Eihr

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Hart
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Eihr

Hart experienced ego death in this thread, on the 25th of Vhalar, 719. Because of that, he is no longer Hart and is, effectively, dead. Eihr is the result of Hart's ego death. He has all of Hart's memories, but he is not Hart. He is, effectively, his own person.

Update: Eihr died by Wish in this thread, on the 121st of Ashan, 720. Because of the Wish, Hart has been resurrected. This character sheet is thus out of date. For Hart's character sheet, see here.
Eihr,
appearance
race- mortalborn
[Hart's mortalborn approval here]
[Hart's updated mortalborn domains and abilities here]
[Hart's additional mortalborn ability Wish here]
immortal parent- Edasha
mortalborn domains- Need, Glamours, and Pleasure
full name- Eihr
past name- Hart Eda'quoat
gender- presenting male
date of rebirth; true date of birth- 25th of Vhalar, 719; 23rd of Saun, 692 (appears to be 24 arcs)
place of rebirth- Raelia, Melrath

height- 5' 9''
weight- 130 lbs
build- ethereal, wispy, frail
eye color- blue, with silvery light shining out
hair color- dark but turning grey

injuries this cycle-
  • none
archived injuries- [here]

permanent injuries-
  • sore muscles (received 25th of Vhalar, 719, never healing)
  • aching joints (received 25th of Vhalar, 719, never healing)
  • experienced four eons in the span of four trills (received the 25th of Vhalar, never healing)
  • experienced all of the cosmos (received the 25th of Vhalar, never healing)
  • additional: bad wrist and ankle joints (received the 25th of Vhalar, never healing)
scars / Fractures-
  • a faint scar in the shape of a leaf just below his right collar bone (receieved 121st of Vhalar, 717)
  • twin Fracture scars, very like wings, which stretch crosswise down the length of his back to his hips (received 1st of Vhalar, 718)
  • twin Fracture scars in his eyes, causing near blindness (received 25th of Vhalar, 719)
  • twin Fracture scars around his wrists, which circle his wrists before slitting up the inside of his forearms (received 25th of Vhalar, 719)
tattoos-
  • none
Last edited by Hart on Sat Nov 30, 2019 5:29 am, edited 3 times in total. word count: 412
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Hart
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Re: Eihr

mortalborn abilities,
Need
Note: The mortalborn domains Need, Glamours, and Pleasure were initially developed for Hart, as were the abilities Fulfillment, Wish, Living Glamour, and Bliss.

For Hart's mortalborn story, see here.


Fulfillment-

[Eihr] can sense when a nearby being is in need of help, and what it is the being needs. If pressed, he can also sense what the being wants, though this will double the severity of drawbacks he experiences.

Fulfillment drawbacks-
Once having discovered a being's needs, [Eihr] feels compelled to linger until those needs are met, one way or another. Leaving a being in need weighs heavily on him for trials or even weeks after, depending on the circumstances. Depending on whether or not he fulfills the being's needs, he may experience obsessive thoughts, depression, or mania. Likewise, when [Eihr] uses this ability to assess want, not need, he feels compelled to respond to that want- especially if the being wants something of him, specifically.
Fulfillment tracker [used by Hart, still applicable to Eihr]-
date used
uses
effects / details
duration
2nd of Ymiden, 717
  • need to protect Tristan and Ayla Venora
  • flu-like symtopms (2 days); aging (2 days)
indeterminate
1st of Vhalar, 718
  • need to grant Anthropos Apteros' Wish
  • need to protect and take care of Anthropos Apteros
  • flu-like symptoms (3 days); aging (3 days)
immediate; indeterminate
30th of Ashan, 719
  • headache (1 day, applied the 40th of Saun, 719)
n/a

Wish-

[Eihr] has the ability to grant Wishes. As the mortalborn of Need, he is able to grant a being's truest, deepest Wish. This Wish is not what a being thinks they most want, but what a being most truly Needs.

