Alistair's Plotnotes

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Alistair
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Posts: 3421
Joined: Thu Apr 21, 2016 6:12 pm
Race: Human
Profession: Wanderer
Renown: 1000
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Wealth Tier: Tier 10

Alistair's Plotnotes

Last edited by Alistair on Tue May 21, 2019 10:12 pm, edited 30 times in total. word count: 129
User avatar
Alistair
Approved Character
Posts: 3421
Joined: Thu Apr 21, 2016 6:12 pm
Race: Human
Profession: Wanderer
Renown: 1000
Character Sheet
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Point Bank Thread
Wealth Tier: Tier 10

Don't Ever Delete



DON'T DELETE
_______________________________
  • 1. City Dweller's starter package.
    "One set of clothing (adaptable as per race, though for humanoid races, this will include a coat or cloak, shirt or blouse, pants or skirt, undergarments, and a pair of boots. All clothing is standard quality.
    One Set of Toiletries: Soap, A comb or brush, razor, toothbrush, toothpaste,
    One waterskin
    Two sets of eating utensils
    Tinderbox"
    2. Necromantic Conduit
    3. Full Leather Armor for Icarus (Gauntlets, Greaves, Fauld, Padding, Helmet, Armor)
    4. Full Leather Armor for Andreas (Gauntlets, Greaves, Fauld, Padding, Helmet, Armor)
    5. Cutlass for Andreas
    6. Longsword for Icarus
    7. Kite Shield for Icarus
    8. Heater Shield Andreas
    9. First Aid Kit
    10. Languedoc Signet Ring
    11. Ancient Book
    12. Very Nice Longbow
    13. 22 Ezymite Wells
    14. 9 Imedyte Wells (6 currently powering Marrows)
    15. Masterwork Longsword: Thornblade Given as a gift to Robin Stark
    16. Masterwork Longsword: Bear Whisperer
    17. Masterwork Beryllium Emerald, Terrendyte Combat Spear: Shadowsong
    18. Masterwork Zirconium Leather Armor
    19. Masterwork Zirconium Leather Gauntlets
    20. Masterwork Zirconium Leather Fauld
    21. Zirconium Plate Helm (Oni Mask)
    22. Albion Scale Wings
    23. Domain Bag
    24. Running Shoes
    25. Masterwork Steel Chainmail Set for Daniel
    26. Masterwork Steel Broadsword for Daniel
    27. Masterwork Steel Plate Helm for Daniel

    Camping Gear:
    1. Four Man Tent
    2. 2 Bedrolls
    3. Rope
    4. Tinderbox
    5. Waterskin

    Clothes:
    1. Eight Silk and Satin Outfits (4/4) from the House of Venora, kept in Domain Bag
    2. Cotton:
    Fishnet Shirt, Polo Shirt, Undergarments, Trousers
    3. Linen:
    Polo Shirt, Pants, Undergarments

    Jewelry:
    1. Artifacts:
    Kala's Bend (Zirconium), Ralaith's Stopwatch (Silver), Dominant Rings of Empathy (Silver)
    2. Silver:
    Necklace
    3. Copper:
    Venora House Pendant, with a Ruby Rose

    Mounts:
    1. Llewnos: Keanu, Male (Reached Adulthood Vhalar 717)
    2. Scython-Ur Cub: Kiara, Female (Reached Adulthood Vhalar 717)
    3. Llewnos: Senna, Female (Reached Adulthood Vhalar 717, Acquired from Fridgar)

    Sundials:
    1. Ne'haer (Kaelserad)
    2. Rharne (Patrick's House)
    3. Rynmere (Cappola)
    4. Etzos (Cydonia)
    5. Ne'haer: In Transit (Kaelserad)


