants w. braided cord (brown wool)
    • Small Pants w. braided cord (cream wool)

      Shoes
    • Small flats w. lining (black leather)

      Night Wear
    • Small Breeches (off white cotton)
    • Small Breeches (off white wool)
    • Small Slippers w. lining (black wool)

      Cold Weather Gear
    • Small cloak w. lining and fastener (black wool)
    • Small ankle boots (black leather)
    • Small gloves w. lining (black wool)

      Jewelry
    • Pebble Charm (a small silvery grey pebble carved into the shape of a twirling root carved out of a pebble stone to be kept on a leather string either around the neck or wrist) - Sorin wears this at all times

      Keiaris Ki'azour

      Day Wear
    • Small blouse (cream cotton)
    • Small blouse (white cotton)
    • Small blouse (black cotton)
    • Small blouse (brown cotton)
    • Small blouse (blue cotton)
    • Small blouse (red cotton)
    • Small blouse (green cotton)
    • Small blouse (yellow cotton)
    • Small blouse (purple cotton)
    • Small blouse (cream wool)
    • Small blouse (white wool)
    • Small blouse (black wool)
    • Small blouse (brown wool)
    • Small blouse (blue wool)
    • Small blouse (red wool)
    • Small blouse (green wool)
    • Small blouse (yellow wool)
    • Small blouse (purple wool)
    • Small blouse (cream taffeta)
    • Small blouse (white taffeta)
    • Small blouse (black taffeta)
    • Small blouse (brown taffeta)
    • Small blouse (blue taffeta)
    • Small blouse (red taffeta)
    • Small blouse (green taffeta)
    • Small blouse (yellow taffeta)
    • Small blouse (purple taffeta)
    • Women's Undergarments; white/undyed cotton (5)
    • Black Socks; cotton (5)
    • Black Socks; wool (5)
    • Small skirt (cream cotton)
    • Small skirt (white cotton)
    • Small skirt (black cotton)
    • Small skirt (brown cotton)
    • Small skirt (blue cotton)
    • Small skirt (cream wool)
    • Small skirt (white wool)
    • Small skirt (black wool)
    • Small skirt (brown wool)
    • Small skirt (blue wool)
    • Small skirt (cream taffeta)
    • Small skirt (white taffeta)
    • Small skirt (black taffeta)
    • Small skirt (brown taffeta)
    • Small skirt (blue taffeta)
    • Small pants w. braided cord (cream cotton)
    • Small pants w. braided cord (brown cotton)
    • Small pants w. braided cord (black cotton)
    • Small pants w. braided cord (cream wool)
    • Small pants w. braided cord (brown wool)
    • Small pants w. braided cord (black wool)

      Shoes
    • Small flats w. lining (black leather)

      Night Wear
    • Small nightgown w. lace trim and embroidery (purple cotton)
    • Small nightgown w. lace trim , lining, and embroidery (blue wool)
    • Small slippers w. lining (black wool)

      Cold Weather Gear
    • Small cloak w. lining and fastener (black wool)
    • Small ankle boots (black leather)
    • Small gloves w. lining (black wool)

      Jewelry
    • Pebble Charm (a small silvery grey pebble carved into the shape of a twirling root carved out of a pebble stone to be kept on a leather string either around the neck or wrist) - Keiaris wears this at all times

      Meiarin Ki'azour

      Day Wear
    • Small blouse (cream cotton)
    • Small blouse (white cotton)
    • Small blouse (black cotton)
    • Small blouse (brown cotton)
    • Small blouse (blue cotton)
    • Small blouse (red cotton)
    • Small blouse (green cotton)
    • Small blouse (yellow cotton)
    • Small blouse (purple cotton)
    • Small blouse (cream wool)
    • Small blouse (white wool)
    • Small blouse (black wool)
    • Small blouse (brown wool)
    • Small blouse (blue wool)
    • Small blouse (red wool)
    • Small blouse (green wool)
    • Small blouse (yellow wool)
    • Small blouse (purple wool)
    • Small blouse (cream taffeta)
    • Small blouse (white taffeta)
    • Small blouse (black taffeta)
    • Small blouse (brown taffeta)
    • Small blouse (blue taffeta)
    • Small blouse (red taffeta)
    • Small blouse (green taffeta)
    • Small blouse (yellow taffeta)
    • Small blouse (purple taffeta)
    • Women's Undergarments; white/undyed cotton (5)
    • Black Socks; cotton (5)
    • Black Socks; wool (5)
    • Small skirt (cream cotton)
    • Small skirt (white cotton)
    • Small skirt (black cotton)
    • Small skirt (brown cotton)
    • Small skirt (blue cotton)
    • Small skirt (cream wool)
    • Small skirt (white wool)
    • Small skirt (black wool)
    • Small skirt (brown wool)
    • Small skirt (blue wool)
    • Small skirt (cream taffeta)
    • Small skirt (white taffeta)
    • Small skirt (black taffeta)
    • Small skirt (brown taffeta)
    • Small skirt (blue taffeta)
    • Small pants w. braided cord (cream cotton)
    • Small pants w. braided cord (brown cotton)
    • Small pants w. braided cord (black cotton)
    • Small pants w. braided cord (cream wool)
    • Small pants w. braided cord (brown wool)
    • Small pants w. braided cord (black wool)

      Shoes
    • Small flats w. lining (black leather)

      Night Wear
    • Small nightgown w. lace trim and embroidery (purple cotton)
    • Small nightgown w. lace trim , lining, and embroidery (blue wool)
    • Small slippers w. lining (black wool)

      Cold Weather Gear
    • Small cloak w. lining and fastener (black wool)
    • Small ankle boots (black leather)
    • Small gloves w. lining (black wool)

      Jewelry
    • Pebble Charm (a small silvery grey pebble carved into the shape of a twirling root carved out of a pebble stone to be kept on a leather string either around the neck or wrist) - Meiarin Ki'azour

      Ei'ryl Nji'ryn

      Day Wear
    • Swaddling clothes (3 yards of wool)
    • Diapers (5 yards of cotton cloth)
    • X-Small dress (purple cotton)
    • X-Small dress (green cotton)
    • X-Small dress (blue cotton)
    • X-Small dress (cream cotton)
    • X-Small dress (black cotton)
    • X-Small dress (purple wool)
    • X-Small dress (green wool)
    • X-Small dress (blue wool)
    • X-Small dress (cream wool)
    • X-Small dress (black wool)

