Llyr's Plot Notes

The plot development forum is designed for players and groups to keep track of their plot lines, goals they wish their characters to complete in each season, and anything else that may tie into your character's past, present, and future. Please remember that this is not the Personal Journals forum and should not be treated as such. All information posted within this forum should be information that ties back to your character within the Standing Trials Roleplay.

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Llyr Llywelyn
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Posts: 1927
Joined: Sat Feb 02, 2019 12:24 am
Race: Mortal Born
Renown: 830
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Llyr's Plot Notes


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Man is the only creature who refuses to be what he is.

(Albert Camus)
Last edited by Llyr Llywelyn on Wed May 27, 2020 6:49 am, edited 42 times in total. word count: 32
Please — consider me a dream.
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Llyr Llywelyn
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Posts: 1927
Joined: Sat Feb 02, 2019 12:24 am
Race: Mortal Born
Renown: 830
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Wealth Tier: Tier 8

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Ymiden 720
 
Saun 720
 

Last edited by Llyr Llywelyn on Sat Nov 30, 2019 9:12 pm, edited 69 times in total. word count: 6
User avatar
Llyr Llywelyn
Approved Character
Posts: 1927
Joined: Sat Feb 02, 2019 12:24 am
Race: Mortal Born
Renown: 830
Character Sheet
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Point Bank Thread
Wealth Tier: Tier 8

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Active Event(s)

Active Event(s)

Diploma of Arcana in Ether.
Entrance Example Knowledge
  1. Detection: The sensation of your ether bond to your mentor being activated.
  2. Psychology: The ether bond of mentor and apprentice.
  3. Transmutation: Ether Missile
  4. Transmutation: Ether, a fundamental
  5. Transmutation: The Ether Bond between mentor and apprentice
  6. Transmutation: Being used as an ether battery
  7. Transmutation: Both master and student should know one another's limits to move ether effectively
  8. Transmutation: The physical sensation of ether being drained.
  9. Transmutation: The physical sensation of ether being replenished.
  10. Transmutation: Ether Missiles are powerful against the Creep
  11. Transmutation: Corrosive Ether Missile
  12. Transmutation: Shape-changing Ether Missiles
  13. Transmutation: Flinging an Ether Missile at high velocity
  14. Transmutation: Ether Missile
  15. Transmutation: Ether Missile can burst into many smaller meteor-like missiles when thrown upward.
  16. Transmutation: Greater, and more, ether in Emea.
  17. Transmutation: Ether missile while being pinned.
  18. Transmutation: Decapitation via ether missile.
  19. Transmutation: Ether whip cuts deeply for most, but not to a Leviathan
  20. Transmutation: Ether spike in the Leviathan's eye can't go deep enough
  21. Transmutation: Encasing a seed of your spark within a sphere-shaped ether missile.
  22. Transmutation: My unique ether is iridescent light.
  23. Becoming: Doesn’t cost any ether to maintain a form
  24. Becoming: Conserving ether.
  25. Becoming: It takes a high cost of ether to rapidly transform between totems.
  26. Becoming: Lifeforce is less effective, but still converts into ether.
  27. Intimidation: Displaying ether as a threat.
  28. Research: Unique measurements to judge ether expenditure by.
  29. Tactics: Ether missiles as a signal for a salvo of Ballista bolts
  30. Teaching: Magic: Explaining the Spark to a new magic initiate.
  31. Teaching: Magic: Explanation of overstepping due to ether overuse.
  32. Teaching: Magic: Explanation of mutation awakenings.
  33. Non-Skill: Lich: Ether/energy is their life blood.
  34. Non-Skill: Domain Magic: Dependence on Ether.
  35. Non-Skill: Ether: dream-like potential of Emea
  1. Entrance Exam (Letter, Certificate (intelligent few))
    • 30* pieces of relevant Knowledge
    • Exam Fees (100gn for Letter, 100gn for Certificate)
    • Primary (literacy and numeracy) Education
    • Secondary (history, science, geography, research basics) Education
  2. Loan application
    • Fluency in two languages (Common, Cursive, Vahanic, Ith'ession)
    • Expertise in one skill (yes.)
    • Discount for working part-time at academy
    • Accommodation offered (at a lil extra fee)
    • Max. 3 loans per year
    • Max. value of 500 gn (means 100 gn needs to be made by the student to cover full annual costs)
    • Paid back seasonally at 15% of student's income
    • Loan forgiveness at 10 arc time.
  3. Secure a position at the Academy
    • Researcher
    • Certificate level accomplished (entrance exam)
    • Competent in Research Skill (yes).
  4. Institute of Arcana Specifics
    • Special permission must be sought from senior academics (and a Prophet) both to be taught and to study privately.
    • Discussion of alias to be used.
    • Verin Rush, NPC Dean of the Institute.
    • Access to the third floor of the Prime Atheneum is monitored heavily.
    • Use of Arcana is limited to the facilities owned by the Institute of Arcana.
    • Whilst all disciplines of Arcana are recorded in the Prime Atheneum, not all are permitted to be taught, and those which aren't are not to be practiced anywhere within the city limits.
    • Hazardous use of Arcane Arts will be dealt with quickly and severely.
    • Forgery of qualifications of any level from the Viden Academy is prohibited and is punishable by expulsion from the institution and, in extreme cases, exile from the city.
    • roughly 20 arcs old as an institute.
    • The Institute of Arcana is the smallest of the educational branches in the Viden Academy.
    • The education of most arcane arts is theoretical with only those who truly excel being permitted to practice practical applications.
  5. Prime Atheneum (library)
    • On the third floor any texts on arcana can be found, though some restricted texts on the history of Idalos and Immortals are also kept on this floor.
  6. Griseous Wing
    • As such, the only access into the wing is now found on the third floor of the Prime Atheneum, which is the restricted floor of the library.
  7. The Facility for Retrospective Analysis
  8. Competent in Leadership (or related).
  9. Master in Research. (Comp 31xp - 23k)
  10. Expert in Teaching. (Novice 5xp - 17k)