Ledger
_______________________________
Item
ChangeBalance
Starting Amount +100 gn 100 gn
Loan from Rynmere Bank +200 gn 300 gn
Bought Slave (Unskilled Male - Alaric) -200 gn 100 gn
Job Wages (Ashan 716, 123 days) +1057 gn 1157 gn
Full Leather Armor -35 gn 1122 gn
Full Leather Armor -35 gn 1087 gn
Cutlass -20 gn 1067 gn
Longsword -25 gn 1042 gn
Loan Paid -206 gn 836 gn
First Aid Kit -22 gn 814 gn
Kite Shield -15 gn 799 gn
Heater Shield -10 gn 789 gn
Nonfiction Book: The Scholar of Viden -10 gn 779 gn
Nonfiction Book: Anatomical Surgery in Rynmere -10gn 769 gn
Cloak x2 (for Alaric and Grayson) -10 gn 759 gn
Personal NPCs for Saun (Icarus/Andreas) -10 gn 749 gn
Loan of 2500gn (to be paid in Saun 717) +2500 gn 3249 gn
Building and stocking of Sabaissmais -2500 gn 749 gn
Ymiden Wages - Doctor (8gn) +571 gn 1320 gn
Saun Wages - Doctor (13gn) +447 gn 1767 gn
Payment - to Duncan -70gn 1697 gn
Gift - Masterwork Gladius - to Duncan -96 gn 1601 gn
Idalosian Global Index -20 gn 1581 gn
Carving Knife -1 gn 1580 gn
Silk Outfit & Shoes: Gift to Theo -48gn 1532 gn
Travel (to Ne'haer) -30gn 1502gn
Sundial (Ne'haer) -500gn 1002 gn
Travel (to Rharne) -30gn 972 gn
Lodging Costs (Rharne) -20gn 952 gn
Payment (Patrick) -35gn 917 gn
Gift (to Faith) -275gn 642 gn
Sundial (Rharne) -500gn 142 gn
Vhalar Wages - Doctor +1834gn 1976 gn
Zi'da Wages - Doctor +1760gn 3736 gn
Silk Outfit and Shoes -48gn 3688 gn
Masquerade Mask - 4gn 3684 gn
Saddle for Drexion - 25gn 3659 gn
Masterwork Longsword - 200 gn 3459 gn
Kite Shield (for Andras) -15 gn 3444 gn
Masterwork Beryllium Emerald Combat Spear - Shadowsong - 960 gn 2484 gn
Masterwork Zirconium Leather Armor - 120 gn 2364 gn
Masterwork Zirconium Leather Gauntlets - 60 gn 2304 gn
Masterwork Zirconium Leather Fauld - 60 gn 2244 gn
Sundial (Rynmere) - 500 gn 1744 gn
Sundial (Uthaldria) - 500 gn 1244 gn
Sundial (Etzos) - 500 gn 744 gn
Ashan Wages - Baron + 818 gn 1562 gn
Gift From Fridgar + 750 gn 2312 gn
House of Buggery - 1500 gn 812 gn
Cylus Wages - Doctor +645 gn 1457 gn
Ashan Wages - Doctor +4383 gn 5840 gn
Loyalty Bonus - Doctor +5000 gn 10840 gn
Kaelserad - Business Location -3500 gn 7340 gn
Investment - Kaelserad, Ymiden 717 -7000 gn 340 gn
Sohr Khal Saddle -50 gn 290 gn
Ymiden Wages - Doctor +3527 gn 3817 gn
Ymiden Investment Returns +9450 gn 13267 gn
Four Man Tent -50 gn 13217 gn
Bedroll (2) -10 gn 13207 gn
Albion Scales -1000 gn 12207 gn
Zirconium Plate Helm -240 gn 11967 gn
Loan - Bank of Uthaldria (Saun 717-718) +1500 gn 13467 gn
Investment - Kaelserad, Saun 717 -13000 gn 467 gn
Saun Wages - Doctor +1808 gn 2275 gn
Saun Investment Returns +17550 gn 19825 gn
Rynmere Loan Repayment -3125 gn 16700 gn
Uthaldria Loan Repayment -1875 gn 14825 gn
Sohr Khal -800 gn 14025 gn
Cappola (Medium Home) -2500 gn 11525 gn
Investment - Kaelserad, Ashan 718 - 11000 gn 525 gn
Investments and Earnings - Ashan 718 +19396 gn 19921 gn
Payment: Employee, Han - 246 gn 19675 gn
Investment - Kaelserad, Ymiden 718 - 19500 gn 175 gn
Investment Returns - Kaelserad, Ymiden 718 + 26325 gn 26500 gn
Ymiden Wages - Doctor + 3257 gn 29757 gn
Fishnet (Shirt), Cotton, Large - 2 gn 29755 gn
Polo (Shirt), Cotton, Large - 2 gn 29753 gn
Trousers, Cotton, Large - 7 gn 29746 gn
Undergarments (Men), Cotton, Large - 1 gn 29745 gn
Necklace, Silver - 5gn 29740 gn
Undergarments (Men), Linen, Large -1 gn 29739 gn
Polo (Shirt), Linen, Large -2 gn 29737 gn
Pants, Linen, Large -5 gn 29732 gn
The Ashvane Estate, Furnished -10000 gn 19732 gn
Vhalar Wages - Doctor +4969 gn 24701 gn
Masterwork Chainmail Armor - Steel (Excluding Coif) -400 gn 24301 gn
Masterwork Plate Helm - Steel -160 gn 24141 gn
Masterwork Broadsword - Steel -440 gn 23701 gn
Investment - Ashbrook Hospice, Vhalar 718 -23500 gn 201 gn
Investment Returns, Vhalar 718 +31725 gn 31926 gn
Investment - Ashbrook Hospice, Zi'da 718 -31000 gn 926 gn
Investment Returns and Wages, Zi'da 718 +45904 gn 46830 gn
Tallship (Frigate) -28000 gn 18830 gn
Ashvane Estate Expansion -18000 gn 830 gn
Last edited by Alistair on Fri Jan 25, 2019 11:08 am, edited 30 times in total. word count: 1035
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Alistair
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Alistair's Plotnotes


