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Bedwyr

Posted: Tue Jul 16, 2024 8:55 pm
by Bedwyr













Bedwyr
Idris
Celafairsa

. . . . . . . . . . . . . . . . . . . . . . . . . .

Basic

Posted: Tue Jul 16, 2024 8:55 pm
by Bedwyr

















. . . . . . . . . . . . . . . . . .
Basic Information

Name:
Bedwyr Idris Celafairsa
Gender and Race:
Male Hyludin
Age:
20 Blwyddyn (Arcs)
Date of Birth:
Luesco 1 1005 (Zi'da 67, 705)
Hometown:
Palasyhardas, Fairisle, Iulure
Currently Living:
Faldrass
Height:
6' 8"
Weight:
190 lb.
Mother:
Sioned Heledd Gwarefong
Father:
Ieuan Idris Celafairsa
Siblings:
Dafydd Ieuan Celafairsa (19 Blwyddyn as of 725) - Brother
Carwyn Rhys Celafairsa (17 Blwyddyn as of 725) - Brother
Ald Owen Celafairsa (15 Blwyddyn as of 725) - Brother
Heledd Cartin Celafairsa (12 Blwyddyn as of 725) - Sister

Partner:
Arianwyn Cerridwen Celafairsa (18/19 Blwyddyn as of 725)
Children:
Ieuan Iestyn Celafairsa (0/1 Blwyddyn as of 725)
Saiore Arianwyn Celafairsa (Born 725)

Jobs:
Farm Hand
Teaches Draconic at Saiore's Dream

Factions:
House Celafairsa
Cult of

Marks:
None
Language Spoken:
Draconic = Fluent
Common = Fluent
Rakahi = Broken


Face Claim:
Kellan Lutz

Description

Posted: Wed Jul 17, 2024 9:03 pm
by Bedwyr

















. . . . . . . . . . . . . . . . . .
Description

“I find Bedwyr to be one of those rather boring people, in appearances, that is. He has decent height stand about eight inches over six feet. Tall among the Hyludin but not the tallest, his height is in his favor for appearance. Especially when he closes his wings and the add the appearance of height. Though even when spread his wings are impressive as the reach ten feet across. His physical appearance is pleasant he has spent much time out doors and in the training room and so has a muscular appearance.

His facial features are by themselves pleasant enough. He has a more of a rectangular shaped with a rigid jaw line and a chin without them being over prominent. His straight nose is excellently matching his high check bones. A set a full lips sits neatly with in these features. A high hairline, but not a receding hairline, showing a flat forehead before coming to the thick brows over a nice brow ridge over nice eyes, set a decent pace apart. His ears are a bit large but not huge and they stay close tot the sides of his head. Above them his horns emerge from the side of his head strong and prominent like the rest of his features.

With all of these features going for him why do I find him boring? Simple his coloring. He was born with fair complexion, and golden blond hair and that he rarely deviates from that coloring. Now the color of his pupils will adjust but only as a reflection of his mood. Now the coloring of his wings will adjust based to reflect his house or his dragon patron.

His choice of clothing makes up somewhat for his complete lack of style with his coloring. Only then thanks to the talents of his wife. He always wears clothing as appropriate to situation. When working he tends to wear browns and whites. When doing something official or formal he tends to wear silverish cloth. He will wear head decorations and tends to wear simple ornaments from his horns.”

Personality

Posted: Wed Jul 17, 2024 9:26 pm
by Bedwyr

















. . . . . . . . . . . . . . . . . .
Personality

“Bedwyr would best be described as a well rounded person. If given the choice he would rather go out and learn how to do a thing verses learning about it in a class room. He will learn from a book if that is the quicker method. While he loves to learn by doing and experiencing first hand he also respect the concept of not reinventing the wheel and building upon what others have done. Curiosity is a major part of his personality, but not to the point where he doesn’t think about consequences. He has the greatest pleasure from seeing the results of the work he has done. His favorite is seeing the results of his care for plants.

Bedwyr is polite to those who he doesn’t know. Though he might be a bit unintentionally cold. He warns up as he begins to know someone, or if the conversation turns to a subject he is interested in. He is quick to praise others work the extremely critical of his own.

He will always put his loved ones first and will help others as he feels appropriate. He though would always teach the man to fish instead of giving him the fish as the statement goes.”

History

Posted: Wed Jul 17, 2024 9:43 pm
by Bedwyr

















. . . . . . . . . . . . . . . . . .
History

Bedwyr was born to Ieuan Idris Celafairsa and Sioned Heledd Gwarefong. Unlike most of the family who were born at either family estate on Fairisle or in the capital he was born on the isle of name on the one of the family’s ranches. His parents preferred quiet life on the ranch more then in the big city or even the busy family residences. They raised their family. Bedwyr was their first born but his twin was born soon after.