Code: Select all

[center][font size=150][b][u]The Academy Student Registry[/u][/b][/font][/center]

[b]PC Name:[/b] Pending
[b]Age, Race & Gender:[/b] 20, Biqaj, Depends.
[b]Institute:[/b] [i]Arcana[/i]
[b]Subject:[/b] [i]Ether[/i]
[b]Level:[/b] [i]Diploma[/i]
[b]Part Time Work:[/b] [i]Pending[/i]
[b]Additional Comments:[/b] Llyr took an entrance exam to prove his proficiency.
viewtopic.php?p=1293#p1293

The Griseous Wing - viewtopic.php?f=228&t=2657

NPCs - viewtopic.php?f=182&t=610&p=2750

Viden views on Arcana - viewtopic.php?f=182&t=582&p=28328

Factions - viewtopic.php?f=182&t=4824&p=96868

viewtopic.php?p=92492#p92492 " There was a promise of power, an opportunity to gain it without the academic route, a greater promise in fact; most of those who studied arcana in the Academy didn't actually have Sparks. All these mages with their wide array of magics seemed to say, 'join us and become us'."
"Magic was a quirk in some ways, especially the more 'frivolous' ones - in Videnese eyes at least - things like Becoming and Rupturing. "

viewtopic.php?f=181&t=15250 - Tyburn



Verin Rush

Race: Human
Age: 34 Arcs
Title: Dean of the Institute of Arcana, Liaison to The Seekers
Qualification: Charter of Science in Herbalism
Letter of Science in Empathy
Skills: Herbalism - Expert
Hypnotism - Expert
Leadership - Competent
Negotiation - Expert
Poisoncrafting - Competent
Research - Expert
Rhetoric - Competent


Elder twin brother of Venser Rush, Verin was not believed to be responsible for their mother's death. He was, therefore, treated like a prince by their father, if only to emphasise the difference between him and his 'murderous' brother. The twins never fell for their father's attempted manipulative ways, however, and remained as close as two who shared a womb could be, Verin, on occasion, even going as far to take some of his drunken father's blows, to save Venser from the pain. As Verin was given every chance to study at the Viden Academy, Venser was not gifted the same opportunity, and received only the compulsory education. By the time his learning ended, however, the younger of the Rush twins had been claimed as a Neophyte in the faction of The Seekers.

As Verin gained more and more qualifications with each passing year, Venser too rose through the ranks, until both held respectable positions in each organisation. The Dean of the Academy, realising that one of his employees had a twin brother who was now the Inquisitor for the Northern Cell of the Seekers, decided to promote Verin a final time, making him a Liaison between the two organisations and, for the first time, allowing academic, theoretical study of arcana to take place. To have full weight as the new Liaison, he also took on the title of Dean of the Institute of Arcana, though Verin's personal knowledge of arcana is relatively sparse, and he had a number of more qualified people working below him in his Institute.

Sheud Fahe

Race: Eídisi
Age: 122 Arcs
Title: Chancellor of the Academy
Qualification: Licentiate of Languages in Linguistics
Charter of Humanities in History
Skills: Leadership - Expert
Linguistics - Expert
Negotiation - Expert
Painting - Competent
Politics - Competent
Research - Master

Paternal Grandfather to Delegate Caeli Fahe, Sheud is the Head of the Fahe family (arguably the most influential family in Viden). Given the best opportunities in life by his exceedingly wealthy parents, Sheud had the opportunity to study whatever he pleased at the Academy... merely for the sake of studying. With a number of degrees under his belt, he became a scholar at the Academy for a number of years before taking the opportunity to travel to other regions in Idalos and cement his theoretical knowledge with practical experience.

Upon news of his father's death reaching him, the man dutifully returned to the city to take up his rightful place at the head of his family. He was also reinstated at the Academy, and his experience allowed him to easily earn a further degree in Linguistics, and the Deanship of the Institute of Languages. Years later, the death of the previous Chancellor opened up the position, and he was named the new Chancellor of the Viden Academy.

Race: Human

The only family in the Aristocratic Caste to not originate in Viden, the Rush family arrived in the form of two orphan brothers - twins Verin and Venser. Only for a short time did they remain unrecognised, for both brothers were exceptionally skilled in their own fields. Venser, having joined the Seekers at a young age, arrived with his older brother in tow, who quickly found his footing within the Academy. Individually, the pair made a name for themselves, and together they continued to strengthen the links between the Northern Seeker Cell and the Viden Academy, bringing about the healthy relationship the city now enjoys.

It is not wealth which brings about this family's influence. The twins maintain a comfortable lifestyle, but can in no way be considered affluent in the same way the other families are. It is, instead, their professional situations which have given rise to their position within this caste. It is an unstable position, all things considered: the brothers are not married, and have no other known family to speak of (they are both very reserved and will neither confirm nor deny any rumours about their past). It is highly unlikely that either of the pair will fall from grace, but if they pass, there is no one to take up the mantle of this industrious pair.

Members
Verin Rush Head of the Rush family. Dean of the Institute of Arcana within the Viden Academy.
Venser Rush Younger twin brother of Verin and Inquisitor to the Northern Seeker Cell.