Overseer (Attunement)
______________________________

Note: After some discussion on Discord, I'd like to change my spark idea away from Becoming due to IC events that have led to Alistair's disinterest in the spark. As such, still interested in acquiring a new spark, I'd like to go for Attunement instead. :) I figure that while Attunement does not have any progression-based mutations, being his fifth (even sixth) spark it would likely force him into heavy overstepping during initiation and impart a very dramatic, foundational mutation upon entry. So, this is that mutation.

Overseer
Concepts: Haughty, Inquisitive, Academic
The Overseer spark was borne into a man who already carried three Revelations at the time of its conception. Irrefutably, this has shaped its perceptions and goals, understanding wholly that it must battle against all other sparks for dominance within Alistair's soul if it is to become his final Revealed form. As such, the Overseer's purview does not focus its extension wholly to the outside world but instead spends a great deal of time looking inward. It has evolved to become something of an invader, learning to adapt to and restrain Alistair's other sparks so that it may limit their influence on him and embolden its own.

Autojammer - Heavy Overstepping, via Initiation
Intent on dampening the influence of Alistair's other sparks, the Overseer has developed a method of doing so in a way that seems to reveal overt superiority. Alongside the typical functions of Jamming, Alistair may temporarily counter-synchronize additional sparks of his in order to replicate the effects of Jamming multiple times. This effect appears to be fairly basic in its foundation, but what is interesting is what changes follow as a result. It appears that the Overseer, intent on leashing and managing Alistair's other sparks, has an ulterior motive for developing this ability that can lead to permanently altering changes within Alistair's soul.

Each time Autojammer is performed with one of Alistair's other sparks, the Overseer appears to siphon some of their power for a time, most often a period of several trials. The effects of their mutations appear to lessen, and though their abilities may be performed they seem to become less effective for the remainder of that period and can cost significantly more ether to use at full potency. Simultaneously, Attunement's effects are all amplified for the remainder of the days. Its abilities are considerably bolstered in power and precision, they cost reduced ether and Alistair can naturally perceive and attune to frequencies with an almost instinctive ease regardless of their complexity.

Eventually, seeking a direct path towards Revelation, it appears that this mutation may one trial allow the Overseer to subdue and assimilate other sparks as subservient attachments to itself, attuning so closely to their separate frequencies that it learns to evolve from them. While it cannot be said what this might look like in sweeping terms, as it would vary for each spark, it is clear that such an outcome would lead to the permanent change of Alistair's spark - and the evolution of the Overseer to become more like the entity it wishes to be. The entire process appears to reduce a spark's influence on Alistair's mind and create within him a sense of abject disgust. As the Overseer views Alistair's non-Revealed sparks as lesser, in an attempt to undermine them, Alistair appears to begin to view them much the same.
Last edited by Alistair on Sun Jun 09, 2019 1:15 pm, edited 15 times in total. word count: 578
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Alistair
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Alistair's Plotnotes

The Menagerie: Arios Mycenemos
Image


Race: Mixed-Blood (Biqaj/Human)
Birth Date: 36th of Ymiden, Arc 680
Birthplace: Tyros, Hélice
Height: 6'3"
Weight: 204 lbs
Gender: Male

PSF Approval Link: Here - While Arios is an influential NPC in Hélice, he is also the personal NPC of Alistair. If anyone other than Alistair wishes to use Arios in-RP, they require moderator permission as well as Alistair's.
Status: Point Bank NPC

Skills: 50 Mount
50 Strength
50 Endurance
50 Leadership
50 Polearms (Spear)
50 Seduction
50 Acrobatics

Total Cost: 400 Points

Description: Arios is a member of team Kókkinos of Miletos, one of the beloved hippodrome teams of the island of Tyros, in Hélice. As the eldest member of his team and a man respected by many across his township and the surrounding region, many would consider Arios to be a prime example of the masculinist oligarchy of Tyros. Coming from a fairly wealthy background of traders across the island nodes, he has always been at an advantageous seat for success--and continues to acquire it.

