[Verified by Gossamer] Tazrae

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Tazrae

Postby Tazrae on May 3rd, 2020, 3:13 pm

Tazrae

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General Stats

Proper Name: Tazrae Ardera
Nickname: Taz
Race: Human
Gender: Female
Age: 25
Birthday: 21st, Winter, 497 A.V.
Birthplace: Riverfall
Sexuality: Straight


Appearence

Tazrae is a young human woman prone to athletic leanness. She likes to keep moving and hates idleness. Tazrae's most distinguishing feature is a wild mop of long curly hair that sometimes looks blond and other times looks like caramel candy. Her large expressive eyes are a bright turquoise blue most Svefra would appreciate, though she claims no Svefra blood. Standing 5'7", she is not considered overly tall, nor is she particularly bulky.

Tazrae has some muscling, due to hard work, but she also has a distinctive feminine aspect about the way she moves which is loose-hipped and graceful. She weighs about 115 lbs though she is just a baked good or two away from what she calls her winter weight of 125.

Tazrae is quick to smile, good with people, and can liven up a room with her very presence. Her lips and eyes have laugh lines for a good reason. Since she oftentimes is found outside in or near the water, her skin is caramel colored from Syka's sun with golden olive undertones. Her hands are always rough from the hard work she does, and her feet are tough from going without shoes almost everywhere in the Settlement.


Style of Dress

Having fully adapted to Syka, Tazrae has also adopted the settlement's dress code. Sykans are prone to wearing two styles of clothing depending upon what activity they are doing. Within the settlement itself, Tazrae will often wear light-flowing clothing, loose skirts, and brief tops that do little to cover her torso. Crocheted material is popular and it is perfectly acceptable to go nude completely.

Tazrae prefers bright vivid jewel-toned skirts and solid-colored tops. But she does have a number of neutral warm pieces. She rarely wears white, preferring off-white and cream-colored fabrics instead. If wearing neutral colors, Tazrae's wardrobe has textures in abundance within it. Her bright vivid color choices are often of thin strong Isuas fabric that protects her from the sun but cools her skin. If she has layers on, they will be comprised of something loose, colorful, and flowing layered over a bikini or crocheted top. Bare or lightly sandaled feet are the norm for Settlement wear.

In the jungle and outside the Settlement, Tazrae will be fully clothed with tough hard-to-destroy Isuas pants, long-sleeved shirts, and tall leather jungle boots. Her hands are absolutely gloved for most jungle excursions.

Tazrae's normal attire is often accessorized with a backpack and a smaller belt pouch containing survival gear. She also usually has a small hatchet or whip with her. Her weapon of choice is a machete or compound longbow so she might be wearing one of those items and a quiver of arrows to supply it with.


Character Concept

Tazrae is a people person. She likes strangers, loves meeting new faces, and can endlessly sit and swap stories with the best yarn spinners around. She has an energy about her that denotes a personality that means to keep herself busy. However, that being said, she is not overly nervous or fidgety. Multitasking is one thing Taz is good at, especially if it means chatting with someone as she works.

Advanced :
Raised to be open-minded, Tazrae has no real preconceived biases or prejudices except perhaps for the Akalak Culture which she considers herself a near-miss escapee of from growing up in Riverfall. What she does have is a never-ending curiosity to hear about the world and what goes on within it. She has a passion for myths and particularly enjoys trickster stories and stories of people being clever or bold.

Having a weakness for the injured, lost, and hurt, Tazrae can't help but offer aid and has always had a burning desire to ease pain in others and offer comfort if comfort is possible. Her parents raised her to be polite, see the good side of things, and due to the fact she's genuinely concerned about others is often thought of as a good listener.

Tazrae's first line of defense in comforting anyone is to feed them. She is an astonishingly good cook and loves experimenting with new foods in different ways. She often has jungle fruit available in her Inn which she uses in various dishes that are harder to find if not impossible to have unless one can safely venture into the jungle. Taz is nurturing, and warm, and tends to love people of all ages.

As well as nurturing, Taz has a bold questioning personality that drives her to learn new things and hold interest in a wide variety of things. Some of her favorite topics are history, religion, philosophy, and psychology. Tazrae loves to read, but unfortunately being in Syka limits her ability to acquire and store books in a way that protects them from the moisture that is everywhere in the jungle.



Meyer's Briggs Personality Type


ENFJ (The Giver) :
The Giver – ENFJ


ENFJs are eternal people-pleasers. They are extroverted, idealistic, charismatic, outspoken, highly principled, and ethical. This set of traits ensures that an ENFJ can usually connect with others of varying backgrounds and personalities. ENFJs rely more on intuition and feelings, living more in their imagination than in the real world. This can be troublesome, for the individual themselves and those around them. Rather than living in the, “now” and what is currently happening, ENFJs tend to concentrate on the abstract and what could possibly unfold in the future.



Birth Sign


Taurus May 3rd :
Being a Taurus born on May 3rd, you are empathic and trustworthy. You chase harmony in everything you do and prefer to focus on one direction.

You seem to build self-esteem in time and the more you subject yourself to diverse activities, the more you learn from them. Sometimes surprising, you like to see how others react to what you do.

People born on May 3 appreciate the preciousness in everything that is around them from people to material things and crave for stability in most settings. They are quick to use their stubbornness to achieve their goals but they dislike heated situations so they are very tactful when they really want to stay out of conflict. They love to spend time in nature, this being one of the places where they can disconnect and relax. They are in a nutshell persevering temperaments, often more patient than tough.

Positive traits: These natives are aspiring and unfailing but also don't overlook the need to be caring with those dearest to them. They are honorable in most regards and can rapidly empathize with those who catch their scrutiny. Those born under this sign seem to have an attentive vision of life but they are also unhesitating to achieve their objectives, of course once they are fully decided which these are.

Negative traits: These natives can have quite a narrow vision of things sometimes and their stubbornness gets the best of them. This can in turn lead to feeling frustrated and irritable but also to being all lazy because of lack of motivation. They are avoidant at times and prefer to run from problems until they are certain they can't run anymore. They need to learn to accept criticism and temper their reactions in such situations.

  • Birthstone: Emerald - harmony and growth, promotes self-esteem and growth
  • Metal: Copper - spontaneity and creativity, youthful and nurturing nature
  • Flower: Poppy - refinery and grace of movement
  • Element: Earth - dignified, confident and polite intellectuals
  • Color: Green - needs to feel accepted and respected in their community. They are loyal and trustworthy companions. They have a deep need to love and be loved and consider that belonging to the right person and creating a family with him or her is the greatest thing someone can achieve.
  • Love: - sensual and passionate. These natives seem to prefer to enter a serious relationship than date around and are happier committed to one person with whom they can share everything. They are attracted to creative, enthusiastic, and dependable persons whom they can spoil and protect. You can conquer the heart of Taurus if you maintain your individuality and a degree of independence while you keep all your eyes on them but also offer them space.


Ticks, Habits, Personality Traits

Tazrae might be a social butterfly, but she is detailed orientated. She notices the small things and can often recite accurate descriptions of not only people but of places and things. Minuet chips in dinnerware, a small new scar on someone's body that is visible, and very precise directions to locations within The Maw are just some of the examples of her observation abilities. She tends to be able to read people to the point that she knows if someone likes what she feeds them or is only being polite.

Advanced :
The young Innkeeper is good at reading the mood of rooms and individual people unless they are actively trying to conceal their actual feelings. She is very empathic without being an empath. And she cannot help but try and lighten someone who is heavily burdened in their heart.

While Taz is headstrong, opinionated, and stubborn. Once she makes up her mind about something, it's very difficult for her to change her opinion. She has a very hard time, often, seeing the other side of a situation or another's point of view in regards to something she feels passionately about.

Tazrae is fastidiously clean bordering on being a neat freak. She thinks cleaning is a sport and goes about it like a knight riding to battle. When she makes a bed, the corners are always tucked neatly with surgical precision. As a result, her Inn and person are fastidiously clean.

Deeply loyal, Tazrae will do just about anything within her morals for her friends. When she takes a lover, she gives everything to that relationship. The young Innkeeper has a lawful good outlook on life with a staunch moral code she tends to follow vehemently.

Probably Tazrae's most solid attribute is her sagacious nature. she is highly intelligent, shrewd, and has a keen and farsighted penetration and judgment. She almost never lies or is deceptive. Her actions and words are plain spoken and forthright to the point of being candid.

Tazrae is quick to laugh, often sees the bright side of things, and looks for rainbows in a rainstorm's ebbing with an eagerness. She believes in miracles and The Gods, following Rhaus and Kahala prominently. The young woman believes in seizing the day and tries to actively look on the bright side.

Tazrae sets her value in what she accomplishes rather than who she is. And because she's something of a Pollyanna, things don't always go well for her.

And honestly, that's one of her biggest negative traits. She uses that trait to cover a whole host of other flaws starting with a lack of self-worth and horrible jealousy. She's always striving to be perfect and falling far short of that. Tazrae makes it an art form of setting the proverbial bar high for herself. Then she internally beats herself up about failing to reach it. She doesn't see herself the way others see her because she keeps hearing voices in her head from her past telling her negative things. She is literally afraid all the time, not of the wilderness and the world, but of letting herself and other people down.

There's no way in her world that she will ever live up to the person she has decided she needs to be in order to be happy. And we all know how crazy that sounds. She expects her world to come crashing down at any minute, and in some ways looks for it to happen and sabotages her own life by spotting moments of weakness or lapses in judgment as sort of "I told you so" self-loathing. Then once those are identified, she lights into herself in a terrible fashion, not buoying herself up but tearing what little progress in self-love she's made back down to self-hate.

Tazrae also constantly needs to be physically active. Its hard for her to relax. She also has trouble taking compliments and looks beneath them to try and see what a person might want of her that's giving the compliments. Even if the compliment is genuine and not lip service, Taz will not feel she merits it. She has very little self-worth and self-esteem, though she hasn't quite recognized this about herself yet.

Because of the recent history, she's uncovered about herself, Tazrae has to admit she has abandonment issues. She feels like her parents abandoned her. Then her 'father' abandoned her by dying. Her mother abandoned her by leaving to take a Nakivak contract, and finally the first lover she ever had left her for someone who cured his long-term disability. Because of that, Taz has trouble forming true friendships. The cursed spring of 522 even saw her best friend Bree abandon her. It has strained her relationship with Alric, Kami, her entire Syka family, and anyone sentient. She feels current more at home with inhuman creatures which is why she runs so much with the Jungle Ixam of Syka.


Social Identity

Born of the common working class, Tazrae is firmly enscounced in that sphere of society. She is neither a fighter nor a diplomat. Instead, she thrives among simple folk doing simple things, even though she's tasted magic and has a deep abiding faith in The Gods. Owning an Inn has propelled her upwards socially so she is upper middle working class, but her success there depends completely on the amount of effort she puts into her profession.

Unacknowledged by her is her ability to blend in with the environment and the wild denizens around her. Taz somehow, in coming to Syka, has embraced the feral part of herself and keeps one toe in the wild and one toe in society.


Language

Fluent Language: Common
Fluent Language: Nura
Basic Language: Fratava
Poor Language: Tukant


Housing

Location: Tazrae runs a small Inn on the beach in tropical beautiful Syka. The Protea Inn was built in Summer of 520 A.V. and has welcomed visitors to paradise ever since.

However, she calls Garden Beach home and lives there full time.

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Last edited by Tazrae on June 5th, 2022, 4:10 pm, edited 17 times in total.
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"A mark of an open mind is being more committed to your curiosity than your conviction.
The goal of learning is not to shield old views against new facts, but to revise old views with new facts.
Ideas are possibilities to explore, not certainties to defend."


Garden Beach Syka The Protea Inn

"Listen to the wind, it talks. Listen to the silence, it speaks. Listen to your heart, it knows."
User avatar
Tazrae
Be savage, not average.
 
Posts: 1335
Words: 1916653
Joined roleplay: May 3rd, 2020, 2:02 pm
Location: Syka
Race: Human
Character sheet
Storyteller secrets
Journal
Plotnotes
Medals: 5
Mizahar Grader (1) Overlored (1)
One Thousand Posts! (1) One Million Words! (1)
Syka Seasonal Challenge (1)

Character History

Postby Tazrae on May 3rd, 2020, 3:14 pm

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Character History

Growing up in Riverfall among the Akalak, Tazrae has a deep respect for the male-dominated culture there. Her parents Marketh and Estra both ran a small inn which travelers frequented from far and wide. She's well acquainted with the lifestyle of an Innkeeper due to her past. Being an only child, Taz grew up willing to make friends with almost anyone and playing with foreign children that often taught her games from all over the world.

When Taz was twelve, her father Marketh took in a traveler who told stories of Vayt. Soon afterward, her father developed a cough that turned into a very serious respiratory illness the healers could not control. A month after his condition turned serious, he passed away abruptly. Taz's mother continued to run the Inn, but she was often sad and without the help of their father, upkeep was difficult. Falling into debt, Estra signed a contract to become a Nakivak and then later re-married one of her contract holders that made her stop running the Inn. The Akalak who married her made her mother incredibly happy, turning the sadness that had been with her in the years since her father's death into a new gleam of happiness in her gaze.

By that time, Tazrae was old enough to head out on her own instead of moving into her step-father's estate. She opted - financed by her step-father - to travel to Syka to start a new Inn. Her step-father was well-acquainted with a certain Captain James Chaliva of the Veronica who promised Estra that Tazrae would be well looked after. He even offered to introduce Tazrae to Juli, his daughter, who was only a year older than Tazrae herself and just as much a free spirit.


Spring 520 - In Game


Tazrae arrives at Syka, takes out a loan and starts construction on her Inn. She meets several of the founders including Randal and James, and enjoys spending time with Juli. She also meets Marino Oceangem and becomes friends. Marino teaches her to swim and begins her sailing lessons.
Last edited by Tazrae on May 15th, 2020, 12:43 am, edited 2 times in total.
Image
"A mark of an open mind is being more committed to your curiosity than your conviction.
The goal of learning is not to shield old views against new facts, but to revise old views with new facts.
Ideas are possibilities to explore, not certainties to defend."


Garden Beach Syka The Protea Inn

"Listen to the wind, it talks. Listen to the silence, it speaks. Listen to your heart, it knows."
User avatar
Tazrae
Be savage, not average.
 
Posts: 1335
Words: 1916653
Joined roleplay: May 3rd, 2020, 2:02 pm
Location: Syka
Race: Human
Character sheet
Storyteller secrets
Journal
Plotnotes
Medals: 5
Mizahar Grader (1) Overlored (1)
One Thousand Posts! (1) One Million Words! (1)
Syka Seasonal Challenge (1)

Skills

Postby Tazrae on May 3rd, 2020, 3:14 pm

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Skills

Master (76-100) :
Skill EXP Notes
Cooking 84/100 15 RB/ 16 SP
Interrogation 99/100
Observation 100/100
Socialization 100/100
Wilderness Survival 82/100 8 SP - Jungle/Ocean


Expert (51-75) :
Skill EXP Notes
Body Building 52/100
Endurance 50/100
Hostessing 53/100 26 SP
Planning 73/100
Weapon (Machete) 53/100


Competent (26-50) :
Skill EXP Notes
Animal Husbandry 50/100 Dog, Bird, Ixam, Snake
Carpentry 37/100
Construction 42/100
Logic 45/100
Psychology 44/100
Reimancy 48/100 Fire, Air
Research 47/100
Singing 37/100
Songcrafting 33/100
Teaching 35/100
Writing 43/100


Novice (1 - 25) :
Skill EXP Notes
Acrobatics 3/100
Anthropology 5/100
Arcanology 23/100
Architecture 10/100
Aromatherapy 6/100
Astronomy 2/100
Auristics 8/100
Bartering 1/100
Biology 1/100
Brawling 1/100
Business 13/100
Cartography 1/100
Cleaning 22/100
Dancing 3/100
Drawing 15/100
Driving 5/100 Ixam
Fishing 6/100
Firedancing 20/100
Florabundance 2/100
Food Preservation 2/100
Foraging 24/100
Gardening 5/100
Herbalism 6/200
History 6/100
Hunting 8/100
Interior Design 6/100
Investigation 16/100
Leadership 15/100
Mathematics 7/100
Medicine 7/100
Meditation 5/100
Navigation 16/100 Land
Negotiation 3/100
Organization 5/100
Paddleboarding 11/100
Painting 1/100
Performance 4/100
Perfumery 10/100
Persuasion 17/100
Philtering 8/100
Philosophy 13/100
Play Musical Instrument (Drum) 2/100
Play Musical Instrument (Mandolin) 15/100
Reading 3/100
Rhetoric 20/100
Riding 15/100 Ixam
Running 5/100
Sailing 5/100
Seduction 8/100
Sewing 1/100
Scavenging 1/100
Stealth 3/100
Storytelling 4/100
Subterfuge 1/100
Swimming 11/100
Tactics 19/100
Tracking 3/100
Weapon (Dagger)5/100 Chef Knife
Weapon (Compound Longbow) 17/100
Weapon (Fishing Spear) 1/100
Weapon (Hatchet) 4/100
Weaponsmithing 1/100
Vorilescence 7/100


Wildling Skill = L3

Wildling Level = Average of Wilderness Survival & Animal Husbandry

Levels :
L1 (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 are 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.

L2 – (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 the 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.

L3 – (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 the 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.

L4 – (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.


Djedline

The Zatani :
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[color=#80cb76][googlefont=Mizra]The Zatani



Resolve

Resolve is 59 :
Base Resolve + 26
2 Gnosis Marks – one complete level boost
New Starting Resolve = 51
Interrogation (M) +4
Leadership (N) +1
Endurance (C) +2
Meditation (N) +1
= 59

Interrogation, Intimidation, Meditation, Leadership/Persuasion/Seduction, Endurance, Torture all add 1 per level.



Special Abilities

Danger Intuition :
From Syka Winter 521 A.V.
Danger Intuition

Tazrae can sense nearing danger, acute danger, potential immediate danger, or impending danger and sense unwanted or hectic threats to her well-being and attempt to evade it.

The intuition usually regards herself but may include their surroundings and loved ones in her vicinity. This intuition comes in the form of visions that may remind her of daydreaming or fantasizing about something.

For example, if she's walking along a steep cliff trail and suddenly visualizes herself falling off the cliff because the trail crumbles beneath her... .that's this ability rearing its head and warning her.


Jungle Ixam Form :
Though not Kelvic, Tazrae can take on the form of a black iridescent jungle Ixam due to a magic item embedded in her chest above her sternum. The form can be taken at any time. Please see the 'magic item' section under possessions for details.
Last edited by Tazrae on September 4th, 2022, 7:42 pm, edited 105 times in total.
Image
"A mark of an open mind is being more committed to your curiosity than your conviction.
The goal of learning is not to shield old views against new facts, but to revise old views with new facts.
Ideas are possibilities to explore, not certainties to defend."