The family lived peaceful there working hard even the children who would accompanied their parents as they went about their work. Bedwyr would help his father with the animals but his favorite was when the family would work in the garden. He discovered he loved helping plants to grow. It was during his eight arc that everything changed. One night after the children had been put to bed Bedwyr was awaken by the sounds of shots. He went to find out what was going on but was stopped by Clydefy the son of the estate manager and new ranch hand himself. He collected Bedwyr and his siblings and fled out of the house through one of the windows.

They ended up hiding in one of the caves that the flocks would take shelter in during storms when they could make it back in time. It was a week later when they were discovered by extended members of the family. His much older cousin was the one who found them and lead them out of the cave and brought them to Fairisle and helped with his wife to raise them.

As he got older Bedwyr learned that the estate had been attacked. Exactly who had attacked the family wasn’t clear. Though the suspect list wasn’t long and entailed any of the chaotic elements of Iulure and possible at least one of the none chaotic groups.

Life was very different in his new home. Previously he had been expected to work hard on the ranch which he had been fine with but now he was expected to find what he was good at and excel at it for the sake of the house and Iulure itself. Bedwyr took it in good humor because he already knew what he was good at, but he appreciated the chance to discover of his talents.

One the first day he meet Arianwyn Cerridwen Celafairsa. She was a third cousin to him and instantly took to Bedwyr. He grew and was close with his siblings as he got older. Their older cousin became like a father or older brother figure and his children became as younger siblings. Unfortunately that relationship changed when he was fifteen. His great grandfather, the Sovereign past away and his cousin was discovered to be his heir and became the Sovereign.

During this whole time Arianwyn and Bedwyr were close. Which surprised people. Bedwyr like working with his hands and loved working in the gardens. Arianwyn loved fashion what most people missed was how they complemented each other. Bedwyr under Arianwyn’as influence developed his ability to work with people and found enjoyment. In addition he discovered the pleasures of studying and research with her. He helped her discover the pleasure of making things by hand.

At fifteen was when he impressed upon one of his uncles when he joined the older men in an effort to hunt down a rouge monster that had hidden itself on Fairisle and was destroying crops and cattle. He offered to awaken him to hone magic. An offer that Bedwyr accepted.

At sixteen the two decided that they would marry. Their purposed marriage was meet with mixed responses. Some thought them to young. Others thought their personalities to different. While others who had watched them opposed both points the later because they had seen each others growth thanks to the other and the former because because of there long relationship.

So it was that Bedwyr married Arainwyn in a small wedding and two years later their first child was born. A son named Ieuan. Bedwyr was excited when the chance to explore the rest of the world occurred. Together he and his family departed with others and they stayed at the base for the first season before heading out to explore the world.

Skills

Posted: Wed Jul 17, 2024 10:19 pm
by Bedwyr
Skill
and
Knowledge

Grand Master
None

Master
Gardening

Expert
Teaching

Competent
Discipline
Endurance
Flying
Linguistics
Combat: Spear

Novice
Animal Husbandry
Animal Training
Caregiving
Detection
Field Craft
Hone
Investigation
Leadership
Logistics
Psychology
Research
Singing
Socialization
Strength

Untrained
Unarmed Training
Dancing
Singing
Seafaring

Planned to Get
Athletics
Combat: Unarmed
Woodworking






Novice
XP 5 / 25 (250)
3 Knowledges

Animal Husbandry

Animal Husbandry Jinyl 1
Animal Husbandry Jinyl 2
Animal Husbandry Jinyl 3





Novice
XP 5 / 25 (250)
5 Knowledges

Animal Training

Animal Training Pig Boy 1
Animal Training Pig Boy 2
Animal Training Jinyel 3
Animal Training Jinyel 4
Animal Training Jinyel 5





Novice
XP 5 / 25 (250)
8 Knowledges

Caregiving

Caregiving Pigs 1
Caregiving Pigs 2
Caregiving Pigs 3
Caregiving Pigs 4
Caregiving Pigs 5
Caregiving Pigs 6
simple rhymes to help comfort a child can help into adulthood. Pegs 7
Helping to calm something in turmoil. Pegs 8