Though Arios is not the formal leader of the town of Miletos, he holds an impregnable level of influence upon the town and has greatly contributed to its survival and development over the past several arcs. He is respected by many as a result, but as a deeply ambitious man, the Miletian has continued to seek advancement towards the true higher echelons of Helian society. He is a man known to seek more than informal authority, but the crown of rulership, even if merely deferred to him by a greater power.

And so, he has come into the service of Alistair, who promises the Miletian a position as the leader of his council.

In terms of personality, Arios is a very charismatic and charming man. He is formal when he needs to be and informal when it suits him; he is charming and humorous within the same thread as meticulous, elegant speech. If there is one disconcerting thing regarding him it is that few know whether his words are genuine or a facade. It is known, however, that he is very good to those within his close circle, taking on a paternal role with many of them, perhaps as a result of being a father of four children himself. Arios has three daughters and a young son, and has had multiple spouses in both open and polygamous marriages - currently, he is married to a woman known as Tomyris.


The Menagerie: Darius Eschate
Image


Race: Lotharro
Birth Date: 42nd of Ymiden, Arc 693
Birthplace: Kephallonia, Hélice
Height: 7'1"
Weight: 386 lbs
Gender: Male

PSF Approval Link: Here
Status: Point Bank NPC

Skills: 100 Strength
100 Endurance
100 Unarmed Combat (Brawling)
50 Acrobatics
50 Detection
50 Running
50 Tactics

Total Cost: 1150 Points

Description: Darius (pronounced Dah-Rai-Us) has long been famed as the greatest warrior of Hélice, and is presumed by those who know him to be among the best in the world. As such, he is a famed athlete and the basis of many local legends and tales, which document his experiences - untrue but fantastic and entertaining - with both the 'Gods' and supernatural beings that allegedly manifest throughout the Isles. Originally, Darius was born a Hydara - the leading warrior-clan of Kephallonia - known for its savagery, cannibalism and other forms of tribalist brutality. Though chosen to be their leader at an early age, the man quickly fled from Hadrana and Kephallonia altogether, making his way to the island of Tyros to begin a career in athletic theater, apparently seeking to communicate with the Gods through his exploits.

He has long claimed descent by the Helian God Adrius and a mortal woman, though as Adrius is not real these claims are certainly false. In truth, his father died before he ever knew him, only trials after Darius' birth.

Meeting Alistair in Arc 719 in the city-state of Agaperos, Darius since swore fealty to the man, seeking to aide in his journeys if only to acquire more heroic tales to tell. He has also sought apprenticeship under the man, who he claims to be the sole warrior alive that he cannot match.
Last edited by Alistair on Wed Oct 06, 2021 12:18 am, edited 10 times in total. word count: 704
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Alistair
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Alistair's Plotnotes

Blessing Story
Mature Content Warning: Gore, sex, depravity
► Show Spoiler
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Last edited by Alistair on Mon Jun 12, 2017 8:54 pm, edited 4 times in total. word count: 3730
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Alistair
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Posts: 3421
Joined: Thu Apr 21, 2016 6:12 pm
Race: Human
Profession: Wanderer
Renown: 1000
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Wealth Tier: Tier 10

Drenvoth

The Mark of Drenvoth

Image

The Blessing of Drenvoth
Alistair’s allegiant, those given the Mark of Drenvoth, are known as The Craving. As the birth of the Immortal was conceived through the selfish act of shattering the balance of Idalos and beyond, it is said that those who follow Him are determinantly selfish and profane; black of heart. Whatever the case, either through dark admiration or through a supposed understanding deeper than the common perception, those marked with Drenvoth can feel power around them and are drawn to it -- perhaps to a destructive fault.

The blessing appears as an intricate symbol; a trident-like shape at the center, carefully constructed upon the back of the blessed’s neck with an eye peering out through the core, as if to state that the Craving is always aware that they are being observed - even turned away from their onlooker. Along with the symbol upon the blessed’s neck, Drenvoth appears at the core of both of the blessed’s palms but with the appearance of black inked, razor sharp teeth locked together in a tight grip. As the blessed’s relationship with Alistair grows in power, the symbols grow more intricate and dark in color, until the charcoal black becomes an ominous and animated vantablack. The eye follows others, watching them, though it appears to serve no purpose other than intimidation.

