Post by kasimir burovski ✨ on May 9, 2017 12:50:09 GMT
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[PTabbedContent][PTab=basics][attr="class","invname"]
kasimir's inventory
kasimir's inventory
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the phoenix
[break]stealth & assassination[break]
offence & mass destruction
the phoenix
[break]stealth & assassination[break]
offence & mass destruction
[attr="class","elem"]
element
- fire
- air
[attr="class","affi"]
affinity
- summoning
- illusions
- purification
[attr="class","familiar"]
Familiars & Companions
[attr="class","scroll"]
[attr="class","item"]
an ocelot with tawny fur and eyes an amber one shade shy of gold, kirjava is as beautiful as she is striking, grace and lethality combined in one sleek package. she is average sized for her species, distinguishable as a familiar not through any physical factor, but through the way she carries herself, an intangible something about the intelligence in her eyes, the complete confidence in her bearing.[break][break]
around strangers and in unfamiliar environments, kirjava is as reserved as kasimir is, if not even more so. she flanks him in effortless formation, acting as his lethal, predatory shadow to dissuade would-be attackers. she is also fond of deliberately yawning to show off her sharp sharp teeth, bloodlust in her eyes as she stares down his enemies. among people they are comfortable with - or, more likely, when they are alone - kirjava prefers to let her more playful, cat-like behaviours shine through. she loves lazing around, surprising kasimir as she pounces on him playfully, pulling pranks, refusing to move, and just generally being an obstinate, stubborn pain.[break][break]
kirjava and kasimir share in their fiery passion, their fierce nature, but where kasimir smoulders and burns slow and steady, kirjava is more akin to a wildfire, wild and deadly and full of unrestrained fervour. she is also the more bloodthirsty of the two, more willing to fight and bloody her claws and throw every fibre she has at what she deems to be a threat.
kirjava
leopardus pardalis | fire | hratchomuhi tithá
an ocelot with tawny fur and eyes an amber one shade shy of gold, kirjava is as beautiful as she is striking, grace and lethality combined in one sleek package. she is average sized for her species, distinguishable as a familiar not through any physical factor, but through the way she carries herself, an intangible something about the intelligence in her eyes, the complete confidence in her bearing.[break][break]
around strangers and in unfamiliar environments, kirjava is as reserved as kasimir is, if not even more so. she flanks him in effortless formation, acting as his lethal, predatory shadow to dissuade would-be attackers. she is also fond of deliberately yawning to show off her sharp sharp teeth, bloodlust in her eyes as she stares down his enemies. among people they are comfortable with - or, more likely, when they are alone - kirjava prefers to let her more playful, cat-like behaviours shine through. she loves lazing around, surprising kasimir as she pounces on him playfully, pulling pranks, refusing to move, and just generally being an obstinate, stubborn pain.[break][break]
kirjava and kasimir share in their fiery passion, their fierce nature, but where kasimir smoulders and burns slow and steady, kirjava is more akin to a wildfire, wild and deadly and full of unrestrained fervour. she is also the more bloodthirsty of the two, more willing to fight and bloody her claws and throw every fibre she has at what she deems to be a threat.
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[/PTab][PTab=element]Skills & Permanents
[attr="class","scroll"]
[attr="class","item"]
AUGMENTATION FOR DUMMIES #3
PERMANENT - ADEPT
a broad augment that focuses on the absorption of impact in the chest and upper body, with a particular focus on decreasing the effect such a blow would have on the bones and internal organs. not great against sharp objects, rather effective in the face of blunt force trauma and injury from falls.[break][break]
this scroll caters to the basics of augmentation - the ability to manipulate the attribute of durability. upon being cast on another witch, or themselves, the subject will find their durability increasing several fold. while this boost isn't much for beginners, more experienced witches can cast augments that will increase their durability by thrice their natural ability. works best against blunt force damage versus sharp force damage.
this scroll caters to the basics of augmentation - the ability to manipulate the attribute of durability. upon being cast on another witch, or themselves, the subject will find their durability increasing several fold. while this boost isn't much for beginners, more experienced witches can cast augments that will increase their durability by thrice their natural ability. works best against blunt force damage versus sharp force damage.
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CLOAKED PRESENCE
PERMANENT - ACOLYTE
kasimir can now hide his magical presence from detection. other than being immune to a WITCH’S INTUITION, it also grants his magic a sense of 'unpredictability' - his magical style will be harder to place and more difficult to become attuned to. it makes his steps quieter, masks his overall presence, and generally makes him less likely to be noticed or thought about. he is not invisible or silent, however. he may choose to remove or moderate the cloaking spell's effects to differing degrees. it can also be used to make monsters indifferent to him.
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WITCH'S INTUITION
PERMANENT - ACOLYTE
the witch can now passively sense uncloaked magical presences, monsters, magical objects, and active magic spells within a certain radius. the more powerful the magic, the easier they are to sense. cloaking scrolls cast by lower ranked witches may still be sensed, but cloaking scrolls with higher ranked witches are generally undetectable. the radius and strength of WITCH'S INTUITION can be improved with the conscious addition of mana (but would then count as a scroll).
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THIRD AFFINITY - PURIFICATION
PERMANENT - UNIQUE
allows your character to learn a third affinity. the character must be at least adept rank to get this item and already have a second affinity.
[attr="class","item"]
NPC TIE IN - DMITRI
NO IDEA WHAT THEIR RELATIONSHIP IS
this item allows a pre-existing character or a new character to have a specified tie or bond with an npc including distant familial ties, offical or unofficial mentorships, in-depth previous encounters, etc. in addition, for every other quest completed by the character they may thread with the specified npc free of cost. the member may select who to give the item to upon obtaining it, but once used it can not be transferred or sold. bonds should be discussed with staff as some npcs may not be available for certain ties.
[attr="class","fullscroll"]
[/PTab][PTab=affinity][attr="class","scroll"]
Elemental Skills
[attr="class","item"]
FLAMES OF PURIFICATION(ADV)
skill - fire
the flames of purification allow for the creation of flames which burn away curses and other forms of 'dark' magic. it is most effective against curses and the darkness element, using their holy power to break curses by burning away the mana sustaining them. these flames otherwise act like normal flames. these flames are silver in colour.
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PYROMANCY(ADV)
skill - fire
even witches who specialise in the element may receive burns from the fire they create. however, this skill enables a fledgling partial immunity to their own flames. with training, witches can completely surround themselves with fire with no worry to their safety. acolytes are even known to cocoon themselves in giant flames while in an intense fight.