By using Wish in tandem with his Fulfillment ability, [Eihr] is able to get a grasp of a being's truest Needs- not just what they need right now, but what they need most of all.

Each Wish is individual and needs to be approved by the PSF. Should a Wish involve one or multiple PCs, all PCs involved are to be included in the approval process. The types of Wishes [Eihr] grants usually have to do with undoing past or current trauma or protecting from future harm.

Wish drawbacks-
For every Wish [Eihr] grants, he uses up a bit of himself, of who and what he is as a mortalborn. Because of this, and because of how powerful each Wish is, [Eihr] can only grant 12 Wishes in all. After each Wish granted, [Eihr] will gain a Fracture scar, and after he grants his final Wish, he will completely Shatter.

Each time [Eihr] Fractures from using Wish, he will weaken physically. Though he will not appear to age physically, the ravages of the Wish will be apparent. [Eihr's] hair will slowly lighten from its natural dark color to grey to wispy white. His eyes will start to cloud over and/or lighten in color, and he may slowly lose his vision or his other senses. His skin will lose the pliancy of youth and become soft and nearly translucent. He will grow steadily weaker, and may eventually have trouble walking. These, and/or other such changes will become more apparent the more Wishes [Eihr] grants. Also, for each Wish, he will gain a silvery, incandescent Fracture scar.

However, for all of the physical drawbacks, [Eihr's] mind will not be affected by this ability, nor his immortal lifespan.
Wish tracker [Wishes granted by Hart]-
date used
effects / details
wishes remaining
1st of Vhalar, 718
  • 1 Wish (granted to Anthropos Apteros) [here]
  • gave life and youth back to Anthropos Apteros
  • Fractured twice (gained twin Fracture scars, very like wings, which stretch crosswise down the length of [Eihr's] back to his hips
  • [Eihr's] hair is starting to go grey
11
30th of Ashan, 719
  • 3 Wishes (granted to one of Daia's followers, to Vega Lei'nox, and to Daia and Moseke) [here] and [here]
  • meant to give Daia life; however, used in a dream
  • Wishes have been reset as if they had not been used
12
121st of Ashan, 719
  • 2 Wishes (granted to Auya Trueheart, and to Varlum Onarmus), offered to Unity [here]
  • Wishes have been reset as if they had not been used
12
25th of Vhalar, 719
  • 4 Wishes (granted to Hart Eda'quoat) [here]
  • Wish-Cursed Hart Eda'quoat to experience self harm, suffering, unending pain, and destruction
  • Fractured four times (gained twin Fracture scars in his eyes, causing near blindness; gained twin Fracture scars around his wrists, which circle Eihr's wrists where he was bound before slitting up the inside of his forearms)
  • Eihr's hair is more grey; his body is slight and wispy, and he has trouble gaining weight; he is weakened somewhat, physically; he suffers pain in his muscles and joints which will not go away
8
Glamours
Living Glamour-

Once a trial, [Eihr] can effectively turn himself and anything inanimate that he is wearing or carrying (ie clothes and a backpack, or whatever is in his pockets or hands) into a living glamour. His body becomes briefly incorporeal, for up to two bits.

During this time it is obvious he is no longer a solid thing; his image does not change shape or form (he will still look like himself) but it will flicker like a candle about to go out. During this time he can take no physical damage as his body is no longer on the physical plane, and neither can he deal physical damage to any object or person. Using this ability, [Eihr] can go through inanimate objects but not animate ones, and he cannot be held or grabbed.

Living Glamour drawbacks-
During this state [Eihr] is particularly vulnerable to nonphysical attacks, especially magic. [Eihr] also has to be careful not to materialize while still within an inanimate object; should he do so, he will take crippling damage to his body (for instance, if his arm was still within a wall, the wall would likely break or sever his arm upon materialization).
Pleasure
Bliss-

Using this ability, [Eihr] can bring someone to the pinnacle of pleasure; thrust into pure bliss the target is rendered unable to feel anything else. During this time the target is in such extreme bliss that their mind becomes clouded, making it hard to focus. The effects are similar to being high or drunk and last as long as the target is within [Eihr's] presence (within 100 ft of [Eihr]), or, should the target remain in his presence for an extended period, for up to one break per day. [Eihr's] touch, in this way, can cause an intense high. Because of this he has to be careful how often he uses this ability on a person or risk them becoming addicted.