Domain Abilities
Domains: Absorption, Gates, Rot
-
Favored
A Taste For the Inanimate
At the core of every Craving is the need, and ability, to consume the uncanny. Unlike that of a Mage-Flayer, one blessed with Drenvoth does not receive withdrawals or other negative consequences from going unsated… but rather absorbing different things is a natural affinity that bears upon their mind. The two inked maws etched onto each of their palms are the initial instrument of this, and appear to be capable of gripping and absorbing virtually anything into them - with limitations. Initially, this ability is limited to the physical and inanimate. A Drenvoth may catch a blade with their hands and drag it into their palm, quickly consuming the weapon only to regurgitate it later for their own utilization. Or, instead, a Craving may retain said object (up to three at this level) only to take on a semblance of their physical attributes. For example, if a sword is eaten, the Craving’s skin may become metal-like in terms of its durability. If a feather is eaten, they may become lighter and capable of flowing with the wind. At Favored, the absorption effect is limited by weight at up to a hundred pounds per object. This doubles at Adored and doubles again at Exalted.
-
Alistair maintains this ability largely verbatim, but as a benefit of absorbing anything he seems to acquire a burst of its energy as a result. If absorbing a weapon, his next blow will become much more impactful. By absorbing a shield, Alistair may appear to gain an unseen coating that makes him seemingly impenetrable for the next incoming strike. Put simply, the initial effect of every absorption has a more clear boost for the Immortal, but afterwards the effect normalizes. Alistair is also capable of absorbing ether and divine ether much earlier than his followers, at the onset of the Domain. However, this absorption appears to be passive and is highly limited, only absorbing a slightly significant degree of ether and power from anything that impacts him and only serving to dampen the effects of such things. Additionally, the weight limit is multiplied by two for Alistair himself.

Counter-Cull
Up to three times per trial, those marked with Drenvoth may absorb the impact or force from something in its entirety (nullifying it), only to redirect it immediately afterwards as if to expunge the dangerous energy from their body, their counter-strike appearing with wisps of tattered black energy surrounding their movement. This may be done to nullify the damage of a strike only to immediately strike back much harder, with the absorbed force being added to the blessed’s own. This will typically appear as if a thin veil of darkly colored air is consuming the force of something, twisting around it only to feed the energy to the Craving.
-
Alistair may perform this ability twice as often and adds the speed of the absorbed blow to the counter-offense.

Craver’s Skills I
The character is granted an extra three skill points which may be spent only on the following skills: Endurance, Discipline, Meditation, Any Weapon, Strength, Intimidation. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the PC chooses.

Blood Augur
At this level of favor, The Craving acquire the ability to absorb knowledge through the blood of another. This can either be done through direct absorption through the skin or by oral consumption, and it must be at least one oz. This can only be performed on that individual once per season, and through it any three pieces of knowledge may be acquired from that individual (PC or NPC) as additional knowledges on top of currently approved skill knowledge limits (or non-skill if desired). This ability cannot be performed more than once every fifteen trials.
-
The Immortal does not carry the same requirements in order to utilize Blood Augur, and may absorb knowledge through breath, voice or even abstracts such as intent… though otherwise the same limitations are carried.

Disposition of Unfulfillment
Those blessed by the Grim Leech can seemingly absorb virtually anything physical into their system as a form of sustenance, done so directly through their mouths, with even the process of consuming a blade or barbed cudgel appearing not to harm them. This will provide the effects of eating, drinking and even sleeping to the Craving, replenishing their bodies with much needed energy that will allow them to toil through great exertion. What this typically means other than alternative sustenance is that Drenvoth appear to naturally be much more endurant than others and can bear through greater physical harm, malnourishment and injury than others due to the vast energy suspending them even through conditions that may be lethal to others. However, forever unfulfilled, Drenvoth appear to constantly seek out objects for absorption in order to convert their physical matter into energy.
-
Alistair no longer relies on his internal organs to keep the functions of his body going. Instead, the Immortal may derive all of his energy and living functions by absorbing the matter around him voraciously if necessary. This means he can withstand greater extents of destruction and duress than thought possible for mortal-kind, though the destruction of his brain remains fatal.

Append
Three times a trial, for up to three bits at a time, the body of the Favored will appear to become a malleable grip capable of absorbing and assimilating any invasive object that seeks to penetrate or harm it. It will disarm any weapon that reaches it, pulling the weapon aggressively into the assimilated meld. This may look like the marked has been impaled by a multitude of weapons; arrows, blades, other objects that would have otherwise harmed them sinking within the weave of the skin. However, all of these invasive objects will quickly melt into the flesh and vanish entirely, absorbed into the weave of the Craving in order to gratify their hunger.
-
Alistair may use Append exactly the same way, but with the inclusion of magical and divine abilities and up to five times per trial.