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SACRED FIRE(ADV)
skill - fire
this skill allows for the creation of fire with inverted colours, meaning the tips are blue and the bottoms red. this fire is super effective against monsters, but otherwise carries the properties of ordinary fire.
Fire Techniques
[attr="class","item"]
ASHES TO ASHES
Technique - Fire
the witch uses a quick, high powered burst of mana on an object causing it to crumble to ash. requires direct contact with the object and can only be used on inorganic material. magical items tend to be much more difficult to disintegrate than mundane objects.
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BLADE OF FIRE
technique - fire
a blade is created from pure fire, making it brilliantly burning and very very sharp - when created right. amateur witches may struggle to even form coalesce fire into a stable, solid form as the very essence of fire defies solidity, and their attempts often either dissipate at first blow or flicker out into transient flame once more. in the hands of experienced witches, however, there are few materials that fireblades cannot cut through, and they can be wreathed in burning fire for even more dramatic flair. fireblades are far less effective in rain or wet weather - it takes a very very experienced witch to create a fireblade in a downpour.
[attr="class","item"]
CREATION
technique - fire
the most simple of techniques, creation is the ability to create fire. this enables the witch and the familiar to create balls of fire to lob at the enemy. this technique grows in strength with the witch, meaning a fledgling might not be able to do much….
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DANCE OF THE PHOENIX
technique - fire
the user creates a phoenix of fire that locks onto a target and chases after them, resting only when they have burnt their target to cinders or until they are dispelled. the size and effectiveness of this technique is dependent on a witch's skill - amateur witches would have trouble maintaining the phoenix's focus for long, which often leads to the phoenix dissipating after a few moments. experienced witches, however, have no trouble maintaining the phoenix's focus - some master witches have even been rumoured to maintain multiple phoenixes at the same time!
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FIRESTORM
technique - fire
the user summons a rain of fire to attack their target from above, burning that which it touches. fledgling witches may only be able to summon a very light, sparse shower of miniature fireballs, however masters of this technique are said to leave naught but devastation in their wake. this technique works best on a clear day or indoors - even experienced witches would struggle to use this technique to much effectiveness in rain.
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FIRE DRAGON BULLET
technique - fire
a fiery dragon is created from the flames and subsequently launched at a target at high speeds. the size of the dragon and the speed at which it travels is determined by a user's experience and rank. skilled practitioners will be able to control the movement of the dragon even after it has been launched.
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FIRE WHIP
technique - fire
the user creates a whip of fire that can be wielded as a weapon and burns that which it touches. fledgling witches will have to practice to solidify and manipulate the fire, whereas experienced witches can create and manipulate multiple fire whips that burn bright and intense.
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FLAME BOMB
technique - fire
the user launches a set of small fireballs, which explode upon contact with their target. the amount of fireballs able to be created and the size of the explosions is dependent on the skill of the witch, meaning fledglings may only be able to create minor explosions, but experienced witches can create many fireballs with devastating effects. masters of this technique would be able to control the direction and size of multiple fireballs simultaneously.
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MELT
technique - fire
applying this may be extremely slow for beginners, but this technique allows a witch to superheat a material and melt it down.
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RECOLOR
Technique - Fire
this technique allows the witch to change the colour of flames, whether they occur naturally or via a spell. this can be used to misrepresent the heat of a fire, to cover up certain fire element skills which cause a distinctive flame colour, or to simply make some pretty colours.
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WARMTH
technique - fire
another simple creation; the witch can warm the the general area. with training, the witch can increase the parameters and strength of the technique. a fledging may only warm the room or their hands, but very strong witches may be able to warm whole buildings and towns if they so wanted to.
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WINGS OF FIRE
technique - fire
the user creates a pair of fiery 'wings' that extend from their back and can be used for both defense and offense. the wings can help to redirect or burn up projectiles aimed at the user - the extent of which it is effective is dependent on the skill and experience of the witch - while they can also be 'flared' in an attempt to burn opponents. fledgling witches would find it difficult to shape and maintain the shape of the wings, much less manipulate them, but experienced witches are said to be a sight to behold on the battlefield.
Air Techniques
[attr="class","item"]
AIRKOUR
Technique - Air
air witches with this skill may infuse air magic to their movements, giving them advanced parkour skills. witches can jump higher, run faster and move with the grace of a dancer with this ability.
[attr="class","fullscroll"]
[/PTab][PTab=items][attr="class","scroll"]
Affinity Skills
[attr="class","item"]
SKILL: EXPLOSIVE SUMMONSADV
Scroll - Summoning
this enables all summons of the witch to be explosive in nature. the more difficult the summon, the greater the blast radius and damage inflicted. this still counts as an item.
General Scrolls
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BLINKING SCROLL(ADV)
scroll - general
the first entry in a scroll on how to vanish, taken from a light grimoire written by one of the oldest and most renowned witches, lunella lacehart. a witch that possess its knowledge will vanish in a burst of oddly coloured smoke, only to quickly reappear within a small radius from where the spell was used, barring areas the witch can’t see (i.e beyond walls). it uses up the mana of the witch instead of altering mana.
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DANCING FAELIGHTS
SCROLL - GENERAL
casting this spell will cause floating balls of firelight to appear, the number of which depends on the ability and the desire of the caster. the witch can brighten or dim the lights, and mentally command them to move within a radius around themselves dependent on their rank. the faelights are intangible, and will last until dispelled by the witch, by purification, or once an amount of time has passed.
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EPISKEY
scroll - general
a basic scroll that heals most minor injuries, such as small cuts and bruises, though effectiveness is increased when cast by stronger witches.
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ILLUMINATION
scroll - general
inscribed in this scroll are directions for creating a source of light. witches can brighten rooms and people, as well as make special effects such as a flare or spotlight, making it a popular scroll in the entertainment sector. the illumination is not from fire or from actual light-manipulation, but rather from magical enhancement of the mana.
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KNOCKERBACKER
scroll - general
a quick spell that, provided the witch is able to think quickly and be very accurate in their spellcasting, will knock-back a living or non-living being. this scroll becomes more powerful with the witch.
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REPARIO
scroll - general
a basic scroll that mends broken objects.
[attr="class","item"]
SCROLL OF THE SENSES
scroll - general
this scroll allows the witch to temporarily share in their familiar's sensory input, including but not limited to sight, smell, taste, touch, and hearing. fledglings may only be able to access one of their familiar's senses at a time, and only for a short time, but masters can all but experience the world through their familiar.
