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Renown
Zeinav Desert
World, forget me.
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Post by Kvasir Sigurrós on Nov 6, 2022 20:53:46 GMT -5
Kvasir's Skills
Arcana: Light Domain
| Exalted | Marksmen | Novice
| Alchemy
| Exalted
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Kasra's Skills
Spells 13/20
Minor Healing
| By touching yourself or an ally, you can instantly heal any surface level wounds that have been obtained. This includes scratches, cuts, bruises, or other skin-level wounds.
| Light Domain
| Major Healing
| A healing spell that heals the target of all wounds, regardless of how severe. This will heal them of deep wounds such as cuts or gashes. It will also heal them from things like burns or wounds that may prevent them from continuing on. This will not return any lost limb or organs however and you must touch the target to use this spell.
| Light Domain
| Massive Healing
| A healing spell that can be used to heal unhealable wounds. This includes things like lost limbs or body parts. It will regrow a lost arm or leg, repair a damaged eye or other organ. This will give the target full control of a healthy limb or organ as if it was never damaged before. You must touch the target for this to take effect.
| Light Domain
| Holy Revival
| A powerful spell from the Domain of light that gives its caster the ability to bring someone back from the dead. This can only be used on someone who has died within 24 hours of you casting the spell. They will come back to life fully formed and aware of what has happened. If used on an NPC, they will go back to acting normally. If used on a character, the owner of that character will regain full control of them with no downsides.
| Light Domain
| Purity Bolt
| This spells allows you to form a small bolt of light, pulsating energy in the palm of your hand. This bolt is about the size of a dagger and while it can effectively be used in melee combat, it excels at range, growing in size as it soars through the air. It can grow in size to equal a spear, piercing its enemies and dealing damage.
-Deals light damage-
| Light Domain
| Wall of Light
| You throw up a transparent screen of yellow light, hanging in the air and glowing. This wall of light will remain for three post hovering in midair, and will protect anyone who stands behind it. This wall can be controlled by its creator, allowing you to push it forwards, backwards or side to side.
| Light Domain
| Purify Poison
| This spell allows you to cleanse something of toxins or poison. You can remove poison from food or water, or even remove the poison from a wound or a person. By touching the target, you instantly purify it of any toxic materials that may be corrupting it.
-A gift from Cirice Lunestra, Kvasir's dear ghost-hunting companion.-
| Light Domain
| Inspiring Presence
| An aura of energy begins to radiate from your person, filling your allies with hope and strength. You begin to inspire those around you to continue fighting, filling them with the will to continue going. Anyone who you consider to be an ally standing in your immediate area will feel their strength grow. For the next three post any ally affected by this spell, including you, will deal double damage with their physical attacks. (does not effect spells)
| Light Domain
| Dance of the Lantern Light Leaves
| You summon forth an aura of glowing leaves from the Lantern Light Woods that dance in a ten-foot radius around you like a protective cloak. Any invisible or concealed enemy that enters this radius is immediately known to you. Additionally, you can command the leaves to dance, casting an aura of healing light around you that heals all dark damage wounds to those resting within this domain that lasts for three posts. During this healing dance, undead creatures and fiends may not enter your radius. Can be cast once per topic.
| Light Domain
| Divinity's Blessing
| You target yourself or an ally, coating them in a shield of divine protection. Until your next post they will ignore all damage received from any source, absorbing the damage as energy. They can then release that energy from their body in a burst, healing all allies in a 20 foot range and dealing light damage to all enemies in that same range. This spell can only be used once.
| Light Domain
| Courting Gift
| A spell developed by members of the Primavera court to diffuse combat situations. When you touch a weapon or a physical object capable of dealing damage, blooming, multicolored flowers and vines will sprout along it. For the next three posts, it is no longer capable of dealing damage; instead, when you hit a creature with it, that creature will be healed for one minor wound. This spell can be used once per topic.
| Light Domain
| Vanishing Flowers
| This spell allows you to protect yourself by turning into a cloud of flowers and reforming somewhere else. When you are struck by a successful attack your body will burst into a cloud of flowers. In this cloud you can move up to ten feet away from your last location before reforming into your normal body. This protects you from the attack that triggered the spell, dealing no damage. This spell can only be used once per topic.
| Earth Domain
| Dandelion Dance
| You can take an action to make little dandelions sprout around your feet for the next three posts. These puffballs provide soft cushioning and protection for your feet, preventing any movement restrictions to effect you. For the duration you will ignore spells, abilities or other affects that attempt to effect your movement in any way. Additionally, you can choose to levitate up to five feet off the ground while your feet are covered. If you are effected by wind, magical or non magical, seeds will blow off and target up to three allies with you, applying this effect to them. Can be used once per topic.
