[Unverified] Tazrae I

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Tazrae I

Postby Tazrae on September 4th, 2022, 8:21 pm



General Stats

Proper Name: Tazrae Ardera Kois
Nickname: Taz
Race: Human
Gender: Female
Age: 26
Birthday: 21st, Winter, 497 A.V.
Birthplace: Riverfall
Sexuality: Straight


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 by 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. Sykan's 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, 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 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 or smaller belt pouch containing survival gear. She also usually has a small hatchet or machete with her. Her weapon of choice is a compound longbow so she might be wearing that item 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, 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 interests 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

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.


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


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.
Last edited by Tazrae on November 10th, 2023, 2:50 am, edited 4 times in total.
"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
Be savage, not average.
Posts: 1335
Words: 1916653
Joined roleplay: May 3rd, 2020, 2:02 pm
Location: Syka
Race: Human
Character sheet
Storyteller secrets
Medals: 5
Mizahar Grader (1) Overlored (1)
One Thousand Posts! (1) One Million Words! (1)
Syka Seasonal Challenge (1)

Character History

Postby Tazrae on September 4th, 2022, 8:25 pm


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.

520 - In Game

Secret :

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. Randal brings Creature back from Riverfall for company for Tazrae. She starts learning to be a carpenter and a great deal about construction. She builds her own decks on The Protea.


The young Innkeeper works out the quirks of being an Innkeeper and making friends with folks in the settlement. Taz meets Xander and begins her training as a Bard. She receives her Mandolin and begins to learn to play it along with Songcrafting. She deepens her understanding of music, and takes up archery. Taz decides she wants to be one of the best cooks in the Settlement and starts practicing.


Tazrae begins her education of Wilderness Survival as she continues to run her Inn. She acquires chickens and a milk cow. Then she broadens her landscape and meets Bree who becomes her best friend. Taz accidentally uses an artifact item on Bree and gives her sentience.

This is also the season Tazrae decides to broaden her horizons and build herself a dock and palapa for The Protea. This is the season Tazrae gets bit by a pit viper, almost dies, and begans breeding Mussurana snake for the settlement to fight the poisonous snakes that are all over. Tazrae takes up paddleboarding and meets Tegan for the first time... learning about Vayt and The Shroud.


This is the season Tazrae masters her wilderness survival, with the help of Randal and Bree. She discovers a love of the jungle and gets inducted into Reimancy via Duncan. She also looses her virginity this season, and experiences heartbreak all at the same time. Tazrae meets Caiyha and Kihala both this season.

521 - In Game

Secret :

This season is somewhat restful and rewarding for Tazrae. She focuses on her cooking, Innkeeping, and exploring the Settlement. She acquires a lot of treasure this season by simply beach combing. she hangs out with a lot of new people and discovers new places.


Much like the last season, Tazrae concentrates on being a good Innkeeper and broadening her cooking experiences. She expands her Innkeeping tricks and focuses on being a mainstay for the Settlement in terms of a gathering place and a shelter that has good food and a place to rest. Tazrae meets most of Syka's ghosts this season.


Tazrae does a lot of hunting/gathering this season. She expands her ability to cook on the fly, and starts exploring the ingredients available at The Outpost. She adds significantly to her Wilderness Survival skill and starts several new hobbies. She does some exploring and locates new places. Taz runs across Alric at the Outpost and develops a deep friendship with him.


Tazrae continues her friendship with Alric, growing close enough to him to fall in love. She spends time at The Outpost, eventually buying part of an Apartment there. This is also the season Tazrae is taken captive in the jungle, tortured, and falls into a deep depression. She does not return to the Outpost for a lengthy time, instead befriending Rainmere and learning to firedance to help cope with her deep emotional trauma.

Tazrae is also gifted with an Ixam scale from Caiyha that grants her the ability to become one of the feral lizards that are now roaming the Settlement of Syka.