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SCROLL OF THE SWITCH
scroll - general
a very simple scroll that almost every witch possesses the knowledge of. it allows the witch and the familiar to switch places at any time or distance from each other. however, sudden switches can leave an inexperienced witch feeling dizzy or disoriented.
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TELEKINESIS
scroll - general
the witch can move around objects at their leisure- it is not intended for offensive use as it is difficult to make the objects go at high speeds. it is also mentally exhausting for beginner witches as it requires quite a bit of focus to maintain. it is generally used to lift objects off the ground or subtly in sleight of hand.
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UNJINXER
scroll - general
this scroll allows the witch to remove effects of extremely basic enchantments and most general scrolls. it is useful to know, but is quite situational. it applies the knowledge of both enchantment and purification in a more generalized manner but it can be assumed that beginners without either affinity may find it difficult to learn.
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VIBRIONUS
scroll - general
usage of this spell is recommended with a wand otherwise the resultant blast of lightning-like energy can be hard to direct at a particular target. the blast erupts from the tip of the wand and causes whatever it touches to spasm, often resulting in the disarmament of an enemy, sometimes leaving burn marks depending on the skill of the caster. it is almost always used in duels.
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WATER LILY’S BLESSING
Scroll - General SYN Can synthesize as PERMANENT (ANY AFF) items
for all those unlucky witches without aquatic familiars or access to similar potions, this scroll enables a witch to breathe underwater.
Summoning Scrolls
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CASTER’S SCROLLS, VOLUME 1: SCROLL 1
Scroll - Summoning
by designating a target spot on the ground, the witch can summon a bolt of magical lightning. it can only work when in an open space, and the target location flashes brightly a few seconds prior to the strike. as with all summoning, it uses up the mana of the witch and can be particularly exhausting for beginners.
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CASTER’S SCROLLS, VOLUME 1: SCROLL 6
Scroll - Summoning
by designating a target area, the witch can summon a thick mist that obscures one’s view and muffles the senses, the of which covered and the thickness therein dependent on the skill of the witch. this scroll is best used outside, and water natured witches will find much greater ease in its execution. as with all summoning, it uses up the mana of the witch.
[attr="class","item"]
CASTER’S SCROLLS, VOLUME 1: SCROLL 11
Scroll - Summoning
by holding out their hand in the desired direction and concentrating momentarily, the witch is able to blast a sudden and powerful jet of water. as with all summoning, it uses up the mana of the witch and can be particularly exhausting for beginners.
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DEADRIC SUMMONING: AIR ATRONACH
Scroll - Summoning
an atronach, in general, is a being made of a single, pure, substance. they are made up of what would normally be inanimate material, and they appear to be humanoid in form. atronachs generally move by walking or hovering. they are believed to be moderately intelligent and act as bodyguards for the summoners who conjure them. they are known mostly for use in battle where they attack their summoners enemies, but are relatively docile when there is no one who is an immediate threat. because of this there is a large debate on whether or not atronachs can be used in studies. air atronachs are composed of pure air and stone, and are a fan of air based attacks and even steam based attacks. their favorite attacks involve bursts of scalding hot steam. they are rather docile, but curious by nature, and have a tendency to wander. they can survive upwards to an hour because they actively try not to make a strain on their summoner.
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DIVINE INVOCATION, VOLUME 1: SELENITY’S MERCYADV
Scroll - Summoning
by summoning an aspect of the moon deity Selenity, the caster summons a silver-white light around their hands that can heal physical wounds through contact. beginner summoners will only be able to heal minor wounds such as cuts and bruises - though they can still ease the pain of more major wounds - but masters of this spell are said to be able to bring back someone from the brink of death. regardless of rank, it is consistent that the more serious the wound, the more mana is expended.
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DIVINE INVOCATION, VOLUME 1: SOL’S BLESSINGADV
Scroll - Summoning
by summoning an aspect of the sun deity Sol, the caster is granted enhanced strength to one’s spells for the duration they are able to maintain the aspect of Sol. fledglings may only be able to summon a weak blessing and only for a very short amount of time, whereas masters of this scroll can almost double their spell strength for a terrifying amount of time. it is noted that the stronger the blessing invoked, the more mana it drains - experienced summoners generally learn to specifically regulate the strength they desire to prolong the length of their maintained blessing.
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MATERIAL SUMMONING: ARMOUR
Scroll - Summoning
this scroll allows the caster to summon any wearable armour they can visualise - the more the summoner is familiar with the armour (not simply appearance, but also of balance, weight, material, etc), the more effective the summoning will be. this scroll is harder than it may seem due to the fact that summoners need to know how the armour works before they are able to summon it. many summoners circumvent this requirement by summoning single pieces of armour - such as a chestplate, or a chainmail shirt. fledgling summoners tend to find their armour is of low quality, and may break or vanish upon being hit. masters of this scroll can maintain and reinforce their armour with mana so that they can repair themselves after being damaged.
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MATERIAL SUMMONING: EMPEROR’S NEW CLOTHES
Scroll - Summoning
a witch’s clothing is often damaged in battle - or they simply may want a change in clothes. this scroll allows the caster to summon any clothing they can visualise - the more the summoner is familiar with the clothing (not simply appearance, but also of stitching, material, style, etc), the more effective the summoning will be. this scroll can be harder than it may seem due to the fact that summoners need to have a very clear picture in mind before they are able to summon it. fledgling summoners tend to find their clothing is of low quality, perhaps even appearing unwearable if not visualised properly, and may fray or vanish while they are wearing it. masters of this scroll can maintain and reinforce their clothing with mana so that it can repair itself when damaged.
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MATERIAL SUMMONING: THE MERCIFUL SWORD
Scroll - Summoning
this scroll allows the caster to summon a blade known as ‘The Merciful Sword’ - named as such for its ability to turn a killing blow into one that merely temporarily paralyses the opponent. The Merciful Sword is unable to directly kill, but any blows that would not be immediately lethal still function as normal most of the time - meaning that an opponent can still die from overall wounds or blood loss from cuts inflicted by the blade. a master of this sword, however, can channel mana through the sword such that its ‘mercy’ is increased - ‘wounds’ may simply paralyse the area afflicted. ‘merciful’ blows leave behind no wound, but are marked by a silver-white mark where the sword struck. a spell used popularly for training and sparring.