Garden Beach Syka The Protea Inn

"Listen to the wind, it talks. Listen to the silence, it speaks. Listen to your heart, it knows."
User avatar
Tazrae
Be savage, not average.
 
Posts: 1335
Words: 1916653
Joined roleplay: May 3rd, 2020, 2:02 pm
Location: Syka
Race: Human
Character sheet
Storyteller secrets
Journal
Plotnotes
Medals: 5
Mizahar Grader (1) Overlored (1)
One Thousand Posts! (1) One Million Words! (1)
Syka Seasonal Challenge (1)

Lores

Postby Tazrae on May 3rd, 2020, 3:15 pm

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Lores

✵ Hostessing: Running a B&B
✵ Cooking: Baking Bread
✵ Planning: designing a jungle appropriate inn
✵ Sevfra: noisy, chaotic and welcoming
✵ Planning: packing for a sailing day trip
✵ Sailing: basic ship terminology
✵ Sailing: steering the ship
✵ Marino: trusts Tazrae
✵ Marino: scared of heights
✵ Marino: knows Tazrae's past
✵ Swimming: how to drown yourself and your partner
✵ Swimming: dead man's float
✵ Meditation: controlled breathing
✵ Lore of the colorful life below the ocean
✵ Swimming: doggy-paddle
✵ Twist: Marino's Tavan
✵ Swimming: diving
✵ Lore of dolphin diet and lifespan
✵ Lore of tide cycles
✵Construction: Parts of a deck, building a deck, using a miter box & saw,
✵Randal Zor: Appearance & Mannerisms, Acts as Mentor, Good Teacher.
Last edited by Tazrae on July 12th, 2020, 9:41 pm, edited 5 times in total.
Image
"A mark of an open mind is being more committed to your curiosity than your conviction.
The goal of learning is not to shield old views against new facts, but to revise old views with new facts.
Ideas are possibilities to explore, not certainties to defend."


Garden Beach Syka The Protea Inn

"Listen to the wind, it talks. Listen to the silence, it speaks. Listen to your heart, it knows."
User avatar
Tazrae
Be savage, not average.
 
Posts: 1335
Words: 1916653
Joined roleplay: May 3rd, 2020, 2:02 pm
Location: Syka
Race: Human
Character sheet
Storyteller secrets
Journal
Plotnotes
Medals: 5
Mizahar Grader (1) Overlored (1)
One Thousand Posts! (1) One Million Words! (1)
Syka Seasonal Challenge (1)

Possessions

Postby Tazrae on May 3rd, 2020, 3:15 pm

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Possessions

Clothing :
  • Linen Blouse*
  • Linen Skirt*
  • Linen Undergarments*
  • Forest Green Cloak*
  • Tall Leather Boots*
  • Sandles
  • Pants
  • Belt
  • Bandana
  • Slicker
  • Gloves x2
  • 3 Isuas Dresses
  • Broad Rimmed Hat
  • Apron
  • 3 Isuas Skirts
  • Cream Bikini
  • 3 Isuas Blouses


Weapons :
  • Hatchet
  • Chef’s knife


Storage/Misc Items :
  • Large Chest (Cedar)
  • Sewing Box

A Belt Pouch
  • Sunburn Cream
  • Insect Repellant
  • First-Aid Kit
  • Coin

A Magical Backpack
  • Comb (Wood)
  • Brush (Wood)
  • Soap
  • Razor
  • Rations (1 Week's worth)
  • Eating knife
  • Flint & Steel


Books :
  • Book of her Mother's Innkeeper Recipes *
  • A Book Of The Gods
  • Basic Perfumery
  • The Principles of Philtering
  • Music Book
  • Blank Book x4
  • Quill x10
  • Bottle of Ink
  • Book on Hostessing (Self Written)
  • Silas Magical Journal on Magecrafting (See Magic Items)
  • Silas Mundane Journal on Herpetology (See Magic Items)
  • Silas Mundane Journal on Psychology (See Magic Items)
  • Encyclopedia of Arcanology (See Magic Items)


Musical Instruments :
  • Mandolin + Case
  • Wooden flute
  • Pitch Pipe
  • Instrument Picks x10


Additional Possessions :
  • a Waterskin*
  • 4-Man Tent
  • Hemp Rope
  • Campfire Cooking Toolkit
  • Chef's Toolkit
  • Lamp oil (gallon)
  • Large Tarp
  • Bedroll
  • Assorted Pillows
  • Hammock
  • Insect Netting
  • Lantern
  • Clam Digging Toolkit
  • Crab Pot x 2
  • Lobster Trap x 2
  • Shrimp Trap x 6
  • Washboard
  • Paddleboard x 7
  • Mortar & Pestel
  • Soap Making Kit
  • Candle Making Kit
  • Handyman’s Toolkit
  • Survival Kit
  • Massage Bench (fine)
  • Messuse Kit
  • Fishing Kit
  • Fishing Pole
  • Perservation Kit
  • Sewing Kit
  • Philtering Lab


Magic Items :
Backpack of Voiding

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It can be of any color though the basic shape will remain as pictured. It can hold anything within it as long as the thing can fit through the bag's opening to disappear inside. It weighs as if it is an empty backpack and has no limit in terms of what can go in. One must concentrate on what one wants to retrieve from the inside of it when reaching in or else the contents coming to one's hand will be random. This backpack will not preserve items such as food. Any garbage or food that rots in it will cause the contents to smell and a stench to emit from it once the top flap is thrown open. The same might be said of soiled sweaty or dirty clothing, especially socks and shoes.

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The Reptile's Promise

This golden armband grants the wearer immunity from any reptile-based poison or venom regardless of how it's delivered. Snakebites will not harm the wearer even if it was a poisonous snake, nor will poisons made from snake venom (or the venom of other reptiles ) actually affect the wearer.

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Night Goggles

While wearing these dark lenses, Tazrae has the ability to see in the dark to a range of 50 feet. If she can somehow do this naturally or through morphing, wearing the goggles increases its range by 50 feet.

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Perpetual Icebox

This is a normal upright metal insulated chest that holds standard blocks of ice. However, once a block of ice is placed in it, the ice will never melt and will instead keep the items stored within the chest at cool and frozen temperatures depending on how far away from the block of ice the items inside the box are stored. Directly on the ice? They will freeze. On shelves lofted above the ice? They will be kept cool.

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Necklace of Adaptation

A necklace with a swirling gemstone charm on it that will allow the wearer to breathe in all toxic environments... underwater, in thin air, in stale or poisonous air, etc.

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Charm Bracelet

The bracelet can be as masculine or feminine looking as you'd like. It is your choice on how it appears. However, it is indestructible and cannot be removed once you put it on. It can hold as many charms as it has links for. Tazae's is gold in color and has thick flat links that will hold 15 charms.

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  • Snake Charm - A small snaked-shaped charm with jeweled green eyes. This charm allows you to sense the proximity of any serpent to you within 100 feet. This works with snakes and Dhani alike. It gives you a mental awareness of where that snake is and what sort of snake it might be.

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  • Ghost Charm - This charm is a small triangle-shaped charm that will glow with light in the presence of a ghost - a ghost that is manifesting or not manifesting.

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  • Amulet of Finding The Lost - This small charm allows the user to find something they owned that they've misplaced. It works on inorganic items, organic items, even children. The caveat is that the owner of the amulet must own the lost item and have legitimately lost it, not sold, given away, or discarded the missing thing in question. (NaNo 2020)

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  • Screaming Face Half-Melted - This small charm, when worn, immediately alerts the wearer if something such as a person, place, or thing is an Insid or having been to or originating from the Insidious Realm. Owning this item allows the PC to understand what the Insidious Realm is and what it contains. This understanding happens through dreams, having someone tell the pc, etc. The choice is yours. This understanding grants the wearer a + 25 to resist any sort of influence an Insid Creature or Item might apply to someone such as hypnotism or seduction. Many many cursed items have come from the Insidious Realm so your PC is more apt to not fall prey to these items and their sometimes all but sentient influence.

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  • Eagle-s Eye Charm - This charm is shaped like an eagle’s head with emphasis on the carved fierce eye. Activating this charm once per day will allow the wearer of the charm to have vision as good as the eagle who inspired it. They can see incredible detail at great distances and this charm gives the wearer that same ability.

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  • Worn Leaf - This charm looks like a wavey slightly rumpled tattered autumn leaf. However, it protects the wearer from sudden hard falls at high velocity. Instead of falling based on their weight and speed, the charm allows the wearer to fall as if they were a light gracefully shed autumnal leaf.

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  • Messenger Bag - This charm looks exactly like a tiny metal messenger bag. It can hold the contents of a standard leather messenger bag of 13" height x 18" width x 5" depth. All the wearer needs to do is touch items with the charm and the charm will store the items within the charm safe from all harm. Once the charm is ‘full’ to capacity, it will stop absorbing items it touches. All the wearer has to do to retrieve an item is to think of it and it will appear in their hand.

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  • Weapons Locker - This charm bracelet comes in many shapes and sizes. If it is used for a sword, it will look like a sheathed sword. If it is used to house a bow, it will look like a bow case. A quiver of arrows would need its own Weapon’s Locker. The Weapon’s Locker charm will house one weapon at a time and assume the shape most appropriate to the weapon itself. The wearer need only to touch the charm to the weapon. To withdraw the weapon from the weapon’s locker, the wearer must touch the charm and think of the weapon. The Weapon’s Locker Charm can only hold one weapon, but a charm bracelet may hold multiple weapon’s locker charms. Each weapon’s locker charm must be purchased separately.

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  • Spiderweb - This small spiderweb charm allows the wearer to once a day cast a large incredibly strong web out from the bracelet. It can be used as a net to entangle things within its sticky mass. It is as strong as spidersilk and dissipates after 10 chimes.

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  • Honeybee - This detailed charm allows you to be immune to the stings of insects.

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  • Anchor - This charm is shaped like a ships anchor. When activated by using the word ‘anchor’ the anchor will allow the wearer to remain rooted in place no matter where they are. They can be on flat ground, on a wall, up a tree… and nothing will move them until they use the word ‘release’.

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Syka Osere Map

In times past, Osere Maps were more than common. Now, there are just a few in the world and fewer still individual mages that know how to create them. This particular map depicts the area in and around Syka including the Maw. It greatly resembles the Syka Linkmap.

Whenever Tazrae has explored an area and visited it with the map in her possession, the area she has discovered and explored will note itself on the map keeping track of her discovered locations. The map automatically knows the name of the place (at least what Tazrae calls it) and its exact location on the map (much like GPS). In addition, she can add up to ten drops of ten individual person’s blood to the map’s surface which the map will then absorb.

Once blood has been added, the map will start depicting where on the map the person the blood belongs too is currently located. This person is depicted by a dot and their name as Tazrae knows it. The locations of people will actually be seen physically moving on the map to anyone watching the map, if those people are physically moving. This always happens unless the person located on the map is stationary – as in writing a letter or napping, etc. Tazrae can only track ten individuals at a time, including her own self.

When someone dies, their drop automatically vanishes from the map’s magical workings. If the person dies within the map’s depicted area, a small black X appears along with their name to mark the place of death. At this point, an additional person can be added to the Osere Map via a drop of blood. Once all ten drops are in play, no new people can be added until current users die. The map, when left unattended, will still depict everyone’s location on its surface who’s had blood added to the map.

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A Blanket Made Of Stars

This incredibly soft king-sized blanket is as dark as night on the outside and has a warm Berber inside. However, Zintila has gifted it with a bit of her magic and its dark side glows with starlight. If a person beside it studies it, they will see a multitude of the nebula, circling stars, and a whole host of outer space scenery in its dark form. The blanket, from all the stars, glows softly and reassuringly casting any room or tent it is used in with a soft welcoming glow that doesn't affect the ability of a sleeper to get to sleep. The blanket will also keep the user at that individuals' perfect favorite sleeping temperature. (NaNo 2020)

A Wish

The Bronze Parrot Statue manifested in Syka due to Tazrae's wish for NaNo 2020.

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Plant Tester

This magic item comes in the form of a lovely cold iron wand ending in a large gemstone that has color-changing properties. It is a complex wilderness survival tool that will allow you to touch any plant that’s still alive or dead (meaning dried herbs work etc) and based on the color the plant tester turns will determine the value of the plant to the person holding it. If the stone remains a colorless grey (its standard color) then the plant has no value to the person holding the plant tester. The following colors stand for various things. And once the color turns bright in the color-changing gemstone, then the user can touch the gemstone and get a firm idea in their mind as to what the plant tester is seeing in the plant. Keep in mind different parts of plants might have different properties (ie leaves verses roots, verses bark, verses internal meat) and those different parts might have different uses. Please note different users will get different results as well. Something that is poisonous to a human might be delicious to a dhani, for example.

  • Red: Poison – touching will give the user an exact idea of what kind and effects
  • Blue: Healing – touching will give the user how to prepare/use the plant for healing and what it heals.
  • Green: Food – touching will give the user an idea of how to utilize the plant for food and its preparation.
  • Purple: Building/Crafting – touching will give the user an idea of how to utilize the plant for crafting or building.

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Twilight Star

Finding a Twilight Star is considered incredibly lucky and a blessing from the Gods. Twilight Stars are often passed down through families because they are rarely destroyed despite their fragile appearance. Looking like a carved three-dimensional crystalline star the size of an average man's fist, these beautiful objects have multiple uses. Hung in sunny windows as sun catchers, these stars often can fill a room with a rainbow of refracted light, even on a cloudy day.

Lofted in the high peaks of a ceiling, these Twilight Stars glow in the darkness and gently illuminate space all around them. They make lovely luminaries that can light up an entire room or guide a lost traveler in the dark of night home.

A third and often overlooked value to the twilight stars is that if one person holds the star and thinks about how they feel about something, another person can reach out and touch that star and clearly and truly see what the other person is feeling. These stars are precious, traded frequently within black markets and in back-alley deals.

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The Encyclopedia of Arcanology

This rare tomb holds a lot of information on the types and disciplines of magic in Mizahar as well as general magical knowledge. This tomb does not include any info on Lost Disciplines.

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An Irridescent Ixam Scale

The scale may be worn as a necklace. When first worn, an amazing experience will occur. The scale will flare with brilliant iridescent light and painlessly embed itself into your flesh in the spot between the base of your neck and just above your breastbone. It becomes seamless with your skin and the snakeskin loop follows suit. Whenever you focus on the images you experienced in the dream; those of the jungle and the freedom you felt, a soft clicking sound will be heard as the scale seemingly unfolds into countless other scales that spread across your body. As the scales quickly unfold and spread, your body will undergo a remarkable transformation. Your limbs will painlessly reshape themselves as will the rest of your body. You will fall to all fours while growing a tail; your neck lengthening and your head widening and elongating. Within a matter of a few seconds, you will completely transform into a jungle Ixam much like your companion, Bree.

The transformation and resulting feel of the new form is completely unlike that of a Kelvic. You do not share the core natural instincts of the new form although you do benefit from many of the senses as well as other aspects of the Ixam. Such a feeling of freedom and wonder can become addicting.

The size of this form is equivalent to that of a young adult: 9' long, 5.5' tall and 3 feet wide at 750 lbs. The form will be black with iridescent scales that shimmer a rainbow coloring in direct sunlight. Mucus membranes will be various rainbow colors in deep jewel tones.

You have the carrying capacity of a Jungle Ixam for your size as well as all of the other allowed carrying, pulling or load weights listed in Lore.

You have large claws and jaws filled with razor-sharp teeth.

Climbing is effortless as an Ixam and equivalent to an Expert level skill for the sake of maneuvering through the jungle or similar environments. You will find that being cold-blooded, basking in the sun or cooling yourself in cold water will be felt greater than as a human.

Fresh meat will taste so much better than if you were in human form and vegetables will have no real taste at all.

You will see, smell and taste things with greater vibrancy than you would as a human. Everything you experience is a bit brighter, more defined and literally tickles your senses.

Your agility will be heightened to a level comparable to a wolf as Jungle Ixam are often viewed as the wolves of the jungle. Equivalent to an Expert level in dodging and balance.

You can speak with your own voice that can be understood by Bree and other humanoids. You can also be understood, at a more basic level, by other non-sentient Jungle Ixam as well as understand them; at least their intent. You can hear your own voice as you speak but to the Ixam, it comes across as a series of clicks, hisses, growls, and chirps.

Any possessions, clothing, gear, etc., will not change with you. So be wary of this when transforming and take precautions.

You will be able to sense the movements and basic intentions of other Jungle Ixam who may at some point be considered a part of a pack that you are also a member of. As Jungle Ixam are pack-oriented, they tend to function almost like a single entity. Through their vocalizations and spatial awareness in regards to one another, they are excellent pack hunters.

Skills or magic that require a fully functioning human form will be difficult if not impossible for you to exercise while being an Ixam.

Finally, by taking the form of the Jungle Ixam, you will place yourself at a specific place in the jungle food chain. Crocodiles, large constrictor snakes jungle cats, and many others can pose a great threat to you while in the form of a Jungle Ixam. While you possess many of the senses and physical traits of the Ixam, you have the mind and instincts of a human. This has the potential to cause even the slightest gap in reacting to a threat as human thought tends to override natural instinct. Your increased size and agility make you formidable, but to many other predators in Falyndar, you are a potential meal. Big and agile as you may be, you are not the biggest or the fastest in the jungle. This is primarily why most Jungle Ixam operates in packs; not only for success in hunts but for protection.

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A Watermelon Tourmaline Ring

This ring was offered as a gift to Xyna at The Outpost's Xyna Shrine. Tazrae doesn't need it anymore since its ability has been absorbed into her person.

This ring grants Tazrae 'Danger Intuition' - Tazrae can sense nearing danger, acute danger, potential immediate danger, or impending danger and sense unwanted or hectic threats to her well-being and attempt to evade it. The intuition usually regards herself but may include their surroundings and loved ones in her vicinity. This intuition comes in the form of visions that may remind her of daydreaming or fantasizing about something. For example, if she's walking along a steep cliff trail and suddenly visualizes herself falling off the cliff because the trail crumbles beneath her... .that's this ability rearing its head and warning her.

