A Humble Knight's Plots (Kisaik)

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Kisaik
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Posts: 808
Joined: Fri Jan 18, 2019 4:58 pm
Race: Tunawa
Profession: Protagonist
Renown: 780
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A Humble Knight's Plots (Kisaik)

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Capstone Ideas:

Alchemy:

Living Alchemy: Kisaik can take any alchemical trait taken from a reagent, and imbue it into a singular plant specimen by formulating a special plant food. This allows that plant to act as a reagent to produce that one alchemical trait. Only one reagent trait can be imbued into an individual plant in this way. While these reagents can be used to replenish items imbued with blood magic, it cannot be the originator for blood magic as a reagent.

Ephemeral Alchemy: Being one to traffic in spirits, Kisaik has learned a sort of mystical process when it comes to Alchemy. He can use ambient ephemera, such as that given off by a nearby spirit, or by himself if bonded to a spirit, to act as a reagent for whatever alchemical product he's creating. This unfortunately has the same effect as blood magic in that it can result in backlash, but the threat of backlash can be mitigated by appropriate levels of defensive skills, such as chemistry, attunement, or medicine.

Gardening:

Genesis Splicing: Whereas most gardeners aren't able to produce a spliced plant that can pass on its spliced traits to children through reproduction, Kisaik has reached such a skill in gardening that he can create a new viable species of spliced plants that are able to propagate, passing on spliced traits as well as native ones.

Acrobatics:

Equal Momentum: When encountering a forceful impact, such as that from a weapon, Kisaik can avoid getting damaged by it by making his movements match the arc of its movement. With concentration and a deliberate counter-maneuver he finds he can harness the momentum of the impact, to the point where it will not harm him as he is travelling in exact time with it. He can then spring off of it and thus avoid being hurt.


Unhindered mobility (like parkour): Mud, tangles, walls, rolling, carwheeling, jumping all becomes as easy as simply walking i the park to him.

Acrobatic Manouvers: Hanging upsidedown from, your mount while fire a bow through turbulent wind? NP for this tunawan as all movement and orientation is now second nature.

Duplicitouse Standing: The person is now so aglie, fast and acute in their hand-eye corodination, they can often behave as if they had an extra set of hands. Juggling with one hand with ease, runing hands over controls at such speed they could outpace a team without a problem.

Feather-fall: The practitioner's ability to roll with an impact is now such that they can fall from almost any distance and land into a roll without harm.

Combat (Blades):

Humming Dervish: Being incredibly small and light has its advantages, and this never becomes more clear in Kisaik's case as when he's spinning like a dervish with a long blade. When wielding a blade that's at least half his own height, he can use its spin to propel himself into the air, around opponents, creating a rotating blade with increasingly impressive cutting power and decent flight control depending on his acrobatics and flying skill. He can maintain this state of flight for at least a few bits before tiring out or getting dizzy.

Mount:

Beastrunner: Kisaik is used to riding any creature, even those that don't necessarily want to be ridden. As long as he is riding a creature, whether tamed or wild, he cannot be thrown off by the creature itself. However, if the creature does not have training, or Kisaik does not have adequate Animal Training to control this creature, he has no way of controlling its actions or directions while riding it, and if it discovers him, its actions may be unpredictable.

Dinky Dragoon. Kisaik is able to transfer all the momentum he gains during a mounted charge into an explosive dismount that throws himself forwards and straight into the thick of a fight, leaving room for his mount to move to safety.

Teaching:

Leading by Example: Kisaik can share a skill he's at least an expert in, and grant a person skill equivalent to one level lower than himself for about a break.

Etiquette:

Part of the Scenery: Nobody will ever question Kisaik's belonging in a place. They just accept that he's there, and probably belongs there. This doesn't excuse his behavior if it proves to be aberrant. But his presence alone doesn't give offense to any group or gathering he insinuates himself into.



Domain Ideas:

Growth:

Regenerative Growth: Kisaik can regrow and regenerate lost limbs the same way and speed with which he can grow plants/seeds from his hair (tunawa racial ability). This means that depending on his meditation or gardening skill, he can regrow a limb or limbs within three days (novice Gardening or Meditation), two days (Competent Gardening or Meditation), one day (expert Gardening or Meditation), or near instantly (Master+ Gardening or Meditation). He cannot regrow his heart or brain, however.



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Last edited by Kisaik on Sat Nov 04, 2023 9:38 pm, edited 20 times in total. word count: 827
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Kisaik
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Posts: 808
Joined: Fri Jan 18, 2019 4:58 pm
Race: Tunawa
Profession: Protagonist
Renown: 780
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Ubar
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Approval: /viewtopic.php?f=369&t=19576

Announcement declaring change to skills: /viewtopic.php?f=469&t=13364&start=230#p175240
  • Persuasion converted to Socialization
Name: Ubar
Race: Male Tunawa
Date of Birth: Ymiden 719
Skills:
Skill Name XP Level
Deception 51 Expert
Stealth 51 Expert
Socialization 51 Expert
Meditation 51 Expert
Engineering 51 Expert
Medicine 51 Expert
Larceny 51 Expert
Appearance: He looks like Rabu, only more evil.

Personality: Clever, sly, and utterly evil at his core, Ubar has a talent for manipulation and devious tactics.

He spends most of his time stalking Kisabu, setting traps for them, and making life generally full of mischief. He enlists the aid of various unsavory types to help bolster his evil plans to ruin the days of Rabu and Kisaik, although he rarely takes direct action against them.
Taggard Hopkinson
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Name: Taggard Hopkinson
Race: Cadouri
Date of birth: Ymiden 23rd 669
Title: Quartermaster of the Shellknights.
Skills:
Skill Name XP Level
Mount (Flying) 55 Expert
Polearms: (1-handed) 55 Expert
Logistics 55 Expert
Shield 55 Expert
Discipline 30 Competent
Leadership 30 Competent
Appraisal 30 Competent
Detection 30 Competent
Athletics 30 Competent

Brief Sketch: Taggard Hopkinson is a very adventuresome Cadouri, a knight errant that fell into the life through a mutual interest with Kisaik, and subsequently brought into the fold of Kisaik's personal circle of knights. Devoted to Saoire, he will not hesitate to bring doom to any monsters that threaten his comrades or protectees, however he prefers to defend when possible, rather than destroy. Even so, he is not a pacifist, and will engage in battle if called to it. He rides a turtle-dove mount and wields a lance and shield.
Shu'ma


Name: Shu'ma
Race: Sev'ryn
Date of birth: Saun 39th 689
Title: Huntmaster of the Shellknights
Skills:
Skill Name XP Level
Athletics 30 Competent
Combat: Ranged (Blowgun) 30 Competent
Hunting 30 Competent
Animal Husbandry 10 Novice

Brief Sketch: Shu'ma is the leader of a small band of knights, law-makers who intended to join the Elements before meeting with Vega Creede, who healed his son when he fell sick. Since then, Vega referred Shu'ma to Kisaik's growing circle of knights, in order to lend his weapon and expertise in hunting to their cause. He doesn't ride, yet, but prefers to hunt on foot, with a blowgun. He's fleetfooted and agile, and able to find purchase in trees while on the hunt.
Àìdá'tuli
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Name: Àìdá'tuli
Race: Tunawa
DoB: 63rd of Ymiden 700
Skill Name XP Level
Seduction 30 Competent
Singing 30 Competent
Gardening 30 Competent
Endurance 10 Competent
Appearance/Biometrics:

Personality: Attention-seeking and outrageously flirty, Àìdá'tuli takes great pleasure and fulfillment in plucking the flowers of many a young male tunawa. Known as a bit of a fertility idol in her native Rharne, she's mothered at least a dozen sprouts by about as many males in her years. A very coquetish and beautiful tunawa, she uses her natural allure of her great mane of flowery hair to entice males to plant their sprout. Thus far, few tunawa have been able to resist her charm.

Backstory: The mother of at least a dozen sprouts in her former tribe in Rharnea, Àìdá'tuli has lived a storied life of tempestuous tunawa romance. She seems to have a story for every blossom in her hair, and oftentimes names each of them after the sprouts she's mothered.

She was recently captured, along with Ceh'nija by an evil alchemist bent on understanding Tunawa physiology and all their alchemical potential.

In-Game History Thus Far: TBD

Relationship to PC: potential tribe member.

Ce'nija
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Name: Ce'nija
Race: Tunawa
DoB: 63rd of Ymiden 698
Skill Name XP Level
Woodworking 51 Expert
Ensorcelling 51 Expert
Meditation 51 Expert
Endurance 51 Expert
Discipline 51 Expert
Appraisal 51 Expert
Socialization 51 Expert

Appearance/Biometrics: 8" tall, slender with dark, olive-colored bark, pink hair, flowers in her head branches, and pink eyes. She has two 'horns' that stick out from either temple, and a mane of pink lichen that fall from her head in tresses and vines. She prefers fancy clothing, but is just as comfortable without it. Her favorite flowers to wear in her hair are usually found to be of pink or purple hues.

Backstory: She was born in the forests of Rharnean territory, and raised among the tunawa there. She was pampered from a young age by her parents, and learned good manners among big folk as they had to deal with them fairly often. Unfortunately, she was taken as a slave sometime in 712, and was trained to do all manner of tasks for her master who was a sorcerer of sorts, an alchemist and ensorceller, who took her to Scalvoris. There, she lived for a time until the slaves were freed. From there, she wandered the island for a time, doing odd tasks here or there to get by. It wasn't until the opening of Saoire's School that she found a place for herself, to further her studies of ensorcelling, where she might finally belong.

In-Game History Thus Far: TBD

Relationship to PC:
Rabu
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Skills: 200 point bank points for an npc with 250 xp with no more than 30 in any one skill.

Name: Rabu
Race: Male Tunawa Rabu Clone
Date of Birth: 23 day of Ymiden, Arc 710
Languages Spoken: Fluent Xanthean, Fluent Treetalk, Basic Common Sign.


Skill Table
Skill XP Level
Alchemy 26 Competent
Medicine 26 Competent
Science 26 Competent
Meditation 16 Novice
Animal Husbandry 16 Novice
Animal Training 16 Novice
Socialization 10 Novice


Appearance/Biometrics: Rabu has the bright purple eyes of his father Wada, with the scraggly hair made of white roots like his mother Tohey. While he might not resemble the immortal Cassion who aided in his creation, he carries the same distict scent of travel. The immortal blood also nourished his body as a seed and gave him an astonishing height of twenty inches and the colourful bark of the Rainbow Eucalyptus which nether of his mortal parents posses. The flowers he grows on his head have the same rainbow petals as the one Cassion gave his father instead of the purple flowers his father had before he was stricken bald.

Rabu’s most unique trait is the twin growths protruding from his head that resemble rabbit ears. His strange similarities to a certain woodland creature have given him the name “Rabu the Rabbit” or simply “Rabbit.”

Otherwise Rabu has a youthful face, with wide eyes filled with wonder and curiosity. He tends to wear clothes more than other Tunawa, usually borrows discarded clothes from young children and makes adjustments so they fit his this thin Tunawa frame. It theres a hood he typically has to make some accommodations for his head growths, usually in the form of twin appendages that look like the pointed hats one might find on a witch hat.

Backstory: Rabu was born in a fairy tea party in the Sweetwine Woods. But his memories are those of the real Rabu, a perfect clone of Rabu lacking only his magic and his mortalborn abilities and belongings. Otherwise, he's almost the same person in terms of personality and history.


Imagined History:

When a tunawa known as Wada returned to his family after a long disappearance, there were many questions like where did he go and why was he now completely bald. The answers he gave were not the most comforting especially to his special flower Tohey, who’d been waiting patiently to start a family with him. Wada was a slave to a cruel master and because of the intense abuse the tunawa endured, he was no longer able to grow flowers.

There was a shred of hope however in a magical flower given to Wada by the man that saved him. A hope that Tohey was eager to try, given that she often proclaimed herself to be a a powerful lady wizard of science, she would be foolish not to. She buried her seed with Wada’s magic flower and hoped for the best.

Not soon after the seed was left to grow under the sacred tree, Tohey’s pet rabbit had died of old age. Tohey choose to bury the rabbit with her developing child to protect and nourish the growing sprout. Only a trial after, a growing number of rabbits were seen around the tree and some of them made a warren where Rabu was growing.

It came the time for them to reclaim their child, and they were surprised to see an abnormally large sprout with twin growths on his head and rainbow bark like the magic flower that created him. It was clear the couples new child was special just by looking at him, but it didn’t matter as he was a miracle to his parents by simply being born.

The child was named Rabu, and was a wonderer the moment he came from the ground. It was a full time job keeping this tiny spout out of trouble and because of his resemble to a rabbit sometimes trouble found him. One day a large eagle swooped down and snatched the young Tunawa from the ground. It carried the tunawa high into the sky and when the bird realized it’s mistake it dropped poor Rabu into the trees. Ever since then Rabu became afraid of heights, so much so that he couldn’t live in the trees like his family and friends. Instead he found shelter in an underground burrow he and his family dug.

His mother moved her lab into this burrow and used it to teach her son a few experiments in chemistry and Alchemy. Rabu loved gaining new understanding of the planet and its magic through the art of scientific exploration. He also enjoyed learning about medicine especially after hearing the story of how a man had nursed his father back from the brink of death. Rabu hoped to repay the mans generosity but since the mans location was unknown Rabi instead attempted to pay it forward by helping anyone he could.

While Rabu was kind and friendly to nearly everyone he met, the other tunawa were weary of his strange appearance and peculiar interests. When Rabu began talking to his imaginary friend and talking about strange scenarios his relation ship with his people got worse.

With a need for companionship, Rabu found himself drifting away from his people and towards the Sev’ryn and Humans nearby. Hearing about their journeys inspired him to seek out what the wide open world had to offer. The Tunawa worked hard and earned himself a cart and a donkey he named Gogo to drive it. This began Rabu’s great journey of discovery as he boarded a boat to a new land where he hopes to discover something that will satisfy his growing need for mystery and companionship. He has arrived near the city of Yaralon and Is about to take the run of fools, blissfully unaware of the dangers that lie ahead of him.

In-Game History Thus Far: TBD

Relationship to PC: Husband (or the clone thereof)
Lady Lilac
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Name: Lilac
Race: Emeyan (Fairy)
Description: A purple fairy with flowing, lavender dragonfly wings.

Personality: TBD

Bill Knotwell
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Bill Knotwell


Description: A skull of tarnished gemini wood that emerged from the Sweetstone Tree in the shape of Kisaik's grandfather's skull. It is connected to a sturdy vine that can be used to carry the skull as a talisman or wrap around the neck.

Enchantment: The skull is inhabited by a spirit or being, it's unclear whether it is of Emeyan origin or spiritual. But this being has a strong sense of Emean fractures and other sources of Ether that exist in the world of Idalos. The being can talk aloud for all to hear, giving hints as it wishes to its bearer as to the location of sources of ether. Sometimes this can come in the form of games of 'hot and cold' in less urgent situations or just outright warning such as: "Yep definitely a fracture." or "Look out, there's a powerful mage on your tail." It could conceivably also easily pinpoint the location of wells within a fracture, so refined is its sense of ether. However it likes to test Kisaik's canniness and resolve and would find it boring to simply point him in the right direction. A disembodied skull has to find entertainment somehow, right?