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OF ELEMENTAL MASTERY: WHIRLWINDMAS
Scroll - Summoning
published only after her death, this hefty scrollbook was written by the famous witch Maescia Faye who was said to have mastered all the elements through her summoning skill. the preface states that beginner summoners should aim to master the caster’s scrolls scrollbook first before attempting the spells in Of Elemental Mastery, and that all summoners should be extremely cautious in their use of her spells due to their potentially devastating effects and the high drain on one’s mana. this scroll details how to summon a fierce whirlwind - the strength of which and the ability of one to control it dependent on the skill and experience of the caster. summoners should also be aware of potential side effects their whirlwind might wreak upon the weather. this scroll can only be performed outside in an open area. witches with a wind element should find this scroll somewhat easier to attempt.
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SKYWARD SUMMONING: ARCHANGELIC GRACEMAS
Scroll - Summoning
a scroll thought to be more theoretical than actually possible, this scroll details how to summon an archangel to superimpose itself over the summoner. this grants the summoner incredible power, strength, and speed, as well as an absolute conviction in themselves and their motives, purging them of all doubts and mental limitations so as to wield the might of an archangel. the user becomes absolutely calm and filled with perfect resolve - however the terrifying downside is that all the societal limitations, all the moral qualms that the user has are burned away in favour of this perfect conviction. arguing with a summoner in such a state is all but futile, even injuries seem not to stop them - they become, as one scholar puts it, the temporary devoted leader of their own cult. when this scroll is used, the summoner's veins and eyes will burn gold. when the archangel fades, the caster often finds themselves exhausted and drained even if they didn't expend much mana, also experiencing a sense of great loss or emptiness.
[attr="class","item"]
SKYWARD SUMMONING: HORN OF JUDGEMENT
Scroll - Summoning
the caster summons a triumphant and ringing horn cry over the battlefield, granting strength, courage, and a greater sense of unity to one's allies and striking fear into the hearts of their enemies (note that the 'enemies' and 'allies' are relative to the caster's feelings - though an expert summoner would be able to specifically control who is affected in what way, more inexperienced summoners may find 'enemies' that they personally like also gaining strength). against monsters, the sound of the horn can cause weaker ones to flee and stronger ones to become wary and defensive. the range and strength of effect of this scroll depends on the experience of the witch.
[attr="class","item"]
SKYWARD SUMMONING: LUMINARY
Scroll - Summoning
the caster summons a halo of light above their head that grants them a protective aura that decreases incoming damage - the strength of which grows with a witch's skill and power. summoning the halo costs very little mana, however if its protection is required, the mana drain will be directly correlated with the damage it deflects. masters of this scroll may even be able to extend the protective field onto others.
[attr="class","item"]
SKYWARD SUMMONING: SWALLOWS
Scroll - Summoning
a scroll which summons the rawest mana in the form of any shape of floating orbs the user desires (though the original depicts birds)-- the summons explode upon any kind of external force. beginners find this difficult to control, but experts can sustain imbalance for longer periods of time in order to heighten the degree of the eventual explosion. according to text, the attack is extremely effective against wraiths and familiars.
[attr="class","item"]
SKYWARD SUMMONING: WINGS OF AN ANGEL
Scroll - Summoning
the caster summons a pair of giant luminous wings that grants the witch the power of flight. fledgling witches will find it difficult to both maintain the wings for any amount of time and to manoeuvre with them, but experienced summoners may well seem like they were born to take to the air. the wings are incorporeal and offer no defensive benefits.
[attr="class","item"]
SUMMONING SPIRITS: ICE SPRITE
Scroll - Summoning SYN Can synthesize as LIMITED USE or COMPANION items
this scroll allows the caster to summon an elemental sprite into the physical plane. sprites are the weakest spirits of their element, mere infants compared to their powerful counterparts, however that means they are much more happy to be summoned for ‘trivial’ tasks - they generally take the form of small humanoid figures formed of their element, and are capable of flight. they are intelligent and sentient, but though they understand human speech, they cannot speak themselves. once summoned, they are able to maintain themselves with no additional drain on the mana of the summoner unless they exhaust the mana they themselves possess by using techniques. sprites generally have very little mana and can only manage a few weak techniques before needing to leave the physical plane. ice sprites are the prettiest of all the sprites; they share in their water cousins’ calm natures, but also appear to be quite creative and are the most eager to interact with other sentients. ice sprites are excellent companions, and are also generally quite skilled in tasks requiring creation (which include barriers and shields, if they are to be in combat). ice sprites dislike being summoned in hot temperatures.
[attr="class","item"]
SUMMONING SPIRITS: LIGHT SPRITE
Scroll - Summoning SYN Can synthesize as LIMITED USE or COMPANION items
this scroll allows the caster to summon an elemental sprite into the physical plane. sprites are the weakest spirits of their element, mere infants compared to their powerful counterparts, however that means they are much more happy to be summoned for ‘trivial’ tasks - they generally take the form of small humanoid figures formed of their element, and are capable of flight. they are intelligent and sentient, but though they understand human speech, they cannot speak themselves. once summoned, they are able to maintain themselves with no additional drain on the mana of the summoner unless they exhaust the mana they themselves possess by using techniques. sprites generally have very little mana and can only manage a few weak techniques before needing to leave the physical plane. light sprites are perhaps the most attention-grabbing - and the most social - of sprites; they are playful and humorous and enjoy playing with other sentients, their summoner in particular. being flashy and swift and bright, light sprites love playing distraction or helping to explore by lighting the way. surprisingly enough, light sprites are quite content being summoned in darkness, but they do prefer sunlight, and rather dislike enclosed areas.
[attr="class","item"]
SUMMONING SPIRITS: SHADOW SPRITE
Scroll - Summoning SYN Can synthesize as LIMITED USE or COMPANION items
this scroll allows the caster to summon an elemental sprite into the physical plane. sprites are the weakest spirits of their element, mere infants compared to their powerful counterparts, however that means they are much more happy to be summoned for ‘trivial’ tasks - they generally take the form of small humanoid figures formed of their element, and are capable of flight. they are intelligent and sentient, but though they understand human speech, they cannot speak themselves. once summoned, they are able to maintain themselves with no additional drain on the mana of the summoner unless they exhaust the mana they themselves possess by using techniques. sprites generally have very little mana and can only manage a few weak techniques before needing to leave the physical plane. shadow sprites tend to be the most reticent and shy of their elemental counterparts - they like to stick to the safety of their element and out of sight; but shadow sprites are also the best at collaborating with other sentients. they tend to be excellent spies or supports for tasks requiring stealth, and generally prefer to stick close to their summoner and aid them. shadow sprites dislike being summoned in strong light.
