[Verified by Refraction] Asterope

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Asterope

Postby Asterope on August 17th, 2017, 8:58 am

Asterope
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"Even the darkest night will end and the sun will rise." - Victor Hugo

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Vitals


✧Name: Asterope (ah-stare-oh-pea)
✧Nickname(s): Aster
✧Race: Ethaefal Day, Inarta Night
✧Gender: Female
✧Age: 7 years Appears to be in her early 20s
✧Languages: Common Fluent, Nari Basic, Pavi Poor, & Shiber Poor

✧Date of Fall: 51st of summer, 515 AV
✧Place of Fall: Suvan Sea Off the coast of Riverfall

✧Current Location: The Outpost via Sunberth Spring 520 - Current
Previously :
✧Alvadas Summer 517 AV - Spring 518 AV
✧Ravok Summer 518 AV - Autumn 518 AV
✧Sunberth Autumn 518 AV - Winter 519

✧Profession: N/A (TBD)
Previously :
✧Herbalist at Ionu's Mercy in Alvadas Summer 517 AV - Spring 518 AV
✧Slave at the KRI in Ravok Summer 518 AV - Autumn 518 AV
✧Slave of the Sun's Birth in Sunberth Autumn 518 AV - Winter 519 AV


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Appearance


☼ ☼ ☼


During the day, Asterope is a creature of ethereal beauty. With an otherworldly aura, she carries herself with purpose and elegance in even the simplest of tasks. She stands at 5'9", tall compared to the average human woman but perhaps on the shorter side for an Ethaefal. She has a slender frame, weighing approximately 130 pounds, with a slight leanness born from necessity rather than desire for it hidden beneath her clothes.

Her skin carries a natural light tan, and gleams with an internal rose-gold glow that is only enhanced by the light of the sun, shimmering faintly in the light. She has a heart-shaped face with almost startlingly severe, dark brows, a full but small mouth and a ski-slope nose. Aster's eyes, almond-shaped with a slight slant to them, are a deep, warm molten gold; they always seem to be lit up from within, the warm amber hue gleaming almost with a light of their own.

Her hair falls in silky loose waves to the tops of her breasts, the colour never stable as it shifts with the seasons, and is most frequently left loose or in a messy bun atop her head; it's also not uncommon for her to weave a small braid or two into it, something she picked up from her time with the Drykas. Like all Ethaefal, Aster has a pair of milky, glass-like horns, their colours varying with the seasons. They start at her temples, perfectly symmetrical, the main branch stretching back towards the crown of her head in a spiral, with a shorter section that sweeps up beside her forehead and then down near her ears, curving into a loop and tapering to a point.


Seasonal Changes :
SeasonDescription
ImageSummerDuring the Summer, Aster's hair takes on a pale red hue tinted with gold, not unlike the rose-gold shimmer of her skin. Her horns take on a smooth alabaster hue threaded and flecked with pale peach.
ImageAutumnWith the shortening of the days and the turning of the leaves, Aster's hair darkens to a rich, full auburn, not dissimilar to the reds on the trees. Her horns darken as well, turning a shining, rich gold for the duration of the season.
ImageWinterThe arrival of snow brings with it the cooling of Aster's colours; her hair pales to a light fawn brown, while her horns take on a deep jade green as if reminiscing for the leafy forests of warmer days.
ImageSpringPerhaps Aster's favourite season, the rebirth of flora and fauna comes with yet another change in her colours. Her hair lightens considerably, taking on a pale, golden honey colour, while her horns turn a delicate shade of lavender littered with flecks of pale jade, echoing the newly grown flowers.


☾ ☾ ☾


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Once the sun dips below the horizon and night falls on the land, Asterope's appearance experiences a dramatic shift. Forced to return to the last mortal body she occupied, she loses several inches of her height, shrinking to a meek 5'2", and her frame thins out considerably, leaving her at around 105 pounds. Her horns disappear, as does the strange, celestial quality to her, leaving her more clumsy and human.

Her hair loses some of its length, now only to her shoulders, and becomes choppier; the colour darkens to a deep shade of ginger, almost a pale rusty colour in the right lighting. Her features sharpen slightly, her face shape squaring, and her skin pales considerably to a milky white. The burning gold of her eyes fades to a predominantly pale green hazel, but they appear none the less illuminated and bright.

While her skin is perfectly smooth and flawless under the sunlight, in her mortal form Aster's skin is covered in freckles; her face in particular is covered in scatterings of them. As well as this, pale silvery scars litter her body; they are hard to see on her porcelain skin, but they are evidence of a life well-lived.

While this form is her natural mortal seeming, as of winter 519 AV, Asterope is granted a new mortal seeming every season that she may instead take on come nightfall if she so chooses. Once the season changes, she may only keep the new form she was granted for future use if she was able to discover the past life's name and some information about them.

Note: This is the result of a wish that was granted as a prize in the Thanksgiving Gratitude Challenge. The forms listed below are either current or the ones Aster has kept.


Mortal Seemings :
RaceNameDescriptionSeason Acquired
ImageBenshiraSavitaA short, almost stocky Benshira woman, standing at 5'4" and weighing 130 lbs. She has tanned skin, long brown-black hair, golden-brown eyes, and freckles; she was a member of the Kois tribe who married into the Selban tribe, chosen for her talented musical skills. She was eventually captured as a slave, her fate unknown. Deep scars run along her arms. Her niece, now in her very old age, is still alive.Winter 519 AV
ImageKelvic (Rose-breasted cockatoo)LucernaA Kelvic woman whose animal form was a rose-breasted cockatoo, she stands at 5'6" and weighs about 120 lbs. She was rescued from Zith in the Sea of Grass, and taken to Riverfall. In order to repay her debt of being rescued, she became a Nakivak, falling in love and bonding with the presumably Akalak man whose child she eventually bore. She died in childbirth, and it is unknown if she has any surviving family.Summer 520 AV
ImageZithTragedyA short and thin but lean Zith woman, standing at an even 5'0" and weighing 105 lbs, with black-red hair and piercing yellow eyes. She lived with her colony outside of Sunberth, and killed at least twenty humanoids throughout her lifetime. Some of her relatives may still be alive in a Zith colony that currently lives outside of Sunberth.Spring 521 AV


IMarkings, Injuries, & Scars


Markings :
Date ReceivedDescription
Image31st of winter, 520 AVOn her inner left forearm, Aster has the image of a large, ancient tree with full branches of leaves and blossoms, seeming to faintly shift and sway in an invisible breeze. The trunk shows the mark of a triskelion, denoting a mark of Caiyha. This marking is always present.
Image31st of winter, 520 AVA small wooden egg-like structure protrudes from the center of Aster's chest over her sternum; this structure is actually a wooden seed called Nature's Heart and is responsible for Aster becoming a Wildling. The wood of the seed is a deep, warm brown that shines with an iridescence. This marking is always present.
Image46th of winter, 521 AVOn the palm of her right hand, Aster sports a mark of Priskil in the shape of a gently glowing and swirling golden vortex. This marking is always present.


Injuries :
Date ReceivedDescriptionDate Healed
49th of autumn, 517 AVAsterope has first and second degree burns across her left back and side, which heal relatively quickly but leave scarring. Additionally, she permanently has a hoarser voice, which can be trained out with lots of effort. When exerting herself in high physical activities, she will find herself breathless very quickly. Healed~70th of autumn, 517 AV
86th of spring, 518 AVAfter getting into a fight fueled by panic and paranoia caused by a cursed maledicted bone, Aster suffered a broken collarbone on the left side. It will take ~4 - 8 weeks for it to heal. Healed~23rd of summer, 518 AV
86th of spring, 518 AVIn the same fight that she suffered a broken collarbone, Aster also received a mild, shallow slice along her right side from a dagger. It doesn't require stitches, and will take ~1 week to heal. Healed~2nd of spring, 518 AV
12th of summer, 518 AVAster was shot in the back of her left shoulder with a crossbow bolt; the bolt did not pierce all the way through the shoulder, and missed the bone. It will take ~6 weeks for the wound to heal, and longer for the shoulder to return to full mobility and to lose stiffness. Regular stretching/gentle exercises may speed up the healing process. Healed~54th of summer, 518 AV
53rd of autumn, 518 AV OriginalAster was branded on the back of her right hand with the symbol of the Sun's Birth, an eight-pointed sun; the burn is moderate, and it will take ~3 weeks for the top layer of skin to heal and the blemish to vanish in her divine form. Aster is rebranded every ~3 weeks once the scar disappears from her divine form, meaning it will not begin to heal properly until the process stops. Healed~21st of spring, 520 AV


Scars :
Date ReceivedDescriptionForm
49th of autumn, 517 AVAster has faint discoloration and slightly raised patches of skin along her left side and back from healed first and second degree burns. Her voice is slightly raspier than it once was, and when doing physical activity, she becomes breathless more easily.Inarta
53rd of autumn, 518 AVOn the back of her right hand, Aster has the symbol of the Sun's Birth that has been branded into her skin several times over. It is raised with a prominent ridge, depicting an eight-pointed sun, though it has faded to the silvery-white of a healed scar.Benshira & Inarta


Note: As an Ethaefal, Asterope's injuries are unique to the form in which they were received, as are the resulting scars. She does not retain any scars from injuries in her divine form.


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Personality & Concept

"She was like the sun, (...) she would shine again regardless." - Nikki Rowe


Asterope is still incredibly new to the world, and it shows in her behaviour. A combination of newness and determination to always seek good in those around her, Aster can tend towards the naïve and even gullible. While naturally a more reserved person, her time spent among the Drykas has encouraged her to often be open with her thoughts, something she is slowly discovering is not always approved of by others. In general, she has a serene, somewhat gentle aura to her.

Generally melancholic and still homesick, Aster has taken to the optimistic side, and marvels at the strange beauty of the world around her, so different from where she once was. However, she is prone to be stricken with sadness, particularly at night when she transforms into her mortal form and feels even further from home, and she can be turbulent when such moods strike her.

Always curious about the new things around her and wanting to learn, she’s willing to try anything at least once, and tries to surround herself with new sights, experiences, and knowledge as often as she can. She is always open to meeting new people because of this, and struggles to find balance between her slightly more introverted nature and her overwhelming curiousity of strangers. She tends to find a middle-ground in people watching, though she never means to be rude in her staring, and is in fact fairly friendly when approached.

Always with a soft side, Aster easily sympathizes with others and does not like to see suffering. Learning how to properly use medicine and to help heal others somewhat calmed her soul, giving her a shallow sense of peace and somewhat of a purpose; if she can help those around her, then she will.