Bill Knotwell speaks with the voice of Kisaik's deceased grandfather, for whatever reason. Perhaps the spirit or being sought to emulate the grandfather's voice to garner Kisaik's trust. Who knows?
Based on Death's Companion from Bellinos
Death's Companion Although relatively rare, there are spirits of Death. Natural entropic spirits that uphold the balance of all beings in their cycle. Since the intervention of the Immortals there have been fewer and fewer of these spirits active in the world of Idalos and nearly all serve Vri and his chosen. Only the Adored, his trusted, are awarded the company of one such spirit. The agreement is very simple, the spirit will aid the Adored without violently intervening in their lives. When manifesting, these spirits often take the shape of carrion birds, otherwise they tend to lurk invisibly around the marked. Those that can see spirits will note most death spirits tend to have the appearance of a glossy black, vaguely humanoid shape. Often the Adored will use these spirits to scout or lead them to sights of death. Unlike their Marked abilities, a Death spirit can sense death for miles. Presenting an item of the deceased to a Death spirit will allow that spirit to lead the Adored to the location of death, no matter the distance. Invested in the fate of their companion, these spirits will usually warn an Adored if they are being followed or are in any danger. The spirits tend to be very patient and sometimes almost annoyingly calm.


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Last edited by Kisaik on Sun Jan 29, 2023 6:05 pm, edited 49 times in total. word count: 2354
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Kisaik
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Posts: 808
Joined: Fri Jan 18, 2019 4:58 pm
Race: Tunawa
Profession: Protagonist
Renown: 780
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A Humble Knight's MB app (WIP)

Mortalborn Approval Request


List your current and past accounts: Kisiak, Rorom, Woe, Genuvah, Nzi'fuma, Kalortah Satravial, Vincent Krome(Terriere), Rakvald, Alora, Jame Linger, Pig Boy

Character Background information: Kisaik was raised by who he took for his Great Grandpa, when he decided he wanted to learn who his parents were. After pestering his great grandpa, and getting no answers, he decided he'd had enough of the elder's obstructions and failed lessons, and struck out on his own, embarking to the sea.

Since embarking on his journey, he's had many adventures, getting kidnapped by birds, children, set to fight other tunawa in a mock battle by said children, and even getting betrothed to Rabu.


Character concept: Kisaik is a quixotic type of character, who up and decided one day he wanted to be a knight, despite his miniscule size and lack of strength. He enjoys taking on tasks, especially if those happen to help those around him. He never turns down a challenge or quest, no matter how hopeless it seems. Every set back is a chance to make things right again.

Appearance: Kisaik is 10" tall, lithe of build, long in the limbs. His bark is deep black, marbled by iridescent green and gold veins that run up and down his torso and limbs. His eyes shine green in the light of the sun and moon. He rarely wears much clothing, save a mantle and cloak of black silk. The lichen on his scalp is the color of charcoal, mixed with silky fibers of the same color. He has a long beard of flowery lichen.

Mortal Parent: In NPC form
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Name: Peona Ciuruọrun sọ Kufuata Karo
Race: Tunawa
Date of Birth: 67th Ymiden 689
Appearance: 10" Tall, with bright green bark, leafy hair, and dark black eyes.
Personality: Sunny of disposition, bright, yet curious to the point of being nosey, Peona sometimes sticks her nose where it doesn't belong. She's the leader of the relationship with her mate Tsani, and tends to explore the world, heedless of his complaints. She rides a parrot.

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Name: Tsani Beruja sọ Kufuata Njama
Race: Tunawa
Date of Birth: 34th Ymiden 690
Appearance: 8" tall, with brown bark, bramble hair, and yellow eyes.
Personality: He's a quiet sort of tunawa, preferring to keep to himself. Tsani likes to keep secrets, however, which often puts him at odds with the sunny disposition and nosey nature of Peona. He mostly follows his mate Peona around the world, wherever she travels. He rides a Crow.



Mortalborn story: It was a very dark, overcast season, when Peona and Tsani planted their sprout in the soil of the Ojogbon tree. There was plenty of rain, and moisture in the air, but very little in the way of sunlight hit their poor sprout, making them worry that it might not grow at all.

Getting desperate for help, they decided to depart for the swamps to look for a great wisp that had been spotted there. After a long journey, they found the great, bright wisp, and begged for his help in giving light to the sprout before it failed. Moved by some inscrutable motive, the entity followed them to the spot where Kisaik was growing, and shone a nimbus of false light upon him.

Unknown to any, this entity was not a Wisp, but in fact the Immortal of Mimicry and Chaos, Aelig himself. It had decided long ago that it wished to have a spawn of the Tunawa race, being as their kind were so well disposed toward his domains of mimicry and illusion.

To their surprise, and delight, he began to grow swiftly before their eyes, until they had a full grown sprite, with dark bark and glowing veins. But before they could celebrate by plucking him out of the ground, the mother's grandfather emerged from a nearby hut. He stood before Aelig, and threatened the great Immortal, telling him that he must leave at once, and never return.

Amused, but in no way threatened, Aelig laughed a terrible laugh. The laughter persisted for many hours, frightening the mother and father enough to chase them out of the village, and send them fleeing to the docks and over the ocean. They were effectively banished, and left their sprout to the mercy of the entity and their grand father. Once the parents had been disposed of, Aelig took it upon himself to consume the grandfather, in effect making him one of his forms. From then, his avatar in the form of that grandfather, raised Kisaik in the ways he saw fit.

Meanwhile, Kisaik grew, knowing only his extended family and his 'Great Grandpa', learning all of the typical tunawa arts, stories, education and such, which were corrupted and tainted by the concepts of chaos and mimicry. Eventually he rebelled against these ideas, skewing to the concepts of justice, law, and order as a remedy to the atrophic chaos that threatened to stifle anything that grew. He went out into the world to seek his parents.


Mortalborn domains: Beginnings, Echo, Growth.

Mortalborn abilities:

Growth: Fantastic Reach: Kisaik can grow and extend his limbs near instantly and much farther than the typical tunawa. He can extend either one limb to five feet long, two limbs two and a half feet, or all four limbs and neck one foot. This helps him dodge and stay mobile in combat, as well as increase his reach on the fly. The ability can be active for roughly ten bits three times a trial. He will find himself hungry for sugary treats after using this power.

Echo: Clarion Call: an extention of a tunawa's ability to throw their voice and imitate animal noises, Kisaik can make himself understood by animals near and far, to the point where depending on his Etiquette and other social skills, he may be able to convince them to come to his aid. Otherwise, he can reason with creatures that are negatively disposed toward him. This functions as a one-way communication, as he cannot understand the animal's language.

Mirrors:
Mnemonic Transportation: When Kisaik looks into a mirror, and thinks of somebody he has met, he can transport himself into one of their memories as himself. This will not change the past, but may have an affect on that person's recollection of the memory later on. This power can only affect memories taking place before the affected character's creation, as per a normal Memory thread. When it comes to NPCs, there's no such limit to when the memory can take place.
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Kisaik
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Joined: Fri Jan 18, 2019 4:58 pm
Race: Tunawa
Profession: Protagonist
Renown: 780
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A Humble Knight's Signature Item Shoppe

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The Alchemical Grail
Tier 7 Bespoke Ojogbon Chalice
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Base Item: A small, carved, tunawa-sized Ojogbon grail, carved from Kisaik's grandfather.

Enchantment: When someone imbibes any measure of alchemical elixir from the grail, it's effects will last for several trials, or double the length of the elixir's normal duration and/or with twice as great an effect. However, once the full measure of elixir has been imbibed, the Grail leaves Kisaik's possession. A bird of some description absconds with it, leaving it in the lair of some dastardly villain or else great beast. Kisaik is immediately and persistently aware of the location of the grail for as long as it is out of his possession, but must seek it out, which becomes an adventure in itself.

Orange Fairy Banner/Sash
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Base item: A small, tunawa--sized banner cloth that can be held in the hand at the end of a small stick, or wrapped around his shoulder like a sash. It's made of a mix of thick and sturdy fabrics, including wool, taffeta, and linen. It's colored orange, with a raptor and sun depicted on it.

Enchantment: Not so much an enchantment as something that can be used to utilize enchanted jewelry and other trinkets. The Banner can be used to pin various jewels and trinkets that Kisaik owns, and while wearing or holding the sash, so long as that trinket is pinned to it, so he doesn't have to personally wear every piece of magical jewelry he owns in order to use them.
Seedmail
Tier 3 Armor
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Burn-Be-Gone Polish
This vial of polish can be used to imbue Kisaik's armor with a permanent, moderate fire-ward.

Enchantment: The item develops resistance to heat and lightning. This resistance allows the user of the item to handle tools fresh from the forge and exposure to comparable heat sources for up to 3 bits at a time, and survive being struck by lightning/electricity, albeit with a lot of pain, headaches, and a long recovery period, depending on severity.

This enchantment will be applied cumulatively to the following item that Kisaik already has:
Tip-Top Tunawa Armor
A tunawa-sized suit of cobalt half-plate armor, made to masterwork quality of tier 8 composition. It allows for stretchiness of limbs, which at the same time compromises his protection, until his limbs contract once more. The following enchantment was placed on it during the call:

The weird events of the Call seem to have sort of ..oozed into your armour. Kisaik will find that, from this point onwards, his armour is always in tip-top condition, not denting, rusting etc, and furthermore - it's always really comfortable. It's light, makes no difference to his movement etc. It's not more effective as armour.

An elemental Illusion from the point bank has been applied, making this suit of armor appear as if it's made of vines/moss/wood.

Acquired here: /viewtopic.php?f=414&t=16999&start=20
[/sptitle]
Hello, this is my second point bank signature item for Kisaik. I'm going to spend 1000 point bank on it.

So I'd like to add the following enchantment to
Will O Wit


Ephemeral Projectile:

An extension of his mark abilities from Loshova, Kisaik is able to utilize (with Will o Wit) the ephemera that his soul produces and imbue it into Will o Wit, and then with a swing of his blade create a projectile that can cause the power of the ephemera to impact on a target. The type of spiritual ephemera is keyed off of any spirit that is bonded to him through either spirit bonds or spirit cloak. The projectile's concept can only create a projectile that is aligned to the spirit's purpose. Elemental projectiles might damage or cause destruction, Healing projectiles might heal, growth projectiles will cause growth, fear projectiles will cause terror, etc.. The projectile can be thrown with the same speed and skill with which he'd throw Will O Wit itself.

As well, since this is upgrading the weapon to a higher tier, I'd like it to become as sharp and tough as Adamantite (tier 8 metal) rather than Embersteel which is where it's at now.
Mark ability it's loosely based on
Flame Throw The Marked is now able to throw fire, as a projectile, a distance equal to that allowed by their Elemental Manipulation. The flame can take whatever form the Marked wills it. The projectile flies at the same speed at though it had been thrown and detonates for a small explosion on impact.
Thanks!
Last edited by Kisaik on Fri May 19, 2023 10:47 am, edited 6 times in total. word count: 774
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Kisaik
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Joined: Fri Jan 18, 2019 4:58 pm
Race: Tunawa
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Renown: 780
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A Humble Knight's Toṣeọrun

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Name: Toṣeọruni Az'vi (Little Sword Art)


While the Tunawa people are, by and large, a peaceful and good natured bunch, even the most peaceful creature when pushed into a coner will have little choice but to defend itself. With the penchant for slavers to capture tunawa and make raids on their communities and tribes, a need arose to figure out a way to deter these encroachments.

Many rely on their skill at deception and ability to blend into their environment, as well as their outstanding accord with the creatures of the forest. But even these measures have proven not enough to save all tunawa.

This gave rise to a need, a need that was filled with a special fighting art, unique to the Tunawa.

Whether wielding ojobgon weapons or weapons cultivated from Toṣeọrun Trees, the tunawa who practice these deadly arts are combatants to be feared and respected. Through these arts, they have found ways to play to their unique strengths as a race in combat, while bypassing their weaknesses.



Complimentary Skills and Variants:


Hìno Dopin (Acrobatics, Mount, Tactics, Deception): Known in the Common Tongue as Leaf on the Wind, this is the more acrobatic style, preferred by those who charge into the attack head on, albeit with a healthy amount of deceptive movements and distracting tactics. The tunawa who prefer to use this style are often medium sized, around a foot to a bit taller.

This variant is the most mobile style, putting an emphasis on the use of a mount and acrobatic leaps in order to faciiltate fast movements, and closing ground with potential opponents attacking, and evading.

Chieit Dubä (Stealth, Deception, Poison, Climbing): Known in common as Shadow under Branch, this variant of Toṣeọruni places great emphasis on the tunawa's ability to go unseen, and often enables them to incapacitate or poison their foe before they even know they've encroached on a tunawa's settlement.

Whether it's shifting their eyes to where they shouldn't go, by throwing their voice in a bird call, or hiding in plain sight, disguised as a house plant, the masters of this style are able to end a fight befoe it begins through the use of poison, deception, and stealth.

There are whispers that some among the masters of this variant wield Toṣeọrun blades that can hold a poison indefinitely on its edge.

Shäurï'ìlä (Tactics, Discipline, Intimidation, Meditation): Known in Common as Stump and Stand, this style is ideal for the more stalwart and large of stature among the Tunawa. Rarely practiced by a tunawa that stands under 18", these frontline warriors will serve as a distraction to any potential invaders, standing in the open, challenging, and even taunting them to get their attention focused on them.

Shäurï'ìlä masters are able to command the flow of battle to such a degree, that few will be able to resist their challenge. Often they will take measures to make themselves as innocuous-looking as possible, sometimes shoving their Toṣeọrun in the earth to hide them, until it's too late for their challenger.

This style is only for the bravest tunawa, who is willing to put their own life on the line to distract raiders of their settlements.


Specialized Equipment:


Toṣeọrun blades. A blade built and cultivated from the nut of a Toṣeọrun Tree. These nuts can be shaped, lengthened and sharpened by one who has at least a passing knowledge of gardening, and an ample supply of fresh water.

The water is usually treated with tunawa sap, to fast-track the shaping of the blade, and make it much easier to mold. Once it is taken out of this solution, and left to harden, it becomes as tough as iron, as sharp as steel and every bit as flexible.


Novice: 0-25

This represents the point where the character has truly entered the field of this interest. He has discovered, to his dismay, that it was only because those he has seen do this before are so good at it that they made it look easy. Still, he has an innate disdain for quitters, and pushes through his many early failures to enjoy a few successes. These give him the confidence to keep trying. He has also learned to be ready, in the more likely event of failure, to safeguard himself against the backlashes and pitfalls that result from his failures. He may have even been lucky to get this far.


Competent: 26-75

Now it is decision time. Does the character continue to branch off into learning low levels of whole new aspects of the skill, or develop more fully those he has already begun to grow familiar with? He can either secure the knowledge he has gained thus far, and enjoy frequent success therein, or he can gather new concepts, and continue failing more often than not. The former is more commercially viable, but the latter, while more risky, has the greater payoff in the long run.



Expert: 76-150

There is no longer any established branches of this skill that are difficult for this character to succeed at, provided he is still meticulous and acquires all the right materials. As long as he keeps within the accepted parameters of the skill, he pretty much enjoys consistent success. But groundbreaking ideas occasionally distract him. And these pursuits, while innovative and sure to eventually generate great interest, are going to set him back while he develops them. There will be frequent returns to the drawing board with these efforts.



Master: 151-250

It's almost as if the skill was originally developed just for this character to flaunt. He succeeds at everything he does in relation to this skill. Characters come from far and wide to get his endorsements and advice. It is only when he is supremely cocky and overconfident that he might make a mistake. But even then, it has almost the sense of being something he did on purpose, as a gag. It has probably been some time since he had a new idea to develop that was even in the realm of mortal possibility. But such ideas may still be out there. Perhaps an Immortal may even approach him with an idea.


Credit: Kisaik
word count: 1060
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Kisaik
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Posts: 808
Joined: Fri Jan 18, 2019 4:58 pm
Race: Tunawa
Profession: Protagonist
Renown: 780
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Wealth Tier: Tier 10

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Chipabu's Wagon



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The Uncanny Vardo

Basic Item: A vardo designed to house a few human occupants, it's cozy for people of roughly human size to dwell within. To smaller people, like tunawa and cadouri, it's a lot more spacious and luxurious, housing many facilities in its cupboards and head compartments. It has many planters built into the sides and roof of the vardo, so that it can act as a mobile garden.