Bliss drawbacks-
About ten bits after using this ability [Eihr] will become extremely exhausted and have to rest to regain his strength. How long he needs to rest depends on how long he has used the ability (using the ability for 1/2 a break = 1/2 a break or more of rest). At minimum he needs to rest 10 bits.

Bliss can be used up to three times per trial, but for each use without proper rest in between the ability becomes half as powerful.

Bliss tracker [used by Hart, still applicable to Eihr]-
target
date used
Herys Harlow
  • commonly, sometimes daily, from Ymiden 715 to Ymiden 716
additional drawbacks
When using any of his abilities except for Wish, [Eihr] will experience aging. Physical symptoms also include those similar to the flu, ie general weakness, aches, pallor, dark circles, fever, etc. Typically, [Eihr] will remain sick at minimum for as many days as times he used his abilities (so, if he used his abilities twice in a day, he would remain sick for two days or more). Using his abilities while still sick from the last use typically worsens his illness significantly.
Last edited by Hart on Sat Nov 30, 2019 5:30 am, edited 2 times in total. word count: 1589
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additional abilities
  • a beautiful cut crystal heart from CITW-
If [Eihr] gives [the crystal heart] to someone, he will always know how they are, where they are, and he will be able to teleport them to him once a cycle.

[obtained here by Hart]
[given here to Tristan Venora]
  • baby monitor-
Although he was pulled away from Ru, [Eihr] finds that he is now always able to tell where [Ruari] is. No matter the distance, he is aware of her and will know if her life is in immediate danger. However, this provides no way of getting to her.

[obtained here by Hart]
  • the lion locket-
A small locket depicting the immortal Daia, with a lion engraved on the outside. Any who wear the lion's locket are able to communicate with each other- no matter the distance. Once a cycle you may teleport yourself to one of the others who wear [a matching locket].

For [Eihr], this locket also gives the ability to remove your own fear and to be brave, like a lion. When you activate this ability (once daily), [Eihr] becomes truly intimidating and [the locket] increases your intimidation or leadership by 2 levels (ie novice to expert).

also listed under equipment, [obtained here by Hart]
  • the young at heart necklace-
A small necklace with a heart-shaped pendant. When he wears it, [Eihr] appears older- but he feels a lot younger, more energized and enthused. When wearing [the necklace] you may assume +2 levels to any one physical non-combat skill (strength, endurance, acrobatics, resistance, etc.). You may change which skill you improve once per season- the bonuses do not stack / are not cumulative so you always have only one skill at +2 levels. If [contesting] someone [who is] the same level as you [in the skill] when you are wearing the necklace, [the contest] will be down to knowledge.

also listed under equipment, [obtained here by Hart]
Note: The young at heart necklace is set to swimming in Ashan, 720.

Eihr's older appearance.Image
  • deprivation acuity-
[Eihr] is able to increase the effectiveness of one of his senses once per trial. This effect lasts for up to two hours. However, in order to do this he must aim to deprive himself of the other senses as far as is possible. If he is going to increase his hearing, for example, closing his eyes helps this. The more focused he is on that single sense, the better this [effect] gets.