Aster's recent stint in slavery and her experiences in Sunberth have darkened her outlook somewhat; she has been unforgivingly exposed to the dark and gritty aspects of humanity, and it has resulted in her normally gentle and optimistic nature being tinged with bitterness, anger, and confusion. She has had to learn to accept certain dark truths about herself and others to survive, and she is learning to adjust to this new side of herself and to coexist with the anger and violence that now resides inside her.

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Last edited by Asterope on June 14th, 2022, 12:17 am, edited 76 times in total.
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The sun will rise, and we will try again
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Asterope
A light that never goes out
 
Posts: 651
Words: 661387
Joined roleplay: August 16th, 2017, 11:11 pm
Location: The Outpost (Sunberth)
Race: Ethaefal
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Asterope

Postby Asterope on August 17th, 2017, 9:00 am

History
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"As often as not, we are homesick most for the places we have never known." - Carson McCullers

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The Beginning

Pre-Creation

“Set fire to the broken pieces; start anew.” - Lauren DeStefano


It was late evening on a warm Summer night when Asterope suddenly and unceremoniously found herself plunging into the waves of the Suvan Sea. Salt water filled her mouth and flooded her lungs as she struggled to find which way was up until finally she broke the surface, dazed and disoriented. Feeling clumsy and sluggish in her physical form, it was perhaps a miracle of Syna that the Ethaefal managed to make her way to shore, not quite swimming but more desperately clawing at the water. Upon dragging herself onto dry land, Aster promptly passed out, too exhausted to do anything else.

A combination of the warm sun on her face and the hushed but excited whispering of children woke her the next morning. Opening her eyes, Asterope was greeted by two young children, clustered around her at a safe distance, but near enough to be able to gawk. When they saw she had woken, their chattering became increasingly excited, and they ran off. By the time Aster had gotten her bearings and was attempting to stand up, still clumsy and sore from her battle against the ocean the night before, the children had returned with an adult man. Aster would soon discover his name to be Inyel Stormgrass, a member of the Opal clan of the Drykas.

Inyel took Aster into his pavilion to allow her some time to regain her strength and get her bearings; however, by the time the Drykas were ready to leave, having only stopped by Riverfall for trading purposes, Asterope still felt incredibly lost. Still homesick and wanting answers, she didn't want to settle down, and so begged Inyel to let her accompany his pavilion for longer. Between her begging and the begging of his children, who had quickly grown fond of Aster, Inyel relented.

Aster settled into the life of a Drykas surprisingly well for being an outsider; she enjoyed the constant movement, as well as the various things she could experience because of it. To earn her keep at first, she primarily helped the other women and the older children with menial labour and tasks in and around the pavilion; but what she loved most of all was learning about medicine and helping the injured or sick, and that quickly became Aster's specialty.

Even if it was merely bandaging a scrape on one of the children, helping those that were injured or sick made Aster feel as if she had a purpose and could still be useful despite her sudden and inexplicable fall from grace; she hates to see suffering of any kind, and enjoyed being able to help people and knowing that she could make a difference. It became the thing that she put most of her time and effort into. In particular, she found her gift of aging things forward a day to be useful in this; she first discovered it when she almost thoughtlessly scabbed a fresh cut on her thumb, and since then has used it to help speed up the healing process in those that she tends to.

During her stay with the Drykas, while she was friendly with all the members of the Stormgrass pavilion, Aster grew particularly close with one of the older women, Nara Stormgrass. Nara was the one to teach Aster about medicine, as well as much of the everyday tasks that she was clueless about. Aster learned the majority of her skills from Nara; where often others became impatient or irritated with her, Nara seemed to have an unending well of patience for the Ethaefal, and Aster loved to sit and simply talk with the older woman.

It was nearing a full year that Aster had stayed with the Drykas when she heard about the city of Lhavit from some travelling merchants. Instantly, she was enraptured by the concept, and her heart still aching for home, could not get the thought of it out of her head; she was desperate for any semblance of her previous life, especially now that she knew it existed. Nara tried to convince Aster to stay among the Drykas, that she belonged there now, but while Asterope loved the pavilion she had spent so much time with and enjoyed the life she was living, she knew it wasn't what she was meant to do. The next time the pavilion traveled near Kenash, Aster said her goodbyes and stayed in the city while her pavilion moved on. She settled into the city for just over a half a year, gathering supplies, coin, and as much knowledge as she could before she managed to find passage across the sea to Alvadas.

She has a long way to go before reaching Lhavit; so in the meanwhile, she plans on settling in Alvadas to prepare for the eventual long trek across Kalea.


Moving Forward

Post-Creation

“We must leave this terrifying place tomorrow and go searching for sunshine.” - F. Scott Fitzgerald


The City of Illusion
    ✧Aster arrives in Alvadas 42nd of summer, 517 AV
    Begins working at Ionu's Mercy as an herbalist 47th of summer, 517 AV
    Finds a maledicted bone that begins to make her paranoid to the point of mental instability 2nd of spring, 518 AV
    Aster's extreme paranoia results in the death of a stranger as well as her beloved dog, Navi 86th of spring, 518 AV
    ✧Aster leaves Alvadas via wind eagle; instead of continuing to Lhavit, she decides to go to Ravok 91st of spring, 518 AV

The City on the Lake
    ✧Aster arrives in Ravok 5th of summer, 518 AV
    Captured as a slave and taken to the KRI, where she is to be experimented on 12th of summer, 518 AV
    Aster leaves Ravok in a slave caravan 4th of autumn, 518 AV

The City of Chaos
    Aster arrives in Sunberth and is sold as a slave 53rd of autumn, 518 AV
    Destroys the maledicted bone that has been haunting her in the Slag Heap 1st of spring, 519 AV
    Aster meets a street child named Imogen who helps solidify her changing perspective on her situation 42nd of autumn, 519 AV
    Aster discovers that she now has more than one mortal seeming 1st of winter, 519 AV
    Imogen shows Aster the Outpost 75th of winter, 519 AV
    Finally runs away from Alard, hiding in the Outpost to begin her recovery 90th of winter, 519 AV

Note: Ongoing; to be expanded upon in the future

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Last edited by Asterope on July 23rd, 2020, 4:30 am, edited 33 times in total.
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The sun will rise, and we will try again
User avatar
Asterope
A light that never goes out
 
Posts: 651
Words: 661387
Joined roleplay: August 16th, 2017, 11:11 pm
Location: The Outpost (Sunberth)
Race: Ethaefal
Character sheet
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Medals: 5
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Asterope

Postby Asterope on August 17th, 2017, 9:01 am

Relationships
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"If you don't know what you're here to do, then just do some good." - Maya Angelou

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Acquaintances


NPCs :
NameRelationshipInfo
ImageJala Domain NPCAcquaintanceJala is a somewhat strange and enigmatic woman who lives in Tent City and practices medicine. Aster met her through the streetchild Imogen, and while Jala is still a mystery to her, Aster enjoys her company. She pays no mind to the rumours that surround the cutwife, and the two share a connection over their fondness for Imogen.


PCs :
NameRelationshipInfo
ImageCrylonAcquaintanceAster met Crylon Stonecraft briefly one night in Ravok, but their most notable meeting occurred later on in Sunberth; Crylon helped Aster try to rescue a boy on the street who had been stabbed and was dying. After she failed to do so, the Isur stayed by her side and helped her carry the body across the city to give it a proper burial. Along the way, the two learned a bit about each other's races and talked a little bit about religion; Aster learned about Priskil, the goddess of hope, from Crylon. Aster would be happy to meet Crylon again, and wouldn't mind one day perhaps being able to consider him a friend.
ImageMadeiraAcquaintance, previous partner in crimeAster and Madeira Craven only met a handful of times, but always under exciting circumstances; the first time they met, Aster helped Madeira deal with a ghost haunting a theater in Alvadas. The second time they met, Aster asked for Madeira's help in solving a murder. Their relationship was always strictly 'business', but Aster still has a certain fondness for the spirtist, and likes to think they might one day cross paths again.
ImageSsanya Hiatus accountAcquaintance, mistrustedSsanya is a Dhani woman whose first encounter with Aster was in her snake-woman form; the two met in Alvadas when a strange parasite corrupted Ssanya, causing her to attack Aster upon seeing her. It was obviously not Ssanya's fault, and the two later met briefly again under better conditions, but that doesn't shake the nervousness and mistrust that Aster feels about the Dhani. Overall, she isn't sure what to make of Ssanya.


Friends & Family


NPCs :
NameRelationshipInfo
ImageImogen Domain NPCFriendImogen Heartwood is a street child that Aster met when Imogen pickpocketed her. Despite herself, Aster found herself unable to be angry, and instead became quickly and deeply fond of the girl; Aster finds herself with a strong maternal instinct when it comes to Imogen.
ImageInyel Domain NPCFriendInyel is the Ankal of the Stormgrass pavilion and took Aster in after her fall. She considers him a good friend and someone she trusts deeply; she considers him one of the two people in her early life after her fall that shaped her into who she has become.
ImageNara Domain NPCFriend, mentor, & adopted familyNara is the closest thing to a mother that Aster ever has or ever will have; she loves Nara deeply and looks up to her, and often considers what Nara might think of her even long after leaving the Drykas. Nara taught Aster much of what she knows about herbs and medicine, and is one of the two people who helped shape Aster into who she has become after her fall.


PCs :
NameRelationshipInfo
ImagePenny Hiatus accountGood friendPenny Noor is the closest thing that Aster has had to a best friend, and she misses Penny dearly. The two met in Alvadas and got along from the start; Penny was one of the few people who showed Aster how to be more genuinely human by simply having fun, and the two made the best of getting lost in a hedge maze together. Asterope holds onto the hope that one day she'll be able to see Penny again.


Enemies


NPCs :
NameRelationshipInfo
ImageAlard Domain NPCEx-slave master, enemyAlard Gire was Asterope's slave master in Sunberth, and purchased her upon her arrival. She considers him arrogant and bordering on an idiot, and while he wasn't a cruel a master as some, Alard still treated Aster poorly. He is probably the only person she's ever met that she truly hates and would consider as an enemy, and she has had more than one thought that involves killing him. Until she settled with Alard one way or another, walking around Sunberth is risky for Aster.
ImagePetricious Domain NPCEnemyDoctor Petricious is a corrupt doctor working in Sunberth who is more likely to torture and kill his patients than to treat them. The closest Aster has come to meeting him is when she made an escape from snooping around in his clinic. Aster has been tasked with stopping Petricious in whatever way she can by Rak'keli, up to and including killing him if necessary.