      Jewelry
    • Pebble Charm (a small silvery grey pebble carved into the shape of a twirling root carved out of a pebble stone to be kept on a leather string either around the neck or wrist) - for when she is old enough for it
  • Farm
    • Land: 1/4 acre (SP), 2/3 acre of land in Treth, gifted to Tei'serin (one from Korbin, and one from Tarin.) As noted in the festival description, "This land cannot be sold or given away and may only be used for agricultural purposes." (earned here and here)
    • Stable Single
    • Small Barn (SL)
    • Chicken Coops (2)
    • Wheat crop (SP)
    • Corn crop (SP)
    • Peach orchard (SP)
    • Apple orchard (SP)
    • Tomato Plants (3 cherry, and 3 normal)
    • Cucumber Plants (3)
    • Zucchini Plants (3)
    • Peas (plants) (2)
    • Large Plant Box (4)
    • Strawberry Planters (4)
    • Compost Pile (enough for 1/4 acre (SP)
    • Harness (SL)
    • Saddles (1 SL, + 5)
    • Leather Bridles (1 SL + 1)
    • Rope Bridles (4)
    • Bits (1 SL + 5)
    • Leather Reins (1 SL *1 GN from the loan, 7GN from starting GN*, + 5)
    • Halters (5)
    • Lead Ropes (4)
    • Body Brush
    • Dandy Brush
    • Curry Comb
    • Mane and Tail Comb
    • Hoof Pick
    • Sponge
    • Horseshoes (4)
    • Hoof knife
    • Hoof Nippers
    • Hoof Rasp
    • Saddle Bags; large (5)
    • Saddle Blankets; large (4)
    • Small saddle blanket
    • Wagon; large
    • Ox drawn plow (SP)
    • Water Wagon
    • Grain Cart
    • Horse Drawn Rake
    • Horse Drawn Hoe
    • Soil Sifter
    • Seed Sower
    • Wooden Roller
    • Wheelbarrow (SP)
    • Rake (SP)
    • Spade (SP)
    • Shovel (SP)
    • Hoe (SP)
    • Hand Fork (SP)
    • Pitchforks (5)
    • Sickles (3)
    • Scythes (3)
    • Branding Iron
    • Watering Cans (1 SP + 1)
    • Buckets; large (5)
  • Garden
    • Lemon balm (1 plant)
    • Wild mint (1 plant)
    • Catnip (1 plant)
    • Plantain (3 plants)
  • Weapons
    • Katana (masterwork quality)
    • Bokkan
    • Crossbow (masterwork quality)
    • Crossbow Bolts (100)
  • Personal
    • Tei'serin
    • Tinderbox (SP)
    • Ink Well
    • Ink Pen
    • Razor (SP)
    • Brush (SP)
    • Comb
    • Toothpaste (SP)
    • Toothbrush (SP)
    • Carry Sling (3 yards of cotton cloth)
    • 1 crutch (earned here)
    • 1 wheelchair (earned here)

      Dae'nira
    • Hair Brush
    • Comb
    • Toothbrush (Boar Bristles)
    • Toothpaste (herb paste)

      Sorin
    • Ball
    • Hair Brush
    • Comb
    • Toothbrush (Boar Bristles)
    • Toothpaste (herb paste)

      Keiaris
    • Stuffed Animals (2; cat, wolf)
    • Ball
    • Hair Brush
    • Comb
    • Toothbrush (Boar Bristles)
    • Toothpaste (herb paste)