[attr="class","item"]
SUMMONER’S SCROLLBOOK: HOMOCAST
Scroll - Summoning
homocast is the ability to summon the witch’s familiar’s base form. if the familiar was a gigantic goldfish, for example, this scroll would be able to summon an ordinary goldfish - except, of course, the summon would have magical properties. the summoned animal would be able to completely understand and be mostly under the control of the witch, and be able to move large distances and carry out different tasks. the duration of the summon depends on the skill of the witch, with fledglings barely managing more than a couple seconds.
[attr="class","item"]
SUMMONER’S SCROLLBOOK: SUICAST
Scroll - Summoning
suicast is a summon in which the witch can summon a shadowy, wispy version of themselves - an animalistic clone that can understand only simple directions. this summon is not very durable or reliable, however. when used by skilled witches, the summoned creature can be capable of magic and attacks, and the duration increases.
[attr="class","item"]
VIVIAN’S GRIMOIRE, SCROLL #12MAS
Scroll - Summoning
this scroll creates a summoning circle before the witch, and summons an absolutely entrancing goddess with a radiant, holy aura. the summoned apparition is nearly impossible to maintain, and it then explodes into a burst of mana, rejuvenating all witches nearby. expert summoners have recorded being able to keep the goddess in the living realm, and enable almost infinite vigor to nearby witches while the summon was maintained. casters, of course, were practically unable to move or do anything else while in that state. there is no official record of Vivian herself casting this spell, either.
Illusion Scrolls
[attr="class","item"]
A SUBTLE TOUCH: SCROLL #8
Scroll - Illusion
this illusion causes the target to begin hearing fragmented voices that no one else hears. an illusionist can make the target hear reflections of their own thoughts or fears, or can come up with their own messages and lines. beginners often find that their illusions are rather obvious and unconvincing. some illusionists, however, have innovated with this spell and used it for communicating with allies when they don’t want to be overheard.
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A SUBTLE TOUCH: SCROLL #10
Scroll - Illusion
this illusion contorts the target’s sense of awareness so that a target feels as though the present isn’t worth paying attention to, ‘zoning out’ into a dazed daydream. masters of this scroll can make a target feel as though they’ve blinked, only to have an entire day have already passed; fledglings can find it difficult to even make someone feel vaguely preoccupation. the more awake, aware, and/or strong willed the target, the more difficult it is to case this scroll with much success, especially if the target is of a higher rank.
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A SUBTLE TOUCH: SCROLL #12
Scroll - Illusion
this illusion causes the target to feel a sense of dissonance with their body, a ‘disconnect’ that makes them feel like an outsider in their own body. a fledgling illusionist may only be able to make someone feel uncomfortable for a while, but a master can drive someone to insanity or death through the disorientating sensation invoked.
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A SUBTLE TOUCH: SCROLL #14
Scroll - Illusion
this illusion makes the target feel like they’re out of breath, or that they can’t breathe. fledgling illusionists usually can only make the target feel a shortness of breath, which usually results in the target gasping for breath, but master summoners have been known to suffocate people by convincing them that they are entirely unable to breathe.
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A SUBTLE TOUCH: SCROLL #15
Scroll - Illusion
this illusion confuses and distorts the target’s memories. fledgling illusionists may only be able to make the target misremember or forget small details, however masters can twist and distort a target’s memory so much that their identity is fundamentally changed. it should be noted, however, that this scroll works best if the target is unaware or has their mental defences lowered; casting this scroll on someone who is aware of the spell, fully cognisant, and/or more powerful than the illusionist drastically decreases the effect.
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CELESTIAL PHANTASM #1: STARBURST SCROLL
Scroll - Illusion
this scroll allows the user to conjure an illusion of a galaxy of stars surrounding the target. they can serve to impede someone's vision and confuse their sense of sight, or regale them with a bright, sparkling performance. skilled witches can amp this spell by expanding each star until it becomes too difficult to look at for a flash-bang-like effect.
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COMBAT ILLUSIONS: GHOST STRIKE
Scroll - Illusion SYN Can synthesize as REUSABLE items
this illusion is designed specifically to be cast onto a weapon, causing its position when wielded to not match up where it is physically. sword swings may seem faster (or slower) than they actually are, the course of a spear may seem to be off the mark, and who can even pretend to predict the trajectory of those flails? though the wielder will need to learn how to fight properly by touch rather than sight, this makes it incredibly challenging for their opponent to block properly. this can be cast in the heat of battle as a temporary effect, or cast as a ritual onto a weapon, causing it to last as long as the weapon does.
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DARKNESS SCROLL
Scroll - Illusion
this scroll creates a cover of thick, pitch-black darkness affecting an amount of targets that varies according to the skill level of the caster. skilled illusionists often add their own effects such as a pair of mocking eyes, or the rattling of snakes, or whatever suits them. for beginners, it is recommended to work on making the darkness “complete” first.
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ILLUSIONIST’S HANDBOOK, SCROLL #1
Scroll - Illusion
written by the first ever and self-proclaimed illusionist, Gilderoy Varis, this scroll contains the simple knowledge that enables the witch to become invisible - though only, of course, to the eyes. this requires extreme focus, and doing so for a long amount of time requires discipline. a single distraction will break apart the careful coating of mana required for this to work, so performing other spells is impossible for beginner witches. on the positive side, the illusion is perfect and can last as long as the witch can maintain concentration.
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ILLUSIONIST’S HANDBOOK: AURA OF THE KING
Scroll - Illusion SYN Can synthesize as PERMANENT (Illusion ONLY) items
when in use, this scroll allows the witch to obtain a massive aura of regal, commanding presence. it can be use to boost morale, intimidate, gain credibility or (given a large enough rank difference) force others into submission. it seems to have a similar effect on monsters, but also seems to vary wildly - from weaker monsters fleeing to powerful ones becoming wary, agitated and fearful.
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ILLUSIONIST’S HANDBOOK: CLOAKING SCROLL
Scroll - Illusion
a witch using this scroll can hide their magical presence from detection. other than being immune to a WITCH’S INTUITION, it also grants their magic a sense of “unpredictability” - their magical style will be harder to place and more difficult to become attuned to. it makes their steps quieter, masking their overall presence as well. they are far from invisible or silent, however. application of this scroll is also extremely easy and practically passive - although the witch may choose to remove its effects should they want. it can also be used to make monsters indifferent to the witch.