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Religion


Gods & Goddesses :
NameDomainInfo
ImageKihala The LifegiverLifeAster has only recently discovered the goddess of life thanks to the statuette of Kihala she found in the Temple of the Unknown in Sunberth. As an herbalist, Aster resonates with Kihala's ideals and agrees with what she stands for, so she feels comfortable worshiping her. Aster's relationship with Kihala feels slightly more casual and Aster sees Kihala in a motherly fashion; this is because she has trouble distinguishing between the actual goddess, who she has never met, and the maternal statuette who embodies Kihala that keeps her company.
ImagePriskil Beacon of HopeRadiance, hope, & vigilancePriskil is somewhat of an elusive goddess to Aster; she learned about the goddess of hope in Sunberth from an Isur named Crylon, and has had mixed feelings about it. Hope was something that eluded Aster for a very long time, but she now clings to it desperately, in part because of the goddess herself.
ImageRak'keli The Dark SisterHealing & healthAster has a somewhat newfound appreciation and respect for Rak'keli given her interest and work in medicine/herbalism. She admires the Goddess for what she does, and while she doesn't worship Rak'keli regularly, Asterope will usually say a small word to her before or after she has helped someone; particularly so when it has required a lot of work or the injury/illness was severe.
ImageSyna The GlowSun & sightAs a daughter of Syna, Asterope is devoted to the sun Goddess. Aster worships Syna regularly, and misses the Goddess and her domain in the Ukalas sorely; she longs to return. Recently, she has begun to have her doubts about Syna due to the hardships she has faced.
ImageYahal The WingedFaithfulness, purity, & all things goodOnly having recently discovered Yahal and his domains; however, his ideals are ones that she aligns with strongly at her core, and she has found herself praying to him despite not knowing overly much about him.

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Last edited by Asterope on June 13th, 2022, 3:20 am, edited 45 times in total.
User avatar
Asterope
A light that never goes out
 
Posts: 651
Words: 661387
Joined roleplay: August 16th, 2017, 11:11 pm
Location: The Outpost (Sunberth)
Race: Ethaefal
Character sheet
Storyteller secrets
Journal
Plotnotes
Medals: 5
Featured Thread (1) Mizahar Grader (1)
Overlored (1) Alvadas Seasonal Challenge (1)
Power Fork (1)

Asterope

Postby Asterope on August 17th, 2017, 9:02 am

Skills
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"For my part I know nothing with any certainty, but the sight of the stars makes me dream." - Vincent Van Gogh

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Master (76 - 100 XP)


SkillTotalNotes
ImageObservation94/100


Expert (51 - 75 XP)


SkillTotalNotes
ImageSocialization60/100


Competent (26 - 50 XP)


SkillTotalNotes
ImageHerbalism28/10015 SP
ImageMedicine48/10025 SP


Novice (1 - 25 XP)


SkillTotalNotes
ImageAcrobatics4/100
ImageAnimal Husbandry7/100
ImageAstronomy11/10010 RB
ImageBodybuilding1/100
ImageBotany5/100
ImageCalligraphy1/100
ImageCaretaking12/100Childcare
ImageCleaning1/100
ImageDancing2/100
ImageEndurance23/100
ImageFlying12/100Zith form
ImageForaging2/100
ImageGambling1/100
ImageGardening2/100
ImageIntimidation3/100
ImageInvestigation25/100
ImageLeadership10/100
ImageLogic20/100Deduction
ImageMeditation4/100
ImageNavigation8/100Land
ImageOrganization4/100
ImagePersuasion8/100
ImagePhiltering4/100
ImagePlanning6/100
ImageRhetoric2/100
ImageRiding5/100Horse 5 SP
ImageRunning11/100
ImageSinging4/100
ImageSewing1/100
ImageSkating3/100
ImageStealth4/100
ImageStorytelling2/100
ImageSubterfuge7/100
ImageSwimming4/100
ImageTeaching2/100
ImageUnarmed Combat2/100
ImageWeapon: Crossbow1/100
ImageWeapon: Dagger5/100
ImageWilderness Survival6/100Plains 5 SP
ImageWild Sense6/100Forest Wildling
ImageWriting2/100


Resolve


✧Resolve Score: 30✧

Resolve Breakdown :
26 Starting + 1 Novice intimidation + 1 Novice meditation + 1 Novice leadership + 1 Novice endurance = 30


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Racial Abilities


✧Senescence: The ability to age objects and small organisms through touch, but only by a single day; limited to once per object or organism every day.
✧Immortality: Does not age or experience illness; still susceptible to physical injury and poison, and can still be harmed and killed.
✧Were-race: Changes physical forms with the rising and setting of the sun; divine during the day, and mortal at night.


Wildling Abilities


After being gifted a Nature's Heart from Caiyha and consuming it, Aster has become a Wildling as of winter 31st, 520 AV*. A Wildling is a humanoid being with a unique connection to nature. While most Wildlings are are empowered by the sunlight and with adequate amounts of it as well as water, never fear starvation, Aster already benefits from immortality during the daytime. She does however benefit fully from the greatest gift of the Wildling with its strong connection with nature. This connection is treated like a new skill. Aster's Wildling biome is the forest, the same as for her Phylonura mark.

✧Wild Sense: The Wildling’s connection with nature is unique among all of nature’s children. It provides the Wildling with the ability to instinctively sense certain details about the surrounding environment. This ability, while offering a lot of insight into the Wildling’s surroundings, is limited to the specific “biome” that the Wildling is tied to. Much like the biome’s of the Witches of Caiyha, the Wildling find’s their senses empowered by those specific places. The skill level in Wild Sense is determined by taking the average of skill levels in Wilderness Survival and Animal Husbandry rounded down.

Wild Sense Levels :
Current Wild Sense level: Novice
(6 WS + 7 AH = 13 / 2 = 6.5 = 6)

Novice (1 - 25): The Wildling can sense the presence of all lifeforms within a half mile radius. This ability is accessed through mediation. Any natural animal as well as humanoids can be sensed although details of sensed creatures is very limited. The Wildling can detect the general direction of lifeforms and rough distance but other details are just out of reach. They can also detect the presence of edible plants although the exact knowledge of said plants is limited to existing skill levels in herbalism, botany, poison, etc.

Competent (26 - 50): The Wilding’s senses are enhanced. They are able to identify the exact species and/or race of animal/humanoid within a half mile radius through meditation. While they may identify the lifeforms, their knowledge of said lifeforms is limited to existing knowledge and lore. In addition, the Wildling will be able to sense general age and health of sensed creatures. They will also know if the lifeforms are engaged in instinctual acts such as sleeping, hunting or mating.

Expert (51 - 75): The Wilding’s senses grow to much greater levels. They are able, through intense meditation, to identify a specific animal within a half-mile radius and know everything about it. They will know age, health and instinctual motivation; sleep, hunting, mating, etc. They may also, while focused on this particular animal, see what they see, smell what they smell and taste what they taste. The Wildling becomes a passenger of sorts, unable to control but able to experience everything the animal experiences.

Master (76 - 100): The Wilding’s senses have merged with their surrounding environment is a very intimate way. Through meditation, they can feel the movement of animals; smell their scent, taste what they eat and feel their happiness and despair. These feelings can be overwhelming at times and focusing too much on any particular sense can result in an overload that causes great pain and confusion. The Wildling is so in-tune with nature that they can give up a bit of their lifeforce in order to heal any creature or plant within a half-mile radius by exchanging conditions with said animal. Thus, if an animal is seriously injured, the Wildling can transfer that wound to themselves while sacrificing their health; restoring the animal in kind.


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Gnosis Marks


Phylonura


✧Deity: Caiyha
✧Number of marks: 1
✧Location & description: Inner left forearm, an ancient tree with branches full of leaves and blossoms and a triskelion mark on the trunk.
✧Obtained: 31st of winter, 520 AV in Survival of the Fittest Part IV* for the Naked & Afraid Challenge*
✧Abilities: Aster's Phylonura domain is the forest. The singularly marked individual is granted the language of Nura and begins to learn to communicate with plants and animals of all sorts. Nura is the language of Phylonurists. The knowledge of how to completely speak this language is granted to a witch with her first mark. Nura works almost like a combination between empathy and intuition. A witch must make eye-contact with a creature or touch it (if eyeless) to speak Nura to it. Nura is a silent language of emotions and intentions, often conducted like a telepathy that instead reveals images and feelings to each user. Plants as well as animals can utilize this language. Plants and animals tolerate the witch regardless of biome and they will not attack. They see you as a friend and will defend if you control a biome they dwell within.

Luminance


✧Deity: Priskil
✧Number of marks: 1
✧Location & description: Right palm, a swirling and gently glowing golden vortex.
✧Obtained: 46th of winter, 521 AV in A Light Called Hope Part II* for the 2021 Holiday Challenge*
✧Abilities: The user can generate a mild glow, usually from the palms of their hands, though only for a few minutes at a time. This glow is about equivalent to a torch and may give some courage to those affected by fear and negative emotions. The user can strengthen any source of artificial light and feel the presence of any kind of light, even beyond walls and obstacles.