      Meiarin
    • Stuffed Animals (2; cat, horse)
    • Ball
    • Set of Blocks
    • Hair Brush
    • Comb
    • Toothbrush (Boar Bristles)
    • Toothpaste (herb paste)
  • Books
    • Local Herbs and their Uses; Ne'haer Region
    • Herbs of the Western Region (Holiday Event Gift here)
    • Herbs of Idalos: A Complete Guide to Herbs in Western Idalos (a 10 volume encyclopedia that contains, pictures of the herbs, descriptions of their uses, where they are found, and how to grow them as well as how to make various salves, teas, etc. from them)
    • Herbal Remedies: a 10 volume encyclopedia that discusses each type of herbal remedy, and provides a lot of recipes for simple cures
    • Basics to Growing Herbs (Holiday Event Gift here)
    • Gardens for Different Seasons (Holiday Event Gift here)
    • Cooking with Herbs (Holiday Event Gift here)
    • Cooking Made Easy; a five book set that teaches different methods of cooking, and about the different kinds of cooking tools, it also has some simple recipes that utilize the most common cooking methods
    • Seasonings and You
    • Jellies, Jams, and More
    • Words of Power: a book that discusses the Ancient language. It was written by an Eidisi scholar, and focuses on the history of when it has been heard in Idalos, and historical events where the Immortals used it in front of mortals, but there is some information about the language itself as well
    • Languages of Idalos: a 10 volume encyclopedia that discusses all of the commonly known languages in Idalos
    • A Child's Guide to Languages
    • Introduction to Linguistics
    • Intermediate Linguistics
    • Advanced Linguistics
    • Simple Crafts (Holiday Event Gift here)
    • A History of Ne'haer; a history geared towards kids
    • Animal Tails: a child's story book filled with stories about animals
    • Blank Journals (7)
  • Other
    • Winter Warmer: A cloak of very light fabric that somehow blocks cold from penetrating, and also absorbs it from anything cold upon which it is wrapped. Will take the form of either a cloak or blanket. (earned here)
    • A five arc aged bottle of red wine from the Lysorian wine region, valued at 30gn. It has a heavy oaky flavour, and is best enjoyed with red meats, (earned here)
    • Emerath's Wooden Bird: Made of soft, pale brown wood, this little bird’s body is unable to open it’s beak or ruffle the imprinted wooden feathers. It’s eyes are simply indentations into the material. It’s attached wings are made of large, teardrop shaped leaves. The stem provides nutrients to these leaves directly from the soft wood, keeping them forever alive. The only explanation as to how it can fly is simple: magic. The magic came from Emerath, the Game’s Mistress, and flows through the tiny figurine to produce rapid pulsing movement of the leaves for flight. It’s purpose is simple: to alert and guide the owner away from danger. (earned here)
    • Aging Elixir: An elixir that ages the one who drinks it by three Arcs. The shift of age on the body will change over the course of a week. Earned here )
    • A smooth black stone which glows each New Arc's Day. It emits heat for the entirety of the trial, warming up those who celebrate in the cool Cylus weather: (earned here)
    • A knotted silk band resembling the Lover's Knot from which they've exchanged their vows with: (earned here)
    • The Mystic Conch Shell -- At the end of the thread the player will find a mysterious conch shell awaiting for them in water. The shell glows a rainbow iridescent hue, somehow more noticeable when submerged, and surprisingly echoes with sounds of the deep depths of the ocean when listened to. (earned here)
    • Arrow of Striking: The ambient energy around them has mutated Tei's arrow. It can now, once a trial, shift into a bladed weapon. This might be in size range from as small as a dagger to as long as a longsword. It is a good blade, though it has no other magical aspects to it. After a full break, the blade returns to it's arrow form. It's still perfectly functional as an arrow, but has the strength of a sword, so is much harder to break. (earned here)
    • Emergency Medicine: A small bag which can be hung easily on her belt, this medicine bag unfolds and opens up to be much bigger than is possible when you see it. A sort of mini Domain Bag, it opens up to include a small, basic, but full medical kit.
      (earned here)
    • Ghost Book: The book that Tei found was, in fact, linked to the ghostly girl. Over time, Tei will see that its contents change - one trial it might have images of herbs or flowers, the next trial, rocks. The words are always indecipherable. When activated, it allows Tei to see any and all ghosts in any area and communicate with them - they can see her, too. It lasts for a full trial and may not be activated again for at least another twenty trials. (earned here)
    • Dragon's Tear: A small gem in the shape of a tear drop, this gem will heal one person of moderate wounds (deep cuts, burns, moderately sized puncture wounds, etc) once a day. It can not, however, work on Tei. (earned here)
    • Vindecaldra's Flame A small tealight candle which never burns away or gets blown out. Tei is the only one who can light it or snuff it out. While it is burning it gives anyone in the room with it (up to a large room / tent / 50ft area) a feeling of confidence and energy, passion and determination. Across the side of the candle is carved the words: "Fire burns all so that new life may grow from the ashes." (earned here)
    • Dragon Statue: A small statue of Vindecaldra, roughly 8 inches tall. This looks like a beautiful metal ornament but it acts as a warning. Tei may designate one place to be 'home' and the statue will let her know when someone is approaching that place. It gives her roughly three minutes warning, allowing her to act and / or prepare for whoever is arriving (earned here)
    • Lava Egg A small stone egg which fits in the palm of her hand and looks like it is made of lava. For Tei it is always just warm and when she is carrying it, she is not affected by cold effects even in sub-zero temperature. Four times a cycle, it can be activated and thrown and will explode doing significant damage in a ten foot radius from point of impact. Once activated in this way, the egg returns to Tei's hand. (earned here)
  • Herbalist Equipment
    • Herbalist Kit (includes: Hand shovels (1 small and 1 large), Hand Spades (1 small and 1 large), a Box-Framed Sieve, 1 pair of Reinforced Cloth Gloves, 1 pair of Wrap-Around Goggles, 1 pair of Knee Pads, a Hand Hoe, a Hand saw, a Hand Soil Loosening Tool, a pair of Long-Handled Shears, a Tool Belt, a Pump Spray Bottle, a pair of Pruning Shears, a Root Digger, and a Collection Pouch)
    • Medical Kit; standard one given to new members of the Order of the Adunih
    • Green cloak with no hood; uniform proving her to be a member of the Order of the Adunih
    • Small Cauldron
    • Mortar & Pestle
Last edited by Tei'serin Nji'ryn on Thu Nov 25, 2021 4:27 am, edited 98 times in total. word count: 7448
User avatar
Tei'serin Nji'ryn
Approved Character
Posts: 557
Joined: Mon Oct 10, 2016 3:25 am
Race: Sev'ryn
Profession: Herbalist and Teacher
Renown: 328
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Wealth Tier: Tier 10

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Tei'serin Nji'ryn

Tei'serin Nji'ryn

WP Ledger

Adjustment (link) Wealth Tier Total Wealth Points
link Wealth Tier 9 238 WPs
Cylus 719 Wages +22 WP Wealth Tier 10 260 WPs
Ashan 719 Wages +23 WP Wealth Tier 10 283 WPs
Ymiden 719 Wages + 24 WP Wealth Tier 10 307 WPs
Saun Wages 719 + 25 WP Wealth Tier 10 332 WPs
Vhalar Wages 719 + 27 WP Wealth Tier 10 359 WPs
... ... ...
... ... ...
... ... ...
... ... ...
... ... ...
Last edited by Tei'serin Nji'ryn on Sat Feb 01, 2020 6:21 pm, edited 85 times in total. word count: 69
User avatar
Tei'serin Nji'ryn
Approved Character
Posts: 557
Joined: Mon Oct 10, 2016 3:25 am
Race: Sev'ryn
Profession: Herbalist and Teacher
Renown: 328
Character Sheet
Character Wiki
Plot Notes
Personal Journal
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Point Bank Thread
Wealth Tier: Tier 10

Contribution

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Tei'serin Nji'ryn

Tei'serin Nji'ryn

Loan
ItemDebitCredit
Starting Loan ... 300
Small Barn 100 ...
Wolf 75 ...
Horse 50 ...
Harness 30 ...
Saddle 25 ...
Leather Bridle 15 ...
Bit 4 ...
***Loan paid in full, Vhalar 716***
Total Currency: 0 ON, 0 GN, 0 SN, 0 CN
Last edited by Tei'serin Nji'ryn on Sat Nov 26, 2016 7:51 pm, edited 5 times in total. word count: 41
User avatar
Tei'serin Nji'ryn
Approved Character
Posts: 557
Joined: Mon Oct 10, 2016 3:25 am
Race: Sev'ryn
Profession: Herbalist and Teacher
Renown: 328
Character Sheet
Character Wiki
Plot Notes
Personal Journal
Templates
Point Bank Thread
Wealth Tier: Tier 10

Contribution

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Events

Tei'serin Nji'ryn

Tei'serin Nji'ryn
Thread List

Memory Threads

Cylus 707

19th Cylus 707: [Treth] Four Legged Friends: Story: 5/5, Collaboration: 0/5 (Solo), Structure: 5/5, and Injuries: Some light bruising, healed in 5 trials.