Ether Leech
As the Domain of Absorption was born through the ether-enriched assimilation of a divine spark, it is only natural that the Domain’s true nature revolves around the mastery of foreign ether. Finally, the Drenvoth gain access to this fundamental and are capable of manifesting it instinctually. Ether Leech allows the Drenvoth to actively consume ether around them, harnessing the domain of Absorption to dampen the effects of - particularly - magic, at least at this level. Often through gestures, the Craving may rob ether from abilities, sapping them into the blessing only to utilize that energy to recharge this ability. Though none of the abilities will be utterly crippled and certainly not erased, this allows the Craving an innate defense mechanism against magic, up to twenty feet away. This ability appears to send black currents of wind in the direction of the ether, before drawing etheric blue lines back to the body of the Drenvoth.
-
Alistair’s version of Ether Leech is fundamentally the same in concept. However, due to his ownership of the domain and the resilience of his divine spark, Alistair is capable of absorbing much higher volumes of ether - divine or magical - and finds himself able to much more easily neutralize the ether’s effects.

Endothermic Administration
Upon acquiring this ability, the blessed of Alistair may use their absorption to absorb the effects of heat and cold, actively, so long as they remain singularly focused on doing so. The energy acquired this way is automatically utilized to continue to maintain this ability, but as a result as long as one maintains the utter composure necessary to exhibit this ability, it can persist so long as it is necessary.

At Adored, as an expansion to the ability, Endothermic Administration allows the Craving to absorb heat and cold around them, up to twenty feet. This appears as if the air around the Craving is drawing into them, leaving the surrounding area stale and eerily empty feeling. This augmentation may be utilized for up to five bits at a time, three times per trial. This will deprive others around them of thermal energy, interfering with their neural synpases and reducing their functions. Typically this will quickly lead to paralysis or the weakening of one's functions, forcing any within the endothermic radius to evade the aura if possible. The longer they remain within, the paler and more energy deprived they will become until full paralysis ensues. At Exalted, this ability doubles in duration and usability per trial.
-
Alistair does not need to focus in order to utilize this ability; his body naturally regulates cold and heat through absorption, enabling him to traverse even the most extreme conditions. This additionally applies to the augmented version, once unlocked.

Trespasser
This ability allows the Craving the ability to absorb space and matter around them. Given that such quantities are extremely complex and may lead to dangerous backlash if contained, they will immediately be expelled once drawn into the body of the Drenvoth. However, the absorption and expulsion of space allows the Drenvoth to manipulate space around them in order to create warped pathways around them where space has literally folded and been adjusted. This may make a gap before them essentially cease to exist whilst folded, the area looking severely twisted and distorted. This then allows one who steps into the proximity of the gap to immediately step out through the other side, somewhat akin to a portal. As the alteration remains, it may be utilized by anyone, friend or foe unless the Craving dispels it. Up to three of these pathways may be created at once, and up to five per trial. This limitation increases to five at once and eight per trial at Adored, and eight at once and twelve per trial at Exalted. Eventually, the space will correct itself, typically after half a trial. Trespasser is limited to a range of fifty feet at Favored, one hundred at Adored and three hundred at Exalted.
-
All of Alistair's limitations on this ability are reduced significantly; the distance, castable distortions and warps per day are doubled. His warps, additionally, may not be used by others unless he allows them to.

Adored
Ability 1
xx

Ability 2
xx

Ability 3
xx

Ability 4
xx

Ability 5
xx

Ability 6
xx

Ability 7
xx

Ability 8
xx

Ability 9
xx

Exalted
Ability 1
xx

Ability 2
xx

Ability 3
xx

Ability 4
xx

Ability 5
xx

Ability 6
xx

Ability 7
xx

Ability 8
xx

Ability 9
xx

Curse of Drenvoth
Hated
The first level of Alistair’s curse imparts the Hated with a seeming deficiency in absorbing the energy from anything; though they may eat enough to fill themselves with nutritious food or sleep long in the night, they will always appear to operate on the bare minimum, as if deprived of food and sleep and bereft of energy. This has the marked impact of making the stamina of the cursed considerably lesser throughout their life, seemingly stifled from ever achieving physical wellbeing.

Despised
A strange curse, the Despised of Alistair are unable to enter through any doors or gates. None will yield to them and they will find that they are impossible to budge or open, seemingly requiring an infinite level of strength that they do not possess. If another opens a door or gate for them, or if one is already opened, it will immediately shut as they attempt to come through. Instead, all such entryways must be destroyed in order to pass, acting as a constant and absurd source of inconvenience upon the cursed's life.