522 - In Game

Secret :

Falling prey to a curse where everyone forgets her, Tazrae's depression continues. She becomes more and more isolated from the settlement and chooses to run wild in the jungle as a way to cope. Keeping a promise to Alric, she also returns to The Outpost and inducts him in Reimancy to help him defend himself against her estranged family who is hunting him. While Alric cannot remember her, she draws further away, fighting against the curse, but loosing her best friend Bree as a result of the curse.

Taz joins an Ixam Lounge under the leadership of a large Scarlet Male and explores the jungle obsessively utilizing her new mastery of Wilderness Survival. Talking with Talia, the librarian of Reclaimed Knowledge, Taz takes it upon herself to become an expert on Monsters in Mizahar to help defend the Settlement in case the curse is monstrous in nature.

Taz even started hanging out with the Old Ones that didn't seem affected by the curse. She befriended Zethas and he starts teaching her offworld magics.

In an effort to continue to expand her influence in Syka, Tazrae buys six acres of beach and jungle property and builds the start of a home on that land. It consists of a Drykas Pavilion, a Palapa, and a bathing area. There is an exercise course and parkour practice field in the jungle behind her place. She also invites the settlement's Ixam to join her.


Tazrae starts intensely training now that her curse was broken. She makes sure her weapons skill is up to par, working towards mastering her machete and building on her other skills. She tries to bring her Reimancy up a few notches and work on her magic.


To be determined...


To be determined...
Last edited by Tazrae on September 5th, 2022, 2:46 am, edited 1 time in total.
"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
Be savage, not average.
Posts: 1335
Words: 1916653
Joined roleplay: May 3rd, 2020, 2:02 pm
Location: Syka
Race: Human
Character sheet
Storyteller secrets
Medals: 5
Mizahar Grader (1) Overlored (1)
One Thousand Posts! (1) One Million Words! (1)
Syka Seasonal Challenge (1)


Postby Tazrae on September 4th, 2022, 8:29 pm


Master (76-100) :
Skill EXP Notes
Cooking 92/100 15 RB/ 16 SP
Interrogation 100/100
Observation 100/100
Planning 100/100
Psychology 86/100
Research 79/100
Socialization 100/100
Wilderness Survival 82/100 8 SP - Jungle/Ocean

Expert (51-75) :
Skill EXP Notes
Animal Husbandry 53/100 Dog, Bird, Ixam, Snake
Body Building 54/100
Endurance 58/100
Hostessing 65/100 26 SP
Logic 55/100
Reimancy 71/100 Fire, Air, Water
Weapon (Machete) 58/100
Writing 65/100

Competent (26-50) :
Skill EXP Notes
Arcanology 39/100
Carpentry 37/100
Cleaning 30/100
Construction 44/100
Foraging 35/100
History 27/100
Investigation 36/100
Singing 43/100
Songcrafting 33/100
Tactics 27/100
Teaching 48/100
Weapon (Whip) 28/100

Novice (1 - 25) :
Skill EXP Notes
Acrobatics 3/100
Anthropology 20/100
Architecture 10/100
Aromatherapy 6/100
Astronomy 2/100
Auristics 8/100
Bartering 2/100
Biology 1/100
Brawling 1/100
Business 15/100
Cartography 1/100
Child Care 10/100
Climbing 1/100
Dancing 3/100
Drawing 15/100
Driving 5/100 Ixam
Fishing 8/100
Firedancing 25/100
Florabundance 11/100
Food Preservation 2/100
Gardening 5/100
Herbalism 6/200
Hunting 8/100
Interior Design 8/100
Leadership 17/100
Linkage 10/100
Mathematics 7/100
Medicine 8/100
Meditation 16/100
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 16/100
Play Musical Instrument (Drum) 2/100
Play Musical Instrument (Mandolin) 15/100
Reading 3/100
Religion 1/100
Rhetoric 25/100
Riding 17/100 Ixam
Running 5/100
Sailing 5/100
Seduction 12/100
Sewing 1/100
Scavenging 1/100
Stealth 3/100
Storytelling 17/100
Subterfuge 1/100
Swimming 14/100
Tracking 4/100
Weapon (Dagger)5/100 Chef Knife
Weapon (Compound Longbow) 17/100
Weapon (Fishing Spear) 1/100
Weapon (Hatchet) 4/100
Weaponsmithing 1/100
Vorilescence 10/100

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.