Saun 711

14th Saun, 711: [Treth] Innocence Died Screaming

Dream Threads


3rd Vhalar, 716: A Rare Find: Story: 5/5, Collaboration: 5/ 5, Structure: 5/ 5, Loot: NA, Fame: NA

1st Cylus 717: Flights of Fancy Skill Points: +15

10th Saun, 717: [Global Event] Forgotten Sanctuary: Skill Points: 15/15, Loot: You attained a classic golden ring with strange etchings around it in the Ancient Language. Undecipherable, you are unsure if the ring has any power to it. It is worth approximately 200 GN given the strange markings and the solid gold it is made from, Injuries: None, Fame: None

121st Vhalar, 717: [Global Plot] Round Two, Fight!: Skill Points: 20/15, Magic Skill Points: No, Loot: Emerath's Wooden Bird: Made of soft, pale brown wood, this little bird’s body is unable to open it’s beak or ruffle the imprinted wooden feathers. It’s eyes are simply indentations into the material. It’s attached wings are made of large, teardrop shaped leaves. The stem provides nutrients to these leaves directly from the soft wood, keeping them forever alive. The only explanation as to how it can fly is simple: magic. The magic came from Emerath, the Game’s Mistress, and flows through the tiny figurine to produce rapid pulsing movement of the leaves for flight. It’s purpose is simple: to alert and guide the owner away from danger, Injuries: Although you died within the Labyrinth, you wake the next day breathing and alive. There is a pale green, jagged scar that stretches along the middle of your neck. This will be a constant reminder of your near "death" experience with the Avriel murderer. The baby inside remains alive, healthy, and well.

1st Zi'da, 717: Requiem Of Dreams

716

Vhalar 716

1st Vhalar, 716: [Treth] Hidden Shadows: Story: 4/5, Collaboration: 0/5, Structure: 4/5, Loot: n.a, Injuries: Scratches on hand (6 trials), Fame: n.a, Devotion: +1

3rd Vhalar, 716: A Rare Find: Story: 5/5, Collaboration: 5/ 5, Structure: 5/ 5, Loot: NA, Fame: NA

3rd Vhalar, 716: [Treth] Stories are the Windows of the World: Story: 5/5, Collaboration: 0/5, Structure: 5/5, Loot: N/A, Injuries: N/A, Fame: +1 good deed for your empathy towards your students, Devotion: +1 to Moseke for an act of prayer

3rd Vhalar, 716: [Treth] Swept Away: Story: 5/5, Collaboration: 0/5, Structure: 4/5, Loot: n.a, Injuries: n.a, Fame: n.a, Magic: n.a, Devotion: 2

15th Vhalar, 716: The Greatest Foe: Story: 5/5, Collaboration: 0/ 5, Structure: 5/ 5, Loot: NA, Fame: +2 (general good deeds), Devotion: +2 (2 x prayer)

19th Vhalar, 716: [Global Event] The Great Meeting: Story: 10/10, Collaboration: 5/5, Structure: 5/5, Loot: NA, Injuries: All minor injuries healed, Fame: +10 for event participation, Devotion: +5, +1 for prayer (Moseke)

20th Vhalar, 716: [Global Event] Battle To The Tomb of Treid: Story: +5/10, Collaboration: +3/5 (2 posts), Structure: +5/5, Fame: +10 (event participation), Devotion: +33 Moseke

20th Vhalar, 716: [Global Event] Heal Thyself....: Story: 10/10, Collaboration: 5/ 5, Structure: 5/ 5, and Fame: +10 (taking part in the event), +5 (taking charge so well), +5 (good deeds)

25th Vhalar, 716: [Treth] Consequences of Defiance: Story: 5/5, Collaboration: 0/5, Structure: 5/5, and Injuries: Pain from penetration that will ache for five trials; warm water and herbal teas will help ease the pain.

29th Vhalar, 716: [Treth] Remember the Fallen

115th Vhalar, 716: [Treth] Bountiful Harvest: XP Points: 10 (solo), Fame: +3 (various good deeds / little kindnesses), and Devotion: Nope


Zi'da 716

3rd Zi'da, 716: [Treth] Greetings: Story: 5/5, Collaboration: 5/5, and Structure: 5/5

5th Zi'da, 716: [Treth] Don't Be Gone: XP Points: 15, Loot: Nope, Fame: +1 (kindness to Finn), Devotion: +1 Moseke (Prayer), and Magic: Nope

10th Zi'da, 716: [Treth] Herbs for the Soul: Points: 15, Loot: 3 plantain plants, 3 varieties of mint (1 plant each of wild mint, catnip, and lemon balm), and several mint leaves, some from each type, Injuries: None!, Fame: +2 Good deeds, and Devotion: +10 to Moseke

aaa Zi'da, 716: Lessons in Linguistics

29th Zi'da, 716: [Treth] Snow Day: Story: 5/5, Collaboration: NA (solo thread), Structure: 5/ 5, Loot: NA, and Fame: +3 Giving the children a snow day that they'll all talk about!

717

Cylus 717

1st Cylus 717: Flights of Fancy: Skill Points: +15

1st Cylus 717: [Treth] Unexpected Encounters: Story: +5, Collaboration: +5, Structure: +5, Loot, Loss, Injuries, Fame and Devotion: Tei has her MB child :D Winter Warmer: A cloak of very light fabric that somehow blocks cold from penetrating, and also absorbs it from anything cold upon which it is wrapped. Will take the form of either a cloak or blanket. We will be figuring this towards Ziell's devotion on the new system. Since you did not actually have his mark, you would have gotten nothing on the old system.

9th Cylus 717: [Treth] Traps and Trouble: 10 Exp

11th Cylus 717: [Treth] Becoming One with Nature: Points: 10, Loot: Pine needles for your personal shrine to Moseke, Injuries/Overstepping: Exhaustion for practicing with one of your Severath abilities, Fame: N/A, Devotion: +5 prayer to Moseke at a personal shrine for Moseke +1 prayer to Ziell, Collaboration: No, and Magic EXP: No

19th Cylus 717: [Treth] A Child Lost: Story: +5, Collaboration: +0 (solo), Structure: +5, and Fame: +10

19th Cylus 717: [Treth] A Child Found: Story: +5, Collaboration: +0 (solo), Structure: +5, Fame: +10, and Devotion: +5

27th Cylus, 717: [Treth] Keystones of the Future: XP: 10 (solo)