[obtained here by Hart]
Last edited by Hart on Sat Nov 30, 2019 5:31 am, edited 2 times in total. word count: 478
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skills
(h) = Hart's [skills or knowledge]
(ft) = fast track; chosen (ft) skill is navigation
+6 to blades for 100 and 200 renown rewards [approval]

experience requirements-
novice = 0 - 25
competent = 26 - 75
expert = 76 - 150
master = 151 - 250
grandmaster

knowledge requirements-
novice = 0 - 10
competent = 11 - 21
expert = 22 - 32
master = 33 - 59
grandmaster = 60
skill knowledge points total points rank
navigation (ft) 24 45 (h) + 30 75/100 expert
politics 22 25 (h) + 125 150/250 expert
blades 10 25 (h) + 6 31/250 novice
alchemy 9 15 (h) + 10 25/250 novice
animal husbandry 4 4 (h) + 21 25/250 novice
cartography 4 10 (h) + 15 25/250 novice
deception 16 25 (h) + 0 25/250 novice
detection 19 6 (h) + 13 25/250 novice
discipline 4 0 (h) + 25 25/250 novice
drawing 5 10 (h) + 15 25/250 novice
medicine 18 5 (h) + 20 25/250 novice
sculpting 0 18 (h) + 7 25/250 novice
seafaring 14 25 (h) + 0 25/250 novice
swimming 0 25 (h) + 0 25/250 novice
languages
skill knowledge points total points rank
linguistics 3 5 (h) + 0 5/250 novice
Note: Hart began with fluent Rakahi and broken Common.

Novice linguistics (ling.) allows a PC to learn up to 4 languages; two easy-level languages can be automatically leveled to broken. As such, Common Sign has been leveled to broken. The other basic language has not yet been chosen.
language, difficulty knowledge points rank
Rakahi (biqaj), easy fluent fluent fluent
Common, easy 6 broken, conversational: 30/30 (h), fluent 35/35 (h) fluent
Common sign, easy 6 broken (ling.), conversational: 25/30 (h) + 5/30 = 30/30 conversational
Last edited by Hart on Mon Mar 23, 2020 11:31 pm, edited 6 times in total. word count: 438
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skill ledger
(h) = Hart's [skills or knowledge]
thread or skill points total
Hart's skill points 295 (h) 295
sing a song of sixpence +15 310
the smell of buns in the morning +15 325
language- common sign -5 320
navigation -5 315
sculpting -7 308
alchemy -10 298
cartography -15 283
drawing -15 268
medicine -20 248
animal husbandry -21 227
the broken and the damned +15 242
navigation -25 217
bakery i. recipe for success +10 227
the first heavy snow +15 242
the morning after with a venora +15 257
discipline -25 232
politics -125 107
detection -25 82
with a venora, two +15 97
skill knowledge
Note: Specific skill knowledge has been archived into Eihr's plotnotes.

knowledge requirements-
novice = 0 - 10
competent = 11 - 21
expert = 22 - 32
master = 33 - 59
grandmaster = 60
skill knowledge total knowledge rank
navigation 19 (h), +5 24 expert
detection 6 (h), +1, +4, +5, +1, +2, +4 23 expert
politics 18 (h), +4 22 expert
medicine 18 (h) 18 competent
deception 16 (h) 16 competent
tactics 6 (h), +10 16 competent
seafaring 14 (h) 14 competent
caregiving 13 (h) 13 competent
alchemy 9 (h) 9 novice
discipline 1 (h), +3, +4 8 novice
endurance 6 (h), +2 8 novice
psychology 2 (h), +1, +1, +3 7 novice
baking 0 (h), +5 5 novice
domain magic: attunement 5 (h) 5 novice
drawing 5 (h) 5 novice
mount: horse 5 (h) 5 novice
torture 0 (h), +5 5 novice
animal husbandry 4 (h) 4 novice
cartography 4 (h) 4 novice
intelligence 2 (h), +2 4 novice
business management 3 (h) 3 novice
domain magic: necromancy 3 (h) 3 novice
gardening 3 (h) 3 novice
investigation 3 (h) 3 novice
mathematics 3 (h) 3 novice
persuasion 3 (h) 3 novice
etiquette 2 (h) 2 novice
field craft 2 (h) 2novice
meditation 0 (h), +2 2 novice
running 2 (h) 2 novice
interrogation 1 (h) 1 novice
intimidation 1 (h) 1 novice
mixology 1 (h) 1 novice
shipbuilding 1 (h) 1 novice
sociology 1 (h) 1 novice
unarmed combat 1 (h) 1 novice
writing 1 (h) 1 novice
skills with subskill requirements knowledge total knowledge rank
blades: one-handed 10 (h) 10 novice
dual wielding: rapier x rapier 5 (h) 5 n/a
linguistics 3 (h) 3 novice
language: Common 6 (h) 6 fluent
language: Common sign 6 (h) 6 fluent
language: Ulehi 1 (h) 1 broken
Last edited by Hart on Tue Mar 24, 2020 12:00 am, edited 16 times in total. word count: 536
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additional knowledge
Note: Hart's knowledge is in the color #859398; Eihr's knowledge is in the color #5C7F79.