Enchantment: Whatever animal or beast it is attached to, it can engage in their specific mode of travel. Lashed to a tortoises, it can both roll over land and float upon the water. Lashed to an aquatic animal, it becomes submarine. Lashed to a flying beast or several, it can fly in the air. Unless damaged by deliberate external force, it will always provide a smooth ride and never fall off its track.

Last edited by Kisaik on Thu Sep 22, 2022 11:55 pm, edited 2 times in total. word count: 145
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Kisaik
Approved Character
Posts: 808
Joined: Fri Jan 18, 2019 4:58 pm
Race: Tunawa
Profession: Protagonist
Renown: 780
Character Sheet
Character Wiki
Plot Notes
Partner
Templates
Letters
Storybook
Wealth Tier: Tier 10

Featured

Milestones

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Re: A Humble Knight's Plots (Kisaik)

UCP Obsolescence

Master Skill List

Skills
SkillTotal PointsProficiency
Dreamwalking(8/100)Lucid
Alchemy
  1. Grinding in a mortar and pestle
  2. Using toxins and acids to produce a medium.
  3. Alchemy: Basic Definition
  4. Alchemy: Foxfire used to make something float.
  5. Alchemy: How its different from chemistry
  6. Alchemy: Rabu's mother used a root to make something water resistant.
  7. Alchemy: Congelation: One of the primary alchemical processes.
  8. Alchemy: Gather samples, because you never know
  9. Alchemy: Magic mud?
  10. Alchemy: Potion: Ghost Pepper Brew can keep you warm in the cold, and stave off frost.
  11. Alchemy: Mixing different reagents produces different results.
  12. Alchemy: Sulfur, ground charcoal, and composted manure explosive
  13. Alchemy: Merging of Magic and Chemistry
  14. Alchemy: Immortal's Bodies Have Special Properties
  15. Alchemy: Combining ingredients to make Magic
  16. Alchemy: The Use of Ingredients for Magic
  17. Alchemy: Can strengthen cloth
  18. Alchemy: Requires careful planning
  19. Alchemy: Binding two substances to get the best of both worlds
  20. Alchemy: The reagents needs to be added at the creation stage
  21. Alchemy: Requires multiple steps
  22. Alchemy: Instrument: A Solar Calcinator is used to warm fluids without the use of fire.
  23. Alchemy: Brainstorming ways to make a tunawa drunk through alchemy.
  24. Alchemy: Frogwax: Viscous, rubbery wax that can be used to prevent moisture from leaking through a surface.
  25. Alchemy: Tunawa sap: Has special properties when it comes to the shaping of plant materials.
  26. Alchemy: Making magic with primitive materials.
  27. Alchemy: Natural Reagents tend to be safer for consumption than those altered chemically.
  28. Alchemy: Fire ward: Charwood bark and Phoenix wood can be used to derive fire resistance for alchemical items.
  29. Alchemy: Wood: A medium that can be imparted with alchemical enhancements, as well as a source of them.
(72[78]/100)Expert
Rupturing
  1. Rupture: Surprise! You stepped in a portal.
  2. Rupturing: Initiation: Taking a trip.
  3. Rupturing: A portal is a two-way journey.
  4. Rupturing: Phasing: Allows one to scry through solid, opaque objects.
  5. Rupturing: Snapshot: Cutting open a portal to send a projectile or weapon trhough.
  6. Rupturing: Snapshot: Can use the ability to shoot projectiles around awkward corners.
  7. Rupturing: There are several levels of overstepping, each bearing greater consequences, congruent to their expenditure.
  8. Rupturing: Witchmark: Rupturer's gleam fills a rupturer's eyes with light as they gaze over a certain distance.
  9. Rupturing: Mutations: Mutations result from advancement in magic, and more rarely through overstepping.
  10. Rupturing: Rupturing can improve mobility by moving through portals when they are large enough.
  11. Rupturing: Rupturing sparks are often attracted to those who possess wande
  12. Rupturing: Phasing: Looking through an oak barrel to see the fluid inside.
  13. Rupturing: Opening a small portal to transfer beer from the bottle into yur glass.
  14. Rupturing: Casting in chaos
  15. Rupturing: Gloom and Doomsayers (1/1)
  16. Rupturing: Blink: A double blink
  17. Rupturing: The Wedding Ceremony (1/3)
  18. Rupturing: The Wedding Ceremony (2/3)
  19. Rupturing: The Wedding Ceremony (3/3)
  20. Rupturing: x2 /viewtopic.php?f=545&t=26196
  21. Rupturing: Blinking x 4 /viewtopic.php?f=545&t=26289
  22. Rupturing: Portal: useful for getting back to a place you can easily visualize. /viewtopic.php?f=545&t=26200
  23. Rupturing: x 2 /viewtopic.php?f=326&t=23072
  24. Rupturing: Snapshotting oneself through a portal, to improve the momentum of blade strikes.
  25. Rupturing: Pulling: Pulling oneself through portals, one after another.
  26. Rupturing: Rupture sight can help one find animals far under the ground.
(101/250)Expert
Etiquette
  1. Etiquette: Keeping someone's secret.
  2. Etiquette: Proper Greeting
  3. Etiquette: Compliments can lead to awkwardness.
  4. Etiquette: Pinky Swears are binding.
  5. Etiquette: Apologising for ruining someone's camp.
  6. Etiquette: Introducing oneself to those present.
  7. Etiquette: Addressing a stranger.
  8. Etiquette: Yaralon Duelling Customs: Absence of a Darstrion means duel is to the death.
  9. Etiquette: Yaralon Marriage Customs: Giving a weapon away means you're accepting a proposal.
  10. Etiquette: Yaralon Marriage Customs: Weddings need witnesses.
  11. Etiquette: How to speak to powerful beings.
  12. Etiquette: Apologizing on behalf of someone else can mend bridges.
  13. Etiquette: Ask your betrothed how their day is going.
  14. Etiquette: When in doubt, make remarks on the weather.
  15. Etiquette: Etiquette is the better half of valor for a knight.
  16. Etiquette: Etiquette can end conflicts or fights before they begin.
  17. Etiquette: Asking if a person is alright.
  18. Etiquette: Politely asking where your things might be.
  19. Etiquette: Melrathi Customs: 'Skol' a Melrathi toast.
  20. Etiquette: Melrathi Customs: Spirits are held in high regard by Melrathi.
  21. Etiquette: Meeting a fairy queen.
  22. Etiquette: Inviting royalty to your wedding.
  23. Etiquette: Remembering the gift meant for royalty.
  24. Etiquette: Explanation of what happened.
  25. Etiquette: Remembering the names and roles of important people.
  26. Etiquette: Not acting hostile in reaction to aggressive fairies.
  27. Etiquette: Inviting otherworldly creatures to your wedding.
  28. Etiquette: Yaralon Duelling Customs: Duels without a Darstrion are to the death by default.
  29. Etiquette: Compliments can soften another's disposition.
  30. Etiquette: Accepting an important quest from an important being.
  31. Etiquette: Putting your weapons away when asked to.
  32. Etiquette: Talking to a fish, that can talk.
  33. Etiquette: Treating fish like people will surely put you in their good graces.
  34. Etiquette: Remembering a person, and stating how you knew them.
  35. Etiquette: Sometimes, people need to be yelled at
  36. Etiquette: Remain polite where possible. It is not always possible
  37. Etiquette: Keep people informed where it's relevant
  38. Etiquette: The Dark Mother's Forest
  39. Etiquette: Yaralon Weddings: You say the same vows you said at engagement
  40. Etiquette: You must respect a cat's agency.
  41. Etiquette: Greeting a ghost kindly
  42. Etiquette: Making a solemn promise to a ghost.
  43. Etiquette: x2 /viewtopic.php?f=545&t=26196
  44. Etiquette x 3 /viewtopic.php?p=175314#p175314
  45. Etiquette: How to address a tree and ask it nicely for some seeds. /viewtopic.php?f=545&t=26273
  46. Etiquette: Dubbing a new squire.
  47. Etiquette: x 2
(81/250)Expert
Athletics (Was Acrobatics)
  1. *Athletics: Acrobatics: Jumping to grab onto someone.
  2. *Athletics: Acrobatics: Getting tossed about, and trying to right oneself in a sackcloth bag.
  3. *Athletics: Acrobatics: Escaping the talons of a raptor by losing an article
  4. *Athletics: Acrobatics: Leaping to avoid projectiles.
  5. *Athletics: Acrobatics: Jumping whilst running
  6. *Athletics: Acrobatics: Best time to jump from a swing
  7. *Athletics: Acrobatics: Balancing on branches
  8. *Athletics: Acrobatics: Basic Moves are Often Parts of Advanced Moves
  9. *Athletics: Acrobatics: Best to be Wearing Pants, Not a Dress
  10. *Athletics: Acrobatics: Cartwheels, Forward and Lateral
  11. *Athletics: Acrobatics: Do Some Stretching Exercises First
  12. *Athletics: Acrobatics: Keep Momentum From One Move to the Next
  13. *Athletics: Acrobatics: Climbing While Tied To Another Person
  14. *Athletics: Acrobatics: Forward somersault
  15. *Athletics: Acrobatics: Jumping onto a man’s shoulder.
  16. *Athletics: Acrobatics: Jumping down from a man’s shoulder, when he’s at full height.
  17. *Athletics: Acrobatics: Jumping onto a man's shoulder while he's moving.
  18. *Athletics: Acrobatics: Righting oneself on an unsteady landing.
  19. *Athletics: Acrobatics: Slipping on some suds and falling lightly onto the bar.
  20. *Athletics: Acrobatics: Hop-climbing to the top of a stool.
  21. *Athletics: Acrobatic: Balancing on a narrow bridge or beam is difficult, when doing so silently.
  22. *Athletics: Acrobatics: Falling down a tunnel and then rolling with the landing.
  23. *Athletics: Acrobatics: Hopping over a boulder is easy with springy limbs.
  24. *Athletics: Acrobatics: Leaping enormous distances
  25. *Athletics: Acrobatics: Preparing for landing with your knees
  26. *Athletics: Acrobatics: Leap and roll
  27. *Athletics: Acrobatics: Can be really helpful in combat
  28. *Athletics: Acrobatics: Mounting another person's shoulders.
  29. *Athletics: Acrobatics: Knowing when to leap in defense, and when to stay the hell out of dodge.
  30. *Athletics: Acrobatics: x4 /viewtopic.php?f=545&t=26196
  31. *Athletics: Running: Frogleap: A leaping gait on all fours, giving a tunawa maximum mobility while taking more energy.
  32. *Athletics: Running: Running as fast as you can through the woods is difficult with all the physical obstacles.
  33. *Athletics: Climbing: Small, barklike hands adhere well to bark for the climbing of trees.
  34. *Athletics: Climbing: Rock climbing requires you to find handholds and footholds.
  35. *Athletics: Climbing: Tether a climbing partner.
  36. *Athletics: Climbing: Finding an alcove in the rock to rest.
  37. *Athletics: Climbing: Scaling a person's clothing to get up on their shoulders.
  38. *Athletics: Climbing: Clambering onto a wagon.
  39. Athletics: x 2 /viewtopic.php?f=326&t=23072
  40. Athletics: Juggling fruit with rupturing magic.
(76/250)Expert
Gardening
  1. Gardening: The greatest, and most beautiful, garden of them all.
  2. Gardening: Flora: Conifer trees and ever greens.
  3. Gardening: Collecting various herbal items and seeds from the wilds.
  4. Gardening: Toṣeọrun tree: Grows nuts that can be turned into weapons.
  5. Gardening: Moss behaves in certain ways
  6. Gardening: Moss does not usually grow in perfect rectangles
  7. Gardening: Moss doesn't just grow on trees.
  8. Gardening Dirtier than the books describe
  9. Gardening: Speaking to plants
  10. Gardening: The right tools!
  11. Gardening: Window boxes and planters for growing food
  12. Gardening: Growing herbs in a ship’s cabin
  13. Gardening: Using a ship’s cabin roof as a gardening space
  14. Gardening: Keep vegetables and fruits cool when storing them
  15. Gardening: Demon Seeds: Plant-like entities from Emea, that have a taste for mortal souls.
  16. Gardening: Demon Seeds: Evil plants that have tentacles that grab things
  17. Gardening: Apples: A crisp fruit that grows from trees.
  18. Gardening: Northern Nuts are tasty.
  19. Gardening: Cacti grow in the desert.
  20. Gardening: Fist Nut: A tasty nut with a toxin inside that can be steamed out of it.
  21. Gardening: Toseorun Nut: A nut that can be turned into a deadly and sharp weapon.
  22. Gardening: Macademia Nut: A nut with a very hard shell and creamy innards.
  23. Gardening: x 3 /viewtopic.php?f=545&t=26200
  24. Gardening: x8
  25. Gardening: x4
  26. Gardening x 3 /viewtopic.php?f=545&t=26647
  27. Gardening x 3 /viewtopic.php?p=175314#p175314
(76/250) Expert
Mount (Flying Spec)
  1. Mount (Canine): Riding in the backseat on a terrier
  2. Mount (Cat): Remaining in saddle when startled.
  3. Mount (Feline): Allowing your mount to charge and damage the enemy.
  4. Mount (Feline): Coordinating movements with your mount on the ground.
  5. Mount (Feline): Dismounting quickly
  6. Mount (Feline): Don't let your mount run off, or you'll have to hitch a ride froms someone else.
  7. Mount (Feline): Evasive maneuvers during combat can save your mount some damage.
  8. Mount (Feline): Fighting alongside your mount.
  9. Mount (Feline): Jumping on and off a mount as a trick.
  10. Mount (Feline): Outrunning a pack of wolfmmice
  11. Mount (House Cat): A valiant charge into danger can take an enemy by surprise.
  12. Mount (Housecat): Catching up to another mount.
  13. Mount (Housecat): Leaping with your mount.
  14. Mount: Cat: Let the cat drive.
  15. Mount (Housecat): Weaving in and out of people fighting among each other.
  16. Mount: Cat: Let the cat drive.
  17. Mount (Rabu): Rabu is fast, really fast.
  18. Mount (Wagon): Avoiding obstacles on four wheels.
  19. Mount (Wagon): Minimizing collateral damage while driving into a crowded street.
  20. Mount (Wagon): Taking control of a cart run amok.
  21. Mount: Getting into the saddle
  22. Mount: Slowing to a trot.
  23. Mount (Avian) Riding in a eagle's talons.
  24. Mount: Raptor: Basics of a saddle
  25. Mount: Raptor: Getting to know your Raptor is important
  26. Mount: Raptor: Mounting up into the air!
  27. Mount (Raptor): Eagles make for noble steeds.
  28. Mount (Raptor): Special equipment is required to mount an eagle.
  29. Mount: Raptor: Putting in the hood and reins
  30. Mount: Raptor: Putting on a girth strap
  31. Mount: Raptor: Raptor landing
  32. Mount: Raptor: Raptors are slaves to hunger
  33. Mount: Raptor: Raptors are solitary creatures.
  34. Mount: Raptor: Riding with a passenger
  35. Mount: Raptor: Tendency to hold breath whilst saddling up
  36. Mount: Raptor: The Dark Mother's Forest
  37. Mount (Feline): Riding a cat while it's chasing a rat.
  38. Mount x 2 /viewtopic.php?p=175314#p175314
(76/250)Expert
Combat: Blades
  1. Blades (Tiny Sword): Small, thin blades fit easily through gaps in armor.
  2. Blades (Tiny Sword): Need only make inches deep wounds to hit an artery.
  3. Blades (Shadow Shard): Using the shiv to hack and poke enemies.
  4. Blades (Shadow Shard): Extending your arm for greater reach.
  5. Blades: All Shapes and Sizes (1/7)
  6. Blades: All Shapes and Sizes (2/7)
  7. Blades: All Shapes and Sizes (3/7)
  8. Blades: All Shapes and Sizes (4/7)
  9. Blades: All Shapes and Sizes (5/7)
  10. Blades: All Shapes and Sizes (6/7)
  11. Blades: All Shapes and Sizes (7/7)
  12. Blades: x 4 /viewtopic.php?f=545&t=26289
  13. Blades (Shadow Shard): Stays corporeal out of hand until it hits it's mark, then returns to your shadow.
  14. Blades (Shadow Shard): Throw shadow shiv to bring a barricade of rubble down, to fill the gaps.
  15. Blades (Will o Wit): Toss your partner the sword.
  16. Blades Combat (Sword): Throw the sword through a snapshot portal for extra velocity
  17. Blades Combat (Sword): Using a person as a target.
  18. Blades Combat (Sword): The posterior isn't generally a deadly target area, however painful.
  19. Blades Combat (Sword): Shadow Shard is a good projectile, all things considered.
  20. Blades Combat (Sword): Taking aim from a mount.
  21. Combat (Blades): x 2 /viewtopic.php?f=545&t=26789
(40/250)Competent
Stealth
  1. Blending into one's surroundings.
  2. Blending into ambient sound.
  3. Stealth: Hiding is Easy When You are Small
  4. Stealth: Trading Silence For Chain Mail Protection
  5. Stealth: Don't Wear a Path to Your Own Home
  6. Stealth: Tracking Soldiers
  7. Stealth: Following Humans Up Mountains Silently
  8. Stealth: Sleight of Hand Allows for “Magic”
  9. Stealth: Use the Light of Someone Else' Torch
  10. Stealth: Staying Near the Edge of a Fight Keeps you Hidden
  11. Stealth: Staying Away from Firelight
  12. Stealth: Keep back until you know where you are
  13. Stealth: Hard to hide in the middle of a circle
  14. Stealth: Acrobatic leaps are difficult to manage while trying to remain silent.
  15. Stealth: Melting your own noise into the ambient noise of a crystal forest.
  16. Stealth: Sneaking on tippy toes.
  17. Stealth: Keeping to the darkness.
  18. Stealth: Hiding in books
  19. Stealth: Use your environment
  20. Stealth: The Dark Mother's Forest
  21. Stealth: x 1 /viewtopic.php?f=326&t=23072
(38/250)Competent
Medicine (was Poisons)
  1. *Medicine: Poisons: Insinuative toxins must find their way into the blood stream.
  2. *Medicine: Poison: The food of poisonous animals might have ingredients that are equally dangerous.
  3. *Medicine: Poison: The slime of tree frogs has properties that can be refined into poisons.
  4. *Medicine: Poison: Curare can be derived from the slime of tree frogs.
  5. *Medicine: Poisons: Antidotes can be grown from the top of a tunawa's head.
  6. *Medicine: Poisons: Castor Bean: Can be used to produce a poison known as ricin, in powder form.
  7. *Medicine: Poisons: Toxicology deals with the adverse effects of chemical substances
  8. *Medicine: Poisons: Toxins are produced by living organisms
  9. *Medicine: Poisons: Toxicants are created artificially
  10. *Medicine: Poisons: Different delivery methods
  11. *Medicine: Poisons: Fist Nut: Uses
  12. *Medicine: Poisons: Fist Nut: How to remove the toxin
  13. *Medicine: Poisons: Sometimes the dosage makes the poison
  14. *Medicine: Poisons: Sometimes only a part of something is poisonous
(35/250)Competent
Socialization
  1. Socialization: Pestering Someone Sometimes Works
  2. Socialization: Exchanging promises.
  3. Socialization: Contact: Vasa: Rabu's Ithecal protector.
  4. Socialization: Contact: Alaiwa: Kisaik's faithful squire.
  5. Socialization: Hosting a gathering is a good way to shore up relationships.
  6. Socialization: Rabu: Kisaik's husband
  7. Socialization: Kisabu: Its officially a thing now
  8. *Socialization: Persuasion: Convincing the strange catman to sell some cats.
  9. *Socialization: Persuasion: Trying to make peace between a kitten and a full grown cat.
  10. *Socialization: Persuasion: Getting a ghost to tell her story.
  11. Socialization: Persuasion x 3 /viewtopic.php?p=175314#p175314
  12. Socialization: x 4
(32/250) Competent
Combat: Unarmed ((Toṣeọruni Az'vi))
  1. Unarmed Combat (Toṣeọruni Az'vi): Schools of this fighting art are formed beneath Toṣeọrun trees.
  2. Unarmed Combat (Toṣeọruni Az'vi): Involves the use of small weapons, like Toṣeọruni blades.
  3. Unarmed Combat (Toṣeọruni Az'vi): Burying a blade in the dirt, to hide it.
  4. Unarmed Combat (Toṣeọruni Az'vi): Cheita: A master of Toṣeọruni Az'vi.
  5. Unarmed Combat (Toṣeọruni Az'vi): Don't let your guard down, ever.
  6. Unarmed Combat (Toṣeọruni Az'vi): Draw and strike
  7. Unarmed Combat (Toṣeọruni Az'vi): Slice whilst moving foward
  8. Unarmed Combat (Toṣeọruni Az'vi): Maintain balance
  9. Unarmed Combat (Toṣeọruni Az'vi): Changing movement mid-strike
  10. Unarmed Combat (Toṣeọruni Az'vi): Relaxed stance
  11. Unarmed Combat (Toṣeọruni Az'vi): Lunging
  12. Unarmed Combat (Toṣeọruni Az'vi): Shifting weight as movement changes
  13. Unarmed Combat (Toṣeọruni Az'vi): Overhead arc
  14. Unarmed Combat (Toṣeọruni Az'vi): Recovering from an unexpectedly ineffective attack
  15. Unarmed Combat (Toṣeọruni Az'vi): Upward thrust
  16. Combat: Unarmed (Toṣeọruni Az'vi): Being small makes you hard to hit.
  17. Combat: Unarmed (Toṣeọruni Az'vi): Being light makes it easy to move about without effort.
(26/250)Competent
Science (Was Chemistry)
  1. *Science: Chemistry: Basic Definition.
  2. *Science: Chemistry: Congelation makes a fluid more viscous.
  3. *Science: Chemistry: Some fluids can congeal to the point of crystallization.
  4. *Science: Chemistry: Viscous fluid can become dry like puddy or unrefined rubber.
  5. *Science: Chemistry: Elimination Process: Trying salts and other materials on a substance to create viscosity.
  6. *Science: Chemistry: Mixing stuff into drinks is a kind of chemistry.
  7. *Science: Chemistry: Cactus juice has something in it that sheds lichen.
  8. *Science: Chemistry: Process of distillation can create potent spirits of substances.
  9. *Science: Chemistry: Alembic: An instrument that allows for the process of distillation
  10. *Science: Chemistry: Calcinator: A small furnace that provides heat to the laboratory equipment.
  11. *Science: Chemistry: Calcinator: Can be used to reduce materials to ash and other useful components.
  12. *Science: Chemistry: Definition
(26/250) Competent
Meditation
  1. Meditation: The trill and songs of many birds.
  2. Meditation: Not all visions of peace can be trusted.
  3. Meditation: The Order of Color Value.
  4. Meditation: Music as an inward path
  5. Meditation: Using the setting to determine focus
  6. Meditation: Don’t let nerves sway you from your path.
  7. Meditation: Regulating breathing
  8. Meditation: Sometimes It Brings The Focus You Need to Figure Things Out
  9. Meditation: Concentrating on making a spoon stir in a dream.
  10. Meditation: Doesn't need to be sitting still.
  11. Meditation: Movement as meditation
  12. Meditation: Breathing in to coincide with movement.
  13. Meditation: Breathing out slowly
  14. Meditation: x 2 /viewtopic.php?f=545&t=26200
  15. Meditationx 3 /viewtopic.php?f=545&t=26647
(26/250)Competent
Endurance
  1. Endurance: Getting swatted aside with a wooden sword.
  2. Endurance: The crushing weight of near-death
  3. Endurance: Persistent, determined, pain in your legs.
  4. Endurance: Tunawa have built in resistance to magic.
  5. Endurance: Touching a hot surface.
  6. Endurance: Taking the heat of the laboratory.
  7. Endurance: Wear armor if you want to survive a pitched battle.
  8. Endurance: Armor is somewhat restrictive of movementrs and bulky.
  9. Endurance x 3 /viewtopic.php?f=545&t=26647
  10. Endurance: Tunawa joints get creaky when they sleep without food or drink.
  11. Endurance: Waking up after a very long nap.
(26/250)Competent
Discipline
  1. Discipline: Maintaining emotional control.
  2. Discipline: Continuing on despite pain
  3. Discipline: Focus on what's truly important.
  4. Discipline: Rushing in to fight a monster.
  5. Discipline: Never give up!!
  6. Discipline: x 1 /viewtopic.php?f=326&t=23072
  7. Discipline: x 2 /viewtopic.php?f=545&t=26789
  8. Discipline: Try to keep focused while asking questions of a very unusual conversationalist. /viewtopic.php?f=545&t=26273
  9. Discipline: Don't be spooked by the telepathic tree. /viewtopic.php?f=545&t=26273
  10. Discipline: x 3 /viewtopic.php?f=545&t=26273
(26/250)Competent
Animal Husbandry
  1. Animal Husbandry: Egg napping in order to raise them oneself.
  2. Animal Husbandry: Separating natural enemies in order to protect them from each other.
  3. Animal Husbandry: Hatching an egg
  4. Animal Husbandry: Feeding a baby bird.
  5. Animal Husbandry: Animals are most comfortable in their natural habitat
  6. Animal Husbandry: Regular treats are good!
  7. Animal Husbandry: Rats are a fine snack for cats.
  8. Animal Husbandry: Panhandlers are quite docile and shy even compared to most turtle species.
  9. Animal Husbandry: Panhandlers absorb minerals and metals and gems into their shell when burrowing.
  10. Animal Husbandry: Panhandlers make deep burrows, and hide under the earth from hunters and poachers.
  11. Animal Husbandry: Panhandlers are a boon to farmers, both for tilling the earth as well as eating insects.
  12. Animal Husbandry: Panhandlers are a small species of turtle, with pretty shells.
  13. Animal Husbandry: Panhandlers are omnivores, and especially enjoy minerals but also roots, earth worms, and berries.
  14. Animal Husbandry: Panhandlers can be found deep in the earth, and often are hard to find if you don't dig them up.
(26/250)Competent
Animal Training
  1. Animal Training: A cat is independent and isn't bought.
  2. Animal Training: Cats are territorial.
  3. Animal Training: Keeping a panhandler's attention by playing with it and performing a juggling act with berries.
  4. Animal Training: Making sure that the panhandlers have a good rapport with the opposite gender of their kind, by observing their behavior.
(16/250)Novice
Storytelling
  1. Storytelling: The Tale of the Knights of the First Tree, and the Mud Burho.
  2. Storytelling: The story of how Qit'ria found her mate Noth.
  3. Storytelling: Telling stories to pass the time.
  4. Storytelling: The Story of the Tooth Fairy.
  5. Storytelling: The Tale of Azrael and the Field of Fire.
  6. Storytelling x 5 /viewtopic.php?p=175314#p175314
  7. Socialization: Waking up to meet an old friend.
  8. Storytelling: The nap of Skeeterwampulus: A harrowing warning not to wake the monster of the wetlands.
  9. Storytelling: The Mouse and Schnizzlesnoot: A story about how a mouse outsmarted an entire forest, by befriending the scariest things in it.
  10. Storytelling: The Story of 416 and Baron Smooglenuff: How Enri named the big monster Smooglenuff so it wouldn't seem so scary.
  11. Storytelling: The Seige of Jesine's Fairy Court: How Kisaik and the Wardens of the First Tree saved Jesine's Fairy court.
(15/250)Novice
Woodworking (Was Shipbuilding)
  1. *Woodworking: Shipbuilding: Making a simple raft and leafy oar.
(10/250)Novice
Swimming
  1. Swimming: Suriving going Overboard
(6/250)Novice
Seafaring(6/250)Novice
Flying
  1. Flying: Learning to Fly.
  2. Flying: Flying upward.
  3. Flying: Carrying a heavy object while flying.
  4. Flying: Adjusting a fall through wings.
  5. Flying: Flying can go faster than on-foot.
  6. Flying: Weight distribution.
  7. Flying: Fairy wings can carry a light load fast.
(6/250)Novice
Fieldcraft
  1. FieldCraft: Suriving on Insects
  2. Fieldcraft: Searching for nuts.
  3. Fieldcraft: Woods are a treasure trove of materials and food.
  4. Fieldcraft: Rabbit poo has many uses.
  5. Fieldcraft: Pine-pitch adhesive: Made from Pine Pitch, water, and rabbit poo.
  6. Fieldcraft: x 2 /viewtopic.php?f=545&t=26289
(6/250)Novice
Textile Production(5/250)Novice
Ensorcelling(0/250)Novice
Hunting(0/250)Novice
Textile Production
  1. Textile Production: A fabric is made with a combination of threads from a spindle, loaded into a loom.
(0/250)Novice
Teaching
  1. Teaching: A field trip to learn about other fighting styles.
  2. Teaching: Correcting your student.
(0/250)Novice
Tactics
  1. Tactics: Working together to accomplish a goal.
  2. Tactics: All Shapes and Sizes (1/1)
(0/250)Novice
Strength
  1. Strength: Walloping a larger creature with a crosse.
  2. Strength: Lifting a rock with your bare arms.
  3. Strength: Shoving a sharp splinter into a wolfmouse's eyesocket to kill it.
  4. Strength: Leverage can improve your efforts to move things.
(0/250)Novice
Singing
  1. Singing: Song: Friends and guests are welcome.
  2. Singing: Pitch and tone.
(0/250)Novice
Seafaring
  1. Seafaring: Pushing a raft off from shore.
(0/250)Novice
Sculpting
  1. Sculpting: Forming a sharpened edge along a hardening material.
(0/250)Novice
Psychology
  1. Psychology: When an Immortal hands you something
(0/250)Novice
Politics
  1. Politics: Yaralon: Probably shouldn't go back to Yaralon.
(0/250)Novice
Needlework
  1. Needlework: To start making garments and hats, one needs first a thread.
  2. *Needlework: Design: Feathers and other decorations make a hat much more attractive.
  3. *Needlework: Design: Monochromatic Color Value and Tone.
(0/250)Novice
Navigation
  1. Navigation: Location: The shores of Lake Lovalus.
(0/250)Novice
Logistics
(0/250)Novice
Linguistics
  1. Linguistics: Ulehi: Qadarqih roughly translated means 'Black Blade'.
(0/250)Novice
Intimidation
  1. Intimidation: Shadow Shiv is scary to Demon Folk.
(0/250)Novice
Leadership
  1. Leadership: Not hesitating to take action.
  2. Leadership: Not all tasks can be accomplished alone.
  3. Leadership: Giving instructions of what the plan is.
  4. Leadership: Giving orders on demand is hard!
  5. Leadership: Gloom and Doomsayers (1/2)
  6. Leadership: Gloom and Doomsayers (2/2)
  7. Leadership x 3 /viewtopic.php?p=175314#p175314
(0/250)Novice
Design (Going to Needlework)
  1. *Art: Design: Feathers and other decorations make a hat much more attractive.
  2. *Art: Design: Monochromatic Color Value and Tone.
(0/250)Novice
Detection
  1. Detection: Taste-testing substances to try and figure out what they might do.
  2. Detection: Taste-testing beer to tell what food it pairs well with.
  3. Detection: Looking at other’s reactions to determine the success or failure of an outcome.
  4. Detection: Something isn’t right with Rabu…
  5. Detection: Righting chaos through order.
  6. Detection: The cry of a harpy eagle
  7. Detection: The sound of an eggshell cracking.
  8. Detection: Feeling the weight of wells about your arm.
  9. Detection: Feeling that the bag of teeth is no longer under the pillow.
  10. Detection: Noticing that your friends are no longer there.
  11. Detection: Spotting things in irregular places
  12. Detection: Close to the ground can help with tracking
  13. Detection: x1
(0/250)Novice
Dancing
  1. Dancing: Can be used in tandem with Flying.
  2. Dancing: The Waltz.
(0/250)Novice
Caregiving
  1. Caregiving: Calm and reassure
  2. Caregiving: Remind loved ones you love them
(0/250)Novice
Brewing
  1. Brewing: Gold water: a beer containing caraway, cardamom, aniseed, a couple types of fennel, cumin, and a special touch of amber
  2. Brewing: Sunny Sticky: A desert brew with a kick, the key ingredient being a hot, fermented cactus.
(0/250)Novice
Combat: Bludgeon & Axes
  1. Blunt (Club): Whacking tunawa around with a club.
  2. Blunt (Club): Brandishing the club with a proper grip.
(0/250)Novice
Combat: Thrown(11/250)Novice
Running(11/250)Novice
Climbing(11/250)Novice