29th Cylus 717: [Treth] Beware the Slumbering Beast: XP: 10 (solo), Injuries: Possibly exhaustion from using Lemun Suna, but falling asleep afterwards might have restored some of her energy. She will also suffer from various cuts and bruises, as well as the aftereffects of being raped. The cuts and bruises will fade after several trials, but the pain of being raped will linger for longer. Her injuries can be eased through the use of salves and teas.

aaa Cylus 717: [Treth] Come in out of the cold

Ashan 717

1st Ashan, 717: [Treth] First Light

2nd Ashan, 717: Oddballs

3rd Ashan, 717: [Treth] Furry Friendship

6th Ashan, 717: [Treth] Celebrating Us: Story: 7/5, Collaboration: 0/5, Structure: 5/5, and Loot: +1 Language at Broken

7th Ashan, 717: [Treth] Friendly Faces: Points: 10, Fame: +2 for being recognized by Tar'isa in the tavern

14th Ashan, 717: [Treth] Lovers Run Amuck: Points: 10 | These points cannot be used for magic, Loot: Infinity Rings given to you by an old merchant touched by the affection you hold for your significant other. Legend says that Infinity Rings have a special charm connected to them that allows the bearers of the rings to feel the others emotions. This is only a rumor, however, some attest to the legend's truth. This item cannot be sold or given away, +2 Bonus Skill Points,
Injuries: N/A, Fame: General good deed +1, Good moral decision +1, and Devotion: N/A

25th Ashan, 717: [Treth] Songs of Joy

27th Ashan, 717: [Treth] Orders From Above

33rd Ashan, 717: Market Day: Story: +7 (bonus points awarded), Collaboration: +0 (solo), Structure: +5, Loot: Pebble Charm, Small Blue Taffeta Nightgown w/lace, Small, Lined, Black, Wool Nightgown w/Fur Trim, 5 Pairs, Women's White Cotton Undergarments, Small Black Taffeta Skirt, Small Un-dyed White Taffeta Skirt, Small Purple Taffeta Blouse, Small Un-Dyed White Taffeta Blouse, Small Blue Taffeta Blouse, Small Embroidered Purple Woolen Slippers, Fur-Trimmed Purple Woolen Gloves, Black Woolen Cloak,
Black Woolen Coat, Small Black Woolen Blouse, Small Un-Dyed White Woolen Blouse, Small Grey Woolen Blouse, Small Blue Woolen Blouse, Small Purple Woolen Blouse, Small Un-Dyed White Woolen Skirt, Small Black Woolen Skirt,
Tomato Plants (3 cherry, 3 normal) / Cucumber Plants (3) / Zucchini Plants (3)/Peas (2), Horse Drawn Hoe, Soil Sifter, Seed Sower, Branding Iron, Watering Can, Large Plant Box (4), Cow, Calf: (cow was just bred so she could be milked),
10-volume encyclopedia set "A Complete Guide to Herbs in Western Idalos", 5-volume cookbook set "Cooking Made Easy", 2 more books: "Seasonings and You" and "Jellies, Jams and More", Horse (trained), Foal (pregnant mare), Saddle, Bit, Halter, Saddle Bag (large), Leather reins, Small saddle blanket, Body Brush, Dandy Brush, Curry Comb, Mane and Tail Comb, Hoof Pick, Sponge, Horseshoes (4), Leather Bridle, Hoof knife, Hoof Nippers, and Hoof Rasp, Injuries: Nothing to speak of, Devotion: +7 (Moseke) (Prayer +1, Festival Participation +1, Pray in Temple Dedicated to Moseke +5), Loss: Expenditures Verified and Approved. -380gn 6sn, 7cn, Fame: +2 Bringing that many nel to the city in one day will raise a few comments. :D

33rd Ashan, 717: Gardening 101: Points Earned: 10 for the thread, and +3 to Gardening

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41st Ashan, 717: [Treth] Planting Day: Story: 5/5, Collaboration: 0/5, Structure: 5/5, Loot: +2 bonus points to be added to the awarded points for story, collaboration, and structure. 1/3 acre of land in Treth, gifted to Tei'serin from Korbin. As noted in the festival description, "This land cannot be sold or given away and may only be used for agricultural purposes.", Injuries: Sore muscles which should go away within a day or two, Fame: +5 for general good deeds (helping out your neighbor, putting in a hard day's worth of honest labor, etc.), and Devotion: +5 for praying to Moseke within a temple/shrine, +1 for participating in a festival, +2 for planting a tree x 7 = +14 for planting trees. TOTAL = +20 fame for Moseke.

52nd Ashan, 717: [Treth] Gone but Not Forgotten: Story: 5/5, Collaboration: NA (solo thread) (+2 Bonus skill points), Structure: 5/5, Loot: Free Item: A sculpted flower candle that burns with a blue flame given to you by a priest from the All God Temple. In the center of this candle stands a tall column of wax with scripture from the Jourkadri Cuts language, meaning "Peace be to the spirits beyond," to those who can interpret it. Legend from the temple says that if you pray by this blue flame, your prayers will be answered. If this is true, though, no one knows. This item cannot be sold or given away, Fame: +2 (Taking part in community things!), and Devotion: +1 (take part in a festival), +1 (pray to Moseke)

65th Ashan, 717: [Treth] One Plus One Equals...?

78th Ashan, 717: [Treth] The Bell Tolls for Peace: Story: 5/5, Collaboration: 0/5, Structure: 5/5, Additional: 2 (Granted by Jade), Loot: Free Item: A necklace with a shimmering stone housed within metal wire crafted expertly around it. The stone is Azotic Topaz, better known as Sun's Star Gem, which is rumored to bring harmony to the one who wears the necklace. At night, the tiniest bit of light makes the gem glow with enchanting light, almost mirroring soft, sun rays. This item cannot be sold, Injuries: None, and Fame: +5 (Taking Part in a Holiday)

105th Ashan, 717: [Treth] Performance or Lies

120th Ashan, 717: [Treth] Living and Dying

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Ymiden 717

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7th Ymiden, 717: [Treth] Holiday Traditions: Story: 5/5, Collaboration: 0/5, Structure: 5/5, Additional: 2 (Granted by Jade), Loot: Moseke statuette, Fame: +1 (helping with a play)

19th Ymiden, 717: [Treth] Giving Thanks

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27th Ymiden, 717: Market Day Revisited

27th Ymiden, 717: Gardening for Beginners: Points Earned: 10 for the thread, and +3 to Gardening