domain magic-
domain magic: wells and their application

drugs-
drugs (Liquid Purple): hallucinogenic mushrooms [from Rynmere]
drugs (Liquid Purple): steep in hot water, strain, make into a purplish tea and drink
drugs (Liquid Purple): causes hallucinations, light nausea


drugs (truth serum): causes the imbiber to tell the truth

Emean locations-
the labyrinth (NPCs): Emerath, the all-seeing game mistress [flavor NPC]

immortals-
immortals: the names and domains of the immortals
immortals (history): Cassion's Gambit, Vhalar 717

Edasha (history): obtained the Halo [an artifact] in Cassion's Gambit, Vhalar 717

Famula: the immortal of Servitude
Famula (Zuuda): Champion Zuuda can escort one person from location to location utilizing Zuudaria
Famula (Zuuda, abilities): Grand Servant's Mark, Exalted level
Famula (Zuuda, abilities): Beck and Call, Champion level
Famula (Zuuda, NPCs): Carter Frask, Champion of Famula [faction NPC]
Famula (Zuudaria): accessed by Famula's lamp
Famula (Zuudaria): secured against spying


locations-
Eastern Settlement: harbors anti-nobility, anti-Rynmere sentiments

Eastern Settlement (Oakleigh, locations): Oakleigh's capital city
Eastern Settlement (Oakleigh, locations): Tristan's Oakleigh Estate
Eastern Settlement (Oakleigh, locations): the Old Lass, a roadhouse a trial's ride from Dewwich in Oakleigh
Eastern Settlement (Oakleigh, factions): the Thorns, a merchant family
Eastern Settlement (Oakleigh, factions, the Thorns): deal in pharmaceuticals
Eastern Settlement (Oakleigh, factions, the Thorns, NPCs): Lyla Thorn [flavor NPC]
Eastern Settlement (Oakleigh, factions, the Thorns, NPCs): Ives, the gentleman [flavor NPC]

Eastern Settlement (Oakleigh, Dewwich): a town near Tristan's Estate
Eastern Settlement (Oakleigh, Dewwich, locations): the Thorn greenhouse
Eastern Settlement (Oakleigh, Dewwich, locations): the Thorn manor
Eastern Settlement (Oakleigh, Dewwich, locations): the Thorn hospital

Eastern Settlement (Welles): the most populated region of the Eastern Settlement
Eastern Settlement (Welles): has mines in the north
Eastern Settlement (Welles, locations): Port Town [city]
Eastern Settlement (Welles, Welles City): an old city, perhaps older than Rynmere
Eastern Settlement (Welles, Welles City): perhaps the largest city in the Eastern Settlement
Eastern Settlement (Welles, Welles City): passes through most of the traffic and trade from Rynmere to the ES

Melrath (Raelia): Melrath's capital city

Melrath (Raelia): hates poor people
Melrath (Raelia): the poor stay outside the city
Melrath (Raelia, locations): the Ox's Bellow tavern