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NIGHTMARE CHRONICLES: IRON MAIDEN
Scroll - Illusion
the scroll creates the image of a large container that captures and traps the person in a small, suffocating space. there is the sensation of being unable to breathe and being unable to move that paralyses a target with fear.
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SCROLL OF DUALITY
Scroll - Illusion SYN Can synthesize as PERMANENT (Illusion ONLY) items
when used, the witch seemingly splits into two copies of themselves - one is an illusion. the illusion can act on brief, general directives given by the witch, but cannot speak or think for itself. the illusion may duplicate many spells that the witch performs though only the real one will connect. the believability, duration, and versatility of the illusion get better as the witch uses the skill and progresses. extremely skilled witches can use the scroll of duality twice, splitting further into four different illusions and so forth.
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SPECTRAL FLAMES
Scroll - Illusion
allows the witch to copy or create the illusion of fire and fire based spells. the flames are a haunting green colour and at high levels can even trick the less major senses of touch and scent to feel the heat of actual fire and smell its burning. of course, no actual heat or fire is being produced so it cannot do any real damage or physically warm a person up.
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THE ILLUSIONIST’S NEW HANDBOOK: LUNAR GLAMOUR
Scroll - Illusion SYN Can synthesize as PERMANENT (Illusion ONLY) items
the ability to appear differently from how one truly looks is one of the first and simplest techniques a new illusionist is taught. from how to change the appearance of one’s hair and the colour of one’s tongue to subtle changes in one’s clothing, this scroll puts forth a set of tips and guidelines that ease the procedure even further. it requires consistent focus to maintain.
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THE ILLUSIONIST’S NEW HANDBOOK: TEMPORAL SCROLLADV
Scroll - Illusion
after the publication of the original Illusionist's Handbook, few scholars tried to write a tome as ambitious as Gilderoy Varis's. only recently has a new handbook with new, modern applications of Illusion been published - by a witch never before heard of: one Lady Sarah Derleth. while time manipulation is a mystery witchcraft hasn’t yet solved, an illusionist can affect the perception of others in order to make them feel like time has slowed down or sped up. only an experienced illusionist is able to fabricate a smooth passing of time, and it is thus not advised for amateur practitioners to attempt this. the range of the illusion is also dependent on the witch’s skill.
Purification Scrolls
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DETECTION, STAGE 2
Scroll - Purification SYN Can synthesize as PERMANENT (Purification ONLY) items
allows the witch to sense the presence of mana manipulation in a small area. the witch is able to differentiate the signatures of the witches casting such as that items enchanted by the same witch will appear similar in some way such as colour or design. unfortunately related witches will often have similar mana signatures so newbie purifiers will have trouble telling the difference between them.
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INTEGRATION
Scroll - Purification
instead of reverting or resetting the environmental mana to its original levels, this scroll allows the witch to integrate mana from spells into the natural surroundings. while this spell is active, other nearby spells will be weakened, but once this spell is completed, the available environmental mana will be heightened and subsequent spells will be stronger. inexperienced purifiers will often find that they can only effect a small radius, and only on weaker spells, but in the hands of masters, this scroll can change the course of a battle.
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FULL RESET
Scroll - Purification
a huge fight using mana beams and elemental attacks may leave the environment’s mana less and less stable, or simply not as equally distributed. using a simple reset will revert the area’s mana to a more stable and easily usable form, allowing allies to manipulate mana with less strain and more potency. when used by a very powerful witch, it may end area-affecting magics or enchantments.
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[/PTab][PTab=Quests][attr="class","scroll"]
Documentation
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WITCH LICENSE
PERMIT - BASIC LICENSE
Your official, government approved permit that allows you to practice magic under a coven. Be careful not to get it lost or stolen.
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INFINITE HOURGLASS
COVEN CREST - SILVERTONGUE FLEDGELING (USED)
a magically enchanted, never-ending hourglass that fits in your palm. this object was given upon being accepted into silvertongue. though it seems like a simple keepsake, this item will serve as your character’s lifeline in the face of imminent peril. when the bearer’s mana reaches critical levels, all items made similarly will begin to glow as a mass signal is sent to witches of your coven, allowing them to come to your aid should anything happen. may be used once to escape death.
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SNAKESKIN CREST
COVEN CREST - SILVERTONGUE ADEPT
a crest certifying that this character is a recognized and approved acolyte of the coven silvertongue. for the coven silvertongue, this is distributed only by the leader (regardless of the rank of individual) for security purposes. an individual with this crest has the right to office(s) in the hireling's keep. they may also hold special privileges over mission distribution and client relations, or a sort of 'first pick' with regard to many coven benefits. all this, as well as the right to call a coven meeting for any purpose, is granted by the crest. with silvertongue 'meetings', attendance varies depending on who calls and why.
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SERPENTINE EMBLEM
COVEN CREST - SILVERTONGUE ACOLYTE
A crest certifying that this character is a recognized and approved acolyte of the coven silvertongue. This is distributed only by the leader (regardless of the rank of individual) for security purposes. An individual with this emblem improves upon all privileges of the Snakeskin Crest and also gains the right to call a coven meeting for any purpose. With Silvertongue 'meetings', attendance varies depending on who calls and why.
Reusable Items
[attr="class","item"]
BASIC BROOMSTICK
reusable item - broom
a basic broomstick that is slow but easy to control. it is modest but decently built and somewhat durable. it does not have a name and can honestly be found in any shop. required to partake in air duels and others.
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BASIC WAND
reusable item - wand
a basic wand of the m.a.g.i. brand. it is lightweight and easy to use, made for general purposes. it helps focus spells but is general weak and breaks easily. required to partake in duels.
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CLOAK OF ABSTRACTION
reusable item - unique
this cloak at first glance is simply incredibly beautiful and very eye-catching. its magical properties enable the user to feel numb or to ‘forget’ - it can be used to forget fears, or bad memories or make the user immune to surface emotions like regret and desire. however, continued use is often said to be extremely dangerous, as the user may lose all touch with their emotions and become numb to existence itself - forgetting even the most powerful and moving of memories and losing all love, hate, and desire in their hearts.
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DREAMCATCHER
reusable item - misc
This sturdy circlet decorated by a geometric web of string is able to ward off most types of magical mental intrusion. They are most often hung at the headboard of a bed to protect the sleeper against dream invasions, but can also be secured to a bag or other item to protect the wearer. Especially powerful spells may still be able to force their way through. created by an adept-level weaver.