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Last edited by Asterope on June 14th, 2022, 12:09 am, edited 69 times in total.
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The sun will rise, and we will try again
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Asterope
A light that never goes out
 
Posts: 651
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Location: The Outpost (Sunberth)
Race: Ethaefal
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Asterope

Postby Asterope on August 17th, 2017, 9:03 am

Lores
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"Learn from flowers; always angle towards the sun." - Maureen Joyce Connolly

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Combat


A - E :
Dagger: Don't cut yourself, and stick your enemy with the sharp end
Dagger: Striking from behind
Dagger: Using an opponent's distraction to your advantage



K - O :
Lore of the basics of using a crossbow
Lore of the feeling of stabbing someone


U - Z :
Unarmed combat: Headbutting an opponent in the face
Unarmed combat: Kick them in the groin
Unarmed combat: Using a low angle to your advantage


Culture & Races


A - E :
Chained Ones: Undead creatures marked by Uldr to do his bidding
Chained Ones: Can be killed if the heart or head is destroyed
Dhani: Snake-people
Drykas: Dedicated to their own people above all else
Drykas: Mourn their dead, even without a body
Ethaefal death: What happens after?
Ethaefal: Might be seen as magical in Sunberth
Eth hair: Using colour changes to track the seasons
Ethaefal shifting: A way to keep track of time
Ethaefal: Usually graceful


F - J :
Ghosts: Can physically harm the living
Ghosts: Cause a chill in the air
Ghosts: Experience and cause suffering equally
Ghosts: Not usually as scary as most people think
Ghosts: Strange and fickle creatures
Isur: All have stone arms
Isur: Forged by Izurdin


K - O :
Konti: Able to breathe underwater
✧Life with the Drykas SP
Lore of Inartan lullaby


P - T :
Symenestra: Not very common


U - Z :
Undead: Unnatural, destroy the balance of the life and death cycle


Locations


A - E :
Alvadas
Alvadas: An architect's worst nightmare
Alvadas: Changing locations
Alvadas: Crowds are common
Alvadas: Doesn't like to let people leave
Alvadas: Easier to traverse when you don't fight the illusions
Alvadas: Full of extremes
Alvadas: Has a sense of humour
Alvadas illusion: Scents are all wrong
Alvadas: Impossible to search
Alvadas keys: Act as compasses
Alvadas: Looping alleyways
Alvadas: Twisting streets
Degtine: Specialty alcohol of the Stallion's Rear

Sunberth
Daggerhand thugs: Cornered Aster
Dust Bed Ridge: Contains graves with the Craven name on them


F - J :
Ionu's Mercy: Doesn't treat animals


K - O :
Alvadas
Location: Craven Manor
Location: House of Broken Mirrors
Location: Ionu's Mercy
Location: Sanity Center
Location: The Crooked Playhouse
Location: The Emerald Pond
Location: The Stallion's Rear
Lore of the haunting at the Crooked Playhouse

Ravok
KRI: Has no interest in human prisoners
Location: Kelvic Research Institute
Location: Tarsin's Boarding House

Sunberth
Location: Dust Bed Ridge
Location: Hanhi's Herbologie
Location: The Drunken Fish
Location: The Dust Bed
Location: The Library
Location: The Pig's Foot Tavern
Location: The Proving Grounds
Location: The Slag Heap
Location: The Temple of the Unknown
Olsten the Giant: Freed Sunberth from mages


P - T :
Alvadas
Stallion's Rear: Doesn't serve food
The Emerald Pond: Hides a dark secret
The Garden of No Return: A hedge maze
The Garden of No Return: Full of plants and herbs
The Garden of No Return: Hiding a corpse
The Garden of No Return: Known for people going missing
The Garden of No Return: Once called something different
The Garden of No Return: The plants stay the same
The Sealed Grounds: Cemetery beneath Alvadas
The Unnamye: Sells drugs

Ravok
Ravok: A beautiful city
Ravok: A maze of canals and bridges
Ravok: City full of canals
Ravok: Doesn't want to kill Deplorables, only capture them
Ravok: Harder to navigate than Alvadas
Ravok: Strange cloud caused a hallucination or vision
Ravok: Strange multicoloured cloud over the city
Ravok: Surprisingly pleasant weather both day and night

Sunberth
Sunberth: Anyone could be dangerous
Sunberth: A ruthless city
Sunberth: Being a slave makes you less of a target
Sunberth: Curiosity is dangerous
Sunberth: Hates mages and magic
Sunberth: More religious freedom than Ravok
Sunberth: Most people aren't literate and don't value books
Sunberth: Not even children are safe
Sunberth: Not everyone is bad
Sunberth: Strange events in the night caused by disturbed and restless ghosts
Sunberth: Used to be ruled by mages
Sun's Birth brand: A symbol of ownership, but provides protection
Temple of the Unknown: Gives off a calming aura
Temple of the Unknown: Has magical shields inside
Temple of the Unknown: Hiding secrets
Temple of the Unknown: One of the oldest buildings in Sunberth
Temple of the Unknown: Rumoured to be cursed
The Bolt Hole: Good music and good times
The Bolt Hole: Infectious joy
The Daggerhands: One of Sunberth's gangs
The Den: The worst part of Sunberth
The Library: It costs money to copy books
The Slag Heap: Smells awful
The Sun's Birth: Sometimes brands their members


Magical


K - O :
Magic: Can be used for good or evil
Maledicted bone: Causes paranoia
Maledicted bone: Found while gardening
Maledicted bone: Returns when thrown away
Malediction: A type of magic?
Malediction: Engraving bones with magic circles
Malediction: Finishing with a drop of blood
Malediction: Wait and see what it does


P - T :
Shielding: A protective magic
Shielding: Keeps things out
Shields: Invisible except when touched
Spiritism: How to scare ghosts
Spiritism: The signs of a haunting


Medical & Botanical


A - E :
Ageing by touch: Some wounds are too severe for it to help
Anatomy of a forearm
Animal husbandry: Animals will chew their stitches
Animal husbandry: The cone of shame
Belltor: Helps healing and minimizes scarring
Couch grass: Good for internal problems
Dangers of medicine include being vomited on


F - J :
Fauxsil: Can be used in an infusion to help sleep
Filan essence: Stops seizures
Herbalism: Using elentia to avoid infection
Hommos: Can be used in a bath for aches and pains
Hommos: Can be used in tea for stomach pain
Hommos: Shrub-like plant with tall blue flowers


K - O :
Krolar poultice: Heals and numbs pain
Lillian root tea: Calms nerves
Lore of bedside manner
Maceration: Soaking herbs in oil to keep them longer
Marshmallow syrup: Good for coughs
Medicine: Checking for life
Medicine: Cleaning wounds
Medicine: Freeing an impaled weapon causes more bleeding
Medicine: Gauging pain reactions
Medicine: Infection is more dangerous than a wound
Medicine: People on their side are less likely to choke on vomit
Medicine: Repositioning a broken bone
Medicine: Setting a broken arm
Medicine: Staying calm even when a patient is in pain
Medicine: Stitching ragged wounds is more difficult
Medicine: Suturing a tear
Medicine: Symptoms of a head injury include inability to answer simple questions
Medicine: Symptoms of broken ribs include pain when breathing
Medicine: The longer a wound stays open, the more likely infection is
Medicine: The repetitive motion of stitches
Medicine: Treating animals is similar to treating humans
Medicine: Trying to make do without proper materials
Medicine: Using a splint
Medicine: Using pressure to stop bleeding
Medicine: Using symptoms to determine the poison
Myrrh oil: Alleviates phlegm build-up
Narnvayt oil: Induces vomiting


P - T :
Philtering: Firegloves are useful
Philtering: Making a balm from beeswax and oil
Philtering: Soaking herbs in spirits to make a tincture
Philtering: Trial and error
Philtering: Using mint and rose for scent
Poppy tincture: Sedative
Rhinedale ash: Can be made into a paste to soothe burn wounds
Strong scents can deter insects
Tolm: Helps with pain


U - Z :
Yarrow: Can be made into tea
Yarrow: Helps with ulcers and and upset stomachs
Yarrow: White flower on a long green stalk, grows in clusters


Other Skills


A - E :
Acrobatics: Balancing on a ladder
Acrobatics: Trying to evade being shot at
Acrobatics: Trying to stay balanced on ice
Animal husbandry: Using food as a training incentive
Animal husbandry: Patience and repetition are key in training
Astronomy: Position of the North star
Caretaking: Speaking gently
Caretaking: The use of empathy
Childcare: Comforting a child with a song
Childcare: Handling ghostly children
Dancing: Easier when drunk
Dancing: Moving to the rhythm
Endurance: Dealing with emotional pain
Endurance: Fighting a ghost's possession
Endurance: Grit your teeth and keep pushing
Endurance: Working through hunger and exhaustion


F - J :
Gardening: Plant more than one seed per hole
Intimidation: Being firm even when you're scared
Intimidation: Chastising grown men
Intimidation: Threatening with a dagger


K - O :
Leadership: Delegation
Leadership: Taking charge in a crisis
Logic: Making sense of the insensible


P - T :
Persuasion: Offering information for an agreement
Planning: Choosing between fight or flight
Planning: Saving for the future
Running: Chasing a runaway dog
Running: Escaping from someone trying to capture you
Running: Trying to get away from a ghost
Skating: Proper posture
Socialization: Acting as a mediator
Socialization: Honesty is the best policy
Socialization: Trying to communicate in a broken language
Socialization: Using gestures to communicate across a language barrier
Stealth: Attempting to eavesdrop
Stealth: Holding your breath to keep silent
Stealth: Trying to blend in by looking like you know what you're doing
Storytelling: Summarizing events
Storytelling: Telling your life story to a stranger
Subterfuge: Coming up with a reason to talk to an interesting stranger
Subterfuge: Going along with a lie
Subterfuge: Trying to keep a neutral expression
Subterfuge: Using a blatant lie
Swimming: Staying afloat while holding onto someone else


U - Z :
Wilderness Survival: Important to be aware of your surroundings
Writing: Resting a quill on a page creates ink blots


People


A - E :
NPCs
Alard: A familiar evil
Alard: Comfort from him is better than nothing
Alard: Enjoys Aster's discomfort
Alard: Forces Aster to sleep in his bed so she won't run off again
Alard: Locked Aster in the closet to teach her a lesson
Alard: Not kind, but not quite cruel...yet
Alard: Paid too much money for Aster to kill her
Alard: Rebrands Aster when her scar heals
Alard's rules: Speak only when spoken to
Alard: Scared of the Temple of the Unknown
Alard: Taking advantage of Aster's fragile mental state
Alard: Teaches things the hard way
Alard: Uses Aster as a make-shift doctor
Alard: Wants to break Aster
Alard: Wants to remind Aster that he owns her
Desre: Runs the Bolt Hole with her brother
Doctor Petricious: Crazed doctor who works in the Den
Doctor Petricious: Tortures and experiments on patients

PCs
Ambrosia: Has a dead sister
Ambrosia: Likes stories
Anja: Rescued Aster from an aggressive stranger
Anja: Spiritist that works in Sunberth's graveyard
Avela: A Konti
Avela: From Alvadas
Ciraaci: Another Ethaefal of Syna
Crylon: Agreed to help Aster with the injured boy
Crylon: In Ravok to learn
Crylon: Preaches hope
Crylon: Still new to Ravok
Crylon: Stoic, but a good person
Crylon: Stone arms are normal for his people
Crylon: Wants to help Asterope
Crylon: Was in Ravok, but moved to Sunberth
Crylon: Works as an architect in Ravok
Crylon: Worships Izurdin and Priskil
Daggerhand man: Chose to help Aster
Dhani woman: Seems familiar