| Sky Domain
| Spring Cleaning
| A spell developed to help rapidly declutter and remove grime. By touching yourself or a willing creature, you can clean off any dirt or grime that has accumulated on their person. You can also touch a small, disorganized area to reorganize and declutter it - such as cleaning a desk, arranging shuffled papers, stacking a pile of coins, or removing wrinkles from clothes.
| Space Domain
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Items 11/12 pts
Item
| Description
| Size
| Ray Bow
| A golden long bow with elegant filigree lacing the metal bow, with the string being a thick piece of silver cord. This acts like a normal long bow, however does not need any ammo when being used. Instead of notching an arrow, you can simply pull the string back, causing an arrow of pure light to form where a normal arrow would normally be. These light arrows deal light damage and can illuminate an area of darkness, be it magical or natural. *A gift from Crimson! <3*
| 3
| Laleh-Vahzgun
Vestige of Light
| A handcrafted Zeinavian composite bow, carefully made by the nomadic tribe Kvasir once resided with. It's beautifully and securely made, partially with the bones of desert beasts and partially with the wood of the trees of the desert, with precisely-engraved petals flowing down along the curve of the bow in homage to the mourning flowers it takes its name from.
Marksman | Medium | Piercing | Range
| 2
| Rose Urumi
| A beautiful blooming blade donned with roses and twisting vines along its hilt. This rose urumi can be unsheathed to use as a sword, or can be used as a bladed whip when the blade separates into fragments. This urumi seems to be held together by thorned vines, and it can be easily switched between its two different forms with a flick of the wrist. The roses at its hilt seem to shed their petals with sweeping motions, but will never become petal-less.
| 2
| Fang of the Sand Skull
| A hefty scythe carved from the jaw of an ancient beast of the Zeinav Desert, its blade formed from one of the deceased creature's canines. This weapon is a relic of a time long-past, with long-forgotten runes carved into its blade and worn fabric wrapped around the pole, but it still carries the whittled-down power of its original wielder, bearing the sting of the sands all while nurturing the fallen deity who called it his own. Though wielder and weapon may not be what they once were, they still bite with all the fury of the earth they were born of.
Polearm | Slashing | Reach | Earth | Life Link
| 3
| Medical Kit
| A small bag of medical supplies used for everyday use. Comes filled with basic medical supplies such as bandages, tape, ointment and other basic items helpful in mending wounds.
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| Tent
| Tents come in all kinds of shapes, sizes and designs, often made out of cloth or leather. Tents are used for camping out and sleeping in the wilderness and can fit up to six people. Fitted with rope, stakes and a cloth floor, that make for comfortable living quarters when on the go.
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| Floral Gloves
| A pair of green cloth gloves with designs of flowers all over them. They offer no protection but can be used to grow lush plant life. When touching a surface with your gloved hand, you can cause moss, grass or flowers to grown over that surface. It will begin to cover the entire surface up to 10 feet, however does not change the normal effects of the surface covered.
-A gift from Morrigan Moonweaver. Kvasir treasures it.-
| 1
| Beads of They
| A small set of random colored beads that slowly change color over time. Can be worn as a necklace, bracelet or just attached to a piece of clothing. While wearing the beads you can alter your gender at will, transitioning between male, female or in between versions of your character. While changing your overall appearance remains the same, however you can alter certain features like hair, facial hair or bodily anatomy.
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| Life Spark Earring
| A small, yellow sun shaped ear ring that can be attached to the ear in any manner. Worn by paladins, clerics and battle medics to dish out damage while still protecting their comrades. While this is worn, if you healed someone last post, all of your damage this post will ignore resistances, immunities and hit preventions.
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| Morrigan Moonweaver's Eternity Ring
| A single ornate ring that is said to magically bind itself to your soul upon receiving the ring. This ring is not for you to wear, instead it is meant to be given to another like someone you love, trust, care about or value immensely. While someone is wearing your ring, they are able to read your emotions or mood, and tell if you are happy, sad, scared, etc. The wearer of your ring is also able to cast one spell, or use one martial/stealth ability that you own (is in your inventory) once per topic. They cast the ability at the same level you posses (Novice, Master or Exalted) and can be used without needing to be in the topic together. A ring can only be bound to one person at a time and you cannot wear multiple peoples' rings. (Only one can be in effect at a time)
| 0
| Seasonal Coupon
| A rare coupon that can be redeemed through any of our four seasonal shops. (Summer, Spring, Fall, Winter) While you own this coupon, you can purchase items from any seasonal shop at any time even if they are closed. You must spend Solars as normal and follow any purchasing rules.