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Red Velvet Green/Brown Gloves

These velvet gloves are impossible comfortable and provide amazing grip. When first worn, the gloves will adjust to fit and may remain in their natural shape or take that of hand wear that is appropriate to the environment/region where they are acquired. When worn, the gloves make things feel lighter than they really are and allow for the picking up and carrying of a single item that weighs twice as much as the average amount of weight the person could normally pick up and carry without undo fatigue and weakness. For example, the average human may be able to pick up and carry 50 lbs for at least some amount of distance. The gloves allow for 100 lbs to be lifted and carried with mild exertion. This does not grant increased strength for anything other than lifted and carrying. Thus striking, throwing, squeezing, etc., are not affected. The gloves grant a +10 to endurance while worn. When Taz tried them on, they morphed into green and brown mottled fingerless gloves that were more appropriate for the jungle and that would fit over her hand wraps.

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Black Green Leather Boots

These leather boots are made with amazing craftsmanship. Depending on whether the wearer is male or female, the boots may have buckles and straps and/or eyelets and laces; or both. When first putting on the boots, they may remain in their thicker, heavier natural form or they may take a form more appropriate for the environment/region they are acquired. Perhaps they become black sandals with a silver buckle or a pair of moccasins with laces. They will always be black however and once their form is taken, it can’t change. When worn, the wearer will find they are able to walk on uneven surfaces with greater ease and can find balance where footing would otherwise be precarious. They give the wearer a +10 to acrobatics for the sake of balance and movement on otherwise difficult to traverse surfaces. Taz has managed to die hers green.

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Magic Kapok Seed (Pinecone converted to rainforest tree species)

A pea-sized Kapok seed decorated with gold paint. When tossed in a nearby empty space, it will instantly transform into a 100-foot-tall fir tree that is roughly 30 feet in diameter at its widest. Great for creating shade or atmosphere. This can be done once a day and the tree will last for 12 bells before returning to the form of a seed. A single item, occupying no more than 12 inches of any dimension, if placed under the tree, will be stored within the tree when it returns to the form of a seed. When the seed becomes a tree again, the item will appear under it. Special note – The fir tree is the default example, however, the form of the tree or the associated see, can be reflective of the region the owner acquires it in. So, if you are in a tropical environment, maybe the pinecone is actually a coconut, and fir tree is a palm tree. Desert mesquite would have a pod. A copter would produce a maple tree. Same effect, different seeds and trees based on environment.

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Flask of Celebratory Libations

A silver flask that, once per day, can pour up to a half-gallon of one of the following drinks: Eggnog, hot buttered rum or hot alcoholic coffee. These beverages are so tasty that if offered for sale as an exclusive item in a business, they will add a 10% sales bonus for the sake of determining final profit.

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Faith-Filled Candle

This vanilla-colored candle is 12-inches tall and 3-inches in diameter. When lit in dedication to a deity, the candle will burn until the flame is extinguished. it will enhance the atmosphere in a 10-foot radius around the candle. The actual effect depends on the deity that the individual is dedicating the lighting of the candle to. This deity need not have marked the individual for the candle to work its magic. Lighting the candle in dedication to a deity will grant a +5 bonus to the skill that the deity is most aligned with. See the DATS Lore Entry. To gain this bonus, the individual must spend at least a bell within the area of effect. The bonus lasts for six bells after.

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Ever-soft Shortbread Cookie

A small cylinder, green and white striped in color with a glittering silver cap on one end. Contained inside are five vanilla-flavored cookies decorated with sweet white sugary icing and red and green sugary sprinkles. Consuming a single cookie provides enough nourishment for a single meal and chases away fatigue for a single bell. The cylinder takes a full day to restore a single cookie. Once a cookie is removed, it will remain soft until eventually consumed but will lose its other special qualities after one day. Returning it to the cylinder before that, will preserve the cookie’s qualities.

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Ornament of Peaceful Relations

This small blue glass orb has a gold cap attached to it with a metal hook sticking out of it. When hung in a room inside a building, all who enter that room will find it difficult to engage in conflict while remaining inside the room. This effect is nullified if the owner of the ornament engages in conflict first.

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Ornament of the Hearth

This small red glass orb has a gold cap attached to it with a metal hook sticking out of it. When hung in a room inside a building, the room will feel as if there were a comfortable burning fire present. Those in such an affected room will find an effective +5 to their meditation skill while they remain in the room.

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Ornament of Cheerful Song

This silver-flecked glass orb has a gold cap attached to it with a metal hook sticking out of it. When hung in a room inside a building, the owner of the orb can whistle a whimsical tune and the orb will respond by producing a random bit of music that fills the room. The music is always something that the owner will find soothing or even cheerful and will continue until they whistle again. After listening to the music for 6 bells, the owner will gain a permanent bonus of +5 to a single music skill of their choice.

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Wooden Comb of the Blues

This small comb is made from a strange, pale-blue-colored wood. When used to comb one’s hair, one effectively dies their hair a light blue. Continuing to use the comb on one’s hair will turn it a deeper blue. This effect lasts for 12 bells once per day. Along with the hair color change, the comb’s user will also be able to blow into the palm of their hand to create a packed ball of snow; no matter what the climate is. If someone is hit with the snowball, they will suffer a -5 to all rolls during the encounter with the comb’s owner. This is basically because they are confounded at the fact they were just hit by a snowball.

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Crackling Log of Everburning Comfort

This thick wooden log is roughly 2 feet long yet weighs just under a pound. When used as fuel for a fire, be it in a hearth, firepit or campfire, the log will burn for a full 12 bells or until extinguished. While it burns, the log will crackle and illuminate the immediate area up to a 10-foot radius with a soft fiery glow. The temperature in the same area will remain consistently comfortable regardless of how hot or cold it really is. Those in this area will also find sleep easier to attain. For as long as a person sits within the affected radius up until the log is no longer burning, they will gain a +5 bonus to all non-combat-related skills due to the comfort they feel.

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Red and White Minty Stick

This four-inch-long hooked stick is made of an unknown material that faintly smells of mint and is colored with red and white stripes. At any time, if the stick is held in hand and shaken three times, it will instantly grow into a 6-foot-long hooked staff of the same color and scent. Once per day, the staff can produce a localized explosion of swirling red and white colors centered on a single target. The explosion causes the target to become slightly confused for a moment. If dice rolls are used, the target may suffer a -10 to any single roll.

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Lump of Coal

Upon first glance, this simple lump of coal doesn’t appear to be anything special. However, when held and while close to someone doing something naughty, it will begin to feel warm. The closer the naughtiness is to the one holding the coal, the hotter will get until it is noticeably hot even if gloves are worn. The exact nature of the naughtiness is unknown as is the exact location. It can detect naughtiness within a 50-foot radius of the person holding it but tracking down the direction is trial-and-error. Moving in different directions so that the stone will get warmer and avoiding directions where it gets colder is how the tracking works. Using the stone grants a +5 bonus to tracking while it is in use.

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The Listener

Used once long ago with a mage that was too busy to write anything down, this quill comes in a ebony wooden box lined with red velvet. The quill itself is quite an artistic piece, it appears to be made with a gold frame that encases a rainbow feather. Inscribed across the body is the name “Alex”. When one says the phrase “Alex listen to me” the quill will immediately animate and proceed to write verbatim whatever its owner says. It does not require any ink, but ample parchment should be laid out if one does not want the quill to start writing on every other available surface. Another unique property of this quill is that the color of ink it uses depends on the orators mood, and temperament with a vibrant range of colors and textures available.

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Silas Wordsmith (Magecrafting)

Since time immemorial mages have been secretive about what they wrote down, some more than others. Created ages ago by a mage named Silas who kept an extensive series of journals that he then animated and imprinted with his personality. Because he lived to be a very old mage before he eventually died centuries ago, he managed to cover quite a few topics from personal magic to world magic. These tomes all share Silas' personality, a man who was well known for being intelligent and industrious as well as rather cruel with those he considered to be his subordinates.

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Martial Hand Wraps

Thought to be created during the heyday of the Suvan Empire, these hand wraps are very useful for unarmed specialists and flux users alike. Appearing as two strips of cloth that are equal length, when wrapped around ones hands and wrists the magical effect of these hand wraps become apparent. Better than any bracer, these wraps are capable of deflecting direct blows from all sorts of sharp edged melee weapons without cutting the user so long as the blow is blocked by the wraps. However anyone using these should remain cautious as blunt damage will get through however it will be down graded in severity one level based on the strike. So a severe blow would be downgraded to moderate and a moderate down to minor, etc.

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Homefinder

This ancient token is a remnant from the days of Alahea and a time when Aquiras still lived. Most of Alahea's monarchy and VIPs carried these charged tokens as a sort of backup security measure to keep them from being kidnapped or finding themselves in a life-or-death situation. Their crafting is a complete secret though scholars of Arcanology suspect Homefinders are tokens of Masterwork Magecrafting with an obviously added spark of divinity. Popular theory says they were all made by Aquarias' last living champion who was also a Master Magecrafter.

When held between one's forefinger and thumb, and the word 'home' spoken, one is magically transformed to what one charged the homefinder with as being 'home'. The transfer is instantaneous and is not affected by time, space, geography, or magical restraints. The transfer is painless and instantaneous.

When being charged, a homefinder can be 'tuned' to consider any number of places home. That home might be a person's actual home, an escape bolt hole, a high mountain clearing, a cave deep in the woods, a best buddies' cardboard shanty, anywhere the user can think of as ' home'. The user must be intimately familiar with the place they tune the homefinder to as home... meaning they must have been physically present in the place they select the homefinder to call home. The only possible way around this 'must have been to a place physically' is as if someone employes a Dreamwalker to walk them through someone else's memory which they then can take on as their own.

Homefinders are powerful magic items with endless potential for use.

The Homefinder can only hold one charge and one targeted 'home' at a time. Once used, it must be recharged to be used again. With each 'recharge' the 'home' location can change based on the whim of who is doing the recharging.

Homefinders can be essential in the need to escape captivity or return the person who owns it to that person's 'home'. Their uses are 'unlimited' but they must be charged before each use. In olden times, when the world was still new to Humans, Homefinders were often deployed by Explorers who got themselves hopelessly lost or in dire survival situations as a last ditch effort to return home - mostly in shame.

These tokens are rarely found charged and are dangerous to use with an 'unknown' charge. They can be 'overwritten' by recharging them with a new charge (as if they'd been used) if discovered or acquired. Then, once used, they must be recharged. A charging will require a 2.5K word thread on meditating about 'home' for anyone who is a novice at meditation. Competent meditators require a 1k word thread to recharge a Homefinder. Those with Expert in Meditation require only a 500 word thread (or section of a thread) where they are recharging their homefinders. Master meditators need only a few moments of concentration on 'home' to recharge a Homefinder.

Homefinders can be bought, sold, gifted, or stolen. They will retain the last charge they held until they are either used or recharged in an 'overwritten' situation.

Homefinders are exempt from coupons, requests after this challenge, or as wishes. They must be acquired in thread along with all the lore above that is associated with them. Players have until the end of the season to acquire these, or they loose the ability to acquire them.

Homefinders awarded in this contest come 'used' or 'uncharged' and must be charged for their first use.

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Small Cosmetic Bag

This purple velvet cosmetic bag has a new cosmetic or hair item that materializes in it once per day. If it is not retrieved, the item does not reset. But if say a jar of lipstick appears and is removed, the next day eye khol might appear. It will rarely be the same cosmetic or if it is, the shade will be drastically different. The cosmetic item may be application-type cosmetic items such as face powder puffs and eyeshadow brushes. The items from the bag do not vanish, though all the products can be used from their containers.

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Silas Journal Of the Mundane ( Herpetology/Psychology)

Before he wrote the magical journals that he posthumously became famous for, Silas Wordsmith made his mark by writing on a wide variety of topics which made him popular with tradesmen and socialites alike. Surprisingly, these journals were accurate and detailed about the topics they covered which eventually lead to quite a few of them entering circulation at the time. Silas Wordsmith’s secret? He hired people to do most of the writing for him. Of course he did the grunt work for the first few books he put out, working out interviews and the like but he found that took too much time from his magical studies, and born with a proverbial silver spoon in his mouth, he did what came naturally and let others do the dirty work while he took all the credit. He promised exposure, but in the end, no one remembers any of the original authors of these tombs but there are quite a few of them floating about.

Unlike his magical journals, these books are much more personable, a minor magical gimmick he used to sell to the wealthy who wanted to indulge their curiosity about what the lower classes were up to with their tradeskills. These books have a limited mental capacity. They are able to greet, remember the names of the people they interact with, and make small talk but little more than that. They are also observant of common commands like shut up, which they will obey until asked to speak again. These journals only cover one skill, and they do so in a detailed, and organized manner that is very straight to the point. They do not cover any magical skills, and do not contain any pre-val lore. Some might find the reading in these journals rather dry unless of course, they are interested in learning about the skill, of which they will likely find it very interesting. Please also note that when it comes to some of the more physical skills, like running or boxing, these journals were written like an interview while tradeskills like pottery or tanning lend themselves to being laid out more plainly.

The mundane journal of psychology has a green leather cover with a brain token on its cover. The herpetology journal has a winged velispar on its cover and is a ragged brown color.

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Camouflage Cloak

This cloak is covered in foliage that matches a single environment that the user chooses (I.E. Jungle would be made of moss, vines and leaves). When worn in the environment it emulates, it grants a +5 to stealth rolls. Additionally it keeps the user warm and dry thanks to the magical treatment that has been given.

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Twin Torques

These metal torques always come in pairs, and are meant to be worn by close friends and/or lovers. When worn by a pair of individuals that share a close relationship with one another it enables the pair to know the direction the other one is from them, and roughly how far because the torque will get warmer the closer one gets, but only while they are concentrating on the other person. If one of the pair feels like they are in danger, it will alert their counterpart, and give a brief idea of their direction without the partner having to concentrate on the other person however they will have to do so after if they wish to continue tracking them. These torques when worn for the first time will change aesthetically to fit the wearer’s taste, but only for the first time, after which the change is permanent.

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Dreamglaze Gems

These beautiful bits of blown glass appear to capture bits of an otherworldly scene within them and tend to glow at night if one has spent a good bit of time out in the sun. When worn on a necklace or bracelet they grant the user an increased clarity to meditation +5, and if worn at night while the wearer is sleeping, vivid dreams that the wearer will be able to remember for a few chimes after waking up in the morning. However, there is an additional property that can be unlocked for those with the time and patience. Doing so however will take more than a little bit of experimentation as it will require looking into the depths of the gem while meditating until one can almost see the pattern moving, and then that night it must be worn while sleeping. What happens after that is that they will have a dream the likes of which they have never had before in which they will interact with those who have also unlocked the gem’s ability, and who are also currently sleeping. This will function just like they had met them in person regardless of distance but the setting is always the same. A small study with a fireplace, and bookshelves lining every wall. If one had a fancy, one could try to find a book to read off of this wall but only one, because if they try to take another they will awake from the dream instantly. (How this is going to work is if you want to find a book in this study, you must contact a storyteller first to determine its availability, and then roll for it in chat. For instance, a mundane book of poetry would be a much lower roll than something exceptionally rare like Kelvics of Kalea so contact your local storyteller to figure out what needs to be rolled.) One can achieve this effect once every thirty days and can activate it by meditating on the gem again.


Magical Weapons :
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Sweet Refrain

Also known as the ‘Singing blade’ or the ‘Bard’s sting’ this machete is iconic for its silver handle which features several holes that give it a flute-like appearance with an abnormally long handle. She’s a bush bowie hybrid with a touch of tactical machete thrown in. When used by a regular user, this blade functions as a sub par weapon however in the hands of a bard this blade truly shines. This is because it can store sounds that can be released by saying ‘Sing for me’. To store a sound, all one has to do is to use the mouthpiece at the end of the hilt. Once stored the bard can then aim the sound by covering the holes on the hilt and then swinging the blade in the direction they wish the sound to travel. However, this ability can still be used even if the bard is not currently wielding the sword but the sound will be expressed through the holes in the hilt instead which will cover the immediate area around the blade’s hilt. (OOC: This weapon is capable of storing one Audius ability at a time. If you are not holding the blade when you activate it, the effect of that Audius ability is halved and affects the area immediately around the blade within five feet.)

Sweet Refrain also has multiple weapon's modifications on her.
  • You, Are Not Worthy – The weapon cannot be picked up by anyone other than the owner. For anyone else, it feels as though the weapon weighs as much as the world itself. The owner can use the weapon as normal without fear of it ever being stolen. Effect only makes the weapon seem impossibly heavy to others; it still weighs the same as any other weapon of its type. Constant effect, works only if someone tries to take or hold weapon without owner’s permission.
  • Never Gonna Drop - Weapon cannot be disarmed from the wielder.
  • Back Atcha! - High chance of reflecting targeted magic back on the one who cast it. (+2 to resolve for sake of resisting targeted magic; success reflects the magic back on opponent)
  • Geeper's Creepers - Can wound ghosts and other undead creatures as if they were normal creatures.
  • Off-World Material - Made of extraordinarily rare materials from another world. Enhanced durability and greater capacity for further enchantment - plus you get to pick what the material looks like. (Deep Space Appearence)

Feral Whisper

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Feral Whisper is a Compound Longbow. It has several weapon's modifications also. Tazrae keeps Feral Whisper stored in her Weapon's Charm.

  • Indestructible - You can't break it or otherwise destroy it.
  • Silent Strike – The weapon is completely silent in its use. No matter what it hits or how hard it hits it, the weapon will never make a sound. It is as if an aura of silence surrounds the weapon’s surface making it mute. Constant effect.

Quiver of Replication

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A quiver that will replicate any arrow placed in it infinitely. The owner just needs to know what arrow he or she wants to pull to have it manifest.


* Starting Package Item


Animals

* 1 Green Trea Boa
* 10 Mussurana Rainbow Snakes
* 1 Milk Cow - Muncha Muncha
* 30 Chickens w/two roosters - Assorted Egg Layers


Creature :
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✵ Creature aka "Creech" - Imperial Watcher Pup Born Spring 520 - Present

Bree :
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*Challenge Reward Exotic Mount Coupon + Rod of Sentience Challenge Reward

✵ Bree - Sentient Jungle Ixam Acquired Fall 520 A.V. - Present
Last edited by Tazrae on July 13th, 2022, 12:55 am, edited 29 times in total.
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"A mark of an open mind is being more committed to your curiosity than your conviction.
The goal of learning is not to shield old views against new facts, but to revise old views with new facts.
Ideas are possibilities to explore, not certainties to defend."


Garden Beach Syka The Protea Inn

"Listen to the wind, it talks. Listen to the silence, it speaks. Listen to your heart, it knows."
User avatar
Tazrae
Be savage, not average.
 