F - J :
NPCs
Georgia: Proprietor of Cubacious Inn
Irene Caene: Healer at Ionu's Mercy
Jebediah: Saved Aster from the undead creature and killed it
Jebediah: Sunberth's graveyard keeper

PCs
Injured man: Affiliated with the Sun's Birth
Injured woman: Another slave?
Injured woman: Strange, intricate scars


K - O :
NPCs
Kihala statuette: Kind, gentle, and motherly
Kihala statuette: Knows shielding
Kihala statuette: Made a long time ago with some of Kihala's power
Kihala statuette: Wants to go with Aster
Nara: Kind to Aster
Nara: Wants Aster to remain kind no matter where she goes

PCs
Kelski: Can be found at the Midnight Gem
Kelski: Earned her freedom and might be able to help Aster
Kurtsig: A regular at the Stallion's Rear
Kynier: Offered to help Aster at the Library
Lore of a stranger with a stone arm
Madeira and Roland: Bad blood
Madeira: Knows something about the murder


P - T :
NPCs
People: Remmy
People: Serenity Berel
R.M. : Dead rich man found in Alvadas
R.M. : Roger Martin
Sara: Works at Hanhi's Herbologie
The Stormgrass Pavilion: Modestly sized

PCs
Penny: A kindred spirit
Penny: An artist
Penny: Talks a lot
Penny: Wants to be friends
People: Alexandra Gainsborough
People: Allister Useless
People: Ambrosia Alar
People: Anja Nightwacher
People: Kynier
People: Madeira Craven
People: Penny Noor
Roland: An acrobat
Roland: Can't be trusted
Roland: Newer to Alvadas than Asterope
Roland: Wants to leave a dead body
Sydir: Dhani captive at the KRI
Sydir: Says Aster talks too much


U - Z :
NPCs
Undead creature: Robbing graves in Sunberth to search for something
Unknown ghost: Possessed Aster and brought her to Sunberth's graveyard
Unknown ghost: Wants Aster's help with something


Personal


A - E :
Ale: Tastes terrible
Aster: Always shifts with sunrise, no matter where she is
Aster: A prisoner at the KRI
Aster: Both craves and fears getting close to others
Aster: Calmed and soothed by sunlight
Aster: Capable of being petty when she wants to be
Aster: Caught sneaking out by Alard
Aster: Considered a Deplorable in Ravok (Whatever that is)
Aster: Considers Penny a friend
Aster: Doesn't feel productive cleaning
Aster: Doesn't like humidity
Aster: Doesn't mind getting her hands dirty
Aster: Doesn't want the dead to be forgotten
Aster: Doesn't want to be a burden
Aster: Drugged and sold from the KRI
Aster: Enjoys wine
Aster: Experienced hostility from Ravokians during the day
Aster: Feeling confused and betrayed by Syna
Aster: Feels abandoned
Aster: Feels like she's disappointing those that put faith in her
Aster: Fond of animals
Aster: Gives in to the instinct to help others
Aster: Has nightmares about falling
Aster: Hates the cold
Aster: Helps even when she doesn't want to
Aster: Homesick for both Endrykas and the stars
Aster: Keeps finding death in Alvadas
Aster: Left alone
Aster: Misses Syna more than anything else
Aster: Nights are difficult
Aster: Not sure if she wants to stay in Ravok for long
Aster: Not very intimidating, but shouldn't be underestimated
Aster: Not very tactful in socialization
Aster: Questions her belonging in Alvadas
Aster: Refuses to go down without a fight
Aster: Responsible for Navi's death
Aster: Scared of the dark and tight spaces
Aster: Self-isolating in Ravok
Aster: Spiraling into paranoia and anxiety
Aster: Still enslaved but hopeful leaving Ravok
Aster: Still wants to help people who might want to hurt her
Aster: Supposed to be calm in emergencies
Aster: Tempted to let Alard suffer
Aster: Wants to learn to fight in order to defend herself and others
Aster: Wants to start a garden
Aster: Weak and helpless
Aster: Willing to fight to hold onto her hope
Aster: Would do almost anything for a friend
Asterope: Doesn't know who she is
Asterope: Doesn't like fighting
Asterope: Not quite human
Asterope: Prefers to use her full name in Sunberth
Coin toss drinking game
Eth horns: A good reality touchstone


F - J :
Hope: Can still be found as long as Aster is alive
Identity crisis: Dealing with unfamiliar feelings of anger and hatred


K - O :
Lore of adjusting to a physical body
Lore of a lucky find
Lore of a new life in a new land
Lore of a panic attack
Lore of babysitting a stage manager
Lore of being possessed by a ghost
Lore of being responsible for a stranger's death
Lore of controlling nervousness
Lore of digging a grave
Lore of experiencing being shot by a crossbow
Lore of experiencing flashbacks of a painful memory
Lore of giving in to fear and pain
Lore of learning to bite your tongue
Lore of learning to let things go
Lore of losing a beloved pet and companion
Lore of mental breakdown
Lore of people aren't always kind
Lore of realizing not everyone can be saved
Lore of robbing a grave with a ghost's permission
Lore of self-worth
Lore of staying calm under pressure
Lore of taking a shot for the first time
Lore of the confusion of rebirth
Lore of the feeling of falling
Lore of the kindness of a stranger
Lore of there's always another tomorrow
Mantra: The sun will rise again
Meeting another Ethaefal: Painful but addictive
Memory of a mother
Moonlight: Not as comforting as the sun, but better than darkness


P -T :
Panic: Makes it impossible to focus, think, or act rationally
Routine is calming
Sunlight: Revitalizing and euphoric after so long without it
Sunshine: Alard's nickname for Aster


Religion


A - E :
Dira: Goddess of death


F - J :
Izurdin: God of strength, industry, and the Isur


K - O :
Kihala: Goddess of life
Lore of finding comfort in Syna's light
Lore of losing a goddess
Lore of praying for the dead
✧Lore of Syna SP


P - T :
Prayer to Rak'keli
Priskil: Goddess of hope and radiance
Syna: A prayer for safe travel
Syna: Prayer for help and guidance
Syna: Still cares for her children


U - Z :
Uldr: God of the undead
Yahal: God of faith, purity, and all things good
Yahal: Worshiped through the sacrifice of selfish desires



✧Total: 408 lores✧


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Last edited by Asterope on June 3rd, 2021, 4:15 am, edited 86 times in total.
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The sun will rise, and we will try again
User avatar
Asterope
A light that never goes out
 
Posts: 651
Words: 661387
Joined roleplay: August 16th, 2017, 11:11 pm
Location: The Outpost (Sunberth)
Race: Ethaefal
Character sheet
Storyteller secrets
Journal
Plotnotes
Medals: 5
Featured Thread (1) Mizahar Grader (1)
Overlored (1) Alvadas Seasonal Challenge (1)
Power Fork (1)

Asterope

Postby Asterope on August 17th, 2017, 9:21 am

Possessions
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"The day will be what you make it, so rise like the sun, and burn." - William C. Hannan

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Housing


Asterope is currently renting a 400 sq. ft. apartment at the Khamsin Inn in the Outpost. Apartments come fully furnished with basic furnishings. One gets a bed, chest, standing wardrobe, fireplace, hearth, bathroom with a tub and toilet, desk, desk chair, couch, and small cooking area. 2 GM/day

Previously :
✧Renting a moderate room at the Cubacious Inn in Alvadas 2 SM/day, Summer 517 AV - Summer 518 AV
✧Renting a poor room at Tarsin's Boarding House in Ravok 3 SM/day, Summer 518 AV
✧Living as a slave at the KRI in Ravok Summer 518 AV - Autumn 518 AV
✧Living as slave in Alard's apartment at the Sun's Birth barracks in Sunberth Autumn 518 AV - Winter 519 AV


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Items


 
Clothing
ItemQuantityNotes
ImageSimple linen undergarments1 setBought; plain underwear, in decent condition.
ImageWhite linen blouse1Starting package; slightly travel worn.
ImageBrown linen pants1Starting package; slightly travel worn.
ImageGrey coarse wool cloak1Starting package; for milder weather, slightly travel worn.
ImageBrown high leather boots1 pairStarting package; slightly travel worn.
 
Misc.
ItemQuantityNotes
ImageDog tooth necklace*1One of Navi's teeth attached to a brown leather cord that Aster wears around her neck at all times. (Maledicted; see magic items)


Magic Items


Maledicted vertebrae bone :
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A vertebrae bone from an unknown creature that Asterope dug up while gardening in Alvadas. Causes extreme paranoia and unease, and will return to her until willingly taken by someone else. Destroyed on the 1st of spring, 519 AV


Maledicted dog tooth necklace :
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One of Navi's teeth, attached to a chain that Aster had maledicted. Its power was enhanced during the 2019 Halloween Challenge. Any animal, even a monster or Kelvic, immediately gravitates towards Asterope and sees her as a friend and ally. They will act accordingly almost every time. Note: Kelvics and Monstrous PCs may make a Resolve check to avoid this item. Its resolve is 70 and must be rolled above.


Glowing Cloak of Comfort :
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This fine cloak looks to be made of light spun okomo wool and has embroidery around the edges. It appears as the color its owner wishes it too and perfectly regulates its owners temperature regardless of the harsh or mild conditions of the weather that surrounds it. This cloak will always be sized to completely swath the owner and can be willed to expand to include sheltering a singular friend or companion in the event of a survival situation. Acquired here

Its power was enhanced during the 2019 Halloween Challenge. The cloak has the ability to glow in the dark at its wearer’s will, creating a radius of illuminating light around it not unlike a lantern that will provide adequate light to get a wearer safely home without fear of stumbling or losing a trail or path in the dark. Its radius of light is enough to provide the same benefit to a group of people accompanying the wearer without blinding either the wearer or their companions. In addition, this cloak will allow the wearer to gain an amazing singing or recitation voice so long as the cloak is worn while a song is sung or say a poem is recited. It will even enhance a wearer making a speech or giving a lecture, causing the audience to focus on the performer without wavering attention.


Kihala's Divine Idol :
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A statuette depicting the goddess Kihala, created by her to spread her influence. It is 8" tall and made of delicate stone. In order to activate the idol, one must pray to Kihala first, at which point the idol remains active for 16 bells before needing to be reactivated. An activated idol is sentient and can move freely. The statuette has a first level Vitalization* mark from Kihala. If lost, stolen or given away, the idol loses the spark that gave it life. If broken or otherwise damaged, the idol requires a full day to restore itself. The idol acts as a guide and companion, but their primary goal is to spread their god's influence across the world with their new "owner" as the vehicle for this. The idol cannot remain animated when not in close proximity to their "owner".