Old Knowledges

Skills


Climbing (Into Athletics)
  1. *Athletics: Climbing: Small, barklike hands adhere well to bark for the climbing of trees.
  2. *Athletics: Climbing: Rock climbing requires you to find handholds and footholds.
  3. *Athletics: Climbing: Tether a climbing partner.
  4. *Athletics: Climbing: Finding an alcove in the rock to rest.
  5. *Athletics: Climbing: Scaling a person's clothing to get up on their shoulders.
  6. *Athletics: Climbing: Clambering onto a wagon.
Persuasion (Into Socialization)
  1. *Socialization: Persuasion: Convincing the strange catman to sell some cats.
  2. *Socialization: Persuasion: Trying to make peace between a kitten and a full grown cat.
  3. *Socialization: Persuasion: Getting a ghost to tell her story.
  4. Socialization x 3 /viewtopic.php?p=175314#p175314
Running (Into Athletics)
  1. *Athletics: Running: Frogleap: A leaping gait on all fours, giving a tunawa maximum mobility while taking more energy.
  2. *Athletics: Running: Running as fast as you can through the woods is difficult with all the physical obstacles.
Thrown -All converted to blades knowledge
  1. Thrown (Shadow Shard): Stays corporeal out of hand until it hits it's mark, then returns to your shadow.
  2. Thrown (Shadow Shard): Throw shadow shiv to bring a barricade of rubble down, to fill the gaps.
  3. Thrown (Will o Wit): Toss your partner the sword.
  4. Thrown Combat (Sword): Throw the sword through a snapshot portal for extra velocity
  5. Thrown Combat (Sword): Using a person as a target.
  6. Thrown Combat (Sword): The posterior isn't generally a deadly target area, however painful.
  7. Thrown Combat (Sword): Shadow Shard is a good projectile, all things considered.
  8. Thrown Combat (Sword): Taking aim from a mount.

Non-Skill
  1. (SP) Immortal: Ymiden
  2. (SP) Layout: Yaralon
  3. (SP) Immortal: Moseke
  4. (SP) Location: Desnind
  5. (SP) Laws: Desnind
  6. (SP) Layout: Desnind
  7. (SP) Customs & Festivals: Desnind
  8. (SP) Location: Yaralon
  9. (SP) Customs & Festivals: Yaralon
  10. (SP) Cats
  11. Immortal: Mortalborn: Jesine, Queen of Dreams
  12. Jesine: Her Fairies.
  13. Title: Orange Knight of the Fairy Realm
  14. Immortal: Aelig
  15. Aelig: Illusions, Mimicry, Chaos.
  16. Aelig: The voice of your grandfather.
  17. Aelig: Knows about you and Rabu.
  18. Aelig: Called Rabu “Old Dust’s spawn” and “taleweaver’s sapling”.
  19. Rabu: The tallest Tunawa
  20. Rabu: A friendly tunawa
  21. Doran: A grumpy professor.
  22. Doran: Knows an awful lot about chemistry and alchemy.
  23. Doran: Now knows more about tunawa.
  24. Doran: Is a curious sort of person.
  25. Viden: Academy gives classes in Alchemy and toxicology.