Race: Eídisi

Without doubt the most wealthy and influential family within the Aristocratic Caste, the Fahe family has been known since the foundations of the city. They are also arguably the most prolific: an exceedingly large family, with a number of cadet branches, their members are amongst Yvithia's most trusted and favoured citizens. The term "fingers in many pies" is often the first that comes to mind when thinking of this family, with members leading the Academy and Facility for Retrospective Analysis, as well as senior members in the Directorate and other government positions. If anything goes on in the city, it is likely that the Fahe family are somehow involved.

Above all else, this family has a strong sense of duty, with all members working in complete symbiosis to complete Yvithia's ends. Save the very young children, it is believed that all members have been Blessed by her at least once, and it is rumoured that not a single one of them has ever failed her. They are the pinnacle of what it is to be Videnese, to be eídisi, to be followers of the Immortal of Intelligence. A cut above the rest, all Aristocratic families are keen to make lasting political bonds with the Fahe's, normally through marriage. However the family do have a reputation of marrying beyond the caste - seeking Artisans and Masters in an effort to spread their sphere of influence even further, as well as strengthen the family through the acquisition of new loyalties and skills.

Members
Sheud Fahe Head of the Fahe Dynasty and Chancellor of the Viden Academy
Selek Fahe Eldest son to Sheud and Head Researcher in the Facility for Retrospective Analysis. Right to the Heirship withdrawn due to the responsibilities of his position.
Caeli Fahe Grandaughter to Sheud, son to Selek and a member of the Directorate. Right to the Heirship withdrawn due to her position as Máthisi-in-Waiting.
[PC] Isthmae Fahe Grandson to Sheud, son to Selek and bother to Caeli. Heir to the Fahe Lordship.


Race: Human
Tyburn Tariq Patriarch of the Tariq family. Political Advisor and Lecturer in Arcana.
Silva Tariq Lady Tariq (nee Yalta).
Wyllum Tariq Son of Tyburn and Silva, heir to the Tariq line. Saber Instructor.
[PC] Zana Delroth Assumed surname: Malinconico. 'Sister' of Theo, Mortalborn daughter of Delroth. Future wife of Wyllum.

LORD TYBURN TARIQ - PATRIARCH
Sex: Male
Race: Human
Age: 56
Title: Lord; Political Advisor; Arcana Lecturer (Attunement and Transmutation)
Blessings: Xypha - Favoured
Skills: Politics - Master; Etiquette - Master; Attunement - Master; Leadership - Expert; Transmutation - Expert; Teaching - Expert; Rhetoric - Competent

WYLLUM TARIQ - HEIR
Sex: Male
Race: Human
Age: 26
Title: Tariq Heir ("Lord" Wyllum); Sabre Instructor
Skills: Politics - Master; Etiquette - Expert; Blade (Sabre) - Expert; Leadership - Expert; Teaching - Competent; Strength - Competent
Details: Son of Lord Tyburn and Lady Silva Tariq (née Yalta), Wyllum is seen by some as an aristocratic brat who was born with more money than sense. He's extremely arrogant and seems to enjoy lording his sense of superiority over others. However, given that he's one day expected to take on the full weight of the Tariq name, he was encouraged to give something back to Videnese society; he chose to teach at the Viden Academy Fitness Centre. Despite his rather difficult personality, Wyllum isn't a terrible teacher and when giving instruction, he can be quite charming as well as helpful.

Known for a love of alcohol - greatly frowned upon in Viden - he is known to enjoy a good party and for those in the know, his closeness with the Aranaz family seems to have obvious motives. He is rumoured to enjoy the company of women a great deal and hushed rumours abound. Something of a wild child, many of his failings are ignored by Videnese society as a result of his status and the position his father holds as an arcana lecturer and advisor to the Directorate.

Wyllum also seems to have a thing with his fellow Blades Instructor, Bella Tollan, which is at least partially competitive.


Entrance Exam [Letter -> Certificate -> Diploma]
(30* pieces of Knowledge in relevant Topic)

Depending on PC Skill Level and previously acquired Knowledges, it is possible to pay a single fee of 100gn in order to take the exam to qualify for a Letter. For the intelligent few, they may then pay a further 100gn to qualify for a Certificate. This offer is only available to people to intend to follow through with the next level of qualification.

Each season of study, at a Tertiary level, costs any and all students 100gn (thus 200gn per cycle) - regardless of the level of qualification that the student is aiming for.
Employees of the Academy (working and studying part-time) can be offered discounts ranging from 10-30gn, according to their position in the Academy.
For any students taking a class in a season (visitor or citizen), accommodation is offered with attendance to said class, with an extra fee of 30gn
For students unable (or unwilling) to pay, the Directorate of Viden offers a maximum of three loans per year to students with great potential.
Prerequisites include near fluency (or competency) in two languages and expertise in at least one skill, though it fluctuates from year to year, dependant on applicants.
These loans have a maximum value of 500gn and are to be paid back in seasonally at 15% of the student's income.
If the debt hasn't been cleared within 10 years, the debt is wiped.
For non-students, single entry to the Prime Atheneum (for use of the first two floors) is 5gn. Seasonal entry is capped at 10gn.

Diploma
Minimum of 35* pieces of Knowledge in the relevant topic.
Minimum of 2 seasons of further study in Rynmere/Scalvoris/Viden.
Teaching of at least one class to lower-level students.

Charter
Minimum of 40* pieces of Knowledge in the relevant topic.
Minimum of 3 seasons of further study in Rynmere/Scalvoris/Viden.
Teaching of at least 1 class to lower-level students.
Moderated thread with a Prophet.