The Zatani :

The Zatani


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
Total = 59

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

Special Abilities

Danger Intuition :
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.

Timelessness :

The majority of what remained of the broken figurine; the last remnants of its magic, have forever changed Tazrae with a shadow of Cervisi’s immortality. She has effectively pulled away from the natural cycle of life and death. She will age a single day for every year that passes. While poison, sickness and physical harm can still end her life, barring those, she will live for hundreds if not thousands of years. This does however have a rather powerful effect on her mentality. On the 6th bell of the day she awoke after the dream, she realized instinctively that she was no longer bound by time. Whereas mortals, even at an early age, have some concept of death and dying of old age, that is completely removed from her thoughts. She is unable to perceive the concept of dying because she becomes too old. She know that she will outlive nearly everyone she's met or ever will meet...again, assuming some outside force doesn’t step in.

Time's Pebble :
Time's Pebble

While tossing a pebble in a river will not stop its flow, it can cause a minor disruption on the surface. The loop in time created by the figurine has caused you to be something like a pebble in Time’s River. You very existence creates small, temporary disruptions in the flow of time out of your control. Examples of these disruptions include flames like those of a candle or torch that will seemingly freeze in place, a plant that may spontaneously flower or a fruit ripens rapidly or a cup of water that might evaporate in seconds. These effects are generally minor and do not always occur; they are quite random and not overly frequent. You may also disrupt some aspects of the flow of time around you with conscious effort. This is related to your skill in meditation. Even if not directly engaged in the art of meditation, one who is skilled in it tends to have a much greater focus of mind than those who do not. This greater focus allows you to direct minor manipulations in time. Some examples, if you are performing a physical feat of acrobatics that requires balance and agility, you are able to better feel the right timing for your movements as your body instantly aligns with just the right timing. If you are cooking, you can employ this ability to alter the flavor of a meal by changing the ingredients through minor manipulations in time in order to achieve the best possible taste. If you are in physical combat either unarmed or with a weapon, your movements are just a bit faster or if necessary, a bit slower, to give you a bit of an edge. How this translates is that for every skill level you have in meditation, you gain a +5 bonus to any skill you possess at the time. This bonus can only be applied to a single skill once per thread. If this bonus would push your skill to the next level, then the results fall within that increased level.

Meditation L1 = +5 bonus
Meditation L2 = +10 bonus
Meditation L3 = +15 bonus
Meditation L4 = +20 bonus

Last edited by Tazrae on November 9th, 2023, 4:34 am, edited 29 times in total.
"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
Be savage, not average.
Posts: 1335
Words: 1916653
Joined roleplay: May 3rd, 2020, 2:02 pm
Location: Syka
Race: Human
Character sheet
Storyteller secrets
Medals: 5
Mizahar Grader (1) Overlored (1)
One Thousand Posts! (1) One Million Words! (1)
Syka Seasonal Challenge (1)


Postby Tazrae on September 4th, 2022, 8:33 pm



See Thread List for most of my Lores.

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.
"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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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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Postby Tazrae on September 4th, 2022, 10:06 pm


Mundane 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 :
  • Bullwhip
  • Hatchet
  • Chef’s knife
  • Blowgun
  • Blowgun Needle Set (20)x2
  • Bolas 3-ball x2

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

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

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

Books And Writing Mateirals :
  • Book of her Mother's Innkeeper Recipes *
  • A Book Of The Gods
  • Basic Perfumery
  • The Principles of Philtering
  • Music Book (On Reading/Writing Music)
  • 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)
    • Bottle Of Ink
    • Blank Book x4
    • Quill x10

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

Kits :
  • Preservation Kit
  • Sewing Kit
  • Soap Making Kit
  • Candle Making Kit
  • Handyman’s Toolkit
  • Survival Kit
  • Masseuse Kit
  • Fishing Kit
  • Ranger Field Kit
    This kit is for the purpose of maintaining weapons & the ranger themselves in the field.