43rd Ymiden, 717: [Treth] Offerings to the Sea

61st Ymiden, 717: [Treth] Songs for the Future

69th Ymiden, 717: [Treth] Birthday Celebrations

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74th Ymiden, 717: [Treth] Reluctant Healer: Story: 5/5, Collaboration: 0/5, Structure: 5/5, Additional: 2 (Granted by Jade), Loot: A five arc aged bottle of red wine from the Lysorian wine region, valued at 30gn. It has a heavy oaky flavour, and is best enjoyed with red meats, Fame: +2 (Kindness to those who’ve had too much to drink)

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Saun 717


1st Saun, 717: [Treth] Decisions

1st Saun, 717: The Champion's Tournament

10th Saun, 717: [Global Event] Forgotten Sanctuary: Skill Points: 15/15, Loot: You attained a classic golden ring with strange etchings around it in the Ancient Language. Undecipherable, you are unsure if the ring has any power to it. It is worth approximately 200 GN given the strange markings and the solid gold it is made from, Injuries: None, Fame: None

15th Saun, 717: [Treth] Teach What You Love: Skill Points: 10/10

22nd Saun, 717: [Treth] Fancy Clothes on Parade

33rd Saun, 717: Herbal Gardens: Skill Points: +10 (+3 to Novice Agriculture or Gardening only)

35th Saun, 717: [Treth] The Language of Art

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Vhalar

9th Vhalar, 717: [Treth] A Mockery of Lovers: Skill Points: +12, Injuries: The brand will take a full arc to heal completely, but the scabs will heal over in sixty trials. She has bruises, lacerations, and torn muscles from being raped that will heal within seven to fourteen trials. She also has a mild concussion and a severe headache that will linger for several trials.

26th Vhalar, 717: [Treth] A Celebration of Heroes: Skill Points - 10 (+2 for a holiday event), Renown - 10

40th Vhalar, 717: [Treth] Lost Loved Ones Who Aren't Lost: Skill Points - 10 (+2 for a holiday event), Renown - 5

51st Vhalar, 717: [Treth] Miracle Cure: Skill Points: +15, Renown: +10

102nd Vhalar. 717: [Seasonal Quest] Sound The Attack

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121st Vhalar, 717: [Global Plot] Round Two, Fight!: Skill Points: 20/15, Magic Skill Points: No, Loot: Emerath's Wooden Bird: Made of soft, pale brown wood, this little bird’s body is unable to open it’s beak or ruffle the imprinted wooden feathers. It’s eyes are simply indentations into the material. It’s attached wings are made of large, teardrop shaped leaves. The stem provides nutrients to these leaves directly from the soft wood, keeping them forever alive. The only explanation as to how it can fly is simple: magic. The magic came from Emerath, the Game’s Mistress, and flows through the tiny figurine to produce rapid pulsing movement of the leaves for flight. It’s purpose is simple: to alert and guide the owner away from danger, Injuries: Although you died within the Labyrinth, you wake the next day breathing and alive. There is a pale green, jagged scar that stretches along the middle of your neck. This will be a constant reminder of your near "death" experience with the Avriel murderer. The baby inside remains alive, healthy, and well.

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Zi'da

1st Zi'da, 717: Requiem Of Dreams

1st Zi'da, 717: [Post-Global] Begging Forgiveness: Points: 20, Injuries: N/A, Renown: Large (+20) For your interactions with two Immortals, and the subsequent blessings and words of wisdom that have followed, Loot: Sevrath, Second Blessing; Tei'serin is now an Adored of Moseke, and has immediate access to the first three abilities of her second blessing. Moseke's Light (Moderate) Similar to Sevrath's Will, the user is capable of focusing divine energy into a moderate injury (Deep cuts, burns, moderately sized puncture wounds, etc.) and coax the cells into healing. This ability requires a few events to "convince" the cells to heal, and even then they may move slowly. This ability does not weaken the character as another, more powerful healing ability would, however, the character is unable to heal major injuries. When this ability is in use, a pale green, yellow light emits from the character's skin like a mist and is focused towards the palms and fingers where it is released upon contact of another individual's flesh. Multiple uses of this ability for long periods of time will cause headaches and fatigue.

Sevrath's Will (Moderate) With a sizable amount of concentration, the user is capable of focusing energy into a medium sized plant or sapling of their choosing to coax it into a form (An inanimate object, a room, etc). Using this ability will require a few events to "convince" the plant to retain the shape that is willed unto it. The character will usually have to sing or play music for the plant in question to calm its wild ways. At this stage, the formations created by this ability are often decently sized and durable.

Sevrath's Skills II Add an extra six skill points to one of the following skills: Meditation, Medicine, Singing, or Musical Instrument. Any skill points granted by this Mark can break the 100 point cap on skills.

11th Zi'da, 717: [Treth] Accidents Happen: Skill Points: 10, Renown: +10, Injuries: A bad headache for over exerting yourself

52nd Zi'da, 717: Saoire's Gift

89th Zi'da, 717: [Treth] Last Light: Skill Points: 10

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718


Cylus

1st Cylus, 718: [Treth] A New Arc: Skill Points - 10 (+2 for a holiday event)

1st Cylus, 718: [Treth] The Newborn Omen

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25th Cylus, 718: [Treth] Star Games: Skill Points - 10 (+2 for a holiday event), Renown: +5

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Ashan

1st Ashan, 718: [Treth] Running Away From Home

6th Ashan, 718: Festival of Languages

8th Ashan, 718: Exchange of Information

14th Ashan, 718: [Treth] Different Kinds of Love

14th Ashan, 718: [Treth] New House Guests: Skill Points: +10, Renown: +5

25th Ashan, 718: [Treth] Songs of Life

33rd Ashan, 718: Treasure Hunting: Points: 12, Loot: items bought in thread, Renown: +5, Injuries: none

33rd Ashan, 718: Fun with Gardening

33rd Ashan, 718: Lessons with Purchase: Points: 10, Loot: none, Renown: none, Injuries: moderate bruising to her right shoulder from the recoil of the crossbow which will last for about 10 trials, becoming less painful after the first 4

33rd Ashan, 718: Lessons with Purchase Part 2: Points: 10, Loot: none, Renown: none

41st Ashan, 718: [Treth] Planting Trial: Skill Points: +12, Loot: 1/3 Acre of land for harvesting crops or caring for farm animals given to you by the farmer you help, should you wish to use it now or later. This land cannot be sold or given away and may only be used for agricultural purposes, Renown: 5