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GRIM BRACERS
reusable item - misc - unique
these bracers look like ordinary bracelets that snap open and closed for ease of wearing, but when both pieces are snapped closed, they become extremely heavy - weighing down like boulders. they bear no magical appearance and make for deadly utility when planted on opponents. they can be broken, and the effect is lifted if one of the bracelets is opened. they are also susceptible to wear and tear.
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JÖRMUNGUARD'S RING
reusable item - misc - unique
Silvertongue is not made up only of assassins and criminals, but bodyguards and other defenders as well. This unique ring was designed for the latter, but has historically also resulted in their demise. A small compartment hidden beneath its emerald centerpiece may be filled with some organic part of another individual (a drop of blood, a bead of sweat, a strand of hair, etc.), and the ring will transfer a portion of all wounds inflicted upon this individual to the wearer of the ring. Though damaging to the wearer, it lessens the injuries sustained by the chosen person, and may even save them from death. Though there is no limitation of distance, the ring may only split the wounds of one person in this way, and the wounds will only be split if the ring is being worn. The amount of wounds transferred can range from 25% to 75%, at the discretion of the wearer.
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LINKED MIRROR
reusable item - enchantment - novice
a paired, handheld mirror whose twin resides in the palm of its enchantress. its reach can span a reasonable distance, though not as expansive as the touch of an adept witch's would. this mirror links to lynnelia
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LYREBIRD PENDANT
REUSABLE ITEM - UNIQUE FOCUS
when worn around the neck, this blue pendant gives the person wearing it a larger vocal range and greater ability to project their voice. this item is a magical focus for spellsingers which allows them to amplify their offensive spells, but is also a valued item for non-magical vocalists and voice actors. it is highly advised that a person practice with it before using it on stage, as it rare for people with sudden, newfound variation in their voice to be able to use it properly.
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RSM-LAMP
reusable item - purification - novice
These lamps, easily identified by the long, orange-liquid filled glowing cylinders at their top, are objects designed specifically for rupture stabilization. The purifying properties of these lamps only effect its surroundings when met by a point of extreme mana instability, only attainable by a rupture. Though inexperienced witches may be able to create lamps which are effective against older, more stable ruptures, only an experienced witch's RSM-lamps will have any effect against a freshly formed rupture.
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SPECIALIZED CHALCEDONY TOOLS
REUSABLE ITEM - UNIQUE FOCUS (AFFINITY_HERE)
these tools are designed for creating magical items of a certain affinity. after being used by their owner for some time, they will be able to to follow their witch's will and move on their own. they are embedded with enchanted gemstones and engraved with runic symbols to help bolster their wielder's ability to create more complex and powerful items. (this focus bolsters the power of any spells with synthesis potential of the selected affinity. the witch's rank is treated as if it were 1 rank higher when creating or upgrading items of this affinity themselves in the workshop.)
Limited Use Items
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BRILLIANT GREEN FIRECRACKERS
LIMITED USE ITEM - UNIQUE - 3 USES
loud, bright, and colourful, these magically enhanced firecrackers have all the intensity of a full-sized firework, but in a more compact size. they're great for big parties, as well as causing distractions.
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DANCING FAELIGHT
LIMITED USE ITEM - NOVICE - 1 USE
a slip of paper with runes layered on it, channeling mana into the item will summon forth a floating ball of firelight. the witch can brighten or dim the light, and mentally command it to move within an 20 meter radius of themself. the faelight is intangible, and will last until it is dispelled by the witch, by purification, or once an hour is up.
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EVERHART’S ELIXIRS #2: FLASK OF ENDURANCE
limited use item - 5 uses
when ingested by the witch, it enhances their overall pain tolerance considerably, pushing themselves to perform feats otherwise thought of as unlikely. like with the rest, caution is advised when using this: while the witch may not feel the strain of pushing themselves that far, they are likely to feel its effects as soon as the elixir wears off. inexperienced witches typically injure themselves far more than experienced users who know where their limits are.
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EVERHART’S ELIXIRS #3: FLASK OF SENSING
limited use item - 1 use
when ingested by the witch, it enhances their five senses of taste, sight, touch, smell, and hearing, allowing them to perceive things that otherwise might go unnoticed. inexperienced witches are unlikely to achieve anything extraordinary, while experienced witches can typically stretch their senses much farther, though tend to be limited and focus on certain senses, such as sight, or hearing. typically, witches may be overstimulated, and suffer sensory overload, and even severe headaches after prolonged use. with experience, witches can better control the concentration of the elixir to lessen such repercussions.
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FAMILIAR ENERGY TREATS
LIMITED USE ITEM - UNIQUE - 3 USES
these sweets aren't toxic to any known organism, and are considered quite tasty to most! for whatever reason, it gives familiars a bit of a high when consumed, similar to a cat on catnip. furthermore, familiars will find their reserves of mana partially replenished and their elemental powers temporarily enhanced. be warned that after dropping from the high, it will take longer than usual to recover the rest of their mana.
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HEALTH POTION
limited use item - 1 use
one of the most well-known and aptly named potions in the history of alchemy, this potion is capable of quickly healing physical wounds. the severity of injuries healed depends on the skill of the alchemist. however, note that this potion will not aid someone who is sick or poisoned -- physical wounds are all it is designed to mend.
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MERLO’S MISCELLANY #4: FERAL
limited use item - 1 use
a liquid of indeterminate colour - it seems to change at every angle. when ingested, there is likely a brief period of pain, but allows the witch’s canines to sharpen considerably, and their hands to turn to feline-like claws. for inexperienced users, this is likely more disorientating than anything else, but advanced alchemists have been known to use it to get out of a tight situation.
[attr="class","item"]
SEER'S TAROT - THE TOWER
LIMITED USE ITEM - UNIQUE - 1 USE
this card can give its current owner a burst of insight about dangers which are close at hand. it isn't always clear, nor specific, but it can steer someone away from the path of severe harm if used at the right time.
[attr="class","item"]
TOASTY HOT CIDER
LIMITED USE ITEM - UNIQUE - 3 USES
a steamy, flavourful drink that never seems to get cold no matter how much ice you drop in it. when consumed, it will keep the person who drank it nice and warm for the next few hours, even against arctic conditions.