Melrath (Raelia, locations): Greta's Hot Buns [Greta's bakery]
Melrath (Raelia, locations, NPCs): Greta Gretasdotter [city NPC]
Melrath (Raelia, locations): Vildholm [a neighborhood in Vaettir hold]

Rynmere: the Rynmeran noble houses
Rynmere: the Prayer of the Seven
Rynmere (factions): the Alliance / the RCA
Rynmere (factions, the Alliance): "allied against the nobility"
Rynmere (factions, the Alliance): has agents in Welles and Oakleigh [of the Eastern Settlement]
Rynmere (factions, the Alliance, NPCs): the unnamed Alliance agent in Welles [flavor NPC]
Rynmere (factions, the Alliance, NPCs): Chelsea, Alliance agent [flavor NPC]
Rynmere (factions, the Alliance, NPCs): Marcol, Alliance agent [flavor NPC]
Rynmere (history): magic ban, Ymiden 717
Rynmere (history): mage burnings, Cylus 718
Rynmere (history): Rynmere plague, Cylus 719 - Ymiden 719

Rynmere (Andaris, locations): the crown, midtown, and lowtown
Rynmere (Andaris, locations): the Rynmere Theatre
Rynmere (Andaris, locations): the Rynmere University
Rynmere (Andaris, locations): the Rynmere Bank
Rynmere (Andaris, NPCs): Ewan [flavor NPC]
Rynmere (Anadris, NPCs): Ewan, studying at the Rynmere University
Rynmere (Andaris, NPCs): Sarah Dj'pyrj [flavor NPC]
Rynmere (Andaris, NPCs): Sarah Dj'pyrj, mage
Rynmere (Andaris, NPCs): Sarah Dj'pyrj, deceased [burned at the stake]


Rynmere (Venora, locations): Sabaissant, Venora
Rynmere (Venora, NPCs): Ebony Venora
Rynmere (Venora, NPCs): Noah Venora, Hart's father
Rynmere (Venora, NPCs): noble NPCs, general information

PCs-
Faith Augustin: [married to Padraig Augustin], has children
Faith Augustin: has a daughter [OOC: Rose] who is deceased
Faith Augustin (religion): Champion Zuuda [Famula]
Faith Augustin (religion): Champion Zuuda, Famula's war general [the war on Ellasin]

Ilinis Lellin: murderer [represented Edasha in Cassion's Gambit, Vhalar 717]

Nauta F'mos Geey: poisoner [represented Edasha in Cassion's Gambit, Vhalar 717]


Navyri: torturer

Nir'wei: deceased [the war on Ellasin]

Noth: murderer [Cassion's Gambit, Vhalar 717]

Sintih Rathaan: possibly yludih
Sintih Rathaan (history): mother taught magical theory at the Rynmere University
Sintih Rathaan (NPCs): Iemes, one of the Oakleigh bodyguards
Sintih Rathaan (NPCs): Gallien, one of the Oakleigh bodyguards
Sintih Rathaan (NPCs): Argun Doghar, one of the Oakleigh bodyguards
Sintih Rathaan (NPCs): Aukey Navok, one of the Oakleigh bodyguards
Sintih Rathaan (NPCs): Thetfretr, one of the Oakleigh bodyguards
Sintih Rathaan (NPCs): Thetfretr, deaf

Soren Kvistson: owns the Ox's Bellow tavern [in Raelia]

Soren Kvistson (alias): Thoreh [OOC information]

Tristan Venora: the duke of Oakleigh
Tristan Venora (history): represented Ilaren in Cassion's Gambit, Vhalar 717
Tristan Venora (history): requested Hart to act as the duke of Oakleigh, Ashan 718 - Saun 718
Tristan Venora (NPCs): Ayla Venora, his daughter

Tristan Venora (NPCs): Ayla Venora, mortalborn
Tristan Venora (NPCs): Lianne, a bodyguard
Tristan Venora (religion): Elithem [Zanik]