52nd Ashan, 718: [Treth] Old Memories

63rd Ashan, 718: [Treth] Strange Times: Skill Points: +10, Loot: none, Renown: +10 for helping in a large-ish scale crisis, Injuries: Tei'serin has a pounding headache, and feels tired from using one of Moseke's abilities. Both symptoms will abate once she's able to get some rest

78th Ashan, 718: [Treth] Garden of Heroes

101st Ashan, 718: [Treth] Target Practice and More: Points: 10, Loot: none, Injuries: none, Renown: +5

105th Ashan, 718: [Treth] Family Fun

120th Ashan, 718: [Treth] Celebrating the Past

123rd Ashan, 718: [Treth] Unpleasant Encounters

Ymiden

7th Ymiden, 718: [Treth] Feasts for All: Skill Points: +13, Loot: none, Renown: 5

19th Ymiden, 718: [Treth] When the Guardian is Away, the Family will Play

43rd Ymiden, 718: [Treth] Sea Tales: Skill Points: +12, Loot: The Mystic Conch Shell -- At the end of the thread the player will find a mysterious conch shell awaiting for them in water. The shell glows a rainbow iridescent hue, somehow more noticeable when submerged, and surprisingly echoes with sounds of the deep depths of the ocean when listened to, Injuries: Headache and tiredness from using one of Moseke's abilities, but nothing that a good night's rest won't cure, Renown: 5

61st Ymiden, 718: [Treth] Honoring the Past


Saun

1st Saun, 718: What Wondering Eyes will See

1st Saun, 718: More Fun with Gardening

22nd Saun, 718: [Treth] Foreign Festivals

35th Saun, 718: [Treth] Lessons in Beauty


Vhalar

25th Vhalar, 718: Fights Over Food

30th Vhalar, 718: Teaching Stories

108th Vhalar, 718: A Hunting We Will Go



Zi'da

31st Zi'da, 718: Lessons of Distraction

43rd Zi'da, 718: Eyes of Hope

79th Zi'da, 718: The Perils of Zi'da

719

Cylus

1st Cylus, 719: Joyful Occasions

3rd Cylus, 719: Defiance of the Dark: Skill Points: +10, Loot: none, Renown: 5

10th Cylus, 719: A Private Wish

23rd Cylus, 719: Mwen Tsabta

Ashan

1st Ashan, 719: New Hope

31st Ashan, 719: The Return of Life: Skill Points: +10, Loot: none, Renown: 5

81st Ashan, 719: Who Needs a Weapon?

123rd Ashan, 719: The Art of Da'Riya

Ymiden

19th Ymiden, 719: Signs of Trouble: Skill Points: +10, Renown: +5 (helping out at the Order of the Adunih Outpost, and for being there when a crime took place)

19th Ymiden, 719: Searching for Signs

21st Ymiden, 719: Important Business

23rd Ymiden, 719: Back to School

30th Ymiden, 719: Troubled Souls

47th Ymiden, 719: Gathering Herbs

75th Ymiden, 719: A Time for Healing

Saun

15th Saun, 719: Dark TImes: Skill Points: +10, Renown: +5 (for helping with the aftermath of a robbery and working with the Order of the Adunih), Injuries/Overstepping: Severe headache, and exhaustion lasting for one trial.

31st Saun, 719: A Plethora of Plants

Vhalar

1st Vhalar, 719: Nature's Treasures

19th Vhalar, 719: Desperate Measures: Skill points: 10, renown: +5 for helping out when there was need

20th Vhalar, 719: Rebuilding: Place holder: use Ri'ku; counts towards white trim

21st Vhalar, 719: The Order and Barberry

55th Vhalar, 719: A Hunting We Will Go (for herbs) Place holder

Zi'da

19th Zi'da, 719: Troubled Times: Skill points: 10

720


Cylus

13th Cylus, 720: Kitchen Herbs

Ashan

25th Ashan, 720: Simple Herbs

33rd Ashan, 720: Using What You've Learned

47th Ashan, 720: Tending the Garden

79th Ashan, 720: Green Friends

721


Ymiden

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Saun

35th Saun, 721: Ruin's Dawn: Ascension: The Opening for the 721 Global event

35th Saun, 721: Ruin's Dawn: Ocean Forge: Skill Points: +50, Renown: +60, Consequenses: Tei has lived to tell the tale, but she has some truly horrid injuries. Her hip and shoulder joint are shattered. She will need bed rest for ten trials after these events and this will allow her to heal enough that she can start to move again, but her arm is next to useless and she needs a crutch to walk, Loot: 1) Arrow of Striking: The ambient energy around them has mutated Tei's arrow. It can now, once a trial, shift into a bladed weapon. This might be in size range from as small as a dagger to as long as a longsword. It is a good blade, though it has no other magical aspects to it. After a full break, the blade returns to it's arrow form. It's still perfectly functional as an arrow, but has the strength of a sword, so is much harder to break, 2) Emergency Medicine: A small bag which can be hung easily on her belt, this medicine bag unfolds and opens up to be much bigger than is possible when you see it. A sort of mini Domain Bag, it opens up to include a small, basic, but full medical kit, 3) Ghost Book The book that Tei found was, in fact, linked to the ghostly girl. Over time, Tei will see that its contents change - one trial it might have images of herbs or flowers, the next trial, rocks. The words are always indecipherable. When activated, it allows Tei to see any and all ghosts in any area and communicate with them - they can see her, too. It lasts for a full trial and may not be activated again for at least another twenty trials, 4) The Girl Who Lived: Tei has lived to tell the tale, but she has some truly horrid injuries. Her hip and shoulder joint are shattered. She will need bed rest for ten trials after these events and this will allow her to heal enough that she can start to move again, but her arm is next to useless and she needs a crutch to walk (wheelchairs are a thing on Idalos). During those ten trials, she is visited by Moseke in her dreams who informs Tei that there is a hope that she will get better but she needs to actively pursue it, to be proactive and determined. Moseke encourages her to do this, to embark on the slow and painful journey of physical healing and building up of her strength and endurance. If Tei does this, Moseke says, she will learn the value of being proactive, 5) Dragon's Tear: A small gem in the shape of a tear drop, this gem will heal one person of moderate wounds (deep cuts, burns, moderately sized puncture wounds, etc) once a day. It can not, however, work on Tei, 6) Vindecaldra's Flame A small tealight candle which never burns away or gets blown out. Tei is the only one who can light it or snuff it out. While it is burning it gives anyone in the room with it (up to a large room / tent / 50ft area) a feeling of confidence and energy, passion and determination. Across the side of the candle is carved the words: "Fire burns all so that new life may grow from the ashes.", 7) Vindecaldra's Promise As per this post, Vindecaldra has told Tei that she needs to be reborn. This links with the reward "The Girl Who Lived" and, should Tei pursue this avenue, will be included in the tracker. What Vindecaldra meant when she said "reward", though, is not known, 8) Dragon Statue A small statue of Vindecaldra, roughly 8 inches tall. This looks like a beautiful metal ornament but it acts as a warning. Tei may designate one place to be 'home' and the statue will let her know when someone is approaching that place. It gives her roughly three minutes warning, allowing her to act and / or prepare for whoever is arriving, 9) Lava Egg A small stone egg which fits in the palm of her hand and looks like it is made of lava. For Tei it is always just warm and when she is carrying it, she is not affected by cold effects even in sub-zero temperature. Four times a cycle, it can be activated and thrown and will explode doing significant damage in a ten foot radius from point of impact. Once activated in this way, the egg returns to Tei's hand