    • Whetstone (Fine)
    • Whetstone (Medium)
    • Strop Leather
    • Jar Of Honing Oil
    • Spare Cam mount
    • Spare Cam
    • Spare Bowstring
    • Camoflauge Face Paint (Black)
    • Camoflauge Face Paint (Brown)
    • Camoflauge Face Paint (Green)

Additional Items :
  • 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 & Pestle
  • Massage Bench (fine)
  • Fishing Pole
  • Philtering Lab

Magic Items

Magic Items :
Backpack Of Voiding

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.

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.

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.

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.

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.

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. Tazrae's is gold in color and has thick flat links that will hold 15 charms.


  • 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.


  • 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.


  • 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)


  • 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.


  • 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.


  • Worn Leaf - This charm looks like a wavy 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.


  • Messenger Bag Charm - 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.


  • Weapon's 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.


  • 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.


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


  • 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’.

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.

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


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

The 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.

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.

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.

An Iridescent 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.

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.

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.

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.

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.

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.

Ever-soft Shortbread Cookies


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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

Homefinder Token


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.

Small Makeup 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.

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.

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.

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.

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.

A Matching Set Of Moonstone Silver & Gold Rings


This simple set of identical rings mirrors one another and houses identical round moonstones in their settings. The silver ring is, however, larger and more masculine. The gold ring is smaller and more feminine. The plain bands are etched with waxing and waning crescents on either side of the set stone that indicate the stages of the moon with the large round stone in the middle representing the full moon of Leth.

When worn by any two individuals, the individuals are granted telepathy between each other while wearing the rings at a distance of up to a mile by sunlight when the moon is weak and up to ten miles when the darkness descends and the moon is stronger.

These items cannot be gifted, sold, or stolen. However, due to their nature, one may be passed to a person of the owners choosing to be worn to utilize the telepathy.

Chest of Tome Repair


This medium size chest will fit most common to large books, journals and scrolls within it. Once per 24 bells, the owner can place a damaged or degraded (no matter how much) book in its confines (so long as it fits) and the chest will work to repair the manuscript to the shape it was in on the first day it was written in. This process takes, as one might assume, 24 bells. It can be used unlimited times so long as it is given 24 hrs to repair its contents. Only one book, scroll, or journal (aka one item) can be placed in it at a time. This item will not deactivate any magical traps or protections on the tomes it repairs.

Harp of Ambiance


This harp, being a medium sized instrument, bears the mark of Rhaus. When anyone touches its strings, it will begin to play on its own for a bell or until touched again. The musical style will match the mood of the owner or establishment it resides in. It will play subtle relaxing melodies for quiet atmospheres, raunchy bawdly tunes for busy bars, and even romantic ballads for brothels. Its owner can also request specific songs or types of music from it. This harp has unlimited uses.

Spy Orb


This large cantelope-sized orb is perpetually filled with smoke. However, if someone picks it up and concentrates on a person or creature (such as a pet) they know and have met before, the orb will flare with light and suddenly reveal the person one is concentrating on. It will show the person regardless of their state of life or death. If the person is in pitch black, the viewer can see the person as if they have dark vision. The glimpse will only be for five chimes, but one can gain a lot of information spying this way as the background or place the person is might be revealed within the orb's vision. If the target is dead, the state of decay will be revealed. If the person has decayed into nothing, then the orb will not show the individual concentrated on. There will be no other senses revealed - no taste, sound, smell, etc other than sight.

Magic Weapons

Magical Weapons :

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 Appearance)


Feral Whisper

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

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.