Condemned
The Condemned Curse of Drenvoth is the affliction of Rot; any unfortunate soul cursed at this level will never truly recover from any of their ardors -- they are incapable of healing, even via the body's natural regenerative qualities. Medicine nor magic will aide them against ailments or physical injury. Anything lost to them will never return; skin, bone, or flesh. All injuries will surely become egregiously infected and their utter deprivation from recovery will make their life one filled with eternal worry, even the slightest scratches blanketing them in terror. The cursed becomes a living manifestation of Rot, to their utter dismay.

Last edited by Alistair on Sat May 25, 2019 6:45 pm, edited 11 times in total. word count: 2308
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Alistair
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Krenn Maii
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FOUNDING

  • Founded in Arc 446
  • Founded by the Warden Commander of Aedirn
  • Developed in Aedirn
  • Means "Foe's Submission"
  • Renowned internationally as one of the most effective unarmed combat styles, both as a supplement to an armed warrior and a dedicated unarmed combatant


PHILOSOPHY

  • Always look for the most effective way to dispose of a threat; determine within an instant how you will strike them, where to hit them, which part of your body to use.
  • Make every attack count - if you can defeat an enemy in a single hit, do so.
  • Be willing to use every part of your body - your elbows and knees can be weapons as well.
  • This is not a martial arts style, nor is it a theatrical style, this is a style dedicated to killing your enemies with the least amount of time and the lowest risk.
  • Be hyper-aware of your surroundings, unseen enemies are the greatest risk.
  • Make the enemy fight on your terms - disarm them if you can.
  • Be willing to use anything as a weapon and fight dirty if necessary. Hit foes when they're down, throw sand in their eyes, avoid 'honor' as a concept that applies to battle.
  • Fight ruthlessly, never stop your aggression if you don't have to stop.

FUNDAMENTAL SKILLS


1. Unarmed Combat (obvious; for general skill)
2. Strength (making your blows count)
3. Detection (searching for weaknesses and being aware)
4. Acrobatics (for agility)

Optional Skills
1. Discipline (the fighting style is very efficient and calculated, not adrenal)
2. Endurance (for longer engagements and when you've taken damage)
3. Running (for higher mobility in certain circumstances)
4. Medicine (for anatomy)

TECHNIQUES


As Krenn Maii is a style that uses the entirety of your body and even external factors, it has few streamlined techniques. Instead, these abilities are more like terms for fundamentals.

Kor Koron: The fundamental initial ability of Krenn Maii, Kor Koron is a variable ability practiced within the first few moments of an engagement. It typically begins with rushing a foe, and is followed by disarming them and incapacitating them by means of punch, kick, elbow, knee or some other means. Kor Koron uses all of the fundamental abilities of Krenn Maii - unarmed, detection, strength and acrobatics.

Caer Morne: Caer Morne is the basic ability that an umbrella of techniques fall under. It is the art of ruthlessly dispatching your foe, without any hesitation. After hitting the foe once, Caer Morne as a strategy advises the Krenn Maii to follow-up with a flurry of hits that will result in the pacification of your foe. Elbow them relentlessly, knee them, kick them, and be willing to break their neck and other bones without hesitation.

Krenn Mak: Krenn Mak is the fundamental of utilizing every single opportunity the instant it presents itself. If your foe cannot use their arms for a moment, lock your arms around their neck and crush their bones. If they are blinded, elbow their face. Krenn Mak is typically focused on killing foes whenever the opportunity arises, and is incredibly brutal and effective as a basis.
Last edited by Alistair on Wed Jan 16, 2019 6:15 pm, edited 34 times in total. word count: 519
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Alistair
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Shadowdancing
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FOUNDING

  • Founded in Arc 649
  • Founded by a Biqaj mercenary and a Lotharro Jeger
  • Developed in Iskara, southwest of Uthaldria


PHILOSOPHY

  • Always evade; void, elude, strafe, roll, dodge - the point is to be nimble and mobile, defeat overpowering opponents through superior mobility. Wear them down and capitalize on the weaknesses they create.
  • Parry, deflect only if necessary. If blocking, always counter, and lead into either a successful dodge or an upperhand.
  • Be fluid - every movement must always lead into another movement, one must always be transitioning into their next move, whether it's a dodge, attack, block or otherwise.
  • Weaken foe - hamstring them, cut out their calves, slice through their biceps and triceps, disarm them.
  • When the enemy has been thoroughly exhausted and winnowed, finish them swiftly; in all manners and methods, be swift and efficient. If the foe presents any fatal weakness at any time, utilize that moment to finish them immediately.
  • Blindsiding - a tenet unique to Shadowdancing. Always stick to the opponent's blindside. The name of Shadowdancing comes from the practice of blindsiding; fight in their shadow, dance around them and debilitate them, the foe unable to catch you.