Competent
XP 30 / 75 (250)
11 Knowledges

Combat: Polearms

Polearms & Staves Pigs 1
Polearms & Staves Pigs 2
Polearms & Staves Pigs 3
Polearms & Staves Pigs 4
Polearms & Staves: Thrown Polearms and Staves Pigs 5
Polearms & Staves: One-Handed Polearms and Staves Pigs 6
Polearms & Staves: One-Handed Polearms and Staves Pigs 7
Polearms & Staves: One-Handed Polearms and Staves Pigs 8
Polearms & Staves: One-Handed Polearms and Staves Jinyl 9
Polearms & Staves: One-Handed Polearms and Staves Jinyl 10
Polearms & Staves: One-Handed Polearms and Staves Jinyl 11





Novice
XP 5 / 25 (250)
1 Knowledges

Cosmetology

using colors to share a message Pegs 1





Novice
XP 5 / 25 (250)
2 Knowledges

Dance

Dance Doran 1
Dance Doran 2





Novice
XP 10 / 25 (250)
12 Knowledges

Detection

Detection Pigs 1
Detection Pigs 2
Detection Pigs 3
Detection Pigs 4
Detection Jinyl 5
Seeing Who people are focused on in a crowd. Jinyl 6
comparing similar aspects between two things Pegs 7
Detection Jinyl 8
Detection Pegs 9
Detection Jinyl 10
Detection Jinyl 11
Detection Jinyl 12





Competent
XP 30 / 75 (250)
11 Knowledges

Discipline

Discipline Pigs 1
Discipline Pigs 2
Not reacting to emotion. Pegs 3
Discipline Pegs 4
Discipline Pegs 5
Discipline Pegs 6
Discipline Pegs 7
Discipline Jinyl 8
Discipline Pegs 9
Discipline Jinyl 10
Discipline Jinyl 11





Competent
XP 30 / 75 (250)
13 Knowledges

Endurance

Endurance Pigs 1
Endurance CS Approval 2
Endurance CS Approval 3
Endurance CS Approval 4
Endurance CS Approval 5
Endurance Pigs 6
Endurance Pigs 7
Endurance Pigs 8
Endurance Pigs 9
Endurance Pigs 10
Endurance Jinyl 11
Endurance Pig Boy 12
Endurance Jinyel 13





Novice
XP 5 / 25 (250)
5 Knowledges

Field Craft

Field Craft CS Approval 1
Field Craft CS Approval 2
Field Craft CS Approval 3
Field Craft CS Approval 4
Field Craft CS Approval 5





Novice
XP 30 / 25 (250)
11 Knowledges

Flying

Flying Starting Knowledge 1
Flying Starting Knowledge 2
Flying Pigs 3
Flying Doran 4
Flying Pigs 5
staying away from obstacles in the air when taking off in flight. Doran 6
Flying Jinyel 7
Flying Jinyel 8
Flying Jinyel 9
Flying Jinyel 10
Flying Jinyel 11





Master
XP 76 / 75 (100)
33 Knowledges

Gardening

Gardening Starting Knowledge 1
Gardening Starting Knowledge 2
Gardening Starting Knowledge 3
Gardening Starting Knowledge 4
Gardening Starting Knowledge 5
Gardening Starting Knowledge 6
Gardening Starting Knowledge 7
Gardening Starting Knowledge 8
Gardening Starting Knowledge 9
Gardening Starting Knowledge 10
Gardening Starting Knowledge 11
Gardening Pigs 12
Gardening Pigs 13
Gardening Pigs 14
Gardening Pigs 15
Gardening Pigs 16
Gardening Pigs 17
Gardening Pigs 18
Gardening Jinyl 19
Gardening Jinyl 20
Gardening Pig Boy 21
Gardening Pig Boy 22
Checking drainage in an artificial crafted garden to make sure moister is flowing. Jinyl 23
Observing the differences in a similar plant from different locations. Doran 24
Gardening Jinyel 25
Gardening Jinyl 27
Gardening Pegs 27
Gardening Jinyl 28
Gardening Jinyl 29
Gardening Jinyl 30
Gardening Jinyl 31
Gardening Jinyl 32
Gardening Jinyl 33





Novice
XP 15 / 25 (250)
6 Knowledges

Hone

Initiation Starting Knowledge 1
Technique: Resistance Starting Knowledge 2
using Rune of Touch to find flaws Jinyl 3
using the hone of rune to increase chest strength to carry while flying Pegs 4
Focusing it?s a runes placement based on needed results Pegs 5
sing a rune to give another strength. Pegs 6





Novice
XP 5 / 25 (250)
6 Knowledges

Investigation

Investigation Starting Knowledge 1
Investigation Starting Knowledge 2
Investigation Jinyl 3
Investigation Pegs 4
Investigation Pegs 5
Investigation Pegs 6