Image




Master Skill List

Skills
SkillTotal PointsProficiency
Dreamwalking(8/100)Lucid
Alchemy
  1. Grinding in a mortar and pestle
  2. Using toxins and acids to produce a medium.
  3. Alchemy: Basic Definition
  4. Alchemy: Foxfire used to make something float.
  5. Alchemy: How its different from chemistry
  6. Alchemy: Rabu's mother used a root to make something water resistant.
  7. Alchemy: Congelation: One of the primary alchemical processes.
  8. Alchemy: Gather samples, because you never know
  9. Alchemy: Magic mud?
  10. Alchemy: Potion: Ghost Pepper Brew can keep you warm in the cold, and stave off frost.
  11. Alchemy: Mixing different reagents produces different results.
  12. Alchemy: Sulfur, ground charcoal, and composted manure explosive
  13. Alchemy: Merging of Magic and Chemistry
  14. Alchemy: Immortal's Bodies Have Special Properties
  15. Alchemy: Combining ingredients to make Magic
  16. Alchemy: The Use of Ingredients for Magic
  17. Alchemy: Can strengthen cloth
  18. Alchemy: Requires careful planning
  19. Alchemy: Binding two substances to get the best of both worlds
  20. Alchemy: The reagents needs to be added at the creation stage
  21. Alchemy: Requires multiple steps
  22. Alchemy: Instrument: A Solar Calcinator is used to warm fluids without the use of fire.
  23. Alchemy: Brainstorming ways to make a tunawa drunk through alchemy.
  24. Alchemy: Frogwax: Viscous, rubbery wax that can be used to prevent moisture from leaking through a surface.
  25. Alchemy: Tunawa sap: Has special properties when it comes to the shaping of plant materials.
  26. Alchemy: Making magic with primitive materials.
  27. Alchemy: Natural Reagents tend to be safer for consumption than those altered chemically.
  28. Alchemy: Fire ward: Charwood bark and Phoenix wood can be used to derive fire resistance for alchemical items.
  29. Alchemy: Wood: A medium that can be imparted with alchemical enhancements, as well as a source of them.
  30. x 8
  31. Alchemy: Using alchemy in home improvement.
  32. Alchemy: Mixing a fire-resistant, fire-warded coat of paint.
  33. Alchemy: Applying fire-resistant paint to an already fire-resistant wooden roof panel.
(72+6 (78)/100)Master
Animal Husbandry
  1. Animal Husbandry: Egg napping in order to raise them oneself.
  2. Animal Husbandry: Separating natural enemies in order to protect them from each other.
  3. Animal Husbandry: Hatching an egg
  4. Animal Husbandry: Feeding a baby bird.
  5. Animal Husbandry: Animals are most comfortable in their natural habitat
  6. Animal Husbandry: Regular treats are good!
  7. Animal Husbandry: Rats are a fine snack for cats.
  8. Animal Husbandry: Panhandlers are quite docile and shy even compared to most turtle species.
  9. Animal Husbandry: Panhandlers absorb minerals and metals and gems into their shell when burrowing.
  10. Animal Husbandry: Panhandlers make deep burrows, and hide under the earth from hunters and poachers.
  11. Animal Husbandry: Panhandlers are a boon to farmers, both for tilling the earth as well as eating insects.
  12. Animal Husbandry: Panhandlers are a small species of turtle, with pretty shells.
  13. Animal Husbandry: Panhandlers are omnivores, and especially enjoy minerals but also roots, earth worms, and berries.
  14. Animal Husbandry: Panhandlers can be found deep in the earth, and often are hard to find if you don't dig them up.
(26/250)Competent
Animal Training
  1. Animal Training: A cat is independent and isn't bought.
  2. Animal Training: Cats are territorial.
  3. Animal Training: Keeping a panhandler's attention by playing with it and performing a juggling act with berries.
  4. Animal Training: Making sure that the panhandlers have a good rapport with the opposite gender of their kind, by observing their behavior.
  5. x 2
  6. x5
(26/250)Competent
Athletics (Was Acrobatics)
  1. *Athletics: Acrobatics: Jumping to grab onto someone.
  2. *Athletics: Acrobatics: Getting tossed about, and trying to right oneself in a sackcloth bag.
  3. *Athletics: Acrobatics: Escaping the talons of a raptor by losing an article
  4. *Athletics: Acrobatics: Leaping to avoid projectiles.
  5. *Athletics: Acrobatics: Jumping whilst running
  6. *Athletics: Acrobatics: Best time to jump from a swing
  7. *Athletics: Acrobatics: Balancing on branches
  8. *Athletics: Acrobatics: Basic Moves are Often Parts of Advanced Moves
  9. *Athletics: Acrobatics: Best to be Wearing Pants, Not a Dress
  10. *Athletics: Acrobatics: Cartwheels, Forward and Lateral
  11. *Athletics: Acrobatics: Do Some Stretching Exercises First
  12. *Athletics: Acrobatics: Keep Momentum From One Move to the Next
  13. *Athletics: Acrobatics: Climbing While Tied To Another Person
  14. *Athletics: Acrobatics: Forward somersault
  15. *Athletics: Acrobatics: Jumping onto a man’s shoulder.
  16. *Athletics: Acrobatics: Jumping down from a man’s shoulder, when he’s at full height.
  17. *Athletics: Acrobatics: Jumping onto a man's shoulder while he's moving.
  18. *Athletics: Acrobatics: Righting oneself on an unsteady landing.
  19. *Athletics: Acrobatics: Slipping on some suds and falling lightly onto the bar.
  20. *Athletics: Acrobatics: Hop-climbing to the top of a stool.
  21. *Athletics: Acrobatic: Balancing on a narrow bridge or beam is difficult, when doing so silently.
  22. *Athletics: Acrobatics: Falling down a tunnel and then rolling with the landing.
  23. *Athletics: Acrobatics: Hopping over a boulder is easy with springy limbs.
  24. *Athletics: Acrobatics: Leaping enormous distances
  25. *Athletics: Acrobatics: Preparing for landing with your knees
  26. *Athletics: Acrobatics: Leap and roll
  27. *Athletics: Acrobatics: Can be really helpful in combat
  28. *Athletics: Acrobatics: Mounting another person's shoulders.
  29. *Athletics: Acrobatics: Knowing when to leap in defense, and when to stay the hell out of dodge.
  30. *Athletics: Acrobatics: x4 /viewtopic.php?f=545&t=26196
  31. *Athletics: Running: Frogleap: A leaping gait on all fours, giving a tunawa maximum mobility while taking more energy.
  32. *Athletics: Running: Running as fast as you can through the woods is difficult with all the physical obstacles.
  33. *Athletics: Climbing: Small, barklike hands adhere well to bark for the climbing of trees.
  34. *Athletics: Climbing: Rock climbing requires you to find handholds and footholds.
  35. *Athletics: Climbing: Tether a climbing partner.
  36. *Athletics: Climbing: Finding an alcove in the rock to rest.
  37. *Athletics: Climbing: Scaling a person's clothing to get up on their shoulders.
  38. *Athletics: Climbing: Clambering onto a wagon.
  39. Athletics: x 2 /viewtopic.php?f=326&t=23072
  40. Athletics: Juggling fruit with rupturing magic.
  41. x 10
  42. x 2
  43. x2
(76/250)Expert
Brewing
  1. Brewing: Gold water: a beer containing caraway, cardamom, aniseed, a couple types of fennel, cumin, and a special touch of amber
  2. Brewing: Sunny Sticky: A desert brew with a kick, the key ingredient being a hot, fermented cactus.
(0/250)Novice
Caregiving
  1. Caregiving: Calm and reassure
  2. Caregiving: Remind loved ones you love them
(0/250)Novice
Combat: Blades
  1. Blades (Tiny Sword): Small, thin blades fit easily through gaps in armor.
  2. Blades (Tiny Sword): Need only make inches deep wounds to hit an artery.
  3. Blades (Shadow Shard): Using the shiv to hack and poke enemies.
  4. Blades (Shadow Shard): Extending your arm for greater reach.
  5. Blades: All Shapes and Sizes (1/7)
  6. Blades: All Shapes and Sizes (2/7)
  7. Blades: All Shapes and Sizes (3/7)
  8. Blades: All Shapes and Sizes (4/7)
  9. Blades: All Shapes and Sizes (5/7)
  10. Blades: All Shapes and Sizes (6/7)
  11. Blades: All Shapes and Sizes (7/7)
  12. Blades: x 4 /viewtopic.php?f=545&t=26289
  13. Blades (Shadow Shard): Stays corporeal out of hand until it hits it's mark, then returns to your shadow.
  14. Blades (Shadow Shard): Throw shadow shiv to bring a barricade of rubble down, to fill the gaps.
  15. Blades (Will o Wit): Toss your partner the sword.
  16. Blades Combat (Sword): Throw the sword through a snapshot portal for extra velocity
  17. Blades Combat (Sword): Using a person as a target.
  18. Blades Combat (Sword): The posterior isn't generally a deadly target area, however painful.
  19. Blades Combat (Sword): Shadow Shard is a good projectile, all things considered.
  20. Blades Combat (Sword): Taking aim from a mount.
  21. Combat (Blades): x 2 /viewtopic.php?f=545&t=26789
  22. x 10
  23. x10
  24. x3
  25. x3
(70+6 (76)/250)Expert
Combat: Bludgeon & Axes
  1. Blunt (Club): Whacking tunawa around with a club.
  2. Blunt (Club): Brandishing the club with a proper grip.
(0/250)Novice
Combat: Unarmed ((Toṣeọruni Az'vi))
  1. Unarmed Combat (Toṣeọruni Az'vi): Schools of this fighting art are formed beneath Toṣeọrun trees.
  2. Unarmed Combat (Toṣeọruni Az'vi): Involves the use of small weapons, like Toṣeọruni blades.
  3. Unarmed Combat (Toṣeọruni Az'vi): Burying a blade in the dirt, to hide it.
  4. Unarmed Combat (Toṣeọruni Az'vi): Cheita: A master of Toṣeọruni Az'vi.
  5. Unarmed Combat (Toṣeọruni Az'vi): Don't let your guard down, ever.
  6. Unarmed Combat (Toṣeọruni Az'vi): Draw and strike
  7. Unarmed Combat (Toṣeọruni Az'vi): Slice whilst moving foward
  8. Unarmed Combat (Toṣeọruni Az'vi): Maintain balance
  9. Unarmed Combat (Toṣeọruni Az'vi): Changing movement mid-strike
  10. Unarmed Combat (Toṣeọruni Az'vi): Relaxed stance
  11. Unarmed Combat (Toṣeọruni Az'vi): Lunging
  12. Unarmed Combat (Toṣeọruni Az'vi): Shifting weight as movement changes
  13. Unarmed Combat (Toṣeọruni Az'vi): Overhead arc
  14. Unarmed Combat (Toṣeọruni Az'vi): Recovering from an unexpectedly ineffective attack
  15. Unarmed Combat (Toṣeọruni Az'vi): Upward thrust
  16. Combat: Unarmed (Toṣeọruni Az'vi): Being small makes you hard to hit.
  17. Combat: Unarmed (Toṣeọruni Az'vi): Being light makes it easy to move about without effort.
  18. x 10
(26/250)Competent
Dancing
  1. Dancing: Can be used in tandem with Flying.
  2. Dancing: The Waltz.
(0/250)Novice
Discipline
  1. Discipline: Maintaining emotional control.
  2. Discipline: Continuing on despite pain
  3. Discipline: Focus on what's truly important.
  4. Discipline: Rushing in to fight a monster.
  5. Discipline: Never give up!!
  6. Discipline: x 1 /viewtopic.php?f=326&t=23072
  7. Discipline: x 2 /viewtopic.php?f=545&t=26789
  8. Discipline: Try to keep focused while asking questions of a very unusual conversationalist. /viewtopic.php?f=545&t=26273
  9. Discipline: Don't be spooked by the telepathic tree. /viewtopic.php?f=545&t=26273
  10. Discipline: x 3 /viewtopic.php?f=545&t=26273
  11. x 10
(26/250)Competent
Detection
  1. Detection: Taste-testing substances to try and figure out what they might do.
  2. Detection: Taste-testing beer to tell what food it pairs well with.
  3. Detection: Looking at other’s reactions to determine the success or failure of an outcome.
  4. Detection: Something isn’t right with Rabu…
  5. Detection: Righting chaos through order.
  6. Detection: The cry of a harpy eagle
  7. Detection: The sound of an eggshell cracking.
  8. Detection: Feeling the weight of wells about your arm.
  9. Detection: Feeling that the bag of teeth is no longer under the pillow.
  10. Detection: Noticing that your friends are no longer there.
  11. Detection: Spotting things in irregular places
  12. Detection: Close to the ground can help with tracking
  13. Detection: x1
  14. x 10
(0/250)Novice
Ensorcelling(0/250)Novice
Endurance
  1. Endurance: Getting swatted aside with a wooden sword.
  2. Endurance: The crushing weight of near-death
  3. Endurance: Persistent, determined, pain in your legs.
  4. Endurance: Tunawa have built in resistance to magic.
  5. Endurance: Touching a hot surface.
  6. Endurance: Taking the heat of the laboratory.
  7. Endurance: Wear armor if you want to survive a pitched battle.
  8. Endurance: Armor is somewhat restrictive of movementrs and bulky.
  9. Endurance x 3 /viewtopic.php?f=545&t=26647
  10. Endurance: Tunawa joints get creaky when they sleep without food or drink.
  11. Endurance: Waking up after a very long nap.
(26/250)Competent
Etiquette
  1. Etiquette: Keeping someone's secret.
  2. Etiquette: Proper Greeting
  3. Etiquette: Compliments can lead to awkwardness.
  4. Etiquette: Pinky Swears are binding.
  5. Etiquette: Apologising for ruining someone's camp.
  6. Etiquette: Introducing oneself to those present.
  7. Etiquette: Addressing a stranger.
  8. Etiquette: Yaralon Duelling Customs: Absence of a Darstrion means duel is to the death.
  9. Etiquette: Yaralon Marriage Customs: Giving a weapon away means you're accepting a proposal.
  10. Etiquette: Yaralon Marriage Customs: Weddings need witnesses.
  11. Etiquette: How to speak to powerful beings.
  12. Etiquette: Apologizing on behalf of someone else can mend bridges.
  13. Etiquette: Ask your betrothed how their day is going.
  14. Etiquette: When in doubt, make remarks on the weather.
  15. Etiquette: Etiquette is the better half of valor for a knight.
  16. Etiquette: Etiquette can end conflicts or fights before they begin.
  17. Etiquette: Asking if a person is alright.
  18. Etiquette: Politely asking where your things might be.
  19. Etiquette: Melrathi Customs: 'Skol' a Melrathi toast.
  20. Etiquette: Melrathi Customs: Spirits are held in high regard by Melrathi.
  21. Etiquette: Meeting a fairy queen.
  22. Etiquette: Inviting royalty to your wedding.
  23. Etiquette: Remembering the gift meant for royalty.
  24. Etiquette: Explanation of what happened.
  25. Etiquette: Remembering the names and roles of important people.
  26. Etiquette: Not acting hostile in reaction to aggressive fairies.
  27. Etiquette: Inviting otherworldly creatures to your wedding.
  28. Etiquette: Yaralon Duelling Customs: Duels without a Darstrion are to the death by default.
  29. Etiquette: Compliments can soften another's disposition.
  30. Etiquette: Accepting an important quest from an important being.
  31. Etiquette: Putting your weapons away when asked to.
  32. Etiquette: Talking to a fish, that can talk.
  33. Etiquette: Treating fish like people will surely put you in their good graces.
  34. Etiquette: Remembering a person, and stating how you knew them.
  35. Etiquette: Sometimes, people need to be yelled at
  36. Etiquette: Remain polite where possible. It is not always possible
  37. Etiquette: Keep people informed where it's relevant
  38. Etiquette: The Dark Mother's Forest
  39. Etiquette: Yaralon Weddings: You say the same vows you said at engagement
  40. Etiquette: You must respect a cat's agency.
  41. Etiquette: Greeting a ghost kindly
  42. Etiquette: Making a solemn promise to a ghost.
  43. Etiquette: x2 /viewtopic.php?f=545&t=26196
  44. Etiquette x 3 /viewtopic.php?p=175314#p175314
  45. Etiquette: How to address a tree and ask it nicely for some seeds. /viewtopic.php?f=545&t=26273
  46. Etiquette: Dubbing a new squire.