Licentiate
Minimum of 50* pieces of Knowledge in the relevant topic.
Minimum of 3 seasons of further study in Rynmere/Scalvoris/Viden.
Moderated thread with a Prophet.
Teaching of at least three classes to lower-level students.
Outline of a Thesis on topic.

Institute of Arcana
The Institute of Arcana is the smallest of the educational branches in the Viden Academy. Its main purpose is to provide a safe and stable learning environment to those whose interests are geared towards the arcane. Due to its stance on safety above all else, there are certain arcane disciplines which are considered to be taboo and practice of these arts will lead to expulsion from the Academy at the best and exile from the city entirely at the worst. The education of most arcane arts is theoretical with only those who truly excel being permitted to practice practical applications.

The Northern Cell of the Faction of Seekers is housed within the Institute of Arcana, and an Inquisitor of the faction acts as a deputy dean. This Institution is renowned, specifically for being the most secretive, and jealously guards its knowledge against the unworthy. Its rules are extremely rigid and unyielding and the Dean is known for being unmoving in his stance of safety being paramount. As restrictive as the College is, one will be hard pressed to find a more safe and cautious environment for this specific learning... it takes an immense amount of effort to be trusted enough to be accepted as a student of the arcane, but those who do will find their efforts rewarded with unimaginable amounts of knowledge.

Associate Professor
Minimum qualifications: Diploma.
Must be at least competent in Teaching.
Professor
Minimum qualifications: Charter.
Must be at least expert in Research.
Must be at least expert in Teaching.
Dean of an Institute
One position per Institute (for a total of 6 positions).
Minimum of one Licentiate in the relevant subject of the Institute (condition can be lowered depending on desirable qualities).
Must be at least competent in Leadership (or related).
Must be at least master in Research.
Must be at least expert in Teaching.
Chancellor of the Academy
One position. Minimum qualifications: Licentiate and additional Charter in any subject

Those who are not registered students of the Academy, or affiliated with it in some other way, are limited in their access to facilities offered by the Academy and must pay for entry to the Prime Atheneum.
Study of Arcana is highly restricted and special permission must be sought from senior academics (and a Prophet) both to be taught and to study privately. Access to the third floor of the Prime Atheneum is, obviously, also monitored heavily.
Use of Arcana is limited to the facilities owned by the Institute of Arcana. Whilst all disciplines of Arcana are recorded in the Prime Atheneum, not all are permitted to be taught, and those which aren't are not to be practiced anywhere within the city limits. Hazardous use of Arcane Arts will be dealt with quickly and severely.
Forgery of qualifications of any level from the Viden Academy is prohibited and is punishable by expulsion from the institution and, in extreme cases, exile from the city.

The arts, sciences, languages and humanities grew, until the most recent discipline of arcana, which was introduced approximately two decades ago.

Novice/Comp 20-26 Attunement : Attuners seek to understand, exploring the Ether around them to gain knowledge about their environment and as such, they are greatly respected within Viden, especially by the Academy. While arcane teaching is largely theoretical within the Academy, those who are trusted with a spark will often be offered an Attunement one as it is considered a cornerstone magic. This might be because of the influence of the Seekers who in days past considered proficiency in Attunement necessary before a student could receive more sparks. There are a number of Attuners employed in investigative branches of the Intelligence Authority as they can often unpick events that have occurred; Attuners are also considered capable spies. Those who must journey into the Tundra consider an Attuner to be immensely valuable in order to keep track of predators and ensure that an expedition is safe.

Expert/Master 125-151 Becoming : Given that a good Becomer requires a good knowledge of various fauna, it makes sense that there is scholarly interest in this particular magic. However, while there is some interest and some respect for those who study this arcana, Becomers are still viewed with some wariness. Those who throw themselves into this magic are viewed as abnormal, progressively blurring the lines between animal and man. There are some ideas about Becomers and why they frequently gravitate to positions as hunters and Rangers. Such individuals are typically seen as too odd for typical society, especially Videnese society, as they are more concerned with the physical than the mental. While Becomers are respected in a way and permitted to do their own thing, many will form certain judgements of them upon learning what magic they utilise. Some will choose to snub these individuals who they see as oddballs, whereas others will treat them in a patronising way, indulging them as if they're children who don't know any better.

Master/Edge of Revelation 230-250 Transmutation : Considered a highly practical magic, Transmuters are highly sought after by the citizens of Viden. The fact that they can add qualities to objects is of great import, for example, adding the heat of the flame to clothing to add warmth while out in the Frozen Wastes or to objects that you want to keep free of ice and snow in the sub-arctic environment. Transmuters are greatly respected by the average citizen for the practical services that they can provide but also by those with an interest in magic. It is considered an intellectual discipline and for those in the Academy, those who hold both a Transmutation and an Attunement spark are considered the highest authorities on magic as they both allow great insight and understanding of the world around the mage.


Experimentation
Experimentation on sentient beings from all across Idalos forms the bulk of what the Immortal of Intelligence focuses her time on. All races, including her own, may be subjected to tests, physical or psychological, painful or lethal or harmless. Despite this overwhelming focus that Yvithia has, it is most definitely not the focus of the city. On the contrary - less than 10% of the permanent population of Viden even know that such experimentation is taking place. Most are eídisi, though a few might be humans, trusted by the Directorate and Yvithia.