  • 1 Green Trea Boa
  • 10 Mussurana Rainbow Snakes
  • 1 Milk Cow - Muncha Muncha
  • 30 Chickens w/two roosters - Assorted Egg Layers
  • Creature aka "Creech" - Imperial Watcher Pup Born Spring 520 - Present

    Creature :

  • Bree - Sentient Jungle Ixam Acquired Fall 520 A.V. - Present

    Bree :

* Starting Package Item
Last edited by Tazrae on November 3rd, 2022, 7:16 am, edited 3 times in total.
"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
Be savage, not average.
Posts: 1335
Words: 1916653
Joined roleplay: May 3rd, 2020, 2:02 pm
Location: Syka
Race: Human
Character sheet
Storyteller secrets
Medals: 5
Mizahar Grader (1) Overlored (1)
One Thousand Posts! (1) One Million Words! (1)
Syka Seasonal Challenge (1)


Postby Tazrae on September 4th, 2022, 10:50 pm



Total: 4,952 GM

Ledger Details :
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 GM634 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 Challenge +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
Wages Summer 522 +1,274 GM 4,848 GM
Fall Living Expense (Common) - 135 GM 4,713 GM
Birthday Challenge Coin +1030 GM 5,743 GM
Blank Books (8) -24 GM 5,719 GM
Wages Fall 522 +1,820 GM 7,539 GM
Ranger Wages Fall 522 +2,548 GM 10,087 GM
Magecrafting Items -1,200 GM 8,887 GM
NaNo Award + 5,000 GM 13,887 GM
Inn Expansion - 9,300 GM 4,587 GM
Sale of the T&T Apartment +1,000 GM 5,587 GM
Misc Decor At The Outpost - 500 GM 5,087 GM
Payment to Bron -135 GM 4,952 GM

Syka Loan

Paid Off :
Date Amount Paid Amount 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 GM
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 June 18th, 2023, 8:01 pm, edited 4 times in total.
"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
Be savage, not average.
Posts: 1335
Words: 1916653
Joined roleplay: May 3rd, 2020, 2:02 pm
Location: Syka
Race: Human
Character sheet
Storyteller secrets
Medals: 5
Mizahar Grader (1) Overlored (1)
One Thousand Posts! (1) One Million Words! (1)
Syka Seasonal Challenge (1)


Postby Tazrae on September 4th, 2022, 10:54 pm



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.

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.
"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
Be savage, not average.
Posts: 1335
Words: 1916653
Joined roleplay: May 3rd, 2020, 2:02 pm
Location: Syka
Race: Human
Character sheet
Storyteller secrets
Medals: 5
Mizahar Grader (1) Overlored (1)
One Thousand Posts! (1) One Million Words! (1)
Syka Seasonal Challenge (1)

Thread List Link

Postby Tazrae on September 4th, 2022, 11:26 pm


Character Questions

General Information :
1. What is your Name?
    Tazrae Ardera

2. Do you go by a nickname or pet name?

3. How old are you?
    21st, Winter, 497 A.V. or 25

4. What is your height?

5. What is your weight?
    It varies from 115 to 125

Aesthetics :
1. Describe yourself as you see yourself.
2. Describe yourself as others typically see you.
3. What is your favorite body feature?
4. How physically fit are you?
5. How do you typically dress and what is your style?

Family :
1. Who are your parents and what are they like?
2. Do you have any brothers or sisters?
3. What is your extended family like?
4. Do you consider close friends as important or more/less important than family?
5. Do you treat animals like family?

Location :
1. Where were you born?
2. Where do you live now?
3. If you could live anywhere in Mizahar where would that be?
4. Do you have a favorite place to vacation or spend leisure time?
5. Where do you fear to be?

Traits :
1. Do you have any physical weaknesses (disease, scars, and missing limbs?)
2. Are you right handed or left handed?
3. What languages do you speak? What do you sound like? Do you have an accent?
4. Do you have any odd mannerisms, annoying habits, or other defining characteristics?
5. Do you have (or want to get) any tattoos or piercing? Why do you have them (or will get them) ?

Occupations :
1. What is your occupation?
2. Do you like/dislike your work? Why?
3. If you could be anything you wanted to, what would you be?
4. What occupation do you admire the most? Why?
5. What occupation do you lest like? Why?

Childhood :
1. What sort of child were you?
2. What is your favorite memory from childhood?
3. What is your worst memory from childhood?
4. What sort of relationship did you have with your parents?
5. Who was your most influential rolemodel?