Novice
XP 10 / 25 (250)
5 Knowledges

Leadership

Leadership Starting Knowledge 1
Leadership Starting Knowledge 2
Leadership Winston 3
Leadership Winston 4
Unifying others be achieve a similar goal. Pegs 5




Competent
XP 45 / 75 (250)
23 Knowledges

Linguistics

Linguistics Winston 1
Linguistics Winston 2
Linguistics Pigs 3
Linguistics Pigs 4
Linguistics Pigs 5
Linguistics Pigs 6
Linguistics Pigs 7
Linguistics Pigs 8
Linguistics Pigs 9
Linguistics Pigs 10
Linguistics Pigs 11
Linguistics Pigs 12
Linguistics Pigs 13
Linguistics Pigs 14
Linguistics Jinyl 15
Linguistics Pig Boy 16
Linguistics Pig Boy 17
Recognizing a name in sentence. Doran 18
Linguistics Jinyel 19
Linguistics Jinyel 20
Linguistics Jinyel 21
Linguistics Jinyl 22
Linguistics Jinyl 23




Novice
XP 5 / 25 (250)
1 Knowledges

Logistics

Logistics Winston 1




Untrained
XP 5 / 25 (250)
2 Knowledges

Meditation

Meditation Jinyl 1
Meditation Jinyl 2




Novice
XP 5 / 25 (250)
3 Knowledges

Psychology

Psychology Winston 1
Psychology Jinyl 2
Psychology Jinyl 3




Novice
XP 10 / 25 (250)
8 Knowledges

Research

Research Starting Knowledge 1
Research Starting Knowledge 2
Research Starting Knowledge 3
Research Starting Knowledge 4
Research Starting Knowledge 5
Research Jinyl 6
Research Jinyl 7
trying to see if a magical compass gives hints about directions. Pegs 8





Novice
XP 5 / 25 (250)
2 Knowledges

Seafaring

Seafaring Jinyl 1
Seafaring Jinyl 2




Novice
XP 10 / 25 (250)
3 Knowledges

Singing

Singing PigBoy 1
Singing PigBoy 2
Sing to the beat around you. Pegs 3




Novice
XP 5 / 25 (250)
5 Knowledges

Socialization

Socialization Pigs 1
Socialization Doran 2
Socialization Doran 3
Socialization Doran 4
Socialization Jinyl 5





Novice
XP 10 / 25 (250)
6 Knowledges

Strength

Strength Pigs 1
Strength Pigs 2
Strength Jinyl 3
Strength Pig Boy 4
Strength Jinyel 5
Strength Jinyel 6




Expert
XP 76 / 150 (250)
30 Knowledges

Teaching

Teaching Starting Knowledge 1
Teaching Starting Knowledge 2
Teaching Starting Knowledge 3
Teaching Starting Knowledge 4
Teaching Starting Knowledge 5
Teaching Starting Knowledge 6
Teaching Starting Knowledge 7
Teaching Starting Knowledge 8
Teaching Starting Knowledge 9
Teaching Starting Knowledge 10
Teaching Starting Knowledge 11
Teaching Pigs 12
Teaching Pigs 13
Teaching Pigs 14
Teaching Pigs 15
Teaching Pigs 16
Teaching Pigs 17
Teaching Pigs 18
Teaching Pigs 19
Teaching Pigs 20
Teaching PigBoy 21
Teaching PigBoy 22
Teaching PigBoy 23
Teaching PigBoy 24
Teaching Pigs 25
Teaching Jinyel 26
Teaching Jinyel 27
Teaching Jinyel 28/b]
Teaching Jinyl 29
Teaching Jinyl 30