The statuette resembles a female Ethaefal and looks youthful, with a profoundly caring look on its face with blue eyes and simple garb. When animated, it speaks with a motherly tone and offers advice on how best to improve ones life; although it does so in a kind, non-pushy way that reminds the owner of the perfect mother.

Gnosis: 1 Vitalization mark from Kihala

Those marked by Kihala have the ability to grant life to works of art created with a Competent skill level. These depictions of life acquire full living properties based on the organism they depict. A single marked Masarra can grant life to a depiction of life no larger than a small dog or cat, flower or small bush. They may give life to up to 3 depictions and must revitalize these depictions once ever 10 days by touching them and invoking the mark. These depictions are mundane in that they are not supernatural or otherwise separate from the natural world. If they are not maintained through revitalization, they will revert to their unliving forms. If they are damaged or killed through non-natural means, they will revert to their unliving forms. Uniquely, if a depiction is killed for the sake of aiding the life of others, they will be treated as being a once living entity.

Single marked Masarra can also restore life to creatures that have died by means other than natural. Any deceased creature equal to or smaller than a small dog, cat, flower or small bush can be restored to life as long as they have died due to unnatural causes. Death by old age or natural causes cannot be reversed. Otherwise, any being that fits within the size restrictions and who is not considered sentient, may be restored to life as long as they have not been dead for more than 10 days. These resurrected creatures are oblivious to the fact that they died and remember nothing of the moment of death. They return to life as if they never died.

Skills: Leadership - 10, Observation - 10, Shielding - 10
Lore: Kihala - How to get the most out of ones life
Magical ability: To those she deems worthy, the statuette can grant a single year of extra life to one who is dying. This year will be felt without disease, sickness, weakness, etc. The person will live for the single year as if they are at the peak of their life.

Acquired here


Natural claws :
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A set of pale pink nails that are matte and slightly translucent, appearing to be made of sea glass; upon discovering them, Asterope attached each nail to her own fingers, to which they adhered permanently. They are long, perfectly shaped to her preferred length and size, adjusting as needed to fit her preferences. They have no weight to them, so they don't feel heavy or artificial. When conflict arises and she has a need for them, the nails will grow long and daggerlike - formidable weapons unto themselves - razor-sharp and deadly. She can wield them with the 'dagger' skill, making them incredibly good weapons which will sink back into her hands when she doesn't need them.

Over time she will get more control of them and can call them at will for even mundane tasks such as cutting a bit of loose thread off a garment. They will, however, not be removable or detachable from Asterope's form.

Acquired here


Blood beetles :
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This jar of special beetles, when inactive, appears to be a mason quart-sized thick glass jar filled with dozens of crimson colored metal beetle charms. However, in the presence of blood, this jar can be uncorked and suddenly the beetles will transform into truly living beetles. If they jar is upturned, the beetles will scurry around and devour all the blood present on surface areas in a twenty-foot range leaving no trace of its existence. This includes blood pools, puddles, splatters, splashes, and they will even almost magically launder blood stained and saturated clothing until it appears free of blood. The Blood Beetle only eats spilled/splattered/shed blood. They will not attack perfectly healthy people, though they have been known to hang out around the edges of wounds consuming blood as it is oozed.

Acquired here


Blood powder :
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A small canister of bright red powder. This powder will instantly stop the bleeding of any wound regardless of how deep or how intense the wound is. One simply sprinkles the powder over the wound to halt the blood loss. It immediately heals all sources of blood loss – arteries, veins, etc. Each canister has twenty doses of the powder. This means twenty standard uses, or half the number for serious life-threatening wounds.

Remaining uses: 20

Acquired here


Hand Mirror of Faces :
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An elaborate, beautiful hand mirror. This magical hand mirror will work once per season. If you speak someone’s name in the mirror, it will give you an unmoving image of the person. If the person is alive, the image will be in color. If the person is dead, it will show the person as they looked on the last day of their life in black and white. You can speak a person’s actual name, but you can also say something specific like “My father” or “The Last King Of The Suvan Empire.” If the person does not exist, or the mirror has no idea, then the image will remain blank. This mirror can only give you images of people that have walked the face of Mizahar.

Acquired here


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Animals


 
Cressida
ImageName: Cressida
Species: Rakanivas
Gender: Female
Age: 2 years
Note: Acquired here using an Exotic Pet Coupon from the Take the Leap challenge

Cressida is a young snake that appears similarly to a ball python; she is pale white and cream, with pinkish-red eyes, and white feathered wings. She is a rakanivas, one of the winged serpents known to accompany Rak'keli, found as an egg by Aster in the Outpost. When a rakanivas is fed toxins or poisons, their venom will become the anti-toxin or poison. One bite is enough, after several hours from the serpent ingesting the poison, to ready their venom and cure even the most heavily poisoned individuals.

 
Navi
ImageName: Navi
Species: Dog Mixed mutt
Gender: Female
Age: 3 years
Note: Heirloom. Deceased as of the 86th of spring, 518 AV

Navi was a large mutt gifted to Asterope by Nara before she parted ways with the Stormgrass pavilion; she had begun training to be a guard dog, and it was Nara's hopes that Navi would help keep Aster safe. She was loving and friendly to Aster and those who were close to her, but stand-offish with strangers. Despite her training, she often disregarded commands and disobeyed Aster.


Image
Last edited by Asterope on June 27th, 2022, 4:13 am, edited 80 times in total.
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Asterope
A light that never goes out
 
Posts: 651
Words: 661387
Joined roleplay: August 16th, 2017, 11:11 pm
Location: The Outpost (Sunberth)
Race: Ethaefal
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Asterope

Postby Asterope on August 26th, 2018, 11:55 pm

Ledger
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Image

“Even when she's dethroned by hardship, she still wears the sun as a crown.” - Curtis Tyrone Jones

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Currently


✧Current Funds: 894 GM, 5 SM✧

Summer 522 AV

PurchaseCostTotal
Season carry over894 GM, 5 SM


Previously


517 AV :
Summer 517 AV

PurchaseCostTotal
Staring package+100 GM100 GM
Cashed in housing+500 GM600 GM
Undergarments x5-5 SM599 GM, 5 SM
Dyed cotton chemise-2 SM, 8 CM599 GM, 2 SM, 2 CM
Dyed cotton dress x3-6 GM, 6 SM592 GM, 6 SM, 2 CM
Fur-trim cloak-7 SM, 5 CM591 GM, 8 SM, 7 CM
Leather boots, low-6 SM591 GM, 2 SM, 7 CM
Leather belt-4 SM590 GM, 8 SM, 7 CM
Bed roll-1 SM590 GM, 7 SM, 7 CM
Common lamp-1 SM590 GM, 6 SM, 7 CM
Hemp rope 50 ft-1 GM589 GM, 6 SM, 7 CM
Oil 1 pint flask-1 SM589 GM, 5 SM, 7 CM
Mouth wash 8 ounce bottle-5 SM589 GM, 7 CM
Sap pommel dagger-1 GM588 GM, 7 CM
Dagger scabbard-2 GM586 GM, 7 CM
Lodging Cubacious Inn, moderate room, 50 days-10 GM576 GM, 7 CM
Seasonal living expenses Common-135 GM441 GM, 7 CM
Seasonal wages Herbalist+564 GM1,005 GM, 7 CM


Autumn 517 AV

PurchaseCostTotal
Season carry over1,005 GM, 7 CM
Mug of wine-5 SM1,004 GM, 5 SM, 7 CM
Beef jerky 1/2 pound-3 GM, 5 SM1,001 GM, 7 CM
Lodging Cubacious Inn, moderate room, 91 days-18 GM, 2 SM982 GM, 8 SM, 7 CM
Seasonal living expenses Common-135 GM847 GM, 8 SM, 7 CM
Seasonal wages Herbalist+552 GM1,399 GM, 8 SM, 7 CM


Winter 517 AV

PurchaseCostTotal
Season carry over1,399 GM, 8 SM, 7 CM
Mug of mulled wine-2 SM1,399 GM, 6 SM, 7 CM
Lightly used skates-1 GM, 5 SM1,398 GM, 1 SM, 7 CM
Drinks-1 GM, 3 SM1,396 GM, 8 SM, 7 CM
Lodging Cubacious Inn, moderate room, 92 days-18 GM, 4 SM1,378 GM, 4 SM, 7 CM
Seasonal living expenses Common-135 GM1,243 GM, 4 SM, 7 CM


518 AV :
Spring 518 AV

PurchaseCostTotal
Season carry over1,243 GM, 4 SM, 7 CM
Dagger & scabbard-3 GM1,240 GM, 4 SM, 7 CM
Leather cord Necklace-2 SM1,240 GM, 2 SM, 7 CM
Lodging Cubacious Inn, moderate room, 91 days-18 GM, 2 SM1,222 GM, 7 CM
Seasonal living expenses Common-135 GM1,087 GM, 7 CM


Summer 518 AV

PurchaseCostTotal
Season carry over1,087 GM, 7 CM
Malediction for Navi's tooth-12 GM1,075 GM, 7 CM
Lodging Tarsin's Boarding House, poor room, 8 days-2 GM, 4 SM1,072 GM, 6 SM, 7 CM
Captured as a slave-1,072 GM, 6 SM, 7 CM0 GM
Seasonal living expenses Slave-0 GM0 GM


Autumn 518 AV

PurchaseCostTotal
Season carry over0 GM
Seasonal living expenses Slave-0 GM0 GM


Winter 518 AV

PurchaseCostTotal
Season carry over0 GM
Seasonal living expenses Slave-0 GM0 GM


519 AV :
Spring 519 AV

PurchaseCostTotal
Season carry over0 GM
Seasonal living expenses Slave-0 GM0 GM


Summer 519 AV

PurchaseCostTotal
Season carry over0 GM
Seasonal living expenses Slave-0 GM0 GM


Autumn 519 AV

PurchaseCostTotal
Season carry over0 GM
Seasonal living expenses Slave-0 GM0 GM


Winter 519 AV

PurchaseCostTotal
Season carry over0 GM
Stolen money from Alard+300 GM300 GM
Lodging Khamsin Inn, 400 sq. ft. room, 3 days-6 GM294 GM
Seasonal living expenses Common, 3 days-4 GM, 5 SM289 GM, 5 SM