The facility itself, named The Facility for Retrospective Analysis (FRA), is situated entirely below the surface of the city proper, with entrances found throughout the extensive libraries and rooms of Viden, thus it remains easily hidden to those who know nothing of its existence. Of those who do… the majority are kept in cages, as they are the subjects. Given the ultimate goal of the experimentation, the majority are human, though thee are also found persons from all races. There are a number of restrictions on who might be brought down to the Facility (whether as a researcher or as a subject), all of which are listed in the specific location post.
Last edited by Llyr Llywelyn on Tue Dec 24, 2019 5:18 pm, edited 52 times in total. word count: 3872
Please — consider me a dream.
User avatar
Llyr Llywelyn
Approved Character
Posts: 1927
Joined: Sat Feb 02, 2019 12:24 am
Race: Mortal Born
Renown: 830
Character Sheet
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Point Bank Thread
Wealth Tier: Tier 8

Milestones

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Next Steps

Next Steps
Image

Wealth Leveling:
Zi'da Wealth Thread (Negotiation)
Cylus Wealth Thread
Ashan Wealth Thread

Academics: Register for Viden Academy (Cylus/Ashan).

Correspondence: Hart.
Keep Eliza Updated.

Linguistics Leveling: Common SIgn and Ancient (to conversational).

Dreamwalking: Get to 100.

Magic Leveling: Attunement to Expert.
Empathy to Competent.

notes:
Resistance is the ability to stop or lessen a substance from having an impact.
Endurance is the ability to endure pain /suffering / hunger / lack of sleep / physical activity etc.
Meditation is the skill required to resist or lessen effects from magic and
Discipline is the ability to mentally resist temptation and / or not show inner struggles.


Dignity and Shame
Consciousness and Self-Understanding intertwines with shame.
Shamelessness: If one is not capable of feeling shame and willing to do anything to attract attention, then they no longer have dignity, and can no longer be a moral being.
Capacity to feel guilt/shame is fundamental to morality.
Last edited by Llyr Llywelyn on Wed Feb 12, 2020 2:16 am, edited 31 times in total. word count: 154
Please — consider me a dream.
User avatar
Llyr Llywelyn
Approved Character
Posts: 1927
Joined: Sat Feb 02, 2019 12:24 am
Race: Mortal Born
Renown: 830
Character Sheet
Character Wiki
Plot Notes
Personal Journal
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 8

Milestones

RP Medals

Miscellaneous

Active Process Index

Last edited by Llyr Llywelyn on Thu May 30, 2019 2:55 am, edited 73 times in total. word count: 10
Please — consider me a dream.
User avatar
Llyr Llywelyn
Approved Character
Posts: 1927
Joined: Sat Feb 02, 2019 12:24 am
Race: Mortal Born
Renown: 830
Character Sheet
Character Wiki
Plot Notes
Personal Journal
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 8

Milestones

RP Medals

Miscellaneous

Business/Studies

Business/Studies

West Wellin

Zarik Ki'Enaq/Venora: 365 (Locally Renowned within Quacia area)

Mister Magpie: 0 (Unknown except to individuals within Emea, Oberan, Woe, and a few others know him as this outside of Emea)

Lucretia Totem (Shandre/Shay): 45 (Mostly Unknown within Etzos area, Duncan and Kasoria know this totem as Llyr)

Kiara Totem: 10

Llyr Llywelyn: 190 (Getting known more and more).

Apprentice Mental Health Therapist, specializing in Mages and Insanity.

Viden:
...for those in the Academy, those who hold both a Transmutation and an Attunement spark are considered the highest authorities on magic as they both allow great insight and understanding of the world around the mage
Considered a highly practical magic, Transmuters are highly sought after by the citizens of Viden. The fact that they can add qualities to objects is of great import, for example, adding the heat of the flame to clothing to add warmth while out in the Frozen Wastes or to objects that you want to keep free of ice and snow in the sub-arctic environment. Transmuters are greatly respected by the average citizen for the practical services that they can provide but also by those with an interest in magic. It is considered an intellectual discipline and for those in the Academy, those who hold both a Transmutation and an Attunement spark are considered the highest authorities on magic as they both allow great insight and understanding of the world around the mage.
Attuners seek to understand, exploring the Ether around them to gain knowledge about their environment and as such, they are greatly respected within Viden, especially by the Academy. While arcane teaching is largely theoretical within the Academy, those who are trusted with a spark will often be offered an Attunement one as it is considered a cornerstone magic. This might be because of the influence of the Seekers who in days past considered proficiency in Attunement necessary before a student could receive more sparks. There are a number of Attuners employed in investigative branches of the Intelligence Authority as they can often unpick events that have occurred; Attuners are also considered capable spies. Those who must journey into the Tundra consider an Attuner to be immensely valuable in order to keep track of predators and ensure that an expedition is safe.
viewtopic.php?f=182&t=582&start=10
The facility itself, named The Facility for Retrospective Analysis (FRA), is situated entirely below the surface of the city proper, with entrances found throughout the extensive libraries and rooms of Viden, thus it remains easily hidden to those who know nothing of its existence. Of those who do… the majority are kept in cages, as they are the subjects. Given the ultimate goal of the experimentation, the majority are human, though thee are also found persons from all races. There are a number of restrictions on who might be brought down to the Facility (whether as a researcher or as a subject), all of which are listed in the specific location post.
viewtopic.php?f=182&t=582&start=10
Last edited by Llyr Llywelyn on Thu Dec 19, 2019 4:40 am, edited 20 times in total. word count: 513
Please — consider me a dream.
User avatar
Llyr Llywelyn
Approved Character
Posts: 1927
Joined: Sat Feb 02, 2019 12:24 am
Race: Mortal Born
Renown: 830
Character Sheet
Character Wiki
Plot Notes
Personal Journal
Templates
Letters
Point Bank Thread
Wealth Tier: Tier 8

Milestones

RP Medals

Miscellaneous

Wealth Points

Wealth Points

Wealth Tier: 4
Wealth Points: 50
Wealth Skill: Negotiation

Current Salary: 5 WP per season (Renown Bonsues +4) (Etzos Loyalty Bonus, +1)
Total Seasonal Wage: +11 (Zi'da)