[attr="class","item"]
UPBEAT SHEET MUSIC
LIMITED USE ITEM - UNIQUE - 3 USES
have you ever wished you had your own theme music? well here's your chance! ripping this page of sheet music in half will cause it to disintegrate into a magical dust, and will begin playing the song which was written on it in the space where it was activated. the song lasts for about five minutes.
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VIAL OF THE MORNING LOTUS
limited use item - 1 use
grants instant energy and a quick supply of mana to a fatigued or drowsy witch. use amounts that are within reason.
[attr="class","item"]
MAGIC CANISTER
limited use item - 1 use
much like a battery, this canister can store mana and protect it in areas where mana would normally be drained. the canister can be charged by any witch. afterwards, the mana within can be utilized by anyone who pricks the wire-like connectors into their skin. the maximum amount which can be stored depends on the crafter's level.
[attr="class","item"]
OMNI-PAINT
limited use item - 1 use
paint that can be lathered over something and can change colors at the user's discretion. it is easy to wash off and the magical properties wear off after sometime. it is only a small container, so be reasonable with how much you use.
[attr="class","item"]
PHOENIX DOWN
limited use item - 1 use
prevents death; but counts as an item in a given thread. it's penalties include halving (rounded down) of the ap and gold of the character that uses it.
[attr="class","item"]
RESTORATIVE THREAD: CLOTHES FOR CONTACT HEALING
limited use item - 1 use
as the name suggests, this particular thread holds the power of healing within its delicate spool. the weaver can spin this thread into an object to be worn, helping to heal the wearer of diseases, moderate injuries, and ailments through skin contact. the effectiveness will rely on the capabilities of the weaver and their mana storage. the intent of the weaver is also crucial at this point as it is assumed that such items may be gifted or sold. the more intent there is to heal within the item (coinciding with the weaver's power), the more efficient. and naturally, vice versa.
Miscellaneous
[attr="class","item"]
BLANK SPELL (BAS)
MISC. ITEM - SATUNALIA REWARD
you may exchange this item in the staff notification thread for any existing non-MAS, non-ADV spell or technique of your choice for your character. you may request a randomized spell/technique if you don't want to pick it yourself. this may not be traded or exchanged between characters.
[attr="class","item"]
COPPER WORKSHOP COG
MISC. ITEM - CURRENCY
a small cog about the size of a coin, clearly more decorative than functional. it has the address of KAI'S SYNTHESIS WORKSHOP engraved around the rim. it may be traded in at the workshop in exchange for a 30% discount for the creation of any 1 item, 1 rank upgrade, or 1 item analysis. (may only be used after january 1, 2020)
[attr="class","item"]
MYSTERIOUS FRAGMENT A
MISC. ITEM - SPECIAL EVENT
an odd, broken fragment of something that wound up in your possession after the nightmare. an antique collector or hell even kiki will pay a hefty amount for this, but you are inexplicably attracted to it. it feels like magic is radiating off from its core. could this be a piece of something else?
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PHOENIX TOKEN
MISC. ITEM - UNIQUE
a small golden token of a phoenix bursting from a fire. it seems normal enough, but you could swear you just saw it glow...
[attr="class","item"]
APPLICATION REWRITE [x2]
MISC ITEM - OOC - UNUSED
allows for changes to your character’s application, including traits, history, and even familiar species. this can be used on any of your characters, regardless of whose inventory it's in.
[attr="class","item"]
NPC THREAD CARD
MISC. ITEM
a card permitting a single thread with an npc. unlike other items, this may not be sold but it can be gifted to other members or moved around among your own characters.
[attr="class","item"]
NPC THREAD CARD [x2]
MISC. ITEM - DMITRI, KIREAN, OR RILEY
a card permitting a single thread with an npc. unlike other items, this may not be sold but it can be gifted to other members or moved around among your own characters.
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[/PTab][/PTabbedContent={tabs:top; tabvalign:top}][attr="class","scroll"]
Quests
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THE DEMON'S NIGHTMARE
EVENT QUEST
your character has had their first brush with their own mortality- they have come to realise the threat of death and the dangers of magic. perhaps this has brought them closer to or further from their coven mates. whatever it is, this harrowing encounter has left a mark on your character.
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OPEN YOUR EYES, MAKE YOUR CHOICE
PROGRESSION QUEST
though he is inherently one to stay hidden in the shadows far away from any potential inter-coven politics, the recent events dragging coven silvertongue into the minefield of public suspicion and perception has somehow managed to drag kasimir along with it; he has found himself at the heart of the major events, and, against his will, involving himself with the delicate play of politics he had previously avoided. he is beginning to realise that it is impossible not to become involved anymore, not with two masters (both with mysterious agendas quite probably not to his benefit) tugging on his strings - there is a choice to be made, he realises: does he stay puppet forever, dancing to the whim of whatever puppeteer that holds his strings; or does he flare up, fight back, take a deep breath and dive into the minefield of inter-coven and intra-coven politics he would rather avoid.
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SUIXITIUM
EVENT QUEST
Your character has had their taste of what lies beyond sundial's feeble walls. whether this has made them desire strength, knowledge, or power, or perhaps it has taught them or changed them entirely. it depends on these characters as individuals. and yet, this expedition has changed them. for better or worse.
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rhododaktylos
PROGRESSION QUEST
in another world, in another time, it could have been the start of a beautiful and tragic love, a pas de deux between the sun and the moon that could only end in tragic finality. but this is not that world; sometimes, love and deep friendships start out the same ( though this is a more stable orbit, thankfully ) - this is how the beginnings of a friendship between kasimir and saorise bloom; this is the start of something soft and comfortable and sweet, or perhaps of something fierce and fast and star-bright. whatever it is, it is something that has been sorely lacking in kasimir's life until now; whatever his future may hold, he hopes that she may be a part of it.
[attr="class","item"]
SERPENTSTAR
PROGRESSION QUEST -- UNUSED
see, here is the thing: kasimir hates silvertongue. hates it for its darkness, hates it for its sins, hates it for everything it represents. he hates it for how he belongs like he is made for it ( he is ), drenched in sanguinity and ruthlessness and blood, hates that he is surrounded by snakes and shadows and blood-bright ambition. but here is the thing: three years in and he walks through the keep and he realises there are people here he would fight for, people here he would die for, people here he would not hesitate to call covenmates with no trace of bitterness on his tongue. the serpentine symbol has shifted into something human and flawed, no longer a mere representation of everything about himself he despises; he may still loathe its certain aspects and members, but silvertongue itself he no longer hates.