520 AV :
Spring 520 AV

PurchaseCostTotal
Season carry over289 GM, 5 SM
Take the Leap Placeholder Challenge+2,800 GM3,089 GM, 5 SM
Lodging Khamsin Inn, 400 sq. ft. room, 91 days-182 GM2,618 GM, 5 SM
Seasonal living expenses Common-135 GM2,483 GM, 5 SM


Summer 520 AV

PurchaseCostTotal
Season carry over2,483 GM, 5 SM
Lodging Khamsin Inn, 400 sq. ft. room, 91 days-182 GM2,301 GM, 5 SM
Seasonal living expenses Common-135 GM2,166 GM, 5 SM


Autumn 520 AV Inactive

PurchaseCostTotal
Season carry over2,166 GM, 5 SM


Winter 520 AV

PurchaseCostTotal
Season carry over2,166 GM, 5 SM
Lodging Khamsin Inn, 400 sq. ft. room, 92 days-184 GM1,982 GM, 5 SM
Seasonal living expenses Common-135 GM1,847 GM, 5 SM


521 AV :
Spring 521 AV

PurchaseCostTotal
Season carry over1,847 GM, 5 SM
Lodging Khamsin Inn, 400 sq. ft. room, 91 days-182 GM1,665 GM, 5 SM
Seasonal living expenses Common-135 GM1,530 GM, 5 SM


Summer 521 AV Inactive

Autumn 521 AV

PurchaseCostTotal
Season carry over1,530 GM, 5 SM
Lodging Khamsin Inn, 400 sq. ft. room, 91 days-182 GM1,348 GM, 5 SM
Seasonal living expenses Common-135 GM1,213 GM, 5 SM


Winter 521 AV

PurchaseCostTotal
Season carry over1,213 GM, 5 SM
Lodging Khamsin Inn, 400 sq. ft. room, 92 days-184 GM1,029 GM, 5 SM
Seasonal living expenses Common-135 GM894 GM, 5 SM


522 AV :
Spring 522 AV Inactive

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Last edited by Asterope on June 13th, 2022, 3:04 am, edited 12 times in total.
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The sun will rise, and we will try again
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Asterope
A light that never goes out
 
Posts: 651
Words: 661387
Joined roleplay: August 16th, 2017, 11:11 pm
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Race: Ethaefal
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Asterope

Postby Asterope on March 9th, 2020, 9:16 pm

Threads
Image


Image

"We are our choices." - Jean-Paul

Image


Currently


Summer 522 AV

DateTitleSummaryParticipantsStatus


Previously


Flashbacks :
DateTitleSummaryParticipantsStatus
51st of summer, 515 AVBegin AgainA star falls from the sky.SoloGraded
5th of winter, 515 AVAs the Wind BlowsLiving among the Drykas. ModeratedSurrealGraded


517 AV :
Summer 517 AV

DateTitleSummaryParticipantsStatus
42nd of summerAnd So It StartsAsterope experiences the troubles of trying to traverse Alvadas for the first time.SoloGraded
47th of summerA Place for Everything (and Everyone)Aster gets a job, but she's not expecting to start so soon. Job thread ISoloGraded
89th, 90th, & 91st of summerDarker DaysIonu's Mercy is overwhelmed with patients of the spreading disease. Job thread IISoloGraded


Autumn 517 AV

DateTitleSummaryParticipantsStatus
5th of autumnHeads or TailsThe Stallion's Rear, 5th of Fall: With a drinking game!Zion OpenGraded
8th of autumnSunlight and the SpiderOpposite sides of the same coin meet at Ionu's Mercy. Job thread IVelindorGraded
10th of autumnA Learning ExperienceAn artist and an herbalist enter the Garden of No Return.PennyGraded
20th of autumnA Curtain Call's RefusalA tale of never giving up...ever.Allister & MadeiraGraded
23rd of autumnRefracted ReflectionsAster stumbles into the House of Broken Mirrors, where she finds she can no longer hide from herself.SoloGraded
25th of autumnStar Light, Star BrightA chance meeting beneath the night sky.NephtiGraded
32nd of autumnFollow Your NoseStrange smells are abound in Alvadas, and sometimes curiosity can't be helped...RolandGraded
35th of autumnOf Love and MurderA jilted lover can be dangerous; even from beyond the grave.Madeira & RolandGraded
49th of autumnFire, Fire!Alvadas's burning, Alvadas's burning... EventAislyn, Allassanachassanya, & Ambrosia ChameleonAwaiting grades
64th of autumnAn Uncontrolled UrgeMinds and bodies are taken over when a horrendous parasite takes over the minds of regular Alvads.AllassanachassanyaGraded
85th of autumnHaving a Ruff TimeAfter running off more than once, Aster decides it's time to try and improve Navi's training.SoloGraded
89th of autumnSick as a DogAster finds herself doing some impromptu veterinary work. Job thread IISoloGraded


Winter 517 AV

DateTitleSummaryParticipantsStatus
2nd of winterFrost BitesThe chill is the worst and the best thing about winter. There’s nothing quite like getting up to mischief in fluffy white snow.Penny OpenGraded
9th of winterWorth a Thousand WordsInspiration strikes Aster.SoloGraded
21st of winterSlippery SituationAlv and Asterope run into each other on the street...literally.AlvarosGraded
28th of winterA Winter's FairCome and see what's for offer! EventAlvaros, Ambrosia, Dovey, & Penny ChameleonAwaiting grades
33rd of winterNot My ProblemAsterope and Wikus meet.WikusGraded
40th of winterDeep WoundsAmbrosia seeks Ionu's Mercy after an attack in the Sealed Grounds. Job thread IAmbrosiaGraded
42nd of winterWarding off the Winter ChillAster has a few drinks.KurtsigGraded
71st of winterBorn to Make History...?How hard can ice skating be?Avela & GomerGraded


518 AV :
Spring 518 AV

DateTitleSummaryParticipantsStatus
2nd of springGetting Your Hands DirtyGardening leads to a curious discovery...AllassanachassanyaGraded
4th of springA Lesson in PreventionAster gives a class on disease prevention at the Mercy.Alexandra & AvelaGraded
9th of springStocking UpAster tries her hand at philtering.SoloGraded
13th of springA Day at the ZooIt's chaos in Alvadas as hordes of animals are loose in the city's maze.AlexandraGraded
45th of springAct One: The Crime SceneMurder in Three Acts: The dead body of a Twisted-Streeter appears just outside the Womiyu. EventAvela & Ciraaci ChameleonAwaiting grades
45th of springFour Horns are Better Than TwoA pair of Synaefal discuss their findings from the murder scene.CiraaciGraded
86th of springDoes That Make Me Crazy?Paranoia gets the best of Aster, and tragedy ensues.SoloGraded


Summer 518 AV

DateTitleSummaryParticipantsStatus
7th of summerMemento MoriAster turns a reminder of death into something a bit more special.SoloGraded
8th of summerOf a Moonlight StrollTwo visitors to Ravok cross paths late at night.CrylonGraded
12th of summerIt Can Always Get WorseAster realizes too late that she's not welcome in Ravok.SoloGraded
18th of summerThat Awkward 'Getting to Know You' StageSome Deplorables learn the true nature of their fate. EventCiraaci, Lee, & Syresshvassydir ProphetAwaiting grades
82nd of summerDon't Steal My SunshineA strange cloud appears over the city, the lake and the surrounding areas. EventCrylon & Syresshvassydir ProphetGraded


Autumn 518 AV

DateTitleSummaryParticipantsStatus
4th of autumnSecond ChancesTake what you can get.SoloGraded
53rd of autumnWelcome to the ChaosAsterope gets her first taste of Sunberth.SoloOngoing Grandfathered
64th of autumnKindness Among StrangersTwo women meet in the Proving Grounds.IxzoGraded
70th of autumnBroken SpiritsAster gets lost, and meets someone at the Drunken Fish.AnjaGraded
72nd of autumnUnderestimated ValueMore than knowledge can be found at the Library.KynierGraded


Winter 518 AV

DateTitleSummaryParticipantsStatus
38th of winterA Handshake Over Healing Asterope and Tarn meet by the Temple of the Unknown.TarnGraded
52nd of winterHidden TalentsAster proves she can be more than just a pretty face.SoloGraded
86th of winterA Shadow Across the SunBut you're human tonight.SoloGraded


519 AV :
Spring 519 AV

DateTitleSummaryParticipantsStatus
1st of springDancing to the Beat of Your DrumThere's a party at the Slag Heap, and it's time to let go.SoloGraded
5th of springInto Enemy TerritoryA Sun's Birth slave in Daggerhand territory...what could go wrong?OrakanGraded
11th of springGood IntentionsThe road to Hai is paved with them.CrylonGraded
22nd of springFatal Flaw Part I & Part IIOne mistake could risk it all, and cost everything.SoloGraded


Summer 519 AV

DateTitleSummaryParticipantsStatus
55th of summerAn Echo of LifeAster's curious about the Temple of the Unknown.SoloGraded


Autumn 519 AV

DateTitleSummaryParticipantsStatus
6th of autumnIn the Dead of Night Part I & Part IIWhen the ghosts and monsters come out to play...SoloGraded
28th of autumnWith Jobs to DoA simple pickup proves to be a bit more involved than expected.BaelinOngoing Grandfathered
42nd of autumnA New Perspective Part I, Part II, Part III, & Part IVSo move along with some new passion knowing everything will be fine.SoloAwaiting grades


Winter 519 AV

DateTitleSummaryParticipantsStatus
1st of winterA Fresh FaceWho is that girl I see, staring straight back at me?SoloAwaiting grades
5th of winterTo Remain UnbrokenIt's always a struggle.SoloAwaiting grades
8th of winterMagic's BrewAster's first encounter with a strange cauldron. DreamSoloAwaiting grades
12th of winterBlood of the WombRunning through veins and staining hands.SoloAwaiting grades
17th of winterBetween Dusty PagesSearching for clues...SoloAwaiting grades
40th of winterReading the PastAster tries looking deeper into what could potentially be her past.SoloAwaiting grades
75th of winterDay TripImogen shows Aster around the Outpost.SoloAwaiting grades
90th of winterLost and FoundLeaving one life behind and finding a whole new family.SoloAwaiting grades