  47. Etiquette: x 2
(81/250)Expert
Fieldcraft
  1. FieldCraft: Suriving on Insects
  2. Fieldcraft: Searching for nuts.
  3. Fieldcraft: Woods are a treasure trove of materials and food.
  4. Fieldcraft: Rabbit poo has many uses.
  5. Fieldcraft: Pine-pitch adhesive: Made from Pine Pitch, water, and rabbit poo.
  6. Fieldcraft: x 2 /viewtopic.php?f=545&t=26289
(6/250)Novice
Flying
  1. Flying: Learning to Fly.
  2. Flying: Flying upward.
  3. Flying: Carrying a heavy object while flying.
  4. Flying: Adjusting a fall through wings.
  5. Flying: Flying can go faster than on-foot.
  6. Flying: Weight distribution.
  7. Flying: Fairy wings can carry a light load fast.
(6/250)Novice
Gardening
  1. Gardening: The greatest, and most beautiful, garden of them all.
  2. Gardening: Flora: Conifer trees and ever greens.
  3. Gardening: Collecting various herbal items and seeds from the wilds.
  4. Gardening: Toṣeọrun tree: Grows nuts that can be turned into weapons.
  5. Gardening: Moss behaves in certain ways
  6. Gardening: Moss does not usually grow in perfect rectangles
  7. Gardening: Moss doesn't just grow on trees.
  8. Gardening Dirtier than the books describe
  9. Gardening: Speaking to plants
  10. Gardening: The right tools!
  11. Gardening: Window boxes and planters for growing food
  12. Gardening: Growing herbs in a ship’s cabin
  13. Gardening: Using a ship’s cabin roof as a gardening space
  14. Gardening: Keep vegetables and fruits cool when storing them
  15. Gardening: Demon Seeds: Plant-like entities from Emea, that have a taste for mortal souls.
  16. Gardening: Demon Seeds: Evil plants that have tentacles that grab things
  17. Gardening: Apples: A crisp fruit that grows from trees.
  18. Gardening: Northern Nuts are tasty.
  19. Gardening: Cacti grow in the desert.
  20. Gardening: Fist Nut: A tasty nut with a toxin inside that can be steamed out of it.
  21. Gardening: Toseorun Nut: A nut that can be turned into a deadly and sharp weapon.
  22. Gardening: Macademia Nut: A nut with a very hard shell and creamy innards.
  23. Gardening: x 3 /viewtopic.php?f=545&t=26200
  24. Gardening: x8
  25. Gardening: x4
  26. Gardening x 3 /viewtopic.php?f=545&t=26647
  27. Gardening x 3 /viewtopic.php?p=175314#p175314
  28. Gardening: Growth Domain Ability: Regrowing a tunawa limb.
(76/250) Expert
Hunting
  1. x 3
(0/250)Novice
Intimidation
  1. Intimidation: Shadow Shiv is scary to Demon Folk.
(0/250)Novice
Leadership
  1. Leadership: Not hesitating to take action.
  2. Leadership: Not all tasks can be accomplished alone.
  3. Leadership: Giving instructions of what the plan is.
  4. Leadership: Giving orders on demand is hard!
  5. Leadership: Gloom and Doomsayers (1/2)
  6. Leadership: Gloom and Doomsayers (2/2)
  7. Leadership x 3 /viewtopic.php?p=175314#p175314
  8. x 10
(30/250)Competent
Linguistics
  1. Linguistics: Ulehi: Qadarqih roughly translated means 'Black Blade'.
(0/250)Novice
Logistics
(0/250)Novice
Medicine (was Poisons)
  1. *Medicine: Poisons: Insinuative toxins must find their way into the blood stream.
  2. *Medicine: Poison: The food of poisonous animals might have ingredients that are equally dangerous.
  3. *Medicine: Poison: The slime of tree frogs has properties that can be refined into poisons.
  4. *Medicine: Poison: Curare can be derived from the slime of tree frogs.
  5. *Medicine: Poisons: Antidotes can be grown from the top of a tunawa's head.
  6. *Medicine: Poisons: Castor Bean: Can be used to produce a poison known as ricin, in powder form.
  7. *Medicine: Poisons: Toxicology deals with the adverse effects of chemical substances
  8. *Medicine: Poisons: Toxins are produced by living organisms
  9. *Medicine: Poisons: Toxicants are created artificially
  10. *Medicine: Poisons: Different delivery methods
  11. *Medicine: Poisons: Fist Nut: Uses
  12. *Medicine: Poisons: Fist Nut: How to remove the toxin
  13. *Medicine: Poisons: Sometimes the dosage makes the poison
  14. *Medicine: Poisons: Sometimes only a part of something is poisonous
(35/250)Competent
Meditation
  1. Meditation: The trill and songs of many birds.
  2. Meditation: Not all visions of peace can be trusted.
  3. Meditation: The Order of Color Value.
  4. Meditation: Music as an inward path
  5. Meditation: Using the setting to determine focus
  6. Meditation: Don’t let nerves sway you from your path.
  7. Meditation: Regulating breathing
  8. Meditation: Sometimes It Brings The Focus You Need to Figure Things Out
  9. Meditation: Concentrating on making a spoon stir in a dream.
  10. Meditation: Doesn't need to be sitting still.
  11. Meditation: Movement as meditation
  12. Meditation: Breathing in to coincide with movement.
  13. Meditation: Breathing out slowly
  14. Meditation: x 2 /viewtopic.php?f=545&t=26200
  15. Meditationx 3 /viewtopic.php?f=545&t=26647
  16. x4
  17. x10
  18. x2
(80/250)Expert
Mount (Flying Spec)
  1. Mount (Canine): Riding in the backseat on a terrier
  2. Mount (Cat): Remaining in saddle when startled.
  3. Mount (Feline): Allowing your mount to charge and damage the enemy.
  4. Mount (Feline): Coordinating movements with your mount on the ground.
  5. Mount (Feline): Dismounting quickly
  6. Mount (Feline): Don't let your mount run off, or you'll have to hitch a ride froms someone else.
  7. Mount (Feline): Evasive maneuvers during combat can save your mount some damage.
  8. Mount (Feline): Fighting alongside your mount.
  9. Mount (Feline): Jumping on and off a mount as a trick.
  10. Mount (Feline): Outrunning a pack of wolfmmice
  11. Mount (House Cat): A valiant charge into danger can take an enemy by surprise.
  12. Mount (Housecat): Catching up to another mount.
  13. Mount (Housecat): Leaping with your mount.
  14. Mount: Cat: Let the cat drive.
  15. Mount (Housecat): Weaving in and out of people fighting among each other.
  16. Mount: Cat: Let the cat drive.
  17. Mount (Rabu): Rabu is fast, really fast.
  18. Mount (Wagon): Avoiding obstacles on four wheels.
  19. Mount (Wagon): Minimizing collateral damage while driving into a crowded street.
  20. Mount (Wagon): Taking control of a cart run amok.
  21. Mount: Getting into the saddle
  22. Mount: Slowing to a trot.
  23. Mount (Avian) Riding in a eagle's talons.
  24. Mount: Raptor: Basics of a saddle
  25. Mount: Raptor: Getting to know your Raptor is important
  26. Mount: Raptor: Mounting up into the air!
  27. Mount (Raptor): Eagles make for noble steeds.
  28. Mount (Raptor): Special equipment is required to mount an eagle.
  29. Mount: Raptor: Putting in the hood and reins
  30. Mount: Raptor: Putting on a girth strap
  31. Mount: Raptor: Raptor landing
  32. Mount: Raptor: Raptors are slaves to hunger
  33. Mount: Raptor: Raptors are solitary creatures.
  34. Mount: Raptor: Riding with a passenger
  35. Mount: Raptor: Tendency to hold breath whilst saddling up
  36. Mount: Raptor: The Dark Mother's Forest
  37. Mount (Feline): Riding a cat while it's chasing a rat.
  38. Mount x 2 /viewtopic.php?p=175314#p175314
  39. x 2
(76/250)Expert
Musical Instrumenet: Wind
  1. x 1
  2. x8
  3. Musical Instrument: Wind: The Turtle Whistle, tuned to attract a monitor lizard. (drawer dragon)
  4. Musical Instrument: Wind: Try a new tune to see what comes out.
(30/250)Competent
Navigation
  1. Navigation: Location: The shores of Lake Lovalus.
(0/250)Novice
Needlework
  1. Needlework: To start making garments and hats, one needs first a thread.
  2. *Needlework: Design: Feathers and other decorations make a hat much more attractive.
  3. *Needlework: Design: Monochromatic Color Value and Tone.
  4. *Needlework: Design: Feathers and other decorations make a hat much more attractive.
  5. *Needlework: Design: Monochromatic Color Value and Tone.
(0/250)Novice
Politics
  1. Politics: Yaralon: Probably shouldn't go back to Yaralon.
(0/250)Novice
Psychology
  1. Psychology: When an Immortal hands you something
(0/250)Novice
Rupturing
  1. Rupture: Surprise! You stepped in a portal.
  2. Rupturing: Initiation: Taking a trip.
  3. Rupturing: A portal is a two-way journey.
  4. Rupturing: Phasing: Allows one to scry through solid, opaque objects.
  5. Rupturing: Snapshot: Cutting open a portal to send a projectile or weapon trhough.
  6. Rupturing: Snapshot: Can use the ability to shoot projectiles around awkward corners.
  7. Rupturing: There are several levels of overstepping, each bearing greater consequences, congruent to their expenditure.
  8. Rupturing: Witchmark: Rupturer's gleam fills a rupturer's eyes with light as they gaze over a certain distance.
  9. Rupturing: Mutations: Mutations result from advancement in magic, and more rarely through overstepping.
  10. Rupturing: Rupturing can improve mobility by moving through portals when they are large enough.
  11. Rupturing: Rupturing sparks are often attracted to those who possess wande
  12. Rupturing: Phasing: Looking through an oak barrel to see the fluid inside.
  13. Rupturing: Opening a small portal to transfer beer from the bottle into yur glass.
  14. Rupturing: Casting in chaos
  15. Rupturing: Gloom and Doomsayers (1/1)
  16. Rupturing: Blink: A double blink
  17. Rupturing: The Wedding Ceremony (1/3)
  18. Rupturing: The Wedding Ceremony (2/3)
  19. Rupturing: The Wedding Ceremony (3/3)
  20. Rupturing: x2 /viewtopic.php?f=545&t=26196
  21. Rupturing: Blinking x 4 /viewtopic.php?f=545&t=26289
  22. Rupturing: Portal: useful for getting back to a place you can easily visualize. /viewtopic.php?f=545&t=26200
  23. Rupturing: x 2 /viewtopic.php?f=326&t=23072
  24. Rupturing: Snapshotting oneself through a portal, to improve the momentum of blade strikes.
  25. Rupturing: Pulling: Pulling oneself through portals, one after another.
  26. Rupturing: Rupture sight can help one find animals far under the ground.
  27. Rupturing: Snapshot: Snapshotting a strange energy can have unpredictable results.
(101/250)Expert
Science (Was Chemistry)
  1. *Science: Chemistry: Basic Definition.
  2. *Science: Chemistry: Congelation makes a fluid more viscous.
  3. *Science: Chemistry: Some fluids can congeal to the point of crystallization.
  4. *Science: Chemistry: Viscous fluid can become dry like puddy or unrefined rubber.
  5. *Science: Chemistry: Elimination Process: Trying salts and other materials on a substance to create viscosity.
  6. *Science: Chemistry: Mixing stuff into drinks is a kind of chemistry.
  7. *Science: Chemistry: Cactus juice has something in it that sheds lichen.
  8. *Science: Chemistry: Process of distillation can create potent spirits of substances.
  9. *Science: Chemistry: Alembic: An instrument that allows for the process of distillation
  10. *Science: Chemistry: Calcinator: A small furnace that provides heat to the laboratory equipment.
  11. *Science: Chemistry: Calcinator: Can be used to reduce materials to ash and other useful components.
  12. *Science: Chemistry: Definition
(26/250) Competent
Sculpting
  1. Sculpting: Forming a sharpened edge along a hardening material.
(0/250)Novice
Seafaring
  1. Seafaring: Pushing a raft off from shore.
(6/250)Novice
Singing
  1. Singing: Song: Friends and guests are welcome.
  2. Singing: Pitch and tone.
(0/250)Novice
Socialization
  1. Socialization: Pestering Someone Sometimes Works
  2. Socialization: Exchanging promises.
  3. Socialization: Contact: Vasa: Rabu's Ithecal protector.
  4. Socialization: Contact: Alaiwa: Kisaik's faithful squire.
  5. Socialization: Hosting a gathering is a good way to shore up relationships.
  6. Socialization: Rabu: Kisaik's husband
  7. Socialization: Kisabu: Its officially a thing now
  8. *Socialization: Persuasion: Convincing the strange catman to sell some cats.
  9. *Socialization: Persuasion: Trying to make peace between a kitten and a full grown cat.
  10. *Socialization: Persuasion: Getting a ghost to tell her story.
  11. Socialization: Persuasion x 3 /viewtopic.php?p=175314#p175314
  12. Socialization: x 4
  13. x 4
(32/250) Competent
Stealth
  1. Blending into one's surroundings.
  2. Blending into ambient sound.
  3. Stealth: Hiding is Easy When You are Small
  4. Stealth: Trading Silence For Chain Mail Protection
  5. Stealth: Don't Wear a Path to Your Own Home
  6. Stealth: Tracking Soldiers
  7. Stealth: Following Humans Up Mountains Silently
  8. Stealth: Sleight of Hand Allows for “Magic”
  9. Stealth: Use the Light of Someone Else' Torch
  10. Stealth: Staying Near the Edge of a Fight Keeps you Hidden
  11. Stealth: Staying Away from Firelight
  12. Stealth: Keep back until you know where you are
  13. Stealth: Hard to hide in the middle of a circle
  14. Stealth: Acrobatic leaps are difficult to manage while trying to remain silent.
  15. Stealth: Melting your own noise into the ambient noise of a crystal forest.
  16. Stealth: Sneaking on tippy toes.
  17. Stealth: Keeping to the darkness.
  18. Stealth: Hiding in books
  19. Stealth: Use your environment
  20. Stealth: The Dark Mother's Forest
  21. Stealth: x 1 /viewtopic.php?f=326&t=23072
  22. x 7
(40/250)Competent
Storytelling
  1. Storytelling: The Tale of the Knights of the First Tree, and the Mud Burho.
  2. Storytelling: The story of how Qit'ria found her mate Noth.
  3. Storytelling: Telling stories to pass the time.
  4. Storytelling: The Story of the Tooth Fairy.
  5. Storytelling: The Tale of Azrael and the Field of Fire.
  6. Storytelling x 5 /viewtopic.php?p=175314#p175314
  7. Socialization: Waking up to meet an old friend.
  8. Storytelling: The nap of Skeeterwampulus: A harrowing warning not to wake the monster of the wetlands.
  9. Storytelling: The Mouse and Schnizzlesnoot: A story about how a mouse outsmarted an entire forest, by befriending the scariest things in it.
  10. Storytelling: The Story of 416 and Baron Smooglenuff: How Enri named the big monster Smooglenuff so it wouldn't seem so scary.
  11. Storytelling: The Seige of Jesine's Fairy Court: How Kisaik and the Wardens of the First Tree saved Jesine's Fairy court.
  12. Storytelling: Figuring out how to hook an audience with an initial premise.
  13. Storytelling: Stories are good as new when the audience changes.
(30/250)Competent
Strength
  1. Strength: Walloping a larger creature with a crosse.
  2. Strength: Lifting a rock with your bare arms.
  3. Strength: Shoving a sharp splinter into a wolfmouse's eyesocket to kill it.
  4. Strength: Leverage can improve your efforts to move things.
  5. x 6
(0/250)Novice
Swimming
  1. Swimming: Suriving going Overboard
(6/250)Novice
Tactics
  1. Tactics: Working together to accomplish a goal.
  2. Tactics: All Shapes and Sizes (1/1)
  3. x 8
  4. x3
(30/250)Competent
Teaching
  1. Teaching: A field trip to learn about other fighting styles.
  2. Teaching: Correcting your student.
  3. x 3
(0/250)Novice
Textile Production
  1. Textile Production: A fabric is made with a combination of threads from a spindle, loaded into a loom.
(0/250)Novice
Woodworking (Was Shipbuilding)
  1. *Woodworking: Shipbuilding: Making a simple raft and leafy oar.
  2. x5
(16/250)Novice