719 Wealth Threads:
Cylus: A Few Nels Short +1WP
Ashan: Where it Begins (Part 3) +2WP
Ymiden: First Step (+6WP (3WP + 3xtra))
Saun: White Wine (+8-9WP (4wp base +4xtra))
Vhalar: The Second Offer (+10WP (5wp base +5xtra))
Zi'da: pending (6wp base)

720 Wealth Threads:
Cylus: (7wp base)
Ashan: (8wp base)

City Primary Language: Ith'ession (spoken/written, easy, common)

===
Business Loan: ~45 WP

Tier 4 -> Tier 5
WPtG: 16 WP
Cold Cycle Threads: 21 WP

Tier 5 -> Tier 6
Total: 24 WP
WPtG: 19 WP
Cold Cycle Threads: 5WP

Tier 6 -> Tier 7
WPtG: 24 WP

Tier 7 -> Tier 8
WPtG: 24 WP

Tier 8 -> Tier 9
WPtG: 55 WP

Total WPtG Tier 4 -> Tier 9: 143 WP

Quarter Mark: ~36 WP [Tier 5 at 86 WP]
Half Mark: ~72 WP [Tier 7 at 122 WP]
Third Quarter Mark: ~108 WP [Tier 8 at 158 WP]
Last edited by Llyr Llywelyn on Thu Nov 21, 2019 11:15 pm, edited 16 times in total. word count: 178
Please — consider me a dream.
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Llyr Llywelyn
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Posts: 1927
Joined: Sat Feb 02, 2019 12:24 am
Race: Mortal Born
Renown: 830
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Wealth Tier: Tier 8

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Transmutation

Transmutation

Current Points: 250
Current Knowledge: 58

Skills Available:
Deconstruction / Reconstruction
Attributing a Quality
Sculpting
Absorption
Pathway
Formula
Well-Craft

A master in Transmutation is a mage who have the most innate knowledge of ether.
At mastery, a Transmuter is aware of spells being cast in their general location, feeling the pressure of ether on the air.
This makes them rather adept at handling Empaths as they can become more easily aware of the magic being used on them.

Master Transmuters can inscribe up to five qualities on an object during any given transmutation.
Although the risk of flaws increases with qualities imbued, a master is capable of learning Formulas to circumvent the risks of flaws and reliably create powerful items in their possession.
Likewise at this stage a Transmuter can differentiate where a quality is being transcribed.

On one long contiguous pole, they can indicate five different ‘zones’ where an individual quality will manifest.
This opens Transmutation to a higher degree of excellence and fine-tuned precision while enchanting.
Shapecraft grows easier, as does sculpting as a master has long since adapted themselves to the process of Transmutation down their long road of study.
Galvanization is within their grasp at mastery, sacrificing the durability and longevity of a transmuted item for intense speed at creation.

The range for Pathway extends another 100 feet and the master is capable of learning Well-craft, the ability to create their own wells with personal ether.
Last edited by Llyr Llywelyn on Wed Dec 25, 2019 8:26 am, edited 15 times in total. word count: 243
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Llyr Llywelyn
Approved Character
Posts: 1927
Joined: Sat Feb 02, 2019 12:24 am
Race: Mortal Born
Renown: 830
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Wealth Tier: Tier 8

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Becoming

Becoming

Current Points: 140
Cap Points: 250
Current Knowledge: 53
Cap Knowledge: 60

Points to Go: 110
Knowledge to Go: 7

Pending Points: 0
Pending Knowledge: 0

Skills Available:
Devour
Wells
Wells: Fortify
Larger Form Size

At expertise, a Becomer learns creativity in their craft.
By now they've learned to better adapt to the forms they take and have built an impressive reservoir of totems.
Becomers at this stage usually still cling to a few comfortable forms they prefer to be within, but some have even abandoned their original form at this juncture to pursue the multiplicity of identity.
As their creativity and experiments in the nature of Becoming and totems expands, the ability Borrowing becomes available.

An expert Becomer also finds the speed of their transformations improved.
Even under duress, an expert in the art of shapeshifting only needs bits to take a new shape.
Unleash becomes available an additional time before needing rest.

Chrysalis is learned at this stage of mastery, insulating the Becomer against wounds sustained in various forms.

A Third Family of creatures to transform into can now be acquired. A Becomer can now assume shapes roughly the size of a rhinoceros or giraffe. All but some of the largest forms limited from their grasp.

The pain is still excruciating as it's impossible to escape the agony of Becoming something new, but by this level of power a mage is at least somewhat accustomed.

Family: Self form + 2 more families
Animal Communication: Becomers are typically accepted by native species. There might still be some aspects that are considered quirky or foreign to the natives, but this is often just overlooked by how much is right in the Becomer.
Form Size - 5-6 times the self size
Initiation - 3 Initiates total
Blending - No limits listed.
Echo - 3 total Echoes, 1 Permanent Echo
Devour - Form lasts 3 Trials
Assimilation - 2 Assimilated Items
Unleash - 2 Unleashes per trial before overstepping
Chrysalis - 1 per trial before overstepping
Borrowing - 2 Borrowed traits per gestalt
Last edited by Llyr Llywelyn on Wed Dec 25, 2019 8:26 am, edited 58 times in total. word count: 335
User avatar
Llyr Llywelyn
Approved Character
Posts: 1927
Joined: Sat Feb 02, 2019 12:24 am
Race: Mortal Born
Renown: 830
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Wealth Tier: Tier 8

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Dreamwalking

Dreamwalking
New Dream Walking
Image
Current (Pending) Count: 72
Initiation Thread: A Feeling (15 Ashan)
Per Emetyte wells Dreamstone, Zarik has fallen asleep within 2 meters of one, many times by being near the Revenant Devin Valskarr, thus initiated into Dreamwalking.