Education :
1. What sort of education do you have?
2. Do you like/dislike learning?
3. Where or how did you learn most of your skills/abilities?
4. How do you learn best?
5. What are your educational goals for the future?

Relationships :
1. Do you form close bonds with people? Why? Why not?
2. Do you trust people easily? If not, why not?
3. Do you consider yourself straight, gay, bi, or something else?
4. Have you ever been kissed? If so, describe the first time.
5. Have you ever had sex? If so, describe the first time.

Drugs and Alcohol :
1. Have you ever been drunk? If so, describe your first time.
2. Do you like to drink on a regular basis?
3. What sort of alcohol do you prefer?
4. Have you ever tried drugs (mood altering substances)? If so, which kinds and what did you think of them?
5. What do you think of drugs and alcohol? Be specific.

Likes and Dislikes :
1. What are your hobbies?
2. Do you like to read?
3. What annoys you more than anything else?
4. What do you find the most relaxing activity to do?
5. What kinds of things embarrass you? Why?

Favorites :
1. What is your favorite color or colors?
2. What is your favorite time of day?
3. What is the most beautiful thing you’ve ever seen?
4. What do you like to eat? What do you hate to eat?
5. What is your favorite type of weather? Does any kind scare you?

Outlook :
1. Are you optimistic or pessimistic?
2. What are your religious views?
3. Would you be able to kill?
4. What are your views on sex?
5. What, in your opinion, makes a successful life?

Actions :
1. What is the worst and best thing you’ve ever done?
2. What is your greatest regret?
3. What is your best/worst memory?
4. If you could change one thing about your past, what would it be and why?
5. What are you the most proud of doing in your life?

Emotions :
1. How honest are you about your thoughts and feelings with others?
2. Do you have any biases or prejudices?
3. What makes you happy?
4. Who or what, if anything, would you die for?
5. What makes you angry?

Relationships :
1. In general, how do you treat others?
2. Who is the most important person in your life, and why?
3. Who is the person you respect the most, and why?
4. Do you have a spouse or significant other? If not, describe an ideal lover.
5. Do you trust anyone to protect you? Who, and why

Group Situations :
1. Do you tend to argue with people, or avoid conflict?
2. Do you tend to take on leadership roles in social situations?
3. Do you like interacting with large groups of people? Why or why not?
4. Do you care what others think of you?
5. What do you think of others, in general?

Self Image :
1. What is your greatest strength as a person?
2. What is your greatest weakness?
3. If you could change one thing about yourself, what would it be?
4. Are you generally introverted or extroverted?
5. Are you generally organized or messy?

Beliefs :
1. What God or Goddess do you find most appealing, if any?
2. Which God or Goddess do you fear, if any?
3. Do you have any Gnosis Marks? If so, how did you receive them?
4. What lengths would you go to to please your deity?
5. Where do you draw the line at pleasing your deity? What is too much?

Life & Death :
1. What do you absolutely live for?
2. What is the best part of life?
3. What is the best part of death?
4. If you could choose, how would you want to die?
5. What is the one thing for which you would most like to be remembered after your death?
Last edited by Tazrae on October 15th, 2022, 12:34 pm, edited 4 times in total.
"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
Be savage, not average.
Posts: 1335
Words: 1916653
Joined roleplay: May 3rd, 2020, 2:02 pm
Location: Syka
Race: Human
Character sheet
Storyteller secrets
Medals: 5
Mizahar Grader (1) Overlored (1)
One Thousand Posts! (1) One Million Words! (1)
Syka Seasonal Challenge (1)

Thread List Link

Postby Tazrae on October 15th, 2022, 4:26 am


Tazrae's Threads are in Tazrae II (The Thread List).
Her CS got so big that I had to break it into two sections
to keep it from erroring out.
"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
Be savage, not average.
Posts: 1335
Words: 1916653
Joined roleplay: May 3rd, 2020, 2:02 pm
Location: Syka
Race: Human
Character sheet
Storyteller secrets
Medals: 5
Mizahar Grader (1) Overlored (1)
One Thousand Posts! (1) One Million Words! (1)
Syka Seasonal Challenge (1)

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