Skills Ledger

Posted: Wed Jul 17, 2024 10:28 pm
by Bedwyr

















. . . . . . . . . . . . . . . . . .
Skill Ledger

Thread Skill Point Adjustment Running Total
Racial +25 25
Flying -25 0
Starting EXP +82 82
Gardening -26 56
Teaching -26 30
Hone -10 20
Leadership -10 10
research -10 0
CS Approval 15 15
Detection -5 10
Endurance -5 5
Field Craft -5 0
What's Around
The Next Cloud
10 10
Linguistics -10 0
The Winged One
and Serpents
10 10
Linguistics -10 0
I Want To Understand 10 10
Caregiving -5 5
Teaching -5 0
Writing is Drawing
With Sounds
10 10
Linguistics -10 0
Sharing My Words 10 10
Combat: Polearms -5 5
Strength -5 0
The Farm Hand 10 10
Discipline -5 5
Logistics -5 0
All Must Dance 1 10 10
Psychology -5 5
Socialization -5 0
All Must Dance 2 10 10
Combat: Polearms -10 0
My Days Are Blessings 10 10
Teaching -10 0
The Bulb 10 10
Gardening -10 0
Trying New Food 10 10
Combat Polearms -10 0
All Must Dance 3 10 10
Combat Polearms -5 5
Endurance -5 0
The Amature Surprise 10 10
Endurance -10 0
The Song of the Untrained 15 15
Endurance -10 5
Teaching -5 0
Children of the Wing 15 15
Gardening -15 0
Horse and Farm 10 10
Teaching -10 0
Always Room for More 10 10
Animal Training -5 5
Singing -5 0
The Reflected Moonglass 20 20
Teaching -20 0
The Unshattered Bloom 20 20
Cosmetology -5 15
Dancing -5 5
Singing -5 5
Investigation -5 0
A Stop On My Adventure 15 15
Detection -5 10
Hone -5 5
Strength -5 0
Cow in the China Shop 10 10
Gardening -10 0
Walking the Boarder, Well Flying 10 10
Meditation -5 5
Flying -5 0
Word Game 10 10
Linguistics -5 5
Gardening -5 0
Water from The Ground and Fire from the Sky 10 10
Animal Husbandry -5 5
-5 0
Anchor Ring 10 10
Discipline -10 0
Hay is for Cows 10 10
Discipline -10 0
Can A Ship Have A flat Tire 15 15
Discipline -5 10
Linguistics -10 0
Preparing the Plant Food 10 10
Gardening -5 5
Seafaring -5 0

Abilities

Posted: Wed Jul 17, 2024 10:49 pm
by Bedwyr
Magic, Marks, and Abilities

Spark Magic
Hone

Marks
Telka Favored -Saiore

Abilities
Favored of Awyr Aurg
Azure Compass
Coral Pulse

















. . . . Approval . . . .

Hone Magic

Spark

Techniques

Novice


Resistance: Runewright Passive Ability - When initiated into Hone, all Runewrights gain a unique physical resistance that allows them to enhance their bodies without causing dangerous amounts of undue harm to themselves. A normal person might shatter a limb if they they are granted the power of a Strength Rune, but a Runewright’s body has become resistant to most damage that they might bring upon themselves. This does not mean that Runewrights are immune to the Runes of others. They are only resistant to their own abilities and Runic enhancements. Be aware that sloppy application of Runes can still cause harm to the mage’s body, but most of the time that harm is negated simply by this passive effect.

Dismissal: It is possible for a Runewright to reclaim ether from either an unused Rune if it has been tied to a trigger that has yet to be activated or if it is a particularly long lasting Rune. Instant use Runes that are not tied to a trigger immediately begin using their ether from the moment they are created. Once the ether begins to be used,the initial amount can never be fully reclaimed. Dismissal is done by being in close proximity to the Rune and drawing in the ether that resides within. This is similar to the process of Flaying, although it comes with no ill effects since the Runewright is only reclaiming their own unused ether.

Rune of Strength: The Rune of Strength has the ability to increase the power of a body’s muscles for a certain amount of time. This effect is limited to the body part that the Rune is interacting with. It is considered wise to ensure that your body is in balance when enhancing your strength, otherwise an inexperienced mage who places a Strength Rune on a single leg might find themselves walking strangely or catapulting themselves forward without intending to.

Rune of Touch: While it is often a forgotten sense, the ability to feel your way through the world with the barest touch and sensation is not to be taken lightly. A hand bearing the Rune of Touch can pick up the most delicate undulations in sand to detect the faintest of tracks. Adversely, there have been cases of some Runewrights placing this Rune on individuals before torturing them in order to increase the pain that is experienced.

















. . . . Approval . . . .

Saoire Mark Telka

Favored


Mentors Boon: Saoire's Blessed are those who have served a term as a teacher at her school. As such, Saoire's Blessing reflects their skill as mentors to those around them. For any skill the Blessed has at least a Captsone in, those around the Blessed will find that they are better at those skills while in the presence of the Blessed, operating at one level above what it would normally be.

Turtle Shell: One of Saoire's most famous traits is her legendary defense, and her Blessed begin to share in that defense very early on. Saoire's Blessed can call upon this ability to create a barrier around themselves that repels all physical attacks, making the Blessed immune to mundane harm as long as the barrier stays up. This power can be used once every Break and lasts for a single Bit.