Posts: 1335
Words: 1916653
Joined roleplay: May 3rd, 2020, 2:02 pm
Location: Syka
Race: Human
Character sheet
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Medals: 5
Mizahar Grader (1) Overlored (1)
One Thousand Posts! (1) One Million Words! (1)
Syka Seasonal Challenge (1)

Ledger

Postby Tazrae on May 3rd, 2020, 3:15 pm

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Ledger

Total: 3,574 GM



Detailed Accounting :
Purchase Cost Total
Starting +100 GM 100 GM
Housing Trade In +500 GM 600 GM
Starting Clothes & Gear - 64 GM 536 GM
Supplies From Juli - 404 GM 132 GM
Imperial Watcher Puppy -50 GM 82 GM
Spring Wages 520 910 GM 992 GM
Spring Living Expense (Common) -135 GM 857 GM
Payment To Loan -500 GM 357 GM
Supplies from RF -133 GM 224 GM
Milk Cow + Chickens - 20 gm 204 GM
Holiday Challenge 400 GM 604 GM
Summer Living Expense (Common) -135 GM 469 GM
Summer Wages 520 910 GM 992 GM
Dock (simple) - 500 GM 879 GM
Payment To Loan - 500 GM 379 GM
Fall Living Expense (Common) -135 GM 224 GM
Fall Wages 520 910 GM 1,134 GM
Payment To Loan -500 GM 634 GM
Philtering Lab + Books 500 GM 134 GM
Nails -2 GM 132 GM
Winter Living Expense (Common) -135 GM -3 GM
Winter Wages 520 920 GM 980 GM
Payment To Loan -500 GM 480 GM
Paddleboards x 7 -28 GM 452 GM
Shrimp Traps x 6 -6 GM 446 GM
Spring Living Expense (Common) -135 GM 311 GM
Spring Wages 521 910 GM 1,221 GM
Payment To Loan -500 GM 721 GM
Weekend Contest +700 GM 1,421 GM
Summer Living Expense (Common) -135 GM 1,286 GM
Summer Wages 521 910 GM 2,196 GM
Payment To Loan -500 GM 1,696 GM
Final Loan Payoff -562.5 GM 1,133.5 GM
Fall Wages 521 1,274 GM 2,407.5 GM
Fall Living Expense (Common) -135 GM 2,272.5 GM
Alric Clothing - 10 GM 2,262.5 GM
Outpost Apartment - 500 GM 1,762.5 GM
Winter Wages 521 1,288 GM 3,050.5 GM
Winter Living Expense (Common) -135 GM 2,915.5 GM
Oralie's Winter Wages - board -153 GM 2,762.5
Last Minute Challege +1,200 GM 3,962.5 GM
Garden Beach Land - 2,362.5 GM 1,600 GM
Camp Setup - 400 GM 1,200 GM
New Years New You Challenge +790 GM 1,990 GM
Spring Living Expense (Common) -135 GM 1,855 GM
Wages Spring 522 1,274 GM 3,129 GM
Contest 580 GM 3,709 GM
Summer Living Expense (Common) -135 GM 3,574 GM



Syka Loan

Loan Details :
Date Amount PaidAmount Still Owed
Spring 10th, 520 A.V. 3,562.5 GM Loan Taken Out
Spring 520 A.V. Payment -500 G3,062.5 GM
Summer 520 A.V. Payment -500 GM 2,562.5 GM
Fall 520 A.V. Payment -500 GM 2,062.5 GM
Winter 520 A.V. Payment -500 GM 1,562.5 G,M
Spring 521 A.V. Payment -500 GM 1,062.5 GM
Summer 521 A.V. Payment -500 GM 562.5 GM
Final Payment -562.5 GM 0 Owed.
Last edited by Tazrae on May 30th, 2022, 2:06 am, edited 21 times in total.
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"A mark of an open mind is being more committed to your curiosity than your conviction.
The goal of learning is not to shield old views against new facts, but to revise old views with new facts.
Ideas are possibilities to explore, not certainties to defend."


Garden Beach Syka The Protea Inn

"Listen to the wind, it talks. Listen to the silence, it speaks. Listen to your heart, it knows."
User avatar
Tazrae
Be savage, not average.
 
Posts: 1335
Words: 1916653
Joined roleplay: May 3rd, 2020, 2:02 pm
Location: Syka
Race: Human
Character sheet
Storyteller secrets
Journal
Plotnotes
Medals: 5
Mizahar Grader (1) Overlored (1)
One Thousand Posts! (1) One Million Words! (1)
Syka Seasonal Challenge (1)

Gnosis

Postby Tazrae on May 3rd, 2020, 3:16 pm

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Gnosis

2 Marks of Rhaus

Tazrae acquired one mark from Rhaus on her short trip across the Suvan aboard The Veronica. The Audius abilities are still very new to her. Her Audius Mark is a clef note on the back of her neck just beneath her hairline.

First level bards, The Marked, automatically receive the gifts of Listening, Relative and Absolute Pitch, and Resonance. In terms of listening, bards can ‘hear’ within 50 feet of their location. And they can resonate with things they can ‘hear’ or see. While marked bards at a singular mark do not have access to Ultrasound and Acoustic Projection, they do have a limited capacity with Infrasound. Their infrasound can travel upwards of a mile and gives them a taste of what higher marked bards can do. Bards at this level can perform mimicry and cancel sound. Marked musicians tend to play beautifully and pick up new forms of music quickly due to their understanding of Relative and Absolute Pitch, Ultrasound and Infrasound.


Tazrae acquired her second mark of Rhaus in the Winter of 521 during her capture in the jungle.

The favored bards gain distance with their listening. They can hear within a mile of their location. Their resonance increase significantly in distance (equal to what they can ‘hear’). Their infrasound can travel up to ten miles. At two marks, the favored bard gains Ultrasound in all its glory, though their ability to use it as weaponry is limited to line of sight and singular individual objects or people as attacks. Truly gifted, these individuals are superior musicians and if inclined, superior sound entertainers.


1 Mark Of Caiyha

In the Winter of 520, Tazrae was placed into a divine challenge hosted by Caiyha and during that experience, she earned a mark from Caiyha. The most important thing she gained from the situation was the language of Nura which allowed her to communicate with Tropical Rainforest plants and animals.

The singularly marked individual is granted the language of Nura and begins to learn to communicate with plants and animals of all sorts. Nura can even cause the witch to actively associate with insects which are vital forms of life in Caiyha's domain. The witch is granted one biome to look after, and is given often multiple years to hone her skills and branch out to invest time and energy in the space she or he protects. The more skills a witch learns and perfects, the more likely she will feel the urge to move and resettle, especially when her current biome has been in balance for a significantly long period of time. Many witches at this stage can also 'lose' their marks if Caiyha finds them lacking in motivation or determination when it comes to being her guardians of the world.
Last edited by Tazrae on March 29th, 2022, 3:27 am, edited 5 times in total.
Image
"A mark of an open mind is being more committed to your curiosity than your conviction.
The goal of learning is not to shield old views against new facts, but to revise old views with new facts.
Ideas are possibilities to explore, not certainties to defend."


Garden Beach Syka The Protea Inn

"Listen to the wind, it talks. Listen to the silence, it speaks. Listen to your heart, it knows."
User avatar
Tazrae
Be savage, not average.
 
Posts: 1335
Words: 1916653
Joined roleplay: May 3rd, 2020, 2:02 pm
Location: Syka
Race: Human
Character sheet
Storyteller secrets
Journal
Plotnotes
Medals: 5
Mizahar Grader (1) Overlored (1)
One Thousand Posts! (1) One Million Words! (1)
Syka Seasonal Challenge (1)

Thread List 522

Postby Tazrae on May 15th, 2020, 1:32 am

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Thread List 522

SUMMER 522

  • 1st - A Little Boys Birthday Party -
  • 2nd - A New Guest & New Magics -
  • 5th - Sing Me A Song Sweet Blade... - Vorilesence +5, Meditation +4, Rhetoric +1, Songcraft +2, Singing +3 Vorilescence: The Two Things Voril Mages Must Experience – Awakening/Waking Weapons & Claiming, Vorilescence: Mages Awaken Once, Wake Countless Weapons, Vorilescence: Some Weapons Are Just Weapons And Can Never Be Awoke, Vorilescence: Some Men/Women Can Never Awake, Vorilescence: Mages Can Only Awake When Competent In A Weapon, Vorilescence: To Awaken – Meditate, Express Wants/Needs, Desires, Vorilescence: Claiming Happens Via The Weapon, Not The Mage, Vorilescence: Weapon Always Chooses, Vorilescence: Voril Mages & Voril Weapons Only Polite Company Unless The Weapon Chooses, Sweet Refrain: Appearance & Mannerism, Sweet Refrain: A Bush Bowie Hybrid Machete W/A Touch Of Tactical Machete Design, Sweet Refrain: Sound Of Her Song, Sweet Refrain: Stores Music In Her Hilt, Sweet Refrain: Using “Sing For Me” As A Trigger, Songcraft: Composing A Personal Anthem, Meditation: Studying A Weapon As A Way Of Meditating, Meditation: Singing From The Soul, Vorilescence: Opening Up Oneself To A Voril Blade, Vorilescence: A Voril Blade Singing Its History To Tazrae, Vorilescence: Being Claimed
  • 10th - Something New In The Tropical Heat -
  • 12th - Finding New Ways To Bend -
  • 15th - Bladesong I - Bartering +1, Machete +5, Tactics +5, Philosophy +3, Endurance +5, Logic +2, Tactics: Each Weapon Type Has A Set of Ethics And Tactics, Tactics: Fleeing Is A Tactic, Philosophy: If the Fight Isn’t Necessary, Don’t Have It, Tactics: Trading Blows Isn’t The Goal, It’s Elimination That’s The Goal, Tactics: Expend As Little Energy As Possible Fighting, Tactics: Never Fight Through An Obstacle – Fight Past It And Get Away, Tactics: Stand Your Ground Only When Forced, Tactics: Control Your Bloodlust, Tactics: Avoiding Fights Is Rare, Tactics: Strike On the Same Side As Lead Foot – To Put One’s Body Behind The Machete Which Generates More Power, Machete: Techniques To Maintain Balance, Machete: The Four Count Work Gives More Reach, Puts Bodyweight Behind The Blow, Smoother, Better Tactics, Four Count: Generate Better Angles In Attacks, Four-Count Work: Maintains Flow And Momentum Of Blade Without Forcing Arm To Stop, Tactics: Stopping Wastes Energy In A Battle, Tactics: Jerky Motions Equals Death, Machete: Move Machete In A Circular Motion – Forming Patterns That Move Around Your Body Fluidly And Unpredictably, Tactics: Techniques To Make Your Strikes Unpredictable, Logic: Must Follow The Weapon Visually To Predict/Counter Strikes/Attacks, Tactics: Understand Opponent’s Field Of Vision, Tactics: Take The Machete Out Of Opponent’s Field Of Vision During A Swing, Tactics: Fluid Motion Is Efficient Motion, Machete: Blade Wall Block, Tazrae: Needs More Control Of Her Body, Machete: Proper Footwork Saved Her Life – Driving Her Out Of The Line Of Attack, Tactics: Spotting Openings
  • 15th - Bladesong II - Endurance +5, Machete +5, Tactics +4, Philosophy +1 Tactics: Crowding Behind The Blade, Machete: Moving Off The Attack Line – R or L, Machete: Practice With Sharp Steel – Not Wooden Dull Weapons, Philosophy: Exposing One’s Flaws/Faults, Machete: Stab, Machete: Parry, Machete: Overhead Strike/Shot, Machete: Overhead Shot – Can Cleave A Head In Half, Machete: Overhead Shot – Remove Limbs, Machete: Avoid Striking Heavy Bones – Large Bones – Can Lodge Machete & Remove Weapon From Your Arsenal, Tactics: Wings Good Targets – Soft Bones Vulnerable, Machete: Reset Behind Oneself, Machete: Thrust, Machete: Thrust Needs Two Hands, Thrusts: Wreck Havok On A Body Done With A Machete – Not A Clean Cut, Thrust: Gut Opponents To Do Huge Damage, Machete: Parry while Sidestepping To Reset Patterns, Endurance: Trading Blows In Machete Practice Until Muscle Fatigue Is Debilitating, Machete: Basic Training Drills, Taz: Old To Pick Up A Weapon, Machete: Train Against Live Target, Machete: Train Using Training Dummy – Techniques In Doing That, Endurance: Repeatedly Hit Dummy To Build Strength And Toughness, Endurance: Build Muscle Memory, Machete: Muscle Memory Needs To Be Ingrained, Machete: Training Against Invisible Enemies Will Cause Primary Arm To Fail And Not Hold Up Through An Entire Fight, Machete: Train Yoga And Unarmed Combat To Supplement Strength
  • 35th - Accepting The Reality Of The World We Live In I - Machete +5, Psychology +4, Brawling +1, Construction +1, Tactics +3 Machete: Extension Of One’s Body, Machete: Understanding Vulnerable Body Areas, Machete: Steel Wall – Centering Body Behind It, Machete: Left Arm Protective of Body – Protecting Throat Face And Chest, Machete: Each Spar/Battle A Timed Event To See How Fast One Can Disarm Or Disable, Machete: Quick And Dirty, Machete: Fake By Leading w/Left Hand, Machete: Keep Weapon Moving And Out Of Direct Line Of Sight, Psychology: Half The Fight Is Psychology, Machete: Create As Small Of A Profile As Possible, Machete: Lost Or Dropped Weapon = Dead, Psychology: Creating Opportunities and Advantages In Battle, Brawling: Pair Outside Materials with Weapon (Dirt, Dust, Water, Hard Objects), Psychology: Understand The Psychology Of A Predator, Psychology: Psychology of Prey, Psychology Of Interaction Of How Predators Pick Prey – Min Damage To Predator For Max Payoff Of Food Or Resources, Construction: How To Make Practice Dummies, Tactics: Keep Eyes Moving – Not Solely Focused On Enemy, Tactics: Move Into Range To Fight, Move Out Of Range To Regroup, Machete: Must Get Used To The Feel Of Blows Being Traded, Tactics: Tunnel Vision = Blindness To Outside Dangers Such as Enemies Moving Into Range, etc., Tactics: Recognizing Angles Of Attack To Counter With Same Angle Of Attack, Tactics: What Is Kill Range
  • 20th - Oaths And Items - The Collection Grows -
  • 35th - Accepting The Reality Of The World We Live In II - Machete +5, Psychology +2, Tactics +2, Body Building +2, Logic +1, Vorilesence +2 Machete: Wrist Alignment Critical – Slap Flesh or Chop Flesh, Machete: Advance Verses Retreat In Footwork, Machete: Training The Eye To Avoid Tripping Obstacles, Machete: Training Feet To Avoid Obstacles Without Looking, Machete: Trusting Oneself, Tactics: Strike, Hit, Move, Retreat, Advance, Audius: Listening To Resonance – Resonating Sweet Refrain At That Resonance = Power, Sweet Refrain: Can Store Infrasound and Ultrasound, Sweet Refrain: Personality And Capabilities, Vorilescence: Calling And Sending A Voril Blade, Audius: Never Use Brown Note On Friends/Companions/Quintet, Machete: Overhead shot, Machete: Wall Drill
  • 55th - Just When You Thought You'd Caught Your Breath...
  • Job Thread #1 -
  • Job Thread #2 -
  • Ranger Thread #1 -
  • Misc Thread #1 -