Vivian Shiryu (history): represented Ilaren in Cassion's Gambit, Vhalar 717


personal-
all memories of Hart Eda'quoat
Last edited by Hart on Tue Dec 03, 2019 6:59 pm, edited 3 times in total. word count: 887
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dreamwalking abilities
Note: Link to the dreamwalking lore, here.
name points required description
Lucid Dreaming 1 - 9 Upon being initiated into dreamwalking, a dreamwalker first gains the very basic understanding of the reality of dreams and becomes more likely to gain self-awareness in their dreams, increasing the probability that they will retain information in the waking world. Not all dreams will be lucid even for a dreamwalker, but Lucid Dreaming gives them the liberty of choosing to explore their dreams in more depth, which is a prerequisite of all other implied ventures by the dreamwalker.
An extension of this ability is that a lucid dreamwalker can make others lucid as well, with simply a touch. This isn't guaranteed to work every time, but the likelihood increases with the level of dreamwalking.
Walking 10 - 19 The namesake ability of a dreamwalker is to Walk. It's to exit their own dreamscape and step into the Veil. Their body in Idalos remains there, but their mind ventures further into Emea in order to access the parts of the Veil within range of their body. Walking allows the dreamwalker to access the Veil itself, gaining awareness of dreamscapes in their vicinity and gaining familiarity with the mechanics of the Veil.
With this ability, the dreamwalker finds themselves able to access the entrances to other people's dreamscapes. These entrances are not always so obvious as finding a doorway in the Veil, and opening them is different for each person. The dreamwalker typically does not require the permission of the dreamscape's owner to enter their dreamscape, unless there are specific protections put into place.
Walking does not allow for the dreamwalker to seek out specific dreams or dreamers, but gives them the ability to begin to explore.
Governing 20 - 29 Most dreamwalkers desire the ability to control their environment. It isn't until they learn to Govern that they truly become able to, but the scope of their control is still limited. A dreamwalker at this stage is able to Govern their own dreamscape, enabling the dreamwalker to influence the environment and the content of the ongoing dream by forcing their will upon it, shifting the reality of the dream at their whim. They become able to create new items, objects, areas, buildings, and even creatures to insert into the dreamscape, limited only by their imagination and prior experience. They can control everything within their dreamscape, with the exception of other people who enter.
Crossing 30 - 39 While Walking enables the dreamwalker to exit their dreamscape into the Veil and, from there, interact with the dreamscapes of others, it isn't until they unlock Crossing that they gain access to the Untold. When one Crosses into the Untold, they bring their physical body with them, which is a requirement before the dreamwalker can step past the Veil and into the Untold. As such, the dreamwalker doesn't have to be asleep in order to Cross, as they are fully conscious and aware when stepping past the threshold of reality to physically enter the Veil and, further, the Untold. A dreamwalker that Crosses into another dreamer's dreamscape may choose to exit back into Idalos at the dreamer's physical location, effectively teleporting them. Once they are able to Cross, taking their physical body with them into Emea, all abilities such as magics, blessings, etc. are available. Crossing into the Veil and/or the Untold only brings the dreamwalker, and nothing else from Idalos. The actual act of Crossing varies from dreamwalker to dreamwalker, ranging from walking through a door to falling through a barrier.
With this ability, the dreamwalker may now also seek out specific dreams and dreamers.
With Crossing comes the ability to also establish Brands. These are a manifestation of intention and memorization for the dreamwalker, an ethereal mark of their own design that is placed on an individual or location in Emea or Idalos. Branding an individual or location effectively causes them to shine through the Veil and the Untold, allowing the dreamwalker to safely navigate and find their way back to these individuals or locations no matter the physical distance. Once a Brand has been created, it is extremely difficult to remove, often requiring a massive effort on the part of the dreamwalker. There is no set method of removal, as Brands are as unique as dreamwalkers themselves, but removing a Brand comes at a significant cost.
Branding an individual allows the dreamwalker to seek out their dreamscape amongst all others, and Branding a location in Emea allows them to find their way back to it without getting lost. Branding a physical location in Idalos allows the dreamwalker to physically travel to it by Crossing through the Untold from anywhere in the world. They may not travel back once they Cross, unless their originial location is also Branded. All Brands have to be awarded and acknowledged by in-game knowledges in order to be valid and used. While the appearance of distant Brands is unique to each dreamwalker, a common one is the appearance of a particularly bright star, which shines brighter as you get nearer.
At Crossing, 5 brands are accessible.
Escorting 40 - 49 While risky, it is possible for the dreamwalker to take anything or anyone from Idalos with them into Emea, either through physical contact in Idalos or by entering an individual's dreamscape and guiding their body into the dream by Crossing through to contact the body itself. By doing so, a dreamwalker is able to Escort the mortal into the Veil and beyond, into the Untold. The Escorted mortal may resist this effort physically or with high enough levels of discipline and/or meditation if they are unwilling. Escorting does not allow for Emean things to be removed from Emea through this method.
At Escorting, 10 brands are accessible.
Anchoring 50 - 59 Anchoring is the ability to further bridge the gap between dream and reality. A dreamwalker is able to Anchor Emean objects, beings, etc. in the physical reality of Idalos by reverse-Escorting them back into reality. This carries with it a number of risks both for Idalos and whatever objects or beings that the dreamwalker Escorts with them, as compatibility is not guaranteed. Mechanically, this enables the dreamwalker to bring items from Emea into Idalos, provided they are physically holding them as they Cross back into reality.
At Anchoring, 15 brands are accessible.
dreamwalking brands
Last edited by Hart on Sat Nov 30, 2019 5:33 am, edited 2 times in total. word count: 1183
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Re: Eihr