School Gateway: Any who have served a term as a teacher in Saoire's school are welcome back in her Dream at any time. While the normal gateways in and out of Saoire's Dream are only open at certain times, this power allows the Blessed to open a private gateway to Saoire's Dream at any time, from any location. When they wish to leave, this same gateway will return them to their starting point, though they may use the standard gateways to go elsewhere if they wish.

Mentor's Assistant: Even the best teachers will find themselves in need of an assistant from time to time, and there isn't always one available through normal means. This ability allows the Blessed to call on a Spirit of Mentorship that will be as skilled as the Blessed in the skills they are trying to teach, guaranteeing the Blessed will never be without help if they need it. This ability only works when the Blessed is genuinely trying to teach a skill to another person.

Gift of Cheer: Saoire's domain of Gifts is not merely one of physical goods, but of the happiness and joy that comes with both giving and recieving a well meant gift. This ability allows the Blessed to give both themselves and anyone they're with a feeling of joy and good cheer, banishing negative feelings like sorrow, anger, and fear.

















. . . . Approval . . . .

Special Abilities


Favored of Awyr Aurg: Saoire's Blessed are those who have served a term as a teacher at her school. As such, Saoire's Blessing reflects their skill as mentors to those around them. For any skill the Blessed has at least a Captsone in, those around the Blessed will find that they are better at those skills while in the presence of the Blessed, operating at one level above what it would normally be.

Coral Pulse: Bedwyr is able to align his pulse with one other (PC or NPC) and he will always know where that person is and what sort of health they are in.

Bearing of Balance: Once per thread, Bedwyr takes two calm breaths and clearly names a practical aim that benefits the group (e.g., “find the safest ground,” “reach shelter,” “approach without unsettling the grove”). For the next hour, the medallion behaves like a true bearing: it gently turns to indicate the most stable route toward that aim within practical range, quickening its pulse in his palm as the way becomes safer and slowing when risk rises. If all options are poor, it stays still. It filters for stability and care (sound footing, calm currents, low volatility) rather than speed.

Limits: One active bearing at a time; resetting replaces the previous one. Doesn’t reveal hidden foes or treasure, and won’t force a path through wards/consent boundaries. Allies who choose to follow within ~20 paces feel a subtle cadence that helps them keep formation; stepping away ends that cue.


Possessions

Posted: Mon Sep 16, 2024 7:25 pm
by Bedwyr
Possession based on Wealth Level

Wealth Tier 5

Edibles: At Tier 5 a PC lives on a budget. Edibles at this level are likely to be of average quality, with some processing and variety (e.g. bread, butter, cheese, fish, salted meat, all kinds of fruit and veg). There is more access to a better variety and quality of seasoning. Sweet treats of honey, unrefined sugars, and simple candies are available. Expensive or rare items are very limited.

Drugs & Medicine: At Tier 5 a PC lives on a budget. Medicines and alcohol are commonplace, and are likely to be of average quality. Expensive or rare items are very limited.

Clothing: At Tier 5 a PC lives on a budget. Starting the Tier, they are allowed to choose 4 outfits of average quality. Their Wealth Tier allows them to replace like for like every cycle if necessary, and to add two new average-quality outfits per cycle. They have average accessories and basic cosmetics.

Jewelry: At Tier 5 a PC lives on a budget. Starting the Tier, they are allowed to choose 2 sets of average-quality jewelry. Their Wealth Tier allows them to add a new set of average jewelry per cycle. Tier 5 jewelry is made from a choice of Tier 5 metals and has 2 Tier 5 gemstones.

Armor: At Tier 5 a PC lives on a budget. Starting the Tier, they are allowed to choose either:1 set of masterwork-quality Tier 3 armor and 1 masterwork-quality Tier 3 shield, or 1 set of good-quality Tier 4 armor and 1 good-quality Tier 4 shield, or 1 set of basic-quality Tier 6 armor and 1 basic-quality Tier 6 shield. After they have been in the Tier for an arc, they are allowed to add an additional set of one of these three options. They may add an additional set of one of the three options each arc that they remain in the Tier.

Weapons: At Tier 5 a PC lives on a budget. Starting the Tier, they are allowed to choose 2 average-quality weapons or sets of weapons. After they have been in the Tier for an arc, they are allowed to add an additional average weapon or set of weapons. They may add an additional average weapon or set of weapons each arc that they remain in the Tier.

Mounts: At Tier 5 a PC lives on a budget. Starting the Tier, they are allowed to choose 1 average-quality mount. Their mount must be Non-Exotic. After they have been in the Tier for an arc, they are allowed to add an additional average mount. They may add an additional average mount each arc that they remain in the Tier.