35th Saun, 721: The Long Road Home: non canon

Vhalar

1st Vhalar, 721: Painful Reality: Skill Points: +10, Loot: 1 crutch. 1 wheelchair, Consequence: Rue will ask Tei probing questions about who she has in her life who can help her during her recovery, and whether they can be relied upon. She will *not* be easily dissuaded by evasive answers or vague assurances, meaning she will likely get some sense that there is somebody in Tei’s life that she is afraid of. When Tei’serin is ready to be released from the Order ward, Rue will accompany her home, and insist on talking with Thorin and anyone else living in Tei’s household to detail what sorts of care she will need going forward; she will not simply send her home with a note. Rue will also schedule follow-up visits to check on her progress. At the end of this process, the healer will have at least some sense of how things stand with Tei; this is hardly anything like round-the-clock police protection, but it does mean that Tei will have a potential ally and lifeline in her future dealings with her guardian (modified slightly per PM with Jackalope because Thorin is not currently living in Desnind so he is not there to be questioned by Rue; the probing questions will still take place and Rue will learn that Tei fears someone in her life but Rue will not meet and question Thorin until such a time that he comes to Desnind).

2nd Vhalar, 721: The Promise of a Dream: Skill Points: +10, Injuries: Soreness after doing her exercises that will fade quickly, Consequence: As a result of Tei'serins reaction (shuddering, cringing, looking around), Rue will return to her once she has checked on her other patients in order to sit down and talk to her. She won’t beat about the bush. She will tell Tei'serin that it’s obvious that there is a problem and that something is going on between Thorin and her. She wants Tei'serin to tell her what that is. Tei'serin needs to take control, she says. She can help her. What she isn’t going to do is sit there, knowing that there is a problem, and do nothing about it though. Tei'serin can either tell her the truth, and they’ll figure out how to deal with it together, or she, Rue, will try to do what she can to find out what is going on and deal with it on her own. The problem will be dealt with, one way or another, Rue tells her.

2nd Vhalar: Serious Discussions: Skill Points: +10, Consequence: Rue smiles softly and leaves Tei’serin’s room before talking to the appropriate people. She does not think that it would be a good idea to wait until Thorin comes to Desnind. The man is a criminal and needs to be dealt with right now. On Cylus 1, Tei’serin will be notified that Thorin has been captured and thrown in prison. Her family are free. They will receive all the help that they need. Furthermore, Rue will give her the address of a therapist that will help her deal with her trauma. They will be kind, understand and non-judgmental. As of this thread, Thorin is a Prophet only NPC and his info has been deleted from my CS.

5th Vhalar, 721: Gaining Strength: Skill Points: +10, ***As of this thread, I am no longer able to request numbered knowledges***

6th Vhalar, 721: Back to the Real World

11th Vhalar, 721: The Start of a Search

15th Vhalar, 721: Seeking Aid

722


Cylus

1st Cylus, 722: Shocking Revelations:

Ashan

aaa Ashan 722

Ymiden

aaa Ymiden, 722

Saun

aaa Saun, 722
Last edited by Tei'serin Nji'ryn on Tue May 31, 2022 1:03 am, edited 273 times in total. word count: 5724
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Tei'serin Nji'ryn
Approved Character
Posts: 557
Joined: Mon Oct 10, 2016 3:25 am
Race: Sev'ryn
Profession: Herbalist and Teacher
Renown: 328
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Wealth Tier: Tier 10

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Tei'serin Nji'ryn

Tei'serin Nji'ryn

Renown
ItemDebitCredit
SF ... +20
Job: Herbalist ... +10
Job: Teacher ... +10
[Treth] Stories are the Windows of the World ... +1
The Greatest Foe ... +2
[Global Event] The Great Meeting ... +10
[Treth] Snow Day ... +3
[Global Event] Heal Thyself.... ... +20
[Global Event] Battle To The Tomb of Treid ... +10
[Treth] Planting Day ... +5
[Treth] Gone but Not Forgotten ... +2
[Treth] Don't Be Gone ... +1
Market Day ... +2
[Treth] A Child Lost ... +10
[Treth] A Child Found ... +10
[Treth] The Bell Tolls for Peace ... +5
[Treth] Bountiful Harvest ... +3
[Treth] Herbs for the Soul ... +2
[Treth] Lovers Run Amuck ... +2
[Treth] Holiday Traditions ... +1
[Treth] Reluctant Healer ... +2
[Treth] Friendly Faces ... +2
[Post-Global] Begging Forgiveness ... +20
Treasure Hunting ... +5
[Treth] Target Practice and More ... +5
Miracle Cure ... +10
[Treth] A Celebration of Heroes ... +10
[Treth] Lost Loved Ones Who Aren't Lost ... +5
[Treth] Accidents Happen ... +10
[Treth] Star Games ... +5
[Treth] Planting Trial ... +5
[Treth] Strange Times ... +10
[Treth] Feasts for All ... +5
[Treth] Sea Tales ... +5
Defiance of the Dark ... +5
The Return of Life ... +5
Signs of Trouble ... +5
Dark Times ... +5
New House Guests ... +5
Joining the Order of the Adunih ... +10
Desperate Times ... +5
Ruin's Dawn: Ocean Forge ... +60
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Total Renown: 328
word count: 211
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