SPRING 522

  • 10th - A Cursed Tenday Indeed -
  • 10th - Do You Know My Name? - Cleaning – 1 Endurance – 2 Investigation – 1 Leadership – 5 Logic – 5 Persuasion – 5 Psychology – 3 Reading – 2 Reimancy – 3 Rhetoric – 5 Seduction – 1 Songcrafting – 1 Storytelling – 3 Teaching – 2 Weaponsmithing – 1 Writing – 3, Alric: A Promise Fulfilled Alric: Addicted To His Scents Alric: Behaviour & Mannerisms Alric: Energies Intertwined Alric: Graphic Knowledge Of Chest Alric: Psychological Understanding Alric: Shared Initiation Marks Alric: Taste Of Flesh & Blood Arcadius: To Be Ready For A Face To Face Tazrae: Cursed To Be Forgotten Tazrae: Strength To Be Forged Tazrae: Weaknesses To Be Purged The Outpost: T&T Apartments Reimancy: A Weapon That May Make The Difference Reimancy: Geomancers Reimancy: Inducting Another Reimancy: Induction Ritual Mechanics Song: You Say Twilight: Alric’s Mussurana Weaponsmithing: Sharpening A Blade
  • 12th - Fits and Starts -
  • 16th - Business As Unusual - Fishing +2, Auristics +3, Psychology +2, Business +4, Rhetoric +1, Persuasion +3, Interrogation +2 Aurisitics: How To Tell Magically Shielded Wood (Rot/Stain), Mathias: His Study/Library, Auristics: Judging Someone’s Mood/Decisions, Mathias: Priest of Xhyvas, Xhyvas, God of Transcendence and Possibilities, Mathias: See’s Tazrae’s Potential, Mathias: Welcomes Taz To His Deck Anytime – Open Invitation
    Notes: You've Purchased Garden Beach - 3 Acres of Mixed Jungle/Beach and 3 Acres of Pure Jungle
  • 17th - A Common Sighting -
  • 17th - Lonely Hearts Club -
  • 28th - Lost To Oneself And To The Wilds. - Philosophy +3, Logic +1, Psychology +3, Animal Husbandry +2, Fishing +1, Swimming +2, Leadership +2 The Curse: Repercussions/Meaning/Impact, Philosophy: Understanding A Situation/Surrounding/Atmosphere, Tazrae: What Makes Her Tick, Tazrae: Her Joys And Pleasures, Tazrae: Her Inherent Needs, Ixam: Joining a Lounge, Ixam: How They Communicate, Fishing: Ixam Lounge Pack Fishing, Swimming: Ixam Paddling, Ixam: Lazy By Nature, Ixam: Easily Trained With Food, Ixam: Enjoyed The Children Of The Settlement, Ixam: Showing Them Where To Get Healing, Chenga Ruins: Location And Appearance
  • 35th - Jungle Parkour -
  • 37th - Researching Legendary Monsters of Mizahar I - Research +5, Writing +5, Anthropology +5, Planning +1, Psychology +1, History +5, Investigation +5 Monster: Definition; defining feature seemed to be that any sort of powerful creature that didn’t form a culture or was so alien to any type of culture known to Mizahar, Monsters: Can Be Highly Intelligent/Utterly Mindless, Anthropology: Humans Came From Somewhere Else, Anthropology: Human Monster Interaction, Anthropology: Humans Wiping Out Monsters Upon Arrival, Monsters: Becoming More And More Rare, Monsters: Classification Into Categories, Monsters: Relics, Relics: Oldest Known Monsters/Creatures Of Miz, Relics: Used To Have Colonies /Communities, Relics: Modern Day Are One-Of-A-Kinds, Anthropology: Humans Are Invasive Species, Psychology: Pondering Reproducing As An Ixam, Relics: Rozacapotl Mannerisms, Appearance, And Basic Biology, Rozacapotle: How To Kill Them, Relic: Qamur, Qamur: Appearance, Mannerisms, Basic Biology, Qamur: How To Kill Them
  • 37th - Researching Legendary Monsters of Mizahar II -Research +5, Writing +5, Anthropology +5, Planning +1, Psychology +1, History +5, Investigation +5 Flora Monsters: Appearance & Biology, Fauna Monsters: Appearance & Biology, Flora & Fauna Monsters: Acquire Unsettling Traits, F&FM: Mutants – Traits Favorable For Their Survival & Pass Them On To Their Offspring, F&FM: Wild Djed, Structured Magic, Divine Whim Influenced, F&FM: Giantism in Talderian Animals, F&FM: Talderian ‘Dire’ Creatures – Whole Region Of Them, F&FM: Myrian Tigers, F&FM: Brosh & The Jamoura, F&FM: Hybridization – When Have Viable Offspring That Form Own Bloodlines, F&FM: Dynasties Like Alahean Dynasty, F&FM: The Nymkarta Is Technically A F&FM, F&FM: The Kriital – Large Predatory Birds W/In Bronze Woods & Cobalt Mts of Syliras, F&FM: Glassbeaks In Sea Of Grass, Shoyden’s Astral Coordinates: 0012926672185630, F&FM: Tskanna – Huge Elephants Myrian’s Bred, F&FM: Ta’rukahl/Moon Eagles, F&FM: Tsana – Bull/Felie/Croc Monsters in Eyktol, F&FM: Velispar – Elemental Fauna (Perhaps Ancient Land Spawn), Velispar: Reptiles of Incredible Intelligence, Velispar: Almost Immortal – Thousands Of Years Old, Velispar: Born In Clutches Of Eggs That Hatched Savage Babies That Ate Everything In Sight, Including Each Other, Velispar: Absorbed The Knowledge Of The Creatures They Consumed, Velispar: Gained Sentience With Age, Velispar: Old Ones Gained Wisdom And Were Mostly Peaceful, Velispar: Walk Among Humans Disguised As Humans, Velispar: Babies Kept In Captivity By Humans And fed Criminals For Execution Or The Dying – Would Come Into Its Sentience And Be Welcomed Into The Community As A Keeper Of Memories, Velispar: Elemental In Nature (Earth, Air, Fire, Water), Velispar: Asai’Nav – Dweller In The Pavena Valley, Velispar: Appear Like Ixam, Asai’Nav – Guardian of Pavena/Old One, Velispar: Air Velispar Have Wings – Silvery Blue/White. Velispar: Earth Velispar Can Swim Through Earth – Green/Earthtones, Velispar: Fire Velispar Dwell In Volcanos – Red/Orange/Yellow, Water Velispar – Blue/Green, Turquoise & Silver – Fins Instead Of Wings – Fish like, Landspawns: What They Are/How They Happen, Landspawns: Burst From The Earth Fully Formed, Landspawn: Often Not Powerful On Their Own, But Spawned In Large Numbers, Landspawn: Yukman – Appearance & Mannerisms, Landspawn: Vinumia – Vines And Floral Creatures, Territorial, Vicious When Forced Into Combat, Hard To Kill, Falyndar: Gyvaka Swamp, Yukman: Appearance & Mannerism, Yukman: Look Human Though Made Of Mud, Cracked Earth W/Embedded Sticks/Stones, Yukman: Intelligent – On Par With Smart Dogs/Monkeys, Yukman: Strong/Violent/Destructive, Yukman: Captured And Used As Sport, Yukman: Spawned In Clusters of Ten to Five Hundred
  • 37th - Researching Legendary Monsters of Mizahar III -
  • 37th - Researching Legendary Monsters of Mizahar IV -
  • 38th - A Monstrous Education Pt I - Research +5, Interrogation +3, Hostessing +1, Rhetoric +1, Writing +4, Singing +1, Mandolin +1 Xander: Arthritis is his curse, Mathias: Talked To Vas About Insids, Monsters: Valterrics, Valterrics: Monsters born of the Valterrian, Valterrics: Born of Destruction, Made of Struggle, Valterrics: Evolve At Furious Pace, Valterrics: Most Likely Look Human, Valterrics: Can Be Made of Human Material, Valterrics: Join Local Populations/Societies; Undermine It From Within, Syka Curses: From Rhysol – All Signs Say, Valterrics: Wailers, Wailers: Bards Can Stop Them, Writing: Note Taking On Valterrics, Wailers: Shapeshifters Born Of the Valterrian Djed Storms, Wailers: Made of Noise, Wailers: Life Cycle & Reproduction, Wailers: Diet, Wailers: How To Identify One, Wailers: Kill With Their Wails, Wailers: Masquerade as Drifters, Beggers, Thieves, Herders, Guards… To Move Around, Wailers: Parasitic, Wailers: How To Kill One, Valterrian: Spawned Countless Creatures, Most Undocumented/Strange.
  • 38th - A Monstrous Education Pt II - Interrogation +5, Research +5, Writing +3, Valterrics: Riamm, Riamm: Appearance & Mannerism, Riamm: Reproduction & Lifecycle, Riamm: Adopted By The Myrian As Children’s Pets, Very Protective Of Their Bonded Child, Riamm: Myrian Children Wear Them On Their Heads, Riamm: What They Sound Like During Their Vocalizations, Nuzem: Appearance & Mannerisms, Nuzem: Anatomy, Movement, Structure, Nuzem: Reproductive and Life cycle, Nuzem: Huge Octopus, Nuzem: Immortal, Sahova: Island of Wizards, Nuzem: Made By Humans/Sahovains, Nuits: Generally lazy, Craft Creatures To Work For Them, Octopus: Appearance & Mannerism, Octopus: Incredibly Smart, Nuzem: Manufactured by Nuit But Transformed By Djed Storms, Nuzem: Hunted By Svefra, Toothed Whales, Sharks, Nuzem: Can Be Killed, Wild Djed: What It Is, Sweet Refrain: Appearance, History, Traits,
    Note: Sweet Refrain – Gift From Mathias
  • 40th - Learning New Ways To Use Familiar Things I -
  • 40th - Learning New Ways To Use Familiar Things II -
  • 49th - Hearthside Heart To Heart - Animal Husbandry – 1 Auristics – 3 Cleaning – 2 Floribundance – 2 Hostessing – 1 Investigation – 1 Interrogation – 4 Logic – 3 Persuasion – 3 Philosophy – 2 Psychology – 5 Reading – 1 Rhetoric – 5 Seduction – 3 Stealth – 1 Teaching – 3 Alric: Am I Weakness, Or Strength? Alric: Asks That I Not Give Up Alric: Home Alric: Too Many Pieces Taken Already Alric: Tried Everything To Remember You Alric: Trusted Magical Equal Alric: Wants To Know Me, Trying His Best Auristics: Interpreting A Djedsong Curse: Ghosting Through Life Eyris: Appearance To Alric Eyris: Deserves A Shrine Eyris: Seek Out Others Marked In Syka Fear: Alric’s Eyes Not Knowing Me Investigation: Systematic Search Of A Building Ixam: Communication Mediums Ionu: Appearance As Croix To Alric Jade: Vague Presence From Ultrasound Letters: A Blessed Gift Lykata: Basic Mechanics Lys: Appearance Memories: Part Of Our Djed Psychology: People Are Painful Psychology: The Aspects Of Cowardice Rhysol: God Of Evil, Lies, Chaos & Betrayal Rhysol: Responsible For Galifor & The Valterrian’s Trigger Seduction: A Gentle Kiss Seduction: The Nibble Seduction: The Nuzzle Skya: Curse Is A Spiritual Sickness Sran’tuka: The Real Enemy Sykan Curses: Believed Caused By Rhysol Tazrae: Ashamed Of The Arcadius Line’s Actions Towards Alric’s Family Tazrae: I Am Of The Jungle Now Twilight: Likes Alric’s Djedsong, Can Relate Xyvas: Appearance To Alric Yshul: Brought Alric & I Together Zatani: We Are Family
  • 49th - Beyond Heart To Heart - Psychology +3, Logic +3, Investigation +2, Dancing +3, Play Musical Instrument (Drum) +2, Endurance +3, Business + 1, Planning +1, Interior Design +3 Psychology: Taking An Honest Look At One’s Mental Health/State, Psychology: Being Overwhelmed, Psychology: Lying To Oneself/Realizing One’s Lying To Oneself, Psychology: Being Deserving, Psychology: Self-Fears – Fear Of Abandonment, Planning: Retail Therapy, Psychology: Using Things/Food To Fill Holes In One’s Heart, Psychology: Dancing For Mental Health, Dana: Appearance & Mannerism, Aftermath: Location, Layout, Purpose, Aftermath: Rhaus & Ivak Co-Op, Business: Arranging Deliveries/Purchasing Items, Planning: Putting Items Together That Work, Interior Design: Planning Rooms, Interior Design: Organizing Furniture, Interior Design: Picking Pieces For Functionality and Beauty.
  • 50th - The 5th Tenday - A Shot In The Dark -
  • 50th - Runaways and Ragtags -
  • 55th - Building A Life Alone With Friends Part 1 - Business +1, Negotiation +1, Planning +2, Reimancy +2, Interrogation +2, Construction +4, Bodybuilding +3, Carpentry +4, Riding +1 Negotiating: Trade Deliveries, Reimancy: Drying Lumber, Tony: Mannerisms & Appearance, Tony: Drykas, Tony: Tony’s curse, Construction: The Basics Of Raising A Drykas Pavilion, WS: Don’t Pitch Tents On Bare Ground, Construction: Reconfiguring A Drykas Pavilion, Planning: Laying Out A Pavilion For Longevity, Construction: Laying Out A Jobsight, Bodybuilding: Pounding Stakes, Carpentry: Building A Floating Deck, Reimancy: Cleaning Up Debris With Reimancy, Reimancy: Forming A Tornado, Bodybuilding: Digging Footers, Bodybuilding: Cutting Wood To Length At A Building Site, Duncan: Blind Again, Duncan: Talked About Breakup/Closure
  • 55th - Building A Life Alone With Friends Part 2 - Leadership +1, Reimancy +3, Body Building +3, Gardening +1, Construction +3, Singing +2, Carpentry +3, Sewing +1 Leadership: Directing A Build, Reimancy: Creating Whirlwinds, Gardening: Clearing Land, Construction: Laying Out Girder Beams, Construction: Setting Bridging, Reimancy: Using Res To Air Condition Oneself, Reimancy: Using Reimancy To Assist Carpentry, Reimancy: Fine Fireball Control, Body Building: Sawing Planks, Sanding & Sealing Deck, Construction: Sealing Wood, Carpentry: Staining Wood, Sewing: Running Stitch, Body Building: Moving Furniture
  • 56th - More To Nothing I - Carpentry +5, Construction +5, Planning +2, Reimancy +4, Body Building +3, Leadership +3, Auristics +3, Carpentry: Building A Bathing Pavilion, Construction: Making A Floating Deck, Reimancy: Clearing Debris From An Area, Reimancy: Making Whirlwinds, Body Building: Digging Holes, Ixam: Getting Them To Help With Projects, Aurisitics: Examining Magic Items, Leadership: Getting The Ixam To Do Things For Her, Reimancy: Using Air To Cool Surrounding Temps, Reimancy: Creating Breezes, Carpentry: Drilling Pilot Holes, Body Building: Using A Hand Drill Builds Arm Muscles, Carpentry: Tricks of Getting Decking To Fit Perfectly, Reimancy: Drying Sealer With Air, Acquisition: Chest with gloves, boots, coconut seed, flask, tin of cookies, a comb, a log, a lump of coal, hand wraps, red and white stick, and multiple ornaments, worn-leaf charm, honey-bee charm, raptors-eye charm, messenger bag charm, bow-shaped charm, and two other charms.
  • 56th - More To Nothing II -
  • 62nd - Do You Know Where You Are? -
  • 65th - Trouble Comes In Leaps And Bounds -
  • 70th - [The Protea Inn] How To Improve The Experience - Writing +5, Hostessing +5, Philosophy +4, Organization +5, Teaching +3, Psychology +5, Arcanology +1, Leadership +2, Planning +5, Business +4 Teaching: Teaching Oneself To Be Better At One’s Job, Writing: Composing A Teaching Book, Philosophy: Putting Oneself In Other’s Shoes, Philosophy: Looking At An Experience From Someone Else’s Prospective, Psychology: The Art Of Getting Into A Guest’s Head/Perspective, Organization: Organizing The Parts Of A Book, Organizing: Organizing Thoughts To Dictate Ideas, Organization: Getting Concepts On Paper In A Way That Instructs, Philosphy: Understanding You Only Get One Chance At First Impressions, Writing: Using The Listener To Dictate Notes, Arcanology: The Everyday Use Of Magic Items, Leadership: Directing Magic Items, Hostessing: Giving First Great Impressions, Hostessing: Welcoming Your Guests – Treating Them Like Family, Hostessing: Empowering Your Guests By Giving Them A Toolbox of Tools To Enjoy Their Stay, Hostessing: Carry Their Luggage, Hostessing: Give A Thorough Tour, Hostessing: Stress Your Amenities, Hostessing: Set Boundaries, Hostessing: Supply Round-The-Clock Treats, Games, Writing Supplies, Art Supplies, Hostessing: Provide Beach Toys & Guest Activities, Hostessing, Anticipate The Needs Of Guests (Toiletries, Toothpaste, Bug Repellent), Hostessing: Know Your Environment, Teaching: Provide Many Examples Of Taught Concepts, Hostessing: What To Do Packets, Planning: Games For Your Guests, Planning: Snacks For Your Guests, Hostessing: Exceed Expectations, Hostessing: Exceed Food Expectations, Be Inventive, Philosophy: Spoil Guests, Hostessing: Get To Know Your Guests, Let Them Know You, Hostessing: Be Sincere, Philosophy: Honesty Is The Best Policy, Psychology: Be Vulnerable To Your Guests, Let Them Know Who You Are, Hostessing: Like Your Guests – Let Them Know You Like Them, Psychology: People Tend To Like People Who Like Them, Psychology, Hostessing: Personalize Your Inn, Fill It With Knick-Knacks, Business: Sell Memories – Knick-Knacks To Take Home To Remember Trips With, Psychology: Gift Give. Make Things Free As Well – Handmade Gifts Are The Best, Hostessing: Jars Of Sand From Beach In Front Of Protea, Business: Gain More Guests By Word Of Mouth, Business: Collect Addresses, Birthdays, etc And Send Reminders On Those Occasions, Psychology: Thoughtful Reminders Often Bring Back Repeat Customers, Psychology: Guests Are The Most Important People In Your World, Psychology: Check Up With Guests, Find Out Their Interests, Unite Them With Activities That Fit Them, Psychology: Converse With Guests – Ask Thoughts/Opinions, Look For Space To Improve, Psychology: Play Up Strengths Of Others, Downplay Weaknesses, Hostessing: Show Gratitude, Planning: Future Improvements To Provide For The Guests – Gifts & Take Home Items
  • 72nd - Edge-a-cation Part I - Running +1, Rhetoric +1, Negotiation +1, Writing +2, Machete +5, Drawing +3, Interrogation +2, Gardening +2, Herbalism +1 Komorebi Estuary: Location & Layout, Machete: Parts Of A Machete, Machete: Terms Used Involving Machetes, Machete: What Each Part Is For, Machete: How To Measure A Machete, Machete: Various Types & Their Uses, Gardening: Making Compost, Herbalism: Scalping – What It Is And What It Does, Gardening: Coppicing
  • 72nd - Edge-a-cation Part II - Machete +5, Wilderness Survival +2, Drawing +5 WS: Sneding Trees, WS: Making Tinder With Machetes, WS: Cutting Poles With Machetes, Machete: With The Right Technique, Cutting Poles With One Swing, Gardening: Making Lattice, What Lattice Is, WS: Using Machete’s To Build Shelters, WS: Making Cordage With Machetes, Machete: Use As A Shovel In A Pinch, WS: Harvesting Clams W/Machete, WS: Using A Machete As A Signaling Device, Machete: Types And Uses, Machete: Use Of A Puck, Machete: How To Care And Maintain A Machete, Machete: Blade Sharp But Not Like A Sword – Remove Imperfection/Damage, Pucks: Appearance & Uses – Two Sides One Coarse One Medium, Puck: Can Be Used On Machete Or Hatchet, Machete: Swirling Motion To Sharpen
  • 72nd - Edge-a-cation Part III - Machete +5, Logic +3, Interrogation +2, Psychology +1 Machete: Overly Large Cleaver, Machete: Balanced With Weight Towards The Tip, Machete: 1-3ft Long, Syka: Needs Machete Work For Jungle Traversing, Machete: Good For Close Contact, Dense Brush Fighting, Long Blades: Better For Open Field Warfare, Sweet Refrain: Bush/Bowie Hybrid with a Touch of Tactical. Sweet Refrain: One Of A Kind, Sweet Refrain: Reach & Magic, Gracelin: Color Changing Eyes, Gracelin: Vantha, Gracelin: Friend, Tazrae: Belongs To The Jungle, Gracelin: Goes By Grae, Tazrae: Invited To Gracelin’s Anytime, Machete: Used For Slashing And Hacking, Fantastic at Stabbing, Machete: Can Borrow Lessons From Dagger To Short Sword, Machete: Never Balanced, Machete: Block And Parry Excellently, Machete: Relies on Fast Footwork And Evasive Body Movements, Machete: Close Quarter Weapon OR Long Range Weapon, Machete: Relies On Saber fighting and Cross Training, Tazrae: Graceful, Tazrae: Needs To Cross-Train, Cross-Training: Combining Multiple Disciplines/Exercise In Order To Improve Fitness or Performance In A Singular Skill, Tazrae: Has Bad Habits – Closes Eyes When Striking/Being Struck At, Tazrae: Inexperienced At Timing Strikes & Rushes, Psychology: Becoming Comfortable With A Weapon, B.A.S.E : Basic Anatomy, Striking, Everything Goes, Machete: Forward Grip
  • 72nd - Edge-a-cation Part IV - Machete +5, Endurance +2, Logic +4, Psychology +2 Machete: Forward Grip, Machete: Saber Grip, Machete: Advantages And Disadvantages Of Various Grips, Machete: Bloody and Brutal, Machete: Makes Big Brutal Wounds, Bloody, Gory, Psychology: What Damage Weapons Do & How They Affect Your Actions, Machete: Kill Quickly, Not Cleanly, Machete: Use Everything Don’t Hold Back, Machete: Triangle Stance, Machete: Four-Step Stance, Machete: Practice Footwork, Training: Start And End With Footwork, Endurance: Sustain Motion Throughout A Fight, Machete: Cutting Arm Verses Shield Arm, Endurance: Cut Arm Can Take Hits More Than Face/Eyes
  • 72nd - Edge-a-cation V - Machete +5, Endurance +5, Logic +2, Tactics +5, Medicine +2 Machete: Using Brace and Unbraced Techniques, Machete: The Importance Of Stability & Reach, Machete: Facilitate Movement, Machete: Which Types Of Strikes Are Like-Threatening, Machete: Leave Large Wounds, Tactics: Don’t Assume A Fight’s Over After A Solid Strike, Tactics: Delayed Realization Of Wounds In Battle, Tactics: Battle Heat Can Mask Damage, Machete: Skull Strike Will Drop An Opponent, Machete/Tactics: Insta-Kill Strikes Aren’t Necessarily The Best Targets To Strike – Best And Most Well-Guarded Places, Tactics: Blocking Vital Parts Instinctive, Tactics: Feign Head-Shot, Strike Arm Cleanly, Tactics: Wounded Arm Can’t Hold A Weapon, Medicine: Anatomy Of An Arm, Tactics: Thighs Vulnerable, Tactics: Leg Out Of Commission/Can’t Stand, Tactics: Strike Legs For Escape, Tactics: Live Or Die Fights – You Do Anything To Live, Tactics: Slice Off Fingers To Disable Hand, Tactics: Vulnerable Target Is Waist, Anatomy: Waist – Least Amount Of Bones Protecting The Tissue, Tactics: Chopping Waistline Direct Route To Vulnerable Organs – Intestines, Tactics: Pain Is Debilitating In A Fight, Tactics: Avoid Stabbing Lungs/Heart… Get Hung Up In Ribs, Tactics: Gut Shot Most Terrible Way To Die – Spreads Fecal Matter From Intestines & Stomach Acid From Stomach To All Parts Of The Body – Guarantees Infection, Philosophy: No Honor In Life/Death Fight – Fight To Win, Tactics: Goal Is To Survive, Machete: Four Count Weapons Angles, Machete: Defensive X, Machete: First, Second, Third, Fourth Angles, Machete: Return Cuts & Backhands, Machete: Angels Of Attack, Machete: Match Footwork With Angles Of Attack, Machete: Forehand Diagonal Slashes, Machete: Quadrants, Machete: Breath + Attacks + Footwork = Well Trained Fighter, Machete: Keeping The Flow, Machete: Looping The Blade
  • 85th - The River And The Highway -
Last edited by Tazrae on September 4th, 2022, 7:40 pm, edited 78 times in total.
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Tazrae
Be savage, not average.
 