Property & Land: A Tier 5 building includes one small room, three average rooms, and one large room with average-quality furnishings. Tier 5 buildings are medium in size and are more complex in their design. They have a comfortable amount of room to live in for the average family. They are usually located within the middle-class districts of a city.

Household Items: At Tier 5 a PC lives on a budget. They will have multiples of necessary items such as kitchenware, dishes, and utensils, candles or lanterns and oil, a washing basin or tub and soap, as well as simple bedding such as a pillow, sheets, and blankets. They may have some basic gardening tools, as well as additional items which are unnecessary but common. Examples of additional items include simple toys for children, a journal and writing utensils, or a modest collection of books. All items are of average quality.

Skill Kits: At Tier 5 a PC will have however many average-quality skill kits they need for whichever hobbies or professions they have.






. . . . . . . . . .
Home

Write up Pending





. . . . . . . . . .
Anchor Ring

"For Bedwyr," with salt and pollen on her breath, Solryn set the blessing on the air, "who chose birth and steadied my beat with his own." At the place where his spearhead stood, the ground lifted into a round bed the width of a cartwheel. Around its rim grew a neat collar of blue and gold flowers that opened and closed in time with a slow, steady pulse. In the middle rested a flat oval of pale stone, warm to the touch. This was the Anchor Ring. A palm laid on the stone took a racing beat and eased it until it matched the island’s rhythm. Kept there, the steadiness passed outward to those who touched the bearer or stood within the circle. Lifted away, the flowers settled, holding the pace in quiet until someone called it again.

Additional Notes: As the first people to set foot on the Island, you will always have a special place here. You will find that you are welcomed by Flora and Fauna alike. Always.
Your "Tribute" - in the last post, you were each given a place. You are invited to dev that place but, be aware - there are secrets that only you can discover.






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Clothing

Bedwyr wears browns clothing. He wears loose fitting pants and shirts to work in.





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Weapon and Armor

1 Average Spear.





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Heirloom

A silver circlet with a star garnet set in the center.





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Miscellaneous Magic Item

Sentient Sprig
Description: A small, potted twig in a cork-stoppered vial or wrapped in cloth.
Effect: Once per trial, the sprig can “wake up” and give a simple opinion about something the user asks. Its tone is comically judgmental or overly enthusiastic. Its “opinions” are always metaphorical or poetic in nature, not factual, but sometimes oddly insightful.
Examples: “Oh, that sword? It’s trying too hard.”, “I wouldn’t trust that cave. Feels like a liar.”, “There’s sorrow in those stones. Step gently.”
The sprig is in no other way sentient and has no skills. It can not progress or learn magic. It's a sprig. If potted, and well tended, it will develop in a talking bush.

The Omen Pebble
Description: A small, unassuming stone (any colour) that seems to be slightly too light for it's shape and size.
Effect: Once per thread, the stone can glow, rattle, or hum just before a meaningful moment. The user doesn’t know why - but it makes them pause - which might just give them a chance to notice something minor that might be vital.

It doesn't provide answers, just nudges. A faint shimmer when approaching a hidden door. A hum before a companion speaks a key line. A warning twitch before the wrong move.

Whorl of Becoming
Description: A small stone disk no wider than a palm, carved with spiral glyphs that shimmer faintly when turned. It hums softly when held near broken things.

Effect:
Three times per cycle, the Whorl may be placed upon a mundane, broken item (not magical, valuable, or weaponised). The glyphs glow, and over the course of a few trills, the item is reshaped—not repaired, but reimagined into something of similar essence or purpose.

A shattered teapot might become a single fine china cup.
A snapped paintbrush could turn into a bundle of charcoal pencils.
A torn backpack might become a woven satchel.

The new item is always mundane and of equal or lesser material worth - but carries a subtle uniqueness in design, often echoing the user’s mood or the tone of the moment. It’s less a tool of function, more a whisper of creative transformation.

The Shell
Description: Bedwyr has a small silver shell. It's pretty, but it seems unremarkable. However, it allows Bedwyr (or whoever is holding it) to have incredible luck in cards or other games of chance. So much so, your fellow players of poker might assume you're cheating ....

Echofoil
Description: A palm-sized, paper-thin disc of mirrored bark. When held to the light, it briefly reflects not the holder, but someone they’ve recently encountered performing a subtle movement or gesture. It can be someone in the room with them, or who they’ve met in the last 5 trials.
Effect: Once per Cycle, this can be activated and the user gains a brief flash of insight related to the original context ~ a single thought, emotion, or image that reveals why the action mattered. Not what the person did but what they meant.