100 point scale.
2:1 until Expert | Expert at 50 pt (25 threads)
1:1 after Expert | Maxed at 100 pt (50 threads)

Dream Threads
Starting Points: 5
COMPLETE Phase One (1-10)
1. Pesants and Lords [Wald, 35 Ashan]
2. I Met a Traveler [Kasoria, 46 Ashan]
3. The Lord and His Peasant [Wald, 35 Ashan, Pt 2]
4. Wan Fak [Mads, 66 Ashan]
5. Labyrinth I [Solo, 55 Ashan]
6. Labyrinth II [Solo, 56 Ashan]
7. Wan Duk? [Mads, Sometime in Ashan]
8. The Land Down Under [Praetorum, 50 Ashan]
9. Blaze [Wald, 12 Cylus]
10. Pretty Words [Mads, 67 Ashan]

Points: 20 (+ Starting 5) = 25 points
Abilities Unlocked: Lucid Dreaming (0), Walking (10), Governing (20).
COMPLETE Phase Two (11-20)
Starting Points: 25
11. Winter Solstice [Wald, 15 Cylus]
12. Start Out Slow [Kasoria, 73 Ashan]
13. Dancers of the Dying Sun [Sybil, 29 Cylus]
14. Void [Wald, 16 Cylus]
15. Two Etherists and a Kiwi [Mads, Zipper, 69 Ashan]

Abilities Unlocked: Lucid Dreaming (0), Walking (10), Governing (20), Crossing (30), Branding: Up to 5 Brands (30).

16. A Bird in the Hand [Mads, Zipper, 67 Ashan]
17. The Quest Part 1 [Praetorum, 50 Ashan]
18. The Queen of Hearts [Mads, 71 Ashan]
19. Knock Knock [Mads, 71 Ashan]
20. Novice Basket Weaving [Kisaik, 100 Ashan]

Abilities Unlocked: Lucid Dreaming (0), Walking (10), Governing (20), Crossing (30), Branding: Up to 10 Brands (40), Escorting: Up to 1 Individual (40).

Points: 25 + 20 = 45 points
COMPLETE Phase 3.0 (21-34)

21. B E A S T [Mads, 82 Ashan]
22. Do You Know the Raggedy Man? [Mads, 94 Ashan]
23. Dollhouse [Mads, 99 Ashan]

[Points Switch from 2 points per thread to 1 point per thread]
Abilities Unlocked: Lucid Dreaming (0), Walking (10), Governing (20), Crossing (30), Branding: Up to 15 Brands (50), Escorting: Up to 1 Individual (40), Anchoring (50).
COMPLETE Phase 3.5 (24-34)

24. Not Truth, but Intent [Kasoria, 101 Ashan]
25. Valediction [Kasoria, 111 Ashan]
26. This World, My Heart I [Sybil, 92 Zi'da]
27. This World, My Heart II [Sybil, 92 Zi'da]
28. This Heart, My World I [Sybil, 1 Saun]
29. 3. Make My Branches Strong [Wald, Saun 717]
30. Stargazer [Chase, 4 Saun]
31. 4. Keep You Warm [Wald, Saun 718]
32. 1. The Peasant in Me [Wald, Saun 715]
33. 2. In the Wild Sun [Wald, Saun 716]
34. Iota Divinitas [Sybil, Kasoria, 2 Saun]

Points: 50 + 10 = 60 points
Abilities Unlocked: Lucid Dreaming (0), Walking (10), Governing (20), Crossing (30), Branding: Up to 20 Brands (60), Escorting: Up to 1 Individual (40), Anchoring (50), Cloaking (60).
Phase Four (35-45)

35. 5. A Fool of Heart [Wald, 5 Saun 719]
36. Identity Shoppe [Kalortah, 3 Saun]
37. Strangers tell no secrets [Finn, Saun] (pending)
38. Polka-dot Periwinkle And Gold [North, Saun 719]
39. AF: Silver Needles [Emelia, Saun 719]
40. Down the Rabbit Hole [Tio, Saun 719] (pending)
41. One Llyr Short
42. A Magpie Meets a Wren
43. The Fading Light [Doran, Vhalar 719]
44. The Trial of the Small
45. The Pure

Points: 60 + 10 = 70
Abilities Unlocked: Lucid Dreaming (0), Walking (10), Governing (20), Crossing (30), Branding: Up to 25 Brands (70), Escorting: Up to 1 Individual (70), Anchoring (50), Cloaking (60), Dreamweaving (70). [The permanent dreamscape is able to be the size of a large house.]

Phase Five (46-56)

46. AF: Cool winters, warm sands [Sybil, 16 Saun 719]
47. The Little Man [Rabu, 3 Saun] (pending)
48. Rota Fortunae [Kasoria and Sybil, 3 Saun 719]
49. Mountain Meadows [Wald, memory]
50. Some Good In This World

51. Blood Aurora

52.
53.
54.
55.
56.

Points: 70 + 10 = 80
Abilities Unlocked: Lucid Dreaming (0), Walking (10), Governing (20), Crossing (30), Branding: Up to 30 Brands (80), Escorting: Up to 1 Individual (70), Anchoring (50), Cloaking (60), Dreamweaving (70), Lockdown (80). [The permanent dreamscape is able to be the size of a castle.]
Phase Six (57-67)
57.
58.
59.
60.
61.
62.
63.
64.
65.
66.
67.