Posts: 1335
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Thread List 521

Postby Tazrae on December 9th, 2021, 11:05 pm

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Thread List 521

WINTER 521

  • 2nd - Is There Anyone 'Inn'? -
  • 10th - The Tenday Of Trinkets -
  • 12th - Seeking Shelter - Cooking: 1 Logic: 5 Investigation: 4 Teaching: 5 Rhetoric: 1 Swimming: 1 Cooking: Making a mango souffle Naadiya: Appearance & Mannerisms Naadiya: Weaver at fever fashions Naadiya: Benshira Teaching: Informing a captive audience Teaching: Explaining with physical examples Teaching: Touring to reinforce examples Naadiya: Food preferences Naadiya: Desires to learn swimming Naadiya: Lisuli connection Naadiya: Grandmother left Kois tribe Naadiya: Promises to keep secrets Naadiya: Loves dancing Naadiya: Wants a garden Naadiya: Married a few times Naadiya: How she values weaving Naadiya: Weaving with her family Naadiya: Gifted an earing from James Naadiya: Wary of magic
  • 17th - (Outpost) Promises Fulfilled -
  • 20th - (Outpost) [Khamsin Inn] New Beginnings Pt. I
  • 21st - (Outpost) [Khamsin Inns] New Beginnings Pt. II -
  • 31st - (Outpost) Explorations I -
  • 31st - (Outpost) Explorations II -
  • 62nd - An Arbor Abounds -
  • 70th - [Holiday Challenge] Stealing The Light I -
  • 70th - [Holiday Challenge] Stealing The Light II -
  • 70th - [Holiday Challenge] Stealing The Light III -
  • 70th - [Holiday Challenge] Stealing The Light IV -
  • 70th - [Holiday Challenge] Stealing The Light V -
  • 73rd - Relief And Rest -
  • 73rd - (Outpost) A Delivery -
  • 76th - [Protea Inn] A Is For... - Running +1, Endurance +1, Teaching +5, Singing +1, Logic +4
    Running: Keeping Shoulders Down, Running: Hold Head Straight – Looking 20-30 ft Ahead, Running: Proper Strikes/Midfoot, Running: Knees Forward, Running: Leaning Slightly Forward, Teaching: Teaching Sentient Creatures To Read/Write, Singing: The Alphabet Song, Teaching: Numbers, Letters, Parts of A Sentence, Logic: Figuring Out How To Make Language Make Sense Various Ways, Logic: Converting Language Spoken To Written, Teaching: Using Visual Aids, Teaching: Using Vocal Aids, Teaching: Using Logic
  • 85th - [Fire Challenge] Learning To Dance With Fire I - Reimancy +5, Firedancing +5, Planning +2, Arcanology +1, Rainmere: Mannerism & Appearance, Mathias: Promised Him Not To Retreat Into The Jungle, Alric: Afraid To Face Him, Tazrae: Feeling Unclean, Tazrae: Socially Isolated, FD: Safety, FD: What Poi Are, FD: Fuel, Arcanology: Combining Firedancing With Reimancy, FD: Uses Poi, Staves, & Wands, FD: How Long Poi Stay Lit, FD: Using Res As Fuel, FD: Spin Offs/Burn Offs, FD: Spotter And Safe Words, FD: Wet Blanket, FD: Will Result In Burns, FD: Parts Of A Poi, FD: Fire Burns Upwards
  • 85th - [Fire Challenge] Learning To Dance With Fire II - Reimancy +5, Firedancing +5, Interrogation +1, Arcanology +1 Reimancy: Snuffing Out Fire, FD: Proper Spin-Offs, Reimancy: Never Call Res Home, FD: Wet Towel Safety Smother, FD: Lighting Poi, FD: Proper Substrate, FD: Visualize The Dance, FD: Clear Area Where One Is Firedancing, FD: Minimize Risk Before Performance, Rainmere: Believes Fire Living Being, FD/Reimancy: Respect The Fire, FD: Proper Attire, FD: Using Shielding To Prevent Fire, FD: Safe Person/Spotter, FD: Safe Word For Fire… IE. Potato, FD: How To Put Out A Fire Quickly, Arcanology: Mages Need Absolute Control Of Their Magic At All Times, FD: Snuffing Out All Fires/Torches At All Times, Reimancy: Practice Putting Out All Fires All At Once, Tazrae: Feeling Better Suddenly, FD: Check Poi Carefully Before/After Use, FD: Duo Fold Rule – Don’t Light Yourself On Fire, Don’t Hit Yourself With Poi, FD: Danger Zone
  • 85th - [Fire Challenge] Learning To Dance With Fire III - Firedancing +5, Reimancy +5, Interrogation +1, Acrobatics +1, Endurance +3, Dancing +1, FD: Swinging Practice Poi, Reimancy: Keeping Poi Lit While Swinging Them, FD: Start With Weighted Poi Not Burning Poi, Reimancy: Keeping A Distant Fire Burning, FD: How To Swing Poi, FD: How To Visualize Walls, FD: Four Cardinal Directions, FD: Swinging Forward, Backwards, Opposite, FD: Eight Primary Poi Swing Directions, FD: How To Change Directions, FD: Types of Props, FD: Creating Relationships With Props, FD: Poi Extension Of One’s Body, FD: Move From Center Core, FD: Teaching Muscles Memory, FD: Use Enough Energy The Poi Move But Don’t Jerk, FD: Forwards Split-Time, Backwards Split-Time, Forwards Same Time, Backwards Same-Time, FD: The Imaginary Planes, FD: Opposite Direction Same Time, Opposite Direction Split Time, FD: Avoiding Self-Inflicted Blows
  • 85th - [Fire Challenge] Learning To Dance With Fire IV - Reimancy +5, Firedancing +5, Acrobatics +1, Endurance +2, FD: Getting Used To Fire Whipping Around Ones Body, FD: Split Spins, FD: Controlling The Feed Of Djed Into Poi, Reimancy: Controlling The Flow of Djed, FD: Hit The Ball, FD: Over The Rainbow, FD: Shoulder Reels, Reimancy: Managing Multiple Lanterns & Torches, FD: Moving Poi Behind Oneself In One’s Blind Spot, FD: Back Reels
  • 87th - A Thrown Fist - Running +1, Swimming +1, Reimancy +1, Rhetoric +2
    Running: To Ease Restlessness, Reimancy: Practicing one element within another, Moritz: Didn’t Recognize Her, Moritz: Rude, Rhetoric: Extracting Oneself From An Unwanted Situation

FALL 521

  • 7th - Of Swine And Walks -
  • 11th - Games Aplenty -
  • 11th - To Follow Sifted Memory -
  • 20th - Finding Food In The Jungle I - Wilderness Survival +5, Interrogation +5, Socialization +3
    Plant Tester – Appearance, Use And Function, WS: Heart Of Palms As Food, WS: Jungle Food Includes Plants, Fruits, Insects and Fish, WS: Always Pack Fishing Gear, WS: Never Eat Mushrooms, WS: Avoid Eating Plants With White Or Yellow Berries, WS: Cloudberry Identification, WS: Steer Clear Of Waxy Or Shiney Leaf Plants, WS: Poisonous Plants Have A Bitter Soapy Taste, WS: Poisonous Plants Can Sometimes Smell Like Almond, WS: Poisonous Plants Often Have Leaves In Whirls Of Three, WS: Avoid Milky Sap Plants, WS: Thorns Often Indicate Poison, WS: Avoid Umbrella Shaped Flowers, WS: Don’t Eat Beans Or Plants With Seadpods, Plant Tester Acquired
  • 20th - Finding Food In The Jungle II - Wilderness Survival +5, Interrogation +1, Logic +1, Socialization +5, Psychology +1 WS: Universal Edibility Test, WS: On Some Plants Some Parts Are Edible, Some Toxic, WS: How To Use Bamboo As A Cookpot, WS: The Psychology of WS, WS: Be Patient
  • 20th - Finding Food In The Jungle (and at Sea!) III - Paddleboarding +5, Logic +1, Wilderness Survival +5, Machete +1, Psychology +1, Body Building +1, Fishing +2, Foraging +1, Biology +1, Hunting +1, Swimming +1, Socialization +5, WS: Keep Your Mind Busy In A Survival Situation, WS: Seaweed As Food, Cooking: Seaweed Is A Diuretic, WS: Fresh Vs Dead Food Potential, Cooking: Drying Seaweed Vs. Cooking Seaweed, WS: Plankton, Biology: How Whales Eat Plankton, WS: Seabirds as Food, Hunting: How To Hunt Seabirds, Fishing: Using Viscera For Bait
  • 50th - Foraging For A Fib Of A Feast - Planning +2, Rhetoric +1, Persuasion +1, Foraging +4, Wilderness Survival +2, Cooking +3, Riding (Ixam) +1, Paddleboarding +1, Bodybuilding +1, Reimancy +2, Hunting +1, Machete +1, Subterfuge +1 Planning: Faking A Feast, Rhetoric: Trying To Talk Randal OUT Of Service Bugs, Persuasion: Loosing An Argument, Planning: An Outing To Collect Gross Foods, WS: What Is Edible In The Insect World, Foraging: Finding Edible Grubs, Foraging: Capturing Edible Spiders, Foraging: Harvesting Termites, Foraging: Harvesting Ants, Foraging: Collecting Grubs In Tapir Dung, Cooking: Grub Skewers, Cooking: Ants In Honey Over Bread, Paddleboarding: Collecting Frogs Via Paddleboard, Hunting: Catching Frogs By Hand, Cooking: Prepping Tarantulas for Frying (aka Hair Removal), Cooking: Cleaning Frogs With Special Pliers, Machete: Decapitating Frogs, Cooking: Skinning Snakes & Cleaning Them, Cooking: Deep Frying Tarantulas, Cooking: Grub Skewers, Subterfuge: Pretending Gross Food Was Staple Faire
  • 65th - [The Protea Inn]The Songs Bakers Sing - Cooking +5, Singing +5, Planning +2, Performance +3 Lores: Cooking: Making Pretzels, Cooking: Making Bagels, Cooking: Making Spicy Cheese Sauce, Singing: Practicing Songs To Perform.

SUMMER 521

threads :
  • 10th - "Inn"dividual Thinking - Foraging +2, Fishing +2, Machete +1, Hunting +2, Cleaning +2, Planning +2, Cooking +3, Singing +2, Chef Knife +2, Hunting: Trapping Shrimp, Lobster, and Crab, Cooking: Deveining Shrimp, Cooking: Making Shrimp Stock, Cooking: Making Rice, Cooking: Making Pineapple Boats
  • 10th - "Inn" complete Objectives- Cooking +5, Planning +2, Body Building +2, Cleaning +2 Cooking: Apple Crisps, Cooking: Substituting one fruit for another, Cooking: Making Whipping Cream, Cooking: Apple Butter Cake (with Pineapples instead of Apples), Body Building: Whipping Cream Until Your Muscles Ache


SPRING 521

threads :
  • 4th - Of Inns and Explorations - Hostessing +5, Teaching +5, Cooking +2, Endurance +2, Socialization +3 Bandin Everdance: Appearance and Mannerism, Bandin: Smith, Syka Location: Reclaimed Knowledge, Teaching: Teaching Wilderness Survival In The Jungle
  • 20th - [The Protea Inn] Just Desserts -Cooking +5, Planning +3, Body Building +3 Cooking: Making Cream Cheese, Cooking: Making Sour Cream, Cooking: Making Strawberry Shortcake
  • 50th - [The Protea Inn] Providing For The Guests I - Foraging +3, Hostessing +1, Planning +3, Cooking +4 Foraging: Setting/Baiting Shrimp Traps, Crab Pots, and Lobster Trap, Planning: Catching Dinner The Night Before, Cooking: Making Soft Tortillas, Cooking: Cleaning And Cooking Shrimp, Cooking: Making Shrimp Seasoning, Cooking: Making Fish Stock, Cooking: Making Shrimp Tacos, Cooking: Prepping Vegetables, Cooking: Seafood Chowder
  • 50th - [The Protea Inn] Providing For The Guests I! - Cooking +5, Chef Knife +3, Endurance +1, Body Building +1, Hostessing +3, Cleaning +3, Swimming +1 Cooking: Cutting Up A Seabass, Cooking: Working On Multiple Dishes At Once, Cooking: Making Bread Bowls, Endurance: Kneading Bread, Body Building: Mixing Ingredients Repeatedly, Cooking: Grating Cheese,
  • 84th - We Aren't Really Up In Your Business - Business +1, Negotiation +1, Animal Husbandry +2, Medicine +2, Socialism +2, Interrogation +1, Teaching +2
    Rhiva: Appearance and Mannerism, Green Tree Boa: Appearance and Mannerism, Animal Husbandry: Extracting Foreign Indigestible Items from A Snakes GI Track, Note: 28 coins for 7 paddleboards/paddles from the ledger. Acquisition of one emerald tree boa and one set of magical night-vision goggles.
  • 91st - Chilling Acquisitions - Driving +4, Riding +1, Foraging +5, Planning +2, Socialization +4, Land Navigation: +2 Foraging: Finding Bananas, Papaya, Mango, Taro, Pineapple, Plantains, Cinnamon, and Sugarcane in the jungle, Foraging: Finding Treasure At Treasure Point, Driving: Creatively Fitting Things On A Ixam Cart, Riding: Counterbalancing A Heavy Cart Load By Standing On The Shafts, Acquisition: One Perpetual Icebox.
Last edited by Tazrae on August 24th, 2022, 4:31 am, edited 19 times in total.
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"A mark of an open mind is being more committed to your curiosity than your conviction.
The goal of learning is not to shield old views against new facts, but to revise old views with new facts.
Ideas are possibilities to explore, not certainties to defend."


Garden Beach Syka The Protea Inn

"Listen to the wind, it talks. Listen to the silence, it speaks. Listen to your heart, it knows."
User avatar
Tazrae
Be savage, not average.
 