Giftroot Charm
Description: A small, carved wooden bead strung on a green-gold thread. The wood never rots, no matter the weather, and faintly smells of the place where it was first offered. If held tightly and whispered to, it feels warm.
Effect: Once per thread, the wearer may deliberately offer something ~ words, a small object, a gesture ~ to an unseen presence (nature spirit, forgotten place, remnant of magic, etc). When done with sincere intention, the charm quietly activates.
In return, the wearer receives:
A minor atmospheric shift (flutter of leaves, glimmer of moss, pulse of light) that confirms the offering was received, and
A fleeting vision, sound, or memory connected to the location — often subtle, but thematically linked to the spirit of the place. It gives you a moment of history, of significance.

Tuneleaf Token:
Description: A flat, river-smooth stone etched with a looping spiral. When turned over, faint lines form musical notation that doesn’t match any known melody.
Effect: Put the stone down on the ground, in the water, touching nature – and when a character sings, or plays music, or hums ~ whether during a ritual, fight, moment of grief, joy, or defiance ~ the stone activates.
For the duration of the song: The world echoes back. Trees shake in rhythm, ripples in water dance in sync, wind hums harmony. Bunnies might dance. It starts small but, after a 10 minute song? It gets full on. While this is ongoing, people are less inclined to argue, to be horrid to each other – it just generally makes people nicer during the time and, to a lesser extent, for the rest of the trial.

Magic Bubble:
Description: Glass Globe
Effect: Allows Bedwyr to travel to the floating island.

Threadleaf Accord Band
Description: A braided wrist-cord of teal-and-silver threadleaf with a small dew-glass bead that holds a pinprick of sapphire Blue.
Effect: Shared Pulse
As long as all wearers (in your island thread - so all in Azure, etc) have willingly consented, they are able to "tune in" to each other's heartbeat. While linked via wearing this band, each wearer feels a clear stutter in the pulse if any member is hurt, panicking, coerced, or unconscious, and senses the general direction of that member and the distance from them.. The link breaks instantly for that wearer if they withdraw consent, if a wearer removes the band. When one member of the group is in trouble in this way, the remaining members can communicate telepathically via the Accord Band - but it offers no means of communicating with the person in trouble, nor means of getting to them.

Additional power - he is able to gift his band or use it himself to endure great pain (as childbirth is). This last for 1 break and, during that time, he can function beyond any limits of pain. However, if - for example - he's in pain because both his legs have been cut off, he still can't walk.

Harmonic Anchor
Description: A pearlescent blue threaded with warm gold and violet hues — like sunlit wavefoam meeting coral resonance.
Effect: Only Bedwyr can find this stone, and can keep or give it to others.


Single Use Items


Echoleaf Whistle
Description: A papery green-and-gold leaf, curled into the perfect shape of a whistle. When blown, it produces not a sound, but a vivid memory of the first time the PC ever felt truly breathless be it with awe, fear, love, or revelation. For the next five bits, they have advantage (act as if you were one level higher) on any Detection skill check, as clarity cuts through distraction.

Threadlight Memory
Description: A single shimmering filament ~ barely visible in the light ~ tucked into a charm, ring, or other small personal item (your choice, no more than Tier 7). When the bearer activates the Threadlight (by whispering a memory of beauty or stillness), the light gently pulses outward, calming all nearby within five feet. Fear, rage, and pain ease slightly, and one target (including self) may recover composure or stave off panic, frenzy, or despair.

Mechanics: Range: 5 feet
Duration: 1 minute

Effects: Grants +1 level to Discipline or Meditation if used for calming emotions

Scent of Remembrance
Description: A small vial of essential oil which smells of old musk. When a few drops are added to water and then a candle lit beneath before sleep, one will dream of a lost memory - this dream will be clear and will be completely remembered. The PC is not lucid during this dream, but remembers it clearly afterwards. The dream is entirely accurate.


Wealth Ledger  [Approved CS]

Posted: Mon Sep 16, 2024 7:41 pm
by Bedwyr

















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Wealth Tier 6
(91 - 115 WP)
WP 107
8 WP Per season

Reason Adjustment Total WP Tier
Starting Package 66 66 5
Vhalar 724 +1 67 5
Zi'da 724 +2 69 5
Cylus 725 +3 72 5
Ashan 725 +5 77 5
Ymiden 725 +6 83 5
Saun 725 +7 90 5
Vhalar 725 +8 98 6
Zi'da 725 +9 107 6