520 AV :
Spring 520 AV

DateTitleSummaryParticipantsStatus
1st of springA Clean SlateAster washes away her worries...and some dirt. A lot of dirt.SoloAwaiting grades
1st of springDifferent ShapesA new season, a new shift.SoloOngoing Grandfathered
14th of springExploring Our RootsOctarus searches the outpost for a pleasant diversion, and stumbles across more than he bargained for.Octarus OpenOngoing Grandfathered
18th of springUnfamiliar FacesAster and Madeira finally meet again, but things are slightly different.MadeiraOngoing Grandfathered
25th of springGrowing ClawsAnother gift from a strange cauldron.SoloAwaiting grades
30th of springTo the MusicAster gets a bit of a lesson in dancing.SoloAwaiting grades
42nd of springA Measure of ProtectionAster learns the bare bones of shielding.SoloAwaiting grades


Summer 520 AV

DateTitleSummaryParticipantsStatus
12th of summerCrack of the Whip Part I & Part IIAster buys a weapon and tries to learn how to use it.SoloAwaiting grades
15th of summerScales and FeathersAster finds herself with a strange little creature.SoloAwaiting grades
22nd of summerA Life's PurposeDon't lose sight, don't be scared.SoloAwaiting grades
30th of summerTake TwoAster does some research and realizes a strange coincidence.SoloAwaiting grades
31st of summerBirds of a Feather Part I & Part IISearching for answers and delving into the past.SoloAwaiting grades
51st of summerA Falling Star This MornA meeting in the early morning woods.KopeshaOngoing Grandfathered


Autumn 520 AV

Inactive

Winter 520 AV

DateTitleSummaryParticipantsStatus
13th of winterHuntedNowhere's safe.SoloAwaiting grades
25th - 32nd of winterSurvival of the Fittest Part I, Part II, Part III, & Part IVAlone, naked, confused, and trying to survive in the forest.SoloAwaiting grades
90th of winterReconnaissanceLearning some horrific things.SoloOngoing Grandfathered


521 AV :
Spring 521 AV

DateTitleSummaryParticipantsStatus
1st of springCreature of the NightA dramatic transformation.SoloAwaiting grades
3rd of springHaunting MemoriesIn your darkest dreams, they still find you.SoloOngoing Grandfathered
5th of springNight FlightAster attempts to learn how to fly properly, and gets some unexpected help.SoloAwaiting grades
5th of springNight FightFlight lessons turn into impromptu fighting lessons.SoloAwaiting grades
8th of springHunting the PastAster goes on a hunt for answers.SoloAwaiting grades
12th of springHealing MemoriesAster helps Jala with a sick child, and recalls a similar situation from her past.SoloOngoing Grandfathered
20th of springReflective SurfacesThey can show more than just your own reflection.SoloAwaiting grades


Summer 521 AV

Inactive

Autumn 521 AV

DateTitleSummaryParticipantsStatus
3rd of autumnLearning LettersAster meets Atmish at the Reading Room for lessons in Shiber.SoloAwaiting grades
8th of autumnDo No HarmBut take no shit, either.SoloAwaiting grades
12th of autumnLearning WordsAster continues learning Shiber.SoloAwaiting grades
15th of autumnHouse CallAster accompanies Jala for a house call, then makes one of her own to Doctor Petricious.SoloAwaiting grades


Winter 521 AV

DateTitleSummaryParticipantsStatus
46th of winterA Light Called Hope Part I & Part IIAster searches for the lost Imogen.SoloAwaiting grades
60th of winterBy CandlelightAster practices shielding on a candle.SoloAwaiting grades


522 AV :
Spring 522 AV

Inactive


Image
Last edited by Asterope on June 13th, 2022, 2:55 am, edited 11 times in total.
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The sun will rise, and we will try again
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Asterope
A light that never goes out
 
Posts: 651
Words: 661387
Joined roleplay: August 16th, 2017, 11:11 pm
Location: The Outpost (Sunberth)
Race: Ethaefal
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Asterope

Postby Asterope on April 25th, 2021, 12:00 am

Grades
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"If you focus on the sunshine in life, you will see the darkness fade." - Lailah Gifty Akita

Image


Graded Threads


Flashbacks :
Summer 515 AV

Begin Again: Swimming +1, Endurance +2, Observation +3, Socialization +1, 8 lores

Winter 515 AV

As the Wind Blows: Botany +1, Foraging +1, Herbalism +1, Observation +2, Socialization +2, Wilderness Survival +1, 13 lores


517 AV :
Summer 517 AV

And So It Starts: Observation +3, Socialization +3, Navigation Land +3, Logic +2, Organization +1, Singing +1, 7 lores
A Place for Everything (and Everyone): Observation +4, Investigation +1, Socialization +3, Planning +1, Medicine +3, Herbalism +2, 11 lores
Darker Days: Observation +3, Caretaking +2, Medicine +3, Herbalism +2, Investigation +1, Persuasion +1, Organization +1, Meditation +1, 3 lores

Autumn 517 AV

Heads or Tails: Observation +3, Endurance +1, Meditation +1, Socialization +2, 7 lores
Sunlight and the Spider: Herbalism +3, Medicine +5, Socialization +2, Observation +3, 10 lores
A Learning Experience: Botany +1, Foraging +1, Observation +2, Running +1, Socialization +3, 14 lores
A Curtain Call's Refusal: Caretaking +2, Observation +3, Logic +1, Persuasion +2, Leadership +3, Investigation +3, Planning +1, 10 lores
Refracted Reflections: Gambling +1, Investigation +2, Observation +3, Meditation +1, Logic +2, Running +1, 4 lores
Star Light, Star Bright: Observation +2, Astronomy +1, Socialization +1, 1 lore
Follow Your Nose: Observation +5, Socialization +5, Investigation +2, Leadership +1, Navigation Land +1, 10 lores
Of Love and Murder: Running +1, Observation +5, Socialization +4, Caretaking +1, Rhetoric +2, Investigation +3, Weapon: Crossbow +1, Deduction Logic +2, 13 lores
An Uncontrolled Urge: Observation +2, Planning +1, Logic +1, Running +1, Subterfuge +1, Persuasion +1, Weapon: Dagger +1, Swimming +1, Endurance +1, Leadership +1, 7 lores
Having a Ruff Time: Observation +1, Animal Husbandry +1, 2 lores
Sick as a Dog: Socialization +1, Animal Husbandry +3, Medicine +3, Singing +1, Childcare Caretaking +1, Herbalism +2, Planning +1, Sewing +1, Observation +3, 8 lores

Winter 517 AV

Frost Bites: Observation +1, Endurance +1, Socialization +1, 3 lores
Worth a Thousand Words: Observation +1, Calligraphy +1, Writing +1, 1 lore
Slippery Situation: Acrobatics +1, 2 lores
Not My Problem: Observation +1, Intimidation +1, 2 lores
Deep Wounds: Caretaking +4, Investigation +1, Observation +2, Medicine +3, Socialization +1, Storytelling +2, Persuasion +1, 16 lores
Warding off the Winter Chill: Observation +2, Investigation +1, Logic +1, Socialization +2, 3 lores
Born to Make History...?: Observation +5, Skating +3, Socialization +2, Caretaking +2, Leadership +3, Teaching +1, Persuasion +2, Swimming +2, Endurance +2, 4 lores


518 AV :
Spring 518 AV

Getting Your Hands Dirty: Socialization +2, Observation +2, Gardening +2, Singing +1, 4 lores
A Lesson in Prevention: Observation +1, Logic +1, Socialization +1, Teaching +1, 3 lores
Stocking Up: Writing +1, Philtering +4, Planning +2, Herbalism +3, Singing +1, Medicine +2, Organization +2, Meditation +1, Animal Husbandry +1, Logic +2, 6 lores
A Day at the Zoo: Socialization +2, Animal Husbandry +1, 2 lores
Four Horns are Better Than Two: Investigation +1, Socialization +2, 6 lores
Does That Make Me Crazy?: Endurance +1, Intimidation +1, Observation +1, Running +1, Unarmed Combat +1, Weapon: Dagger +2, 18 lores

Summer 518 AV

Memento Mori: Navigation Land +1, Observation +2, 6 lores
Of a Moonlight Stroll: Logic +1, Observation +2, Running +1, Socialization +3, Subterfuge +1, 12 lores
It Can Always Get Worse: Acrobatics +1, Running +2, 9 lores
Don't Steal My Sunshine: Acrobatics +1, Observation +1, Socialization +1, 14 lores

Autumn 518 AV

Second Chances: Endurance +1, Logic +1, Observation +1, 4 lores
Kindness Among Strangers: Endurance +1, Observation +2, Socialization +2, 10 lores
Broken Spirits: Animal Husbandry +1, Endurance +2, Intimidation +1, Logic +1, Navigation Land +1, Observation +2, Socialization +2, Stealth +1, Subterfuge +2, 18 lores
Underestimated Value: Botany +2, Logic +1, Observation +1, Socialization +2, 11 lores

Winter 518 AV

A Handshake Over Healing: Observation +1, Running +1, 6 lores
Hidden Talents: Cleaning +1, Medicine +1, 10 lores
A Shadow Across the Sun: Endurance +1, Observation +1, 7 lores


519 AV :
Spring 519 AV

Dancing to the Beat of Your Drum: Dancing +2, Endurance +1, Logic +1, Observation +2, Socialization +1, 12 lores
Into Enemy Territory: Botany +1, Logic +1, Medicine +1, Navigation Land +1, Observation +1, Socialization +1, 10 lores
Good Intentions: Bodybuilding +1, Endurance +3, Leadership +2, Medicine +2, Observation +5, Persuasion +1, Socialization +5, 22 lores
Fatal Flaw Part I: Endurance +2, Observation +1, Unarmed Combat +1, 12 lores
Fatal Flaw Part II: Endurance +2, Observation +1, 7 lores

Summer 519 AV

An Echo of Life: Acrobatics +1, Investigation +5, Observation +5, Socialization +3, Stealth +1, Subterfuge +1, 17 lores

Autumn 519 AV

In the Dead of Night Part I: Investigation +2, Logic +1, Observation +2, Running +2, 7 lores
In the Dead of Night Part II: Endurance +2, Investigation +3, Logic +1, Navigation Land +1, Observation +1, Stealth +2, Subterfuge +1, Weapon: Dagger +2, 14 lores


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The sun will rise, and we will try again
User avatar
Asterope
A light that never goes out
 
Posts: 651
Words: 661387
Joined roleplay: August 16th, 2017, 11:11 pm
Location: The Outpost (Sunberth)
Race: Ethaefal
Character sheet
Storyteller secrets
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