FUNDAMENTAL SKILLS


1. Polearms: Combat Spear
2. Acrobatics
3. Endurance
4. Strength

Optional Skills
1. Discipline (the fighting style is very efficient and calculated, not adrenal)
2. Detection (to spot weaknesses and perceive dangers)
3. Running (for higher mobility in certain circumstances)
4. Medicine (for anatomy)

TECHNIQUES


Scorpion Strike: Quickly and stunningly strike the foe's weapon from beneath or above, using the advantage of surprise and the force of your muscles to disarm them in an incredibly quick maneuver.

Shadow Sweep: After dodging, strafing, rolling, voiding or eluding, quickly follow with a turn and sweep for the calves, hamstring or other lower body muscle. If successful, usually followed by a lunge to the center of the back to finish off a foe.

Rapid Swing: Quickly pull back the spear before flinging it horizontally, and then forward at incredible speeds, often done with a spin or turn of the body. Often lethal - the rapid swing typically goes for the jugular, skull, heart, lungs or intestines.

Snakebite: A quick downward lunge, often done with a jump. Typically a quick and finishing move. Sometimes, this is followed by a throw if the enemy manages to slightly dodge the strike. Snakebite is typically used on foes who have been weakened or who have created an opening. All of the strength of the body goes into this attack, and it usually intends to plunge through the heart.

Dancing Snakebite: A more skilled version of snakebite, often beginning with feints, strafes, spins, jumping spins and other dance-like maneuvers. This ability can follow into many other abilities, but the dancing snakebite is a particularly deadly method of executing it: following an evasive maneuver, one will very quickly throw their weight into their spear and near instantly pin the foe to the ground in a lethal lunge.

Spinning Parry: Twirling the spear rapidly in your hands, either to the sides, front or overhead, block attacks whilst seeking to disarm foes with the motion. Typically seen as a master ability.

Shadowfall: Sweeping or kicking with your legs, send a foe off balance before rapidly following with your spear into a vital organ.

Insomnus: Requires one to know a vertical cartwheel, using the spear as a pole from which to flip with. After landing, pull the spear from the ground using either your under-arm or both arms, duck your head and swing the spear around you in a three-sixty degree motion. Also known as the Full Moon Strike; will rip through all enemies directly surrounding you. Technique created by Keanu Ki'Lozdara

Duskfall: Sweeping with one's legs in tandem with a sweep of the spear, the Shadowdancer - who has lowered to the floor either on one knee or via the 'splits' - throws their enemy off balance with the destruction of their foe's kneecaps or hamstring. Quickly raising from their lowered position, the Shadowdancer slices across the waist level of the foe as they fall or reel back, bringing back the spear to dice their abdomen. Then, with a final lunge, the Shadowdancer either throws or plunges the spear into the heart or brain of the enemy. This ability is meant to annihilate durable or heavily armored opponents, dealing a variety of incredibly damaging blows in a short period of time. Using the opponent's weakness, it is followed with a guaranteed lethal blow in the form of a lunge into one of the two immediately fatal organs. Technique created by Alistair.

Shadow Sting: A very simple ability, but one that requires immense skill, precision and speed. Taking the fundamentals of Scorpion Strike, the Shadowdancer rapidly jabs the tip of their spear at the enemy's weapon at any point (including the handle) and momentarily throws all of their strength into that jab. By striking so quick that the foe cannot react, the Shadowdancer disarms their opponent in a single sting. Technique created by Alistair.

FORMS


Silum: Shadowdancing: Silum is a form developed by Alistair Venora, built to counter other agile foes that fight reactively and evasively like the Shadowdancer. Relying more on strength and aggression than typical Shadowdancing, it applies the fundamentals of the dance but flipped. Instead of dancing, voiding and slipping around an enemy's blows, Silum relies on following an enemy's dancing, evasion and counters. You dance with them, matching form with a reverse form, striking them before they make their next step and tripping them preemptively. This style relies on good reflexes and perception, as well as the ability to predict a foe's movements by understanding their style of fighting. Silum is a wholly different approach to Shadowdancing, one that is extremely close and personal (quite literally).
Last edited by Alistair on Mon Jan 14, 2019 10:59 pm, edited 4 times in total. word count: 972
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Last edited by Alistair on Wed Oct 06, 2021 12:18 am, edited 1 time in total. word count: 1
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Alistair
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Wealth Tier: Tier 10

Alistair's Plotnotes

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Last edited by Alistair on Wed Oct 06, 2021 12:18 am, edited 1 time in total. word count: 1
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