Points: 80 + 10 = 90
Abilities Unlocked: Lucid Dreaming (0), Walking (10), Governing (20), Crossing (30), Branding: Up to 35 Brands (90), Escorting: Up to 1 Individual (70), Anchoring (50), Cloaking (60), Dreamweaving (70), Lockdown (80), Expansion (90). [The permanent dreamscape is able to be the size of a castle and a village.]
Phase Seven (68-75)

68.
69.
70.
71.
72.
73.
74.
75.

Abilities Unlocked: Lucid Dreaming (0), Walking (10), Governing (20), Crossing (30), Branding: Up to 40 Brands (70), Escorting: Up to 1 Individual (70), Anchoring (50), Cloaking (60), Dreamweaving (70), Lockdown (80), Expansion (90), The Living Dream (100). [The permanent dreamscape is able to be the size of a small town.]

Old Dream Walking
Old Dream Walking
Initiation Thread: A Feeling (15 Ashan)
Per Emetyte wells, Zarik has fallen asleep within 2 meters of one, many times by being near the Revenant Devin Valskarr, thus initiated into Dreamwalking.

100 point scale.
2:1 until Expert | Expert at 50 pt (25 threads)
1:1 after Expert | Maxed at 100 pt (50 threads)

Dream Threads
Starting Points: 5
COMPLETE Phase One (1-10)
1. Pesants and Lords [Wald, 35 Ashan]
2. I Met a Traveler [Kasoria, 46 Ashan]
3. The Lord and His Peasant [Wald, 35 Ashan, Pt 2]
4. Wan Fak [Mads, 66 Ashan]
5. Labyrinth I [Solo, 55 Ashan]
6. Labyrinth II [Solo, 56 Ashan]
7. Wan Duk? [Mads, Sometime in Ashan]
8. The Land Down Under [Praetorum, 50 Ashan]
9. Blaze [Wald, 12 Cylus]
10. Pretty Words [Mads, 67 Ashan]

Points: 20 (+ Starting 5) = 25 points
Abilities Unlocked: Lucid Dreaming (0), Walking (10), Trespassing (20).
Phase Two (11-23)
Starting Points: 25
11. Winter Solstice [Wald, 15 Cylus]
12. Start Out Slow [Kasoria, 73 Ashan]
13. Dancers of the Dying Sun [Sybil, 29 Cylus]
14. Void [Wald, 16 Cylus]
15. Two Etherists and a Kiwi [Mads, Zipper, 69 Ashan]
16. A Bird in the Hand [Mads, Zipper, 67 Ashan]
17. The Quest Part 1 [Praetorum, 50 Ashan]
18. The Queen of Hearts [Mads, 71 Ashan]

Abilities Unlocked: Lucid Dreaming (0), Walking (10), Trespassing (20), Crossing (30), Branding: Up to 5 Brands (40).

19. Knock Knock [Mads, 71 Ashan]
20. Novice Basket Weaving [Kisaik, 100 Ashan]
21. B E A S T [Mads, 82 Ashan]
22. Dollhouse [Mads, 99 Ashan]
23.

Points: 25 + 20 (Phase 1) + 5 (Starting) = 50 points (51?)
Abilities Unlocked: Lucid Dreaming (0), Walking (10), Trespassing (20), Crossing (30), Branding: Up to 10 Brands (50), Escorting: Up to 1 Individual (50).
Phase Three (24-34)
[Points Switch from 2 points per thread to 1 point per thread]

24.
25.
26.
27.
28.
29.
30.
31.
32.
33.
34.

Points: 50 + 10 = 60 points
Abilities Unlocked: Lucid Dreaming (0), Walking (10), Trespassing (20), Crossing (30), Branding: Up to 15 Brands (60), Escorting: Up to 1 Individual (50), Viewing (60).
Phase Four (35-44)

35.
36.
37.
38.
39.
40.
41.
42.
43.
44.

Points: 60 + 10 = 70
Abilities Unlocked: Lucid Dreaming (0), Walking (10), Trespassing (20), Crossing (30), Branding: Up to 20 Brands (70), Escorting: Up to 2 Individual (70), Viewing (60), Projecting (70)
Phase Five (45-54)
45.
46.
47.
48.
49.
50.
51.
52.
53.
54.

Points: 70 + 10 = 80
Abilities Unlocked: Lucid Dreaming (0), Walking (10), Trespassing (20), Crossing (30), Branding: Up to 25 Brands (80), Escorting: Up to 2 Individual (70), Viewing (60), Projecting (70), Dreamweaving Unlocked (80)
Phase Six (55-64)
55.
56.
57.
58.
59.
60.
61.
62.
63.
64.

Points: 80 + 10 = 90
Abilities Unlocked: Lucid Dreaming (0), Walking (10), Trespassing (20), Crossing (30), Branding: Up to 30 Brands (90), Escorting: Up to 3 Individual (80), Viewing (60), Projecting (70), Dreamweaving Unlocked (80), Anchoring (90)
Phase Seven (65-74)

65.
66.
67.
68.
69.
70.
71.
72.
73.
74.

Abilities Unlocked: Lucid Dreaming (0), Walking (10), Trespassing (20), Crossing (30), Branding: Unlimited Brands (100), Escorting: Up to 3 Individual (80), Viewing (60), Projecting (70), Dreamweaving Unlocked (80), Anchoring (90), Cloaking (100)



Running Word Count Totals:
Collab Dreams: #### words
Solo Dreams: #### words
Total: #####+ words

Last edited by Llyr Llywelyn on Wed Dec 25, 2019 8:35 am, edited 33 times in total. word count: 1395
Please — consider me a dream.
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