Posts: 1335
Words: 1916653
Joined roleplay: May 3rd, 2020, 2:02 pm
Location: Syka
Race: Human
Character sheet
Storyteller secrets
Journal
Plotnotes
Medals: 5
Mizahar Grader (1) Overlored (1)
One Thousand Posts! (1) One Million Words! (1)
Syka Seasonal Challenge (1)

Thread List 520

Postby Tazrae on January 14th, 2022, 4:44 pm

Image
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Thread List 520

WINTER 520

  • 1st - Capturing Rain For A Cleaner Future -Drawing +2, Planning +5, Body Building +4, Endurance +2, Construction +5, Driving +1 (Ixam), Animal Husbandry +2, Leadership +5, Arcanology +4, Socialization +3, Scavenging +1, Engineering +2, Cleaning +1, Observation +5, Interrogation +3, Teaching +2 Drawing: Sketching Out Construction Plans, Arcanology: Reimancy is Elemental Magic, Scavenging: Finding Stones For A Pathway, Engineering: Designing A Water System, Arcanology: Magic Is Real. Magic Is Dangerous, Arcanology: Djed – What It Is, Arcanology: Magic Burns Through The Reserve, Construction: Making A Water Barrel Stand, Construction: Pipping From A Roof To A Barrel, Construction: Setting Up A Shower, Observation: Watching A Mage Work, Interrogation: Questioning A Mage About Magic, Body Building: Digging Piling Holes, Body Building: Splitting Bamboo, Body Building: Hauling/Sifting Rock
  • 2nd - A Slow Burn I - Interrogation +2, Arcanology +4, Reimancy +1, Duncan: Appearance & Mannerism, Communal Pool: Design and Comfort, Arcanology: Djed - What It Is, Meditation: Mages Need It To Pause Life And Rebalance, Arcanology: Djed Means Backbone In The Old Language, Arcanology: Building Block Of All Things, Arcanology: The Rules of Djed, Reimancy: The Magic Of Elements, Arcanology: Three Main Types + Lost Types, Arcanology: Personal Magic, World Magic, Gnosis, Personal Magic: The Types of Personal Magic, Interrogation: Asking Duncan About His Blindness
  • 2nd -A Slow Burn II - Interrogation +2, Arcanology +4, Reimancy +2, Seduction +1, Psychology +1 Duncan: Has Touched Her Intimately To “See” Her, Personal Magic: Leeching, Shielding, and Projection, Duncan: Easy To Talk Too, Duncan: Lonely, Duncan: Agreed To Teach Tazrae For Something To Do, Arcanology: Djedlines, World Magic: What It Consists Of, Divine Magic: Magic Of The Gods, Lost Disciplines: Rare And Dangerous Magic, Reimancy: The Rules of Magic, Reimancy: The Dangers Of Overgiving, Reimancy: Most Dangerous Form Of Personal Magic, Arcanology: Djedpools aka Magical Wells, Psychology: Mages Need To Learn Themselves, Duncan: Thinks Tazrae Is A Wild Animal In Need Of Handling
  • 2nd -A Slow Burn III - Interrogation +2, Arcanology +4, Reimancy +5, Seduction +1, Psychology +1 Arcanology: Energies Blending, Arcanology: The Signs Of Overgiving, Psychology: Overgiving Loosing Touch On Reality, Duncan: Seducing Her With Reimancy, Reimancy: Para-elements, Reimancy: Transmutes Djed Into Res Which Becomes An Element, Duncan: Finds Her Beautiful, Duncan: Has Three Elements, Reimancy: Four Elements Make A Master, Reimancy: A Typical Initiation, Seduction: Having A First Orgasm, Duncan: Took Her Virginity During Initiation, Reimancy: Her Djedline is Zatani.
  • 2nd -A Slow Burn IV - Reimancy +4, Meditation +1, Arcanology +3 Reimancy: Induction/Sex, Reimancy: Element Fire, Reimancy: Transforming Djed To Res, Reimancy: Extruding Res, Reimancy: Feeling Her Well, Reimancy: Finding Her Core, Mediation: One’s Inner Landscape, Reimancy: Jewel Tones Of Sunset = Res, Reimancy: Controlling Res, Duncan: Says She Must Learn Auristics & Hypnotism, Tazrae: Bound To Duncan Through Djedline, Duncan: Tended Her Induction Wounds, Duncan: Concerned About Her Well Being, Tazrae: Why Virginity Lost Hurts, Duncan: Caring For Her/Tending Wounds
  • 2nd -A Slow Burn V - Socialization +3, Seduction +1, Interrogation +2, Reimancy +1, Duncan: Wants A Relationship, Duncan: Wants Children, Duncan: Knows The Outpost, The Outpost: Location & How To Come/Go, The Outpost: Where The Tattoo Artist Is, Tattoo: Getting A Tattoo, Duncan: Has Many Tattoos, Duncan: Has a Tattoo Of A Protea Representing Tazrae, Tazrae: Has a Tattoo of the Zantali Djedline, The Outpost: Layout & What’s Where. Additional Notes: New Tattoo For Tazrae
  • 21st - Catch A Falling Star And Put It In Your Pocket I - Socialization +5, Arcanology +1, Seduction +1 Tazrae: Education Lacking, Tazrae: Step-Father Sent Money, Duncan: 29 Years Old, Akvin: Made Necklace Of Adaptation, Arcanology: Magecrafting – Type Of Magic That imbues Items with Various Traits, Reptile’s Promise: Snake Armband Protects From Poison and Venom from Snakes/Reptiles Items Acquired: Opal on a Copper Chain – Necklace Of Adaptation, Reptile’s Promise
  • 21st - Catch A Falling Star And Put It In Your Pocket II -
  • 21st - Catch A Falling Star And Put It In Your Pocket III -
  • 21st - Catch A Falling Star And Put It In Your Pocket IV -
  • 30th - An Innkeeper's Day I - Cooking +5, Planning +4, Singing +2 Cooking: Making Ketchup, Cooking: Grinding Meat Into Burger, Cooking: Making Buns For Meat Sandwiches
  • 30th - An Innkeeper's Day II - Cooking +5, Singing +3, Planning +4, Cleaning +2 Cooking: Grinding Meat, Cooking: Making Homemade Buns, Cooking: Making Ketchup, Cooking: Making Mayonaise, Cooking: Making Mustard, Cooking: Prepping burger ingredients
  • 40th - Foraging In The Jungle I -
  • 40th - Foraging In The Jungle II -
  • 45th - Ghostly Lights -
  • 50th - [Naked & Afraid Challenge] A Stranger In A Strange Land I - Logic +1, Observation +5, Investigation +2, Land Navigation +3, Cartography +1, Psychology +2, Wilderness Survival +5, Endurance +5, Construction +1 Logic: Determining One’s Location Based On Observation, Land Navigation: Telling The Direction By The Stars, WS: Making Cordage, WS: Making A Staff, WS: Making A Weapon, WS: Staying Calm, WS: Giving Oneself Tasks, WS: Making Food, Water & Shelter Her Priorities, Observation: Contrasting Environments, Endurance: Hiking Through Unfamiliar Woods, Endurance: Ignoring Hunger/Thirst,
  • 50th - [Naked & Afraid Challenge] A Stranger In A Strange Land II - Wilderness Survival +5, Land Navigation +4, Observation +2, Foraging +5, Cooking +1 WS: Procuring Clean Safe Water, WS: Cattails As Food, WS: Crayfish As Food, Land Navigation: Following A Map
  • 50th - [Naked & Afraid Challenge] A Stranger In A Strange Land III -

FALL 520

threads :
  • 2nd - Habitat for Humanity Chicken Style - Planning +5, Logic +2, Architecture +5, Drawing +1, Carpentry +5, Construction +5, Body Building +4, Endurance +2, Mathematics +2, Painting +1 Planning: Designing A Chicken Coup, Architecture: Building for Chicken Needs, Drawing: Blueprint of a Chicken Coup, Planning: Making Mobile Structures, Mathematics: Measuring Wood For Cutting, Bodybuilding: Pounding Nails, Staples, and wiring frames, Architecture: Planning Doors, Access, and hinged items for easy cleaning of a chicken coup, Painting: Adding oil to seal the wood to protect it from the weather.
  • 10th - Musical Weeding & Mandolin Fish Feeding - Gardening +1, Singing +1, Mandolin +2, Interrogation +5, Cooking +3, Socialization +5, Planning +3, Hostessing +4, Puk: Mannerisms and Appearance, Puk: Curly Hair Solidarity, Cooking: How To Open A Coconut, Puk: Lives On The Beach, Puk: Has A Shy/Abused Way About Him, Cooking: Making Cornbread, Cooking: Making Pork Chops, Puk: The Things He Loves, Puk: His Tragic History, Puk: Murdered His Abuser
  • 20th - The Teachings Of The Jungle I- Wilderness Survival +5, Socialization +5, Interrogation +4, Observation +5, Hatchet +2, Foraging +1, Psychology +3, Medicine +1 Navigation +3 ,WS: How To Move In The Jungle, WS: How To Observe One’s Surroundings, WS: Nothing Changes After Dark Besides Perspective, WS: How To Properly Travel Through Jungle, WS: Always Keep Your Eyes Moving, Hatchet: Use Upswings to Conserve Energy When Traveling Through The Jungle, WS: Control Fear, WS: When Situations Change (like time of day) Stop And Catch Your Breath; Get Your Bearings, WS: If Something Is Stalking You, Climb, WS: The Importance Of A Walking Stick, WS: The Mind Can Play Tricks Under Stress, WS: The Importance Of Game Trails, WS: Streams Run Downhill Into Larger Streams, Rivers, Lakes, and The Ocean, WS: Upstream Is Further Into The Wilds, Downstream Is Civilization, WS: Freshwater Trapped In Plants Above You, WS: Collecting Fresh Rainwater, WS: Coconuts As Food & Water, WS: Exhaustion/Solitude Causes Stress, Medicine: Signs Of Dehydration, Psychology: Dealing With Fear, WS: Train So Much Survival Steps Are Ingrained
  • 20th - The Teachings Of The Jungle II- Wilderness Survival +5xp, Observation +5xp, Interrogation +1xp, Socialization +5 xp, Compound Longbow +2xp, Hand Axe +1xp, Animal Husbandry +1xp, Astronomy +2xp, Navigation (Land) +2xp, Planning +1xp Wilderness Survival: Coming Upon A Battle, Animal Husbandry: Calming An Upset Creature, Animal Husbandry: Freeing a Bound Mount, Wilderness Survival: How To Navigate Without A Sightline, Orientation: Where You Are And Where You Want To Go, WS: Move Or Die, WS: Using Watercourses To Navigate Out Of Jungle Or Wilderness, WS: Stick And Shadow Method, WS: Moss Grows Heavier On the Northern Side of Trees, WS: Common Sense Prevails
  • 20th - The Aftermath of Death is Life and New Friendship - Observation +5xp, Logic +1xp, Animal Husbandry +5xp, Investigation +3xp, Interrogation +3xp, Socialization +3xp, Cleaning +1xp, Negotiation +1xp, Teaching +2xp Bree – Jungle Ixam, Ixam: What they eat, Ixam: How to oil skin, Ixam: Appearance & Mannerism, Ixam: Diet & Habits, Bree: Not full grown, Bree: Picked Taz As A New Rider, Teaching: Teaching An Ixam, Animal Husbandry: Untacking An Ixam, Cleaning: Cleaning Ixam Tack
  • 40th - Uniting The Sea And The Land - Planning +5, Carpentry +5, Construction +5, Body Building +5z, Endurance +3, Leadership +2, Architecture +5 Planning: Providing Habitat To Lure Fish, Planning: Providing Moorage for Bigger Ships, Magic: Can Be Used To Build, Carpentry: Planning and Building A Dock, Endurance: Pacing A Project To Get A Big Job Done, Reimancy: Setting Pilings Without Pounding Sand, Architecture: Designing A Dock To Suit One’s Needs, Architecture: Designing A Palapa, Architecture: Designing A Roof, Carpentry: Building A Palapa, Leadership: Guiding Workers In A Conceptualized Plan
  • 45th - To The Edge Of Death And Back - Observation +5, Socialization +2, Running +1, Endurance +1 Snakebite: Painful, Deadly, Creates Near Death Experience, Ghosts: Syka has at least two - Veronica, Inez, & a kitten, Humans: Vision Limited, Bree: Can See The Out Of Body, Kihala: Charged Tazrae With A Task
  • 46th - An Education In Jungle Life I - Socialization +3, Interrogation +4, Animal Husbandry +5 (Snake), Research +3, Drawing +2, Observation +5, Wilderness Survival +2, Medicine +1, Randal: Teaches To Spread Knowledge, WS: Color Mimicry – Def/Meaning, WS: Shape Of Snakes Head Determines Venomous/Non-Venomous, WS: Non-venomous Snake Heads Have No Clear Definition From Body, WS: Venomous Snakes Have Clear Head Definition, WS: Venomous Snakes Are Heavy Bodied, WS: Venomous Snake Tails End In Cluster Of Modified Scales, WS: Non-Venomous Snakes Have Thin Narrow Body & Tails That End In A Point, Animal Husbandry: Boa Snake Appearance/Behavior, Animal Husbandry: Eyelash Viper Snake Appearance/Behavior, Medicine: Snake Bites Often Infect Due To Their Eating Habits, Animal Husbandry: Mouth Structures Of Venomous/Non-Venomous Snakes, Animal Husbandry: Pit Structures On Vipers, Animal Husbandry: Difference in Venomous/Non-Venomous Scale Patterns, Animal Husbandry: Difference In Venomous/Non-Venomous Eye Shapes/Pupil Structure
  • 46th - An Education In Jungle Life II - Animal Husbandry +5 (Snake), Interrogation +3, Wilderness Survival +5, Riding (Ixam) +1, Observation +5 Snakes: Range From Earthworm Sized To Thirty Feet, Snakes: Live Birth And Egg Layers, Snakes: Leathery Eggs, Snakes: No Eyelids/No Ears, Snakes: See By Smell, Snakes: See With Their Tongues, WS: Snakes More Dangerous In Late Spring Because Of Shedding, Snakes: Shed Skin Whole, Snakes: The Types Of Snakes, Snakes: Constrictor Traits/Habits, Snakes: Viper Traits/Habits, Snakes Rattlesnake Traits/Habits, Snake: Where Various Subspecies Are Found, Snakes: Sea Snake & Krait Traits/Habits, Medicine: Vipers have Necrotic Venom, Medicine: Sea Snake/Krait Venom is a Paralytic Toxin, WS: The More Camouflaged a Snake Is The Less Likely It Is To Be Poisonous, WS: Brightly Colored Snakes Warn Of Venom, Snakes: Rattlers/Bushmasters Exception To Muted=Nonvenomous Rule, Snakes: Geometric Patterning Indicates Poison, WS: The Basics Of Mimicry, Snakes: “Red touching yellow… can kill a fellow. Red touching black… friend of Jack.” Coral Verses King Snakes, Tazrae: Wants To Know Falyndar Intimately, Snakes: How To Tell Gender, Snake: Basic Anatomy (External & Internal), Ixam: Live For Their Riders, Ixam: Find Meaning In Carrying A Rider
  • 46th - An Education In Jungle Life III - Riding (Ixam) +5, Machete +5, Wilderness Survival +3, Observation +5, Medicine +1, Socialization +5 Riding: How To Move With An Ixam’s Movements, Machete: Proper Grip, Machete: Proper Swing, Max Strength W/Minimum Effort, Medicine: How To Avoid Injury When Using A Machete, Machete: Using It’s Sweet Spot, Machete: While Riding – Hips Loose, Core Tight, Falyndar: Bands of Roving Symenestra/Barbarians, Machete: Angle Of Attack, Machete: Wrist Motion – flick upwards on grass and leafy greens, downward on woody vegetation, WS: Always Wear Gloves, Machete: Keep Lanyard Looped Around Wrist, Machete: Never Swing It Across Ones Body, Machete: Never Run With One Unsheathed, Machete: Step Chop Step Chop, Don’t Chop As You Walk, WS: S-T-O-P Principles
  • 46th - An Education In Jungle Life IV - Riding (Ixam) +4, Wilderness Survival +5, Interrogation +4, Observation +3, Logic +3, Socialization +5 WS: Watch Trails Front And Back So Its Familiar Both Directions, WS: Mark Trails With Visible Markers Both Directions, WS: Develop Good Habits, WS: The Fifteen Rules Of Survival, WS: Travel Only During The Day, WS: Avoid Crossing Water If One Can, WS: Take Speed, Depth and Obstacles Into Account In Crossing Water, WS: Water Crossing Using The Stick Test, WS: Cross Water With A Loose Pack, WS: Cut A Diagonal Path Across Water Using A Staff, WS: Crossing With A Buddy, Back To Current, Hand On Each Other’s Shoulders, WS: Falling In Water – Shed Pack, Point Feet Downstream, Paddle For Shore, WS: Rainwater Trapped In Plants Safest Water To Drink, WS: How To Make A Rain Trap, WS: Rocks As Tie Offs, WS: Plants With White Milky Sap/Sour-Bitter Taste Are Unsafe To Eat/Drink, WS: Look Before You Sit, WS: Never Urinate In Water, WS: Check Yourself/Companions For Leeches After Water Crossing, WS: Never Walk On Slippery Substrate, WS: Snakes- Go Around Them, Encourage Them To Move, or Kill Them, WS: Light Brown Coconuts = Safe To Drink/Eat, WS: No More Than Four Coconuts A Day, WS: Dark Brown Coconuts Are Rotten, WS: Green Coconuts Will Make You Ill, WS: Spread Campfire Ash Around Camp To Prevent Spiders, Ants, Scorpions, Etc, WS: Smokey Fire Or Mud To Reduce Insect Bites, WS: Things Will Get Bad, Never Feel Sorry For Yourself, Prevent Things Getting Worse
  • 46th - An Education In Jungle Life V - Observation +3, Animal Husbandry +5, Socialization +3, Interrogation +5, Planning +4, Logic +1 Animal Husbandry: Mussurana Appearance & Mannerism, Mussurana: Snake Eaters, Animal Husbandry: Raising Snakes To Increase Local Populations/Egg Viability, Mussurana: Rear-Fanged Snake/Mildly Poisonous, Snakes: Less Than 10% Survivability Of Eggs Laid, Animal Husbandry: How To Pick Up/Hold A Snake, Snakes: Control Distance Between Head And Coils When Handling, Snakes: Young Are Squirmy/Twitchy – Handle Them To Calm Them Down, Snakes: Handle With Clean Hands Always, Animal Husbandry: How To House Snakes Properly, Mussurana: Breeding Times/Temperatures, Mussurana: Breeding Habits, Mussurana: Egg Laying Habits, Mussurana: 100 Days From Laying To Hatching On Eggs, Animal Husbandry: Signs Of Stress In Snakes, Animal Husbandry: Signs Of Content/Happy Snakes
  • 46th - An Education In Jungle Life VI Tracking +3, Observation +5, Wilderness Survival +5, Psychology +2, Animal Husbandry +3, Navigation +2, Stealth +2, Interrogation +3, Foraging +2 WS: Controlling Emotions/Reactions, Psychology: Understanding and Recognizing Panic, WS: Brain Is The Main Tool For Survival, Psychology: Intuition & Judgement Important In WS, WS: Know When To Stay Put/When To Move, Psychology: Fight Or Flight Response In Humans, WS: Can’t Think Clearly When Running On Emotions, WS: Stay Busy, Plan, Keep Your Brain Occupied, Psychology: Keep Engaging Your Mind To Curb Instinct, Psychology: Repeat “I’ll Be Okay” Until You Make It A Reality, Psychology: The Importance Of Affirmation Statements, WS: The Four Main Things To Stay Alive (Water, Shelter, Weapon/Tool, Food), WS: The Importance Of Palms, WS: All Nuts Are Edible In The Jungle, WS: Common Foods – Coconut, Mangos, Bananas, Dragonfruit, Sugar Cane, Papayas, and Tarot, WS: Jungle Is An Apothecary, WS: Water Lilies – Good Source Of Food, WS: Sops – Good Source Of Food, Navigation: Orientation Is Important, WS: Figure Out What Direction You Are Going And Keep Going That Direction, Stealth: Pass Without Trace, Stealth: Don’t Touch Anything, Stealth: Don’t Break Any Vegetation, Stealth: Don’t Leave Any Prints, WS: Animal Trails Used Only During Day/Avoid At Night, Tracking: Using An Ixam As A Bloodhound, WS: How To Find Fresh Water, Foraging: Best Fruits To Harvest, Foraging: Where Nuts Grow
  • 46th - An Education In Jungle Life VII - Animal Husbandry +2, Wilderness Survival +5, Socialization +3, Observation +5, Interrogation +3, Construction +2, Fishing Spear +1, Ixam: Males More Colorful Than Females, Ixam: Lay Eggs In The Spring, Ixam: Apex Predators, WS: How To Make Deadfall Traps, WS: Setting Snares, WS: How To Construct A Four-Pronged Fishing Spear, WS: Main Dangers Of The Jungle, Symenestra: Steal Women/Rape Them/They Die Giving Birth, Syka: Residents Must Be Fighters As Well As Craftsman, Innkeepers, And Settlers
  • 47th - Is The Reptile Garden Too Pretentious Of A Name? - Planning +2, Mathematics +2, Carpentry +5, Construction +5, Singing +1, Body Building +5, Endurance +3, Animal Husbandry (Snake/Ixam) +5 Planning: Modifying Furniture Designs for Snakes/Weather, Carpentry: Knowing How Many Cuts One Needs, Carpentry: Utilizing Metal Mesh, Animal Husbandry: What Snakes Use For Captive Bedding, Animal Husbandry: Enriching Enclosures With Vertical Climbing Structures, Animal Husbandry: Keeping Snakes In Proper Enclosures, Planning: Making Cobbles, Animal Husbandry: Training An Ixam To Help, Animal Husbandry: Utilizing An Ixam To Assist A Building Project
  • 50th - Some Like It Hot - Paddleboarding (SUP) +5, Socialization +4, Observation +4, Body Building +2SUP: Size, Shape, & Function, SUP: Paddle should be six to ten inches above the height of the paddler, SUP: Paddles Have Bent Blades To Allow More Forward Reach, SUP: Moves Fast Through Water, Upper Body Driving Force, SUP: Purpose And Usage Of A Leash, SUP: How To Stand Up On One, SUP: Beginners Start Knee-Deep, SUP: Advanced Users Start Deep Water, SUP: Using The Paddle As A Lever, SUP: How To Recover After A Fall, SUP: How To Steer, SUP: How To Hold The Paddle, SUP: Excellent Upper Body Exercise
  • 60th - A Visitor To Syka - Riding +1, Body Building +2, Persuasion +1, Interrogation +2, Hostessing +3, Planning +2, Cooking +1, Mandolin +1, Singing +1, Performance +1 Tegan Darsul: Looks, Mannerism, Personality
  • 71st - In The Palm Of Our Hands - Riding +1, Planning +2, Gardening +1, Teaching +3, Socialization +3, Interrogation +2, Singing +1, Persuasion +2, Hostessing +1 Adeliz: Appearance And Mannerism, Adeliz: Ghost, Adeliz & Ines: Sisters, Caiyha: Goddess of The Wilderness, The Protea Inn: Giving Tours Of It Inside And Outside
  • 80th - New Friends and New Hobbies I - Bodybuilding +4, Planning +2, Carpentry +5, Socialization +5 Tegan: Tegath’s Son, Tegan: Works For His Father, Ravok: Northern City built on a lake, Rhysol: Ruler God of Ravok, Ebonstryfe: Rhysol’s Knights, Carpentry: How To Build A Table, Planning: Planning Out A Philtering Lab, Planning: Designing Tables
  • 80th - New Friends and New Hobbies II - Interrogation +3, Philtering +5, Researching +1, Cleaning +1 Philtering: Distilling, Philtering: Def and Purpose of Distilling, Philtering: What Essential Oils Are And How To Make Them, Philtering: Parts of a Distiller, Philtering: The Components of A Philtering Lab, Philtering: What Annealed Glass Is, Philtering: The Use Of An Alcohol Burner, Philtering: How To Prevent Glass Exploding, Philtering: How To Make Essential Oils, Medicine: What Essential Oils Are Good For, Philtering: What A Hydrosol Is, Philtering: Difference Between Fresh And Dried Herbs, Philtering: Boiling Points and Their Importance, Philtering: All Equipment Must Be Clean
  • 81st - The Secrets of Scents I - Perfumery +5, Research +5, Socialization +3, Aromatherapy +4 Perfumery: What A Perfume Is, Research: Studying From A Text, Perfumery: Each Scent Reacts Differently To Each Individual, Perfume: Often Created To Be Paired With A Product, Aromatherapy: Definition & Uses, Perfumery: It’s Set Of Rules, Aromatherapy: It’s Set Of Rules, Aromatherapy: Using Scent To Remind A Person Of A Place, Perfumery: Essential Oils – Definition & Purpose, Perfumery: Carrier Oils – Definition & Purpose, Essential Oils: Uses As A Scent & Flavor, Carrier Oils: Types & Uses, Carrier Oils: How To Extract Them, Aromatherapy: Mix & Match Carrier Oils So Essential Oils Work Harder,
  • 81st - The Secrets of Scents II - Perfumery +5, Psychology +2, Research +5, Aromatherapy +2 Perfumery: Types of Scents, Psychology: A Persons Reaction To Scent, Perfume: Emotional Ties To Scent, Perfumes: The Three Parts Of Scent; head notes, heart notes, and base notes, Perfumery: The Scent Families, Perfumery: The Importance Of Dilution To Spread Notes Out, Perfumery: The Three Components of Perfume – essential oils, ethanol, and water, Perfumery: Types of Perfumes – Perfume oils, perfume, spirit, cologne, and splash/aftershave, Perfumery: Materials Used In Making Perfumes, Perfumery: Expression, Perfumery: The Secrets Of Recipes, Perfumery: Perfumery Families & Legacy, Perfumery: Evaporation Causes Scent, Perfumery: Storage Principles, Perfumery: The Effect Body Oil and Body Temp Has On Perfume Longevity,