Old Knowledges

Skills


Climbing (Into Athletics)
  1. *Athletics: Climbing: Small, barklike hands adhere well to bark for the climbing of trees.
  2. *Athletics: Climbing: Rock climbing requires you to find handholds and footholds.
  3. *Athletics: Climbing: Tether a climbing partner.
  4. *Athletics: Climbing: Finding an alcove in the rock to rest.
  5. *Athletics: Climbing: Scaling a person's clothing to get up on their shoulders.
  6. *Athletics: Climbing: Clambering onto a wagon.
Persuasion (Into Socialization)
  1. *Socialization: Persuasion: Convincing the strange catman to sell some cats.
  2. *Socialization: Persuasion: Trying to make peace between a kitten and a full grown cat.
  3. *Socialization: Persuasion: Getting a ghost to tell her story.
  4. Socialization x 3 /viewtopic.php?p=175314#p175314
Running (Into Athletics)
  1. *Athletics: Running: Frogleap: A leaping gait on all fours, giving a tunawa maximum mobility while taking more energy.
  2. *Athletics: Running: Running as fast as you can through the woods is difficult with all the physical obstacles.
Thrown -All converted to blades knowledge
  1. Thrown (Shadow Shard): Stays corporeal out of hand until it hits it's mark, then returns to your shadow.
  2. Thrown (Shadow Shard): Throw shadow shiv to bring a barricade of rubble down, to fill the gaps.
  3. Thrown (Will o Wit): Toss your partner the sword.
  4. Thrown Combat (Sword): Throw the sword through a snapshot portal for extra velocity
  5. Thrown Combat (Sword): Using a person as a target.
  6. Thrown Combat (Sword): The posterior isn't generally a deadly target area, however painful.
  7. Thrown Combat (Sword): Shadow Shard is a good projectile, all things considered.
  8. Thrown Combat (Sword): Taking aim from a mount.

Non-Skill
  1. (SP) Immortal: Ymiden
  2. (SP) Layout: Yaralon
  3. (SP) Immortal: Moseke
  4. (SP) Location: Desnind
  5. (SP) Laws: Desnind
  6. (SP) Layout: Desnind
  7. (SP) Customs & Festivals: Desnind
  8. (SP) Location: Yaralon
  9. (SP) Customs & Festivals: Yaralon
  10. (SP) Cats
  11. Immortal: Mortalborn: Jesine, Queen of Dreams
  12. Jesine: Her Fairies.
  13. Title: Orange Knight of the Fairy Realm
  14. Immortal: Aelig
  15. Aelig: Illusions, Mimicry, Chaos.
  16. Aelig: The voice of your grandfather.
  17. Aelig: Knows about you and Rabu.
  18. Aelig: Called Rabu “Old Dust’s spawn” and “taleweaver’s sapling”.
  19. Rabu: The tallest Tunawa
  20. Rabu: A friendly tunawa
  21. Doran: A grumpy professor.
  22. Doran: Knows an awful lot about chemistry and alchemy.
  23. Doran: Now knows more about tunawa.
  24. Doran: Is a curious sort of person.
  25. Viden: Academy gives classes in Alchemy and toxicology.


asdf
Image



Skills tracked via UCP now
Thread or Skill Name Points Adjustment Running Total
Starter XP +50 50
Stealth 25 50
Gardening -10 40
Poisons -10 30
Mount: Feline -10 15
Animal Traininng: Feline -10 10
Alchemy -10 0
Stealth 3 0
Swimming 3 0
Animal Husbandry 3 0
Can you Distill Joy from a Sunbeam +15 15 (15)
Rupturing -15 0
The Call (R) +20 20 (35)
Rupturing -20 0
Gloom and Doomsayers +15 (Rupturing) 15 (Rupturing) (50)
Rupturing -15 0
The Wedding Ceremony +11 11 (61)
Rupturing -11 0
Tunawa Alchemy +15 15 (76)
Alchemy -15 0
Spirited away on a Ray of Moonlight +10 10 (86)
A Pound of Prevention is worth an Ounce of Curare +10 20 (106)
Poisons -10 10
Mount -10 0
A Haven for Some +15 15 (121)
Mount -15 0
Dollhouse Union +15 15 (136)
Etiquette -15 0
Egg Quest +10 10 (146)
Acrobatics -5 5
Climbing -5 0
Novice Basket Weaving +15 15 (161)
Unarmed Combat (Toṣeọruni Az'vi) -15 0
A spoon of sleep +10 10 (171)
Chemistry -10 0
Taking Root +20 20 (191)
Etiquette -11 9
Where Eagles Dare +10 19 (201)
Alchemy -1 18
The Pure +20 38 (221)
Acrobatics -20 18
Chemistry -15 3
Unarmed Combat (Toṣeọruni Az'vi) -3 0
Balthazar's School of the Elements +15 15 (236)
An Unexpected Pupil +10 25 (246)
Alchemy -25 0
The Door of Life +20 20 (266)
Acrobatics -1 19
Gardening -16 3
Unarmed Combat (Toṣeọruni Az'vi) -3 0
Seeds of Evil +15 15 (281)
Gardening -15 0
Raining Fire +15 15 (296)
Mount -15 0
Court the Fairies +25 25 (321)
Etiquette -25 0
A Night for those who Grow +15 15 (336)
Unarmed Combat (Toṣeọruni Az'vi) -5 10
Etiquette -10 0
Trial of the Scared +20 20 (356)
Etiquette -20 0
The Gauntlet is Thrown +10 10 (366)
Socialization -10 0
A Most Eggcellent Occasion +15 15 (381)
Blades -5 10
Endurance -5 5
Climbing -5 0
Wee Little Demons +15 15 (401)
An Antidote +15 30 (431)
Chemistry -1 29
Alchemy -9 20
Combat: Blades -10 10
Combat: Thrown -10 0
Tooth Fairy +10 10 (441)
Qadarqih: On the Dark Side +10 20 (451)
Stealth -10 10
Running -10 0
Time and Time Again +15 15 (466)
Blades -10 5
Endurance -5 0
Live Reagents, Locally Sourced +15 15 (481)
Poisons -15 0
Black as Night, Dark as Pitch +20 20 (501)
Acrobatics -20 0
Dark Mother's Forest +5 5 (506)
Acrobatics -5 0
Drawing on Experience +15 15(521)
Acrobatics -15 0
We're All a Little Nuts +10 10 (531)
Acrobatics -10 0
The Smallest Shipwright +10 10 (541)
Fieldcraft -6 4
Running -1 3
Combat: Thrown -1 2
Flying -1 1
Persuasion -1 0
The Wedding Ceremony +4 4 (545)
Climbing -1 0
Endurance -1 0
Animal Training -1 0
Mount -1 0
Cats in the Crate-l +15 15 (560)
Kindred Spirits +15 30 (575)
Persuasion -20 10
Meditation -6 4
Woodworking -1 3
Animal Husbandry -3 0
We're all going on a dragon hunt +15 15 (590)
Discipline -6 9
Socialization -1 8
Swimming -3 5
Woodworking -5 0
All Shapes and Sizes +15 15 (605)
Combat: Blades -5 10
Meditation -5 5
Flying -5 0
Settin' Up Camp +15 Rupturing 15 Rupturing (620)
Rupturing -15 0
The Wild Hunt +15 Rupturing 15 Rupturing (635)
Meditation -15 0
Spring is in the Air +10 10 (645)
Gardening -10 0
Who Wants to be a Milliner? +10 10 (655)
Storytelling -5 5
Textile Production -5 1
Savior of the Morning +15 15 (670)
Gardening -15 0
Combat: Thrown Reassignment +11 11 (670)
Combat: Blades -10 0
Gardening -1 0
Spring has Sprung +5 +5 Rupturing +5 +5 Rupturing (680)
Rupturing -5 5
Mount (Ground) -5 0
Putting Down Roots +15 15 (695)
Animal Training -5 10
Mount -10 0
Acrobatics Is now Athletics 0
Chemistry Is now Science 0
Poisons is now Medicine 0
Persuasion is now Socialization 0
Running (Into Skill Pool) +11 11
Climbing (Into Skill Pool) +11 22
Mount -10 12
Alchemy -12 0
Fear of the Heavens +15 15 (710)
A Fear of the Heavens: The Seedling +10 (Rupturing) 15 10 (Rupturing) (720)
Rupturing -10 15
Endurance -15 0
Captain Grayskull and the Fish-Strewn Gully +10 (Rupturing) 10 (Rupturing) (730)
Rupturing -10 0
Treetalk or Talking to Trees +10 10 (740)
Discipline -10 0
Creaky Hinges +15 15 (755)
Discipline -10 5
Animal Husbandry -5 0
Never Give Up +10 10 (765)
Animal Husbandry -5 5
Tall Tales, Short Stories, and Fables of all Sizes +15 20 (780)
Animal Husbandry -10 10
Storytelling -10 0
Turtlequest: Panhandlers +10 10 (790)
Seafaring -6 4
Woodworking -4 0
Ocean's Forge +50 50 (840)
Leadership -30 20
Storytelling -15 5
The Turtle Whistle +10 15 (850)
Musical Instrument: Wind -10 5
I Need a Little Hand Here +10 15 (860)
I'm Your Huckleberry +15 30 (875)
Combat: Blades -30 0
Announcement +32 32 (875)
Animal Training -10 22
Waylaid by Chaos +15 37 (890)
Tactics -25 12
Meditation -12 0
Day's off what are those? +15 15 (905)
Tactics -5 10
The Founding of Shellknight Lodge +15 25 (920)
Dragonlings and Other THings +15 40 (935)
Brilliant Blade Battling +15 55(950)
Meditation -42 13
A Shelter Against Outrageous Fortune +15 28(965)
Musical Instrument: Wind -20 8
Woodworking -6 6
Stealth -2 0
asf
Dreamwalking XP Ledger