dreamwalking ledger
(h) = Hart's [dreamwalking points]
thread points total
Hart's dreamwalking points 53 (h) 53
Last edited by Hart on Sat Nov 30, 2019 5:34 am, edited 2 times in total. word count: 104
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Re: Eihr

immortal marks and abilities
Note: The immortal marks Bellinos, Gwelliph, Vinyza, and Daianya were granted to Hart. Eihr intends to ask the immortals to remove the marks; if the immortals refuse, he will determine another method of removal. Because he does not want the marks, Eihr is unlikely to use their abilities.


immortal- Vri
immortal's domains- Death, Sadness, Remembrance, Love
level of mark granted- Favored
abilities- Final Moment, Death's Pallor, Deathkeeper's Skills I
immortal- Pier & Pre
immortal's domains- Judgement, Equality, Justice, Truth, Lies
level of mark granted- Favored
abilities- This is the Truth (Minor), Justified Skills I, Hear No Evil
immortal- Ymiden
immortal's domains- Summer, Dawn, Rebirth, Forgiveness
level of mark granted- Favored
abilities- Early to Rise, Painted Sunrise, Ray of Sunlight
immortal- Daia
immortal's domains- Tailoring, Dance, Companionship, Prosperity
level of mark granted- Favored
abilities- Sentiment, Invigorate, Trusted Gaze
immortal- Cassion
immortal's domains- Travel, Adventure, Stories, Hunger
level of ability granted- Favored
ability- Safe Camp

Note: Eihr is not marked by Cassion, nor was Hart. Hart was awarded the ability Safe Camp here during the event CITW.
Last edited by Hart on Sat Nov 30, 2019 5:34 am, edited 2 times in total. word count: 260
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Re: Eihr

wealth ledger
(h) = Hart's [wealth]
item price total Wealth Tier
Hart's wealth 0wp (h) 0wp [Tier 1]
from Navyri +1wp 1wp [Tier 1]
one season's worth of poor-quality medicines [Vhalar 719] -1wp 0wp [Tier 1]
wages [Vhalar 719] +4wp 4wp [Tier 1]
Last edited by Hart on Thu Feb 20, 2020 10:58 pm, edited 6 times in total. word count: 133
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