SUMMER 520

  • 1st - A Delivery Of The Best Sort II - Animal Husbandry 5, Research 5, Food Preservation 2 AH: Proper nutrition for a dog. AH - Dog Training - No More Than 10 Chime Sessions At A Time, AH - Dog Training - Every moment an opportunity to train, AH - Dog Training - Bribe with food, AH - Dog Training - Go Slow, AH - Dog Training - Master one command before introducing a new one, AH - Dog Training - Commands sit down back up stay, AH - Dog Training - Make dog sit before giving treat, answering the door, playing with a toy, going outside, AH - Dog Training - Never lose patience If the puppy struggles slow down; repeat the lesson, AH - Dog Training - Be consistent, AH - Dog Training - Use secondary reinforcement like praise pets pats, AH - Dog Training - Dogs sensitive to emotions, AH - Dog Training - Amount of taining time = amout of play time, AH - Dog Training - Play fetch as a reward, AH - Dog Training - Let puppy see and smell treats, AH - Dog Training - Every moment a Training moment
  • 5th - Freedom Under The Sun -
  • 7th - Beam Reach -
  • 11th - Through The Storm -
  • 12th - The Calm To Be Had -
  • 13th - Seeking That Which Is Lost -
  • 14th - Market Forces -
  • 16th - Pieces And Parts-
  • 18th - Oh Its A Beautiful Thing -
  • 19th -[The Protea Inn] Cakes and Cookies and Pies, Oh My! -
  • 20th - The First Yet Second Tenday -
  • 35th - A Family Heirloom Comes Home I -Play Musical Instrument (Mandolin) +5, Singing +3 Mandolin: Parts and # of Strings, Mandolin: How To Tune One, Mandolin: How To Hold/Play The Instrument, Mandolin: Adjusting the Bridge, Mandolin: Proper String Position Depending On Circumstance, Instrument Picks: How To Use/Hold One, Mandolin: Best suited to playing Melody, Harmony, fill-in notes and chords. Mandolin: How To Play The Chords
  • 35th - A Family Heirloom Comes Home II -Play Musical Instrument (Mandolin) +5, Singing +2, Writing +2 Mandolin: Playing The D Scale, Mandolin: Neck Truss Rod Adjustments, Mandolin: How To Clean A Mandolin
  • 50th - Along Comes A Bard... - Persuasion +2, Rhetoric +2, Interrogation +3, Songcrafting +5, Negotiation +1, Socialization +5, Singing +3 Songcrafting: What Makes A Great Song, Songcrafting: 11 Parts To A Song, Songcrafting: Who, What, Where, When, Why?
  • 50th - Along Comes A Bard... II - Songcraft +5, Writing +4, Interrogation +3, Research +3 Songcraft: Styles of Music, Songcrafting: Reading Music, Songcrafting: Musical Scales, Songcrafting: What A Note Is, The Two Meanings Of Notes, Songcrafting: Notes on Notes, Songcrafting: Staves, Songcrafting: Musical Crafting, Songcrafting: The Part In Writing Music, Songcrafting: Staffs, Songcrafting Pitches, Songcrafting: Basics of Music Writing, Songcrafting: Basics of Reading Music, Songcrafting: Clefs, Songcrafting: How Music Reflects History and Culture, Songcrafting: Treble and Bass Clefs, Songcrafting: Staffs
  • 50th - Along Comes A Bard...III - Songcraft +5, Writing +4, Interrogation +3, Research +3, Mandolin +1, Hostessing +1, Songcraft: Ledger Lines, Songcraft: Types of Notes, Songcraft: Note Durations, Songcraft: Silences, Songcraft: Meters, Songcraft: Beats, Songcraft: Rhythm, Songcraft: The Frequency or Pitches of Beats, Songcraft: The Rules of Patterns, Songcraft: Definition of Syncopation, Songcraft: Verse, Songcraft: Chorus, Songcraft: Bridges (Or Middle 8), Songcrafting: The Hook
  • 50th - Along Comes A Bard... IV - Songcraft +5, Teaching +1, Writing +5, Interrogation +3, Research +3, Singing +1 Songcraft: Five Types of Song Structure (refrain, climb, instrumental break, instrumental solo, and coda), Songcraft: The Pause, Songcraft: The Patterns Songs form, Songcraft: Song Shorthand, Songcraft: Types of Patterns (AAA, ABAB, AABA, A Chorus, A Chorus Bridge, Climb Chorus Pattern, Heart & Soul Patterns, Songcraft: Varying Patterns Within Songs, Songcraft: The Structure Of A Song, Songcraft: Amateur Lyrics Verses Professional Lyrics, Songcrafting: Development Techniques, Songcrafting: The Reversal, Songcrafting: Assembling a Song
  • 50th - Along Comes A Bard... V - Songcraft +5, Singing +3, Psychology +2, Writing +5 Songcrafting: Composing A Song Under Guidance, Physcology: Pouring Ones Heart Out In Songcrafting, Songcrafting: Placing Notes On Paper, Songcrafting: Roadmaps To Songs When Composing Songs, Songcraft: Writing A Song For Syka, Songcrafting: The Musical Alphabet, Songcraft: Music For Base Instruments use the Bass Clef, Music For All Other Instruments Use Treble Clef, Songcraft: Alto Clefs & Misc Other Instruments, Songcraft: Every Good Boy Deserves Fudge Placement Phrase, Songcraft: FACE, Songcraft: All Cows Eat Grass, Songcraft: Ledger Lines for extremely high or extremely low notes, Songcraft: Accidentals (Flat, Sharp, Neutrals), Songcraft: Key Signatures, Songcraft: Time Signatures, Songcrafts: How to use Rhythms, Songcraft: Value. Songcrafting: Using Musical Notations, Songcrafting: What Music Notes Mean, Songcrafting: Composing A Song For Syka
  • 65th - [The Protea Inn] "Inn"er Workings - Foraging +1, Cooking +5, Animal Husbandry +2, Singing +1, Cleaning +3, Animal Husbandry: Morning Routine With Dogs & Chickens, Cooking: Basic Bread, Cooking: Basic Croissants, Cooking: Grilling Basic Breakfast Meats, Cooking: Making Eggs Various Ways, Cleaning: Doing Dishes & Cleanup After A Breakfast Crowd, Cleaning: Doing Laundry At The Communal Pool
  • 70th - Innkeeping and Archery I - Planning +1xp, Weapon (Compound Longbow) + 5xp, Socialization +3xp, Interrogation +2xp, Mathematics +3xp Compound Longbow: Its Advantages & Disadvantages, Compound Longbow: Its parts and what they do, Bows: The major differences between types, Archery: Draw Length & Draw Weight, Archery: How to Calculate Arrow Length, Archery: Fishing With A Bow, Archery: How To Measure The Speed Of An Arrow,
  • 70th - Innkeeping and Archery II - Weapon (Composite longbow) +5, Observation +5, Interrogation +4, Drawing +1 CL: The Purpose Of Cams & Cam Systems, CL: Single Cam System- Quiet & Easier To Maintain, CL: Cables, Cams, Cable Guard, and Cable Slider, CL: Parts Of A Composite Longbow, CL: How To Use A Peep Sight, CL: Proper Grip, CL: Feathering The Trigger, CL: Kill Shot Locations On Various Animals (Brains, Lungs, Heart)
  • 70th - Innkeeping and Archery III - Weapon (Composite longbow) +5, Observation +5, Hunting +4, Cooking +3, Chef Knife +2, Cleaning +2 CL: How To Properly Hold The Bow, CL: Proper Release Techniques, CL: Square Stance, Open Stance, or Closed Stance, CL: Head, Shoulder, Arm Positions In Shooting, CL: Proper Grips, CL: Focus In Firing, Hunting: Selecting Proper Targets, Hunting: Morals Of Killing, Hunting: First Kill, Cooking: Butchering A Pig, Hunting: How To Carry Meat Out Of The Wilds, Cooking: Using Leftover Bones, Cooking: Making Pork Stock, Cooking: Rendering Lard


SPRING 520

threads :
  • 10th - Inn Coming... - +5 Observation, +1 Singing, +2 Body Building, +1 Negotiation, +2 Business, +2 Planning, +1 History Syka: Everyone Helps Unload The Veronica, Body Building: Unloading A Ship, Mathias Okavis: Appearance And Mannerism, Syka Founders: James, Mathias, and Randal, Syka: Provides Loans, Syka: Has a Sawmill & Blacksmith, Randal: Appearance And Mannerism, Planning: Building An Inn, Business: Asking Exactly For What You want, Syka: General Layout, History: Juli’s Dad knew Taz’s Dad and was going to ask him to Innkeep in Syka
  • 10th - Outfitting For Survival - +5 Observation, +1 Planning, +1 Interrogation, +5 Wilderness Survival, +1 Cleaning, +1 Construction, +1 Hatchet Juli: Appearance and Mannerism, Syka: The Mercantile, WS: Setting Up A Tent, WS: Building A Fire, WS: Deciding Best Location For A Shelter, Construction: How To Make A Homemade Broom, Lars: Appearance And Mannerism, Randal: Appearance And Mannerism, WS: Spreading Ash To Prevent Ant/Scorpion/Spider Invasions, WS: Building A Fire Ring, WS: Setting Up A Hammock, WS: Bananas, Pineapple, Mango and Papaya Appearance & Taste, WS: Tying A Figure 8 and Stopper Knot
  • 50th - All Hands On Deck - Carpentry +5, Construction +5, Body Building +4, Observation +5, Interrogation +3 Construction: Parts of a deck, building a deck, using a miter box & saw, Randal Zor: Appearance & Mannerisms, Acts as Mentor, Good Teacher.
  • 65th - Twist Under The Sun - Bodybuilding 1, Endurance 1, Running 1, Teaching 1, Storytelling 1 Marino - Appearance and Mannerism, Selene - Appearance and Mannerism, Twist - Marino's Dolphin.
  • 67th - Lost In The Rigging - Planning: 2xp Cooking: 1xp Socialization: 5xp Observation: 5xp Hostessing: 1xp Sailing: 5xp Storytelling: 1xp Swimming: 5xp Meditation: 1xp Endurance: 1xp Planning: designing a jungle appropriate inn Sevfra: noisy, chaotic and welcoming Planning: packing for a sailing day trip Sailing: basic ship terminology Sailing: steering the ship Marino: trusts Tazrae Marino: scared of heights Marino: knows Tazrae's past Swimming: how to drown yourself and your partner Swimming: dead man's float Meditation: controlled breathing Lore of the colorful life below the ocean Swimming: doggy-paddle
    Twist: Marino's Tavan Swimming: diving Lore of dolphin diet and lifespan Lore of tide cycles
  • 70th - Delve Deep - Observation +5, Wilderness Survival +5, Herbalism +5, Philtering +3, Writing+1, Drawing +1, Cooking +1 Uta: Appearance and Mannerisms, Uta: Where She lives, WS: Plan For The Worst, WS: What Should Be In A Survival Pack, WS: A Pot In The Bottom Of The Pack, Hammock, Cordage, Waterproof Tin filled With Tinder soaked in Oil, Whet Stone, Bowie Knife, Butchering Knife, Waterproof slicker or Poncho, WS: Survival Pack Less Than 10 lbs, Herbalism: Sea Buckthorn Identification And Uses, WS: Drink Only From Seeps, Springs & Rainwater, Herbalism: Watervine – Identification And Uses, Herbalism: Making Cocoa Butter, Herbalism: Making Coconut Oil From Coconuts, WS: How To Walk In The Jungle, WS: Cutting Walking Sticks, Philtering: Beeswax Never Goes Bad, Herbalism: Epiphytes (Ferns, orchids, cacti, mosses and lichens), Herbalism: Aroids, WS: Levels of the Jungle, Herbalism: Every Acre can have 20-50 species of trees without many repeats, Writing: Taking Notes On Lectures, Herbalism: Cacao Tree Identification and Uses, Cooking: How To Make Chocolate, Herbalism: Lifecycle of Cacao Tree
  • 91st - A Delivery Of The Best Sort - Animal Husbandry +5, Observation +3, Socialization +1, Research +4, Teaching +2 Puppy: Imperial Watcher, Imperial Watcher: Old Breed, Hunting/Guardian Dogs, Imperial Watcher: Property Guardian, Imperial Watcher: Livestock Safe, Imperial Watchers: Boarhunting Specialists, Animal Husbandry: Teaching No!, Imperial Watcher: Grow As Much In His First Year As A Human Child In 15, Imperial Watcher: Needs Rules/Consistent Training, Imperial Watchers: Raise Him Inside, Animal Husbandry: Socializing New Puppies, Animal Husbandry: Be Consistent With Corrections/Firm And Unexcited, Animal Husbandry: Train With Repetition/Love And Positive Reinforcement, Imperial Watchers: Need 3-4 Meals Per Day As Pups, 2-3 As Adults, Imperial Watchers: What They Can Eat, Imperial Watchers: Never Loose Temper, Never Strike, Animal Husbandry: Training With Food Luring, Note: 1 Imperial Watcher, Leash, Collar, Instruction Scroll
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"A mark of an open mind is being more committed to your curiosity than your conviction.
The goal of learning is not to shield old views against new facts, but to revise old views with new facts.
Ideas are possibilities to explore, not certainties to defend."


Garden Beach Syka The Protea Inn

"Listen to the wind, it talks. Listen to the silence, it speaks. Listen to your heart, it knows."
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Tazrae
Be savage, not average.
 
Posts: 1335
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Joined roleplay: May 3rd, 2020, 2:02 pm
Location: Syka
Race: Human
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