[/style3] [hr]
Thread or Skill Name Points Adjustment Running Total
Court the Fairies +4 4
Novice Basket Weaving +2 6
Qadarqih: On the Dark Side +2 8
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Old Ledger
Item Adjustment Total
Starting Package +100gn 100gn
Total Currency: 0 ON, 100 GN, 0 SN, 0 CN
Wealth Tracked on UCP now
Purchase/Wage Adj Total Wealth Points
/viewtopic.php?f=378&t=15936#p106560 0 50 WPs
(SP) Alchemy Skill Kit (T4) 0 50 WPs
(SP) Poisoning Skill Kit (T4) 0 50 WPs
(SP) Animal Husbandry Skill Kit (T4) 0 50 WPs
(SP) Animal Training Skill Kit (T4) 0 50 WPs
(SP) Chemistry Skill Kit (T4) 0 50 WPs
(SP) Gardening Skill Kit (T4) 0 50 WPs
(SP) Slingshot and bullets: Basic+ (Tier 4) 0 50 WPs
for cobalt metal plate and fur barding for slate -6 44 WPs
for embersteel/cobalt tunawa lance (Exotic) -12 32 WPs
for Cobalt Plate armor and Metal Round shield -15 17 WPs
1 Cloth of Gold Silk Tunic,padding, and fauld for his armor -1 16 WPs
Cylus Wage 719 +11 27 WPs
Meat for Nugget for the Season of Ashan -6 21 WPs
Ashan wages 719 +12 33 WPs
2 masterwork outfits -1 32 WPs
Sold his used Embersteel Lance on Ymiden 40th +12 44 WPs
Sold cobalt metal plate and fur barding for slate on Ymiden 40th +6 50 WPs
Purchased Excellent+ quality training for his Harpy Eagle -6 44 WPs
Purchased Ingredients for potions, and 1 cold weather outfit. -2 42 WPs
Ymiden Wealth Thread +13 55 WPs
(WIthin Tier 4) Acquired a bronze locket set with a rolled stone of peanut wood. Average quality 0 55 WPs
Saun Wage 719 +14 69 WPs
Paid for some service at Beer Festival -1 68 WPs
Vhalar wage 719 +15 83 WPs
Zi'da wage 719 +16 99 WPs
Cylus 720 wage +18 117 WPs
Ashan 720 wage +18 135 WPs
Cylus 721 wage +20 155WPs
Ashan 721 wage +21 176WPs
Purchased: Masterwork Cobalt Plate Mount Armor for Phee + Riding Equipment/Accessories -7 169 WPs
Wages: Ymiden 721 +21 190 WPs
Wages: Saun 721 +33 223 WPs
Purchasing: Tier 10 House (Shellknight Lodge) -86 137 WPs
Renown/Wage/Glory Claim: Vhalar 721 +33 170


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Last edited by Kisaik on Sun Jan 29, 2023 12:47 am, edited 3 times in total. word count: 10876
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Kisaik
Approved Character
Posts: 808
Joined: Fri Jan 18, 2019 4:58 pm
Race: Tunawa
Profession: Protagonist
Renown: 780
Character Sheet
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Storybook
Wealth Tier: Tier 10

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Alchemic Backlash Table

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Alchemical Backlash Roll System:


Light Backlash Menu

Telescopic Sight: An aggravating overstepping penalty and most common in novice to competent mages (although can be exhibited by all), Telescopic sight is a sudden disconnect between distance. Things far away will appear incredibly close and things that are close will loom impossibly large and detailed before the afflicted. This occular condition is debilitating for the duration of its presence and is clearly visible by the active cascade of Rupturing sparks constantly sparking in the mage’s eyes.

Booming Cough: Also known as Sunder Sneeze, this basic Rupturing overstepping penalty is relatively harmless but nearly impossible to hide. For a few trials or more after, a Rupturer will suffer from a persistent cough or sneeze that shreds the air around it, making each exclamation a deafening sound. Trying to hold it in is sometimes effective, but when forced out the Rupturer’s nose it is not only loud, but hilarious.

Runner’s Low: Different from Fatigue, a Runner’s low occurs in basic overstepping. The mage is retroactively subjected to the rigors of if their body had physically traveled the distance they actually teleported. Not simply limited to muscle fatigue, this also takes into consideration height of portals. Pulled muscles, aching bones are fairly common in a Rupturer that has stepped past their limit as their body compensates for the stress of their own magic.

Needles and pins ~ The mage experiences the sensation of 'pins and needles' all over their body.

Numbness ~ Extremities (fingers, toes etc) grow numb.

Intemperate ~ The mage's inner temperature fluctuates between very hot and very cold.

Sensory Overload ~ One of the senses becomes blurred / unclear.
Moderate Backlash Menu
Wanderlust: A moderate overstepping penalty, Wanderlust is a longer lasting (albeit fairly benign) condition. The Rupturer feels compelled to travel and will be unable to stay in one place for more than a handful of trials at a time. Usually this condition can last anywhere from one cycle to three, but the key difference between this condition and the normal flighty nature of the Rupturer is that they are compelled to travel and become emotionally dependent on the act. Forcing themselves to stay in one place saps their energy, their emotions, and their willpower. Some have even experienced an almost amorous draw toward those traveling or people preparing to travel.

Fatal Urging: Fatal Urging is a moderate overstepping trouble that unfortunately leads to many Rupturer deaths. Fatal Urging is the Spark forgetting about mortal limitations, and the mage does as well. Effective anywhere from a trial to a few trials, a Rupturer is drawn to greater and greater risk. The more daring they can be, the more dangerous, the better. The Spark works best in these circumstances but the trouble with this penalty is that the mage forgets their own mortal limitation. To the mage they are spark and fire, they leap from place to place and barely are conscious of their body. A Fatally Urged Rupturer feels no pain, no hunger, no thirst, no fatigue, no stress, just wild, reckless freedom. It is not that they are immune to these things, they simply lose the ability to perceive them.

Scratches ~ Small scratches appear over one limb / area of the mage.

Scars ~ The mage develops a series of silvery scars over their body, temporary in duration, but painful.

Fusion ~ The skin of the mage develops a sticky texture to it; in some cases digits and / or limbs fuse, one to the other. This is temporary at medium overstepping, permanent as a heavy overstepping.

Displaced Sensation ~ The mage temporarily experiences one of their senses through a different part of their body.
Heavy Backlash Menu

Transcorpus: A gruesome fate, Transcorpus is the incomplete translocation of a body. It’s a much more severe evolution of Colocation. Although where Colocation simply ejects the consciousness, Transcorpus only teleports certain limbs, organs, or bones through the portal the Rupturer attempts to use. This has not been able to be replicated despite war mages clamoring for the ability and only seems to work at the extreme detriment of the mage and anyone unfortunate enough to use that particular portal. The body part seems to be random, but it is often part of the mage or the victim symbolic to the situation in some way. (For purposes of Alchemy, this means the alchemist gets part of their body phased and stuck in a solid surface of some kind, usually the first one he touches.)

Fusion ~ The skin of the mage develops a sticky texture to it; in some cases digits and / or limbs fuse, one to the other. This is temporary at medium overstepping, permanent as a heavy overstepping.
word count: 782
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Kisaik
Approved Character
Posts: 808
Joined: Fri Jan 18, 2019 4:58 pm
Race: Tunawa
Profession: Protagonist
Renown: 780
Character Sheet
Character Wiki
Plot Notes
Partner
Templates
Letters
Storybook
Wealth Tier: Tier 10

Featured

Milestones

RP Medals

Miscellaneous

Events

Business Proposal (WIP)

Business Proposal
Shellknight Lodge
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  • ABOUT THE PC
    • Character Name: Kisaik
    • Current Wealth Tier: 8 (169 WP)
    • Leadership Skill: 0
    • Company's Main Skill (your level in it): Mount (Flying): Expert (76)
  • ABOUT THE BUSINESS STARTUP Refer to the Business Guide
    What is your target tier? Tier 8
    • Step 1: What is your startup wealth differential? 0
    • Step 2: What is the base cost of set up for your business? 45 WP
    • Step 3: What is the startup cost? (Step 2 - Step 1)? 45 WP
    • Step 4: Is this business a small or large business? If so, please show working out. Normal business.
    • How will this be funded? Will you lose the WPs or are you taking a loan? Please link to ledger or bank. WP Ledger (personal wealth) viewtopic.php?f=37&t=15813#p105634
  • ABOUT THE BUSINESS
  • Business Name: Shellknight Lodge
  • Business Location: Faldrass
  • Business Description:
  • Number of Employees: 1 Quartermaster, 13 Flavor NPC 'Squires'
  • What manner of Resource Gathering does your Mercenary Troupe engage in? Gardening and Animal husbandry.
  • Which services do you provide? Fetching cats out of trees, helping little old ladies cross the street, small good deeds. Only good deeds. Defeating villainy by any means necessary.
  • Are there any exceptions No Pillaging nor Plundering. Treasure recovered from villains will be distributed back to the community from which they stole.
  • Which Wealth Tier does your business target at? 2
  • What is your Leadership Skill? 15
Goods & Services Available

Taggard Hopkinson


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Name: Taggard Hopkinson
Race: Cadouri
Date of birth: Ymiden 23rd 669
Title: Quartermaster of the Shellknights.
Skills:

Mount (Flying): 30
Polearms: (1-handed) 30
Logistics: 30
Shield: 30
Appraisal: 30



Brief Sketch: Taggard Hopkinson is a very adventuresome Cadouri, a knight errant that fell into the life through a mutual interest with Kisaik, and subsequently brought into the fold of Kisaik's personal circle of knights. Devoted to Saoire, he will not hesitate to bring doom to any monsters that threaten his comrades or protectees, however he prefers to defend when possible, rather than destroy. Even so, he is not a pacifist, and will engage in battle if called to it. He rides a turtle-dove mount and wields a lance and shield.

Job information

Jobs are available here. To apply for a job, contact the player.

Player notes

Put notes from the city's mod(s) to the city's players here. Also put a "transaction template" for PCs?

Change log

Record any changes here that have been made to the location.
Last edited by Kisaik on Thu Aug 26, 2021 7:05 am, edited 8 times in total. word count: 413
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User avatar
Kisaik
Approved Character
Posts: 808
Joined: Fri Jan 18, 2019 4:58 pm
Race: Tunawa
Profession: Protagonist
Renown: 780
Character Sheet
Character Wiki
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Partner
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Letters
Storybook
Wealth Tier: Tier 10

Featured

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Miscellaneous

Events

Re: A Humble Knight's Plots (Kisaik)

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Original Proposal for magic tunawa: viewtopic.php?f=364&t=20229

Hey, I wanted to see if I could rework my plot to unlock magic for the tunawa race as a more solo endeavor. Rabu is unfortunately not very active right now through no fault of his own, but I'm pretty eager to get this story underway, having waited a while to start it.

I don't want to get too structured with how the threads are going to go, but basically they would involve three major points for my solo threads:

1. Learning about the Hochojobon tree, finding the Hochojobon tree: This would consist of 2-3 threads, which involve finding out about the tree one way or another. Whether finding a native tunawa of Melrath, meeting Evelyn (one of the magic mentors), or researching someplace. More likely the middle option though, as Kisaik's research skills are nonexistent.

2. Meeting the mentors, Evelyn introduces Kisaik to Rotari: Consisting of 3-4 threads where Kisaik learns more about the nature of magic, simply by dint of listening to Rotari and Evelyn. He learns the basics, such as about ether, and why magic has limits and why he gets tired after casting so much and so often. Eventually it all probably ends in Rotari's attempt to fuse himself to the tree, while Kisaik tries to remove him from it. Their ether mixes and some weirdness happens, which may end up corrupting the tree and all tunawa born of it, or else unlocks magical potential for Kisaik. I wanna be kind of open ended for how this goes, because I will swiftly lose interest if I plan and plot every step along the way of how this story goes. I do want some surprises.

3. If Kisaik succeeds in removing Rotari from the tree, and for good and all, he'll be celebrated by the tunawa of the Hochojobon for sparing them from corruption as well as future generations.

3.a: So one idea that keeps coming up for me, is the use of the acorn of movement (a tree seed he acquired from the Call, which is also the event where he unlocked magic) to remove Rotari from the Hochojobon. Once Rotari is removed, Kisaik will be pulled along with him, to where the acorn wants to go. It'll allow him to use it one last time, but this last time, wherever he emerges, he will plant a tree. And so, wherever he plants it will become a grove, where the central, tallest tree becomes the Tree of Magic, birthing a dreamlike glade of magical fauna, flora, and tunawa. In combination with the actual acorn, the birth of the growth could consume the spirit of his Diri of Growth, Ataja to be the animating spirit of the grove-to-be thus fulfilling its purpose and merging with the Tree of Magic. Through this sacrifice of both his Diri of Growth and the Magic Acorn, I think it's a fair trade to unlock magic for the entire Tunawa race (should individual pcs wish to become magic tunawa)

I just haven't decided where to end up planting it... I was thinking either Scalvoris or Rharne would be good candidates. Yaralon has the First Tree, Melrath has the Hochojobon, and Desnind has, well, you know.


2nd Draft of Tree of Magic plot:

Original Proposal for magic tunawa: viewtopic.php?f=364&t=20229

Hey, Tempy, I wanted to see if I could rework my plot to unlock magic for the tunawa race as a more solo try. Rabu is unfortunately not very active right now through no fault of his own. Yet, I'm pretty eager to get this story underway, having waited a while to start it.


I don't want to get too structured with how the threads are going to go, but they would involve three major points for solo threads with a potential for mod bomb at the end:

1. Kisaik, while using the magic acorn, is drawn to the badlands west of Desnind. Here, he finds himself stranded, with no mount and no way out. It ends up in a marooned sort of storyline, where he begins to develop eccentricities, such as taking to talking to the magic acorn. He'd also learn to live in the inhospitable lands, taming rats to act as his mount.

2. Kisaik begins to go a little loopy, and thinks that the magic acorn is talking to him. It begins to convince him (or Kisaik is going crazy) to plant it in the badlands. It tells Kisaik that it was brought into this world to cure the diseased forest, and not to act as a taxi for Kisaik.

3. Kisaik in a fevered episode, plants the magic acorn of movement in the heart of the badlands, utilizing all kinds of strange alchemical rituals. During the ritual, he invokes his diri of growth, and it in turn draws from his mb domain of growth to animate the magic acorn and cause it to grow. It grows, but ends up consuming the diri, and giving birth to the Tree of Magic. An Ojogbon tree that has corrupted sap, which any Tunawa can visit and imbibe the sap of to learn magic.

Once this quest is complete, I'd like to apply for an extra power for Kisaik's mortalborn Growth Domain.






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Original Proposal for magic tunawa: viewtopic.php?f=364&t=20229

Tempest has approved the following plot via PM, so I'm taking the liberty of setting up a tracker for it.

1. Kisaik, while using the magic acorn, is drawn to the badlands west of Desnind. Here, he finds himself stranded, with no mount and no way out. It ends up in a marooned sort of storyline, where he begins to develop eccentricities, such as taking to talking to the magic acorn. He'd also learn to live in the inhospitable lands, taming rats to act as his mount.

2. Kisaik begins to go a little loopy, and thinks that the magic acorn is talking to him. It begins to convince him (or Kisaik is going crazy) to plant it in the badlands. It tells Kisaik that it was brought into this world to cure the diseased forest, and not to act as a taxi for Kisaik.

3. Kisaik in a fevered episode, plants the magic acorn of movement in the heart of the badlands, utilizing all kinds of strange alchemical rituals. During the ritual, he invokes his diri of growth, and it in turn draws from his mb domain of growth to animate the magic acorn and cause it to grow. It grows, but ends up consuming the diri, and giving birth to the Tree of Magic. An Ojogbon tree that has corrupted sap, which any Tunawa can visit and imbibe the sap of to learn magic.

Once this quest is complete, I'd like to apply for an extra power for Kisaik's mortalborn Growth Domain.





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