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| Sol Stone Shard
| A tiny piece of the now shattered Sol Stone made of golden metal and etched with strange markings, the true nature of the stone has yet to be understood. This item can be used in our crafting system. When used to craft you can take one spell that you own and add its effects to the crafted item. Just like other crafted items, staff will work with you to clearly define how the spell works on the item. Once crafted, this material can not be used to craft again (you can keep the stone in character for story reasons).
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Potions and Consumables
Item
| Description
| Uses
| Minor Health Potion
| A small glass flask of red liquid that can be attached to a belt or stored in a bag. This flask contains enough liquid for a single person to consume. The liquid itself has healing properties and will heal any small surface level wounds of the person who drinks it. This will instantly heal any cuts, scratches or bruises. Comes in a set of two bottles.
| 2
| Major Health Potion
| A small glass flask filled with thick dark red liquid that can be attached to a belt or stored in a bag. This flask contains enough liquid for a single person to consume. The liquid itself has healing properties and will heal who ever drinks this of major wounds. This includes deep cuts or gashes, burn wounds or injured organs. Comes in a set of two bottles.
| 2
| Kvasir's Pride of Solaria Potion
| A small glass bottle filled with translucent rainbow liquid that swirls around magically. When this potion is consumed, the drinker will be able to cast any of the following spells once during the topic. When you consume the potion you must choose which of the spells you gain access to, but can cast it at any point during that topic. When the spell is cast, a vibrant display of rainbow colored energy will accompany the spell. Comes in a set of two bottles with each bottle containing enough liquid for one sip.
- Minor Healing - Major Healing - Massive Healing - Armor of Faith - Circle of Life
| 2
| Essence of the North
| A necklace made of cold iron with whorls of silver detailing. The pendant can fracture down the middle and release a couple ounces of sparkling water. This ice-cold liquid has powerful healing properties and with direct contact it can mend all critical wounds, scars and disfigurements currently on your body. Can only be used once per topic.
-A gift from Morrigan Moonweaver. This pendant takes the form of a golden rose, and Kvasir currently has no idea it contains a powerful elixir.-
| 1
| Morrigan Moonweaver's Dragon-Be-Gone
| This crystalline bottle contains a sparkling magenta liquid. Upon consumption the user will be coated in a skin tight shimmering force field that coats their person. The next magical or elemental ranged attack (Such as a spell or an ability that does elemental damage, like a fire bolt spell or a dragons flame breath) that would hit them will be completely ignored. All damage and side effects of the attack will be rendered useless, and the force field will shatter in a puff of smoke that leaves the user covered from head to toe in glitter which can not be removed or cleaned off for the topic, leaving you sparkly. This comes in a set of two bottles and will last two post after being consumed.
| 2
| Dragon Chocolate
| A small piece of chocolate with a bright red, spicy filling. When consumed, the eater will be able to cast Heat Wave once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used.
| 1
| Storm Chocolate
| A small piece of chocolate with a fluffy, white filling. When consumed, the eater will be able to cast Call Tornado once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used.
| 1
| Blizzard Chocolate
| A small piece of chocolate with a cold, blue filling. When consumed, the eater will be able to cast Sheer Cold once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used.
| 1
| Gwen's Miasmic Catalyst
| A small glass of clear, milky liquid that has no effect on its own and is used to combine with other alchemical potions. You can pour another alchemical liquid (must be a shop item) into this bottle, mixing the concoctions and causing a reaction to occur. Over the next post a gas will pour out of the bottle and fill a 10 foot cube with a cloud of the gas. This will turn the concoction they poured into the clear liquid into a gas, causing anyone within the range who breathes in the gas to come under the original effects of the mixed potion. The cloud will remain for two post and can only be used once per topic.
| 1
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Crafting Materials
Fur
| Used to craft clothing.
Obtained from "King Crab."
| Gems
| Used to craft jewelry.
Obtained from "King Crab."
| Wisp of the Archfey
| A translucent whisper thin piece of hair, with the right lighting it seems as hard as glass or not even there. Items crafted with this material can transition between the translucent and opaque properties at will, allowing you to shift between invisible or seen.
Obtained from "A Twisted Turn of Faete."
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Grafts/Passive Abilities
Night Vision
| Any and all eyes you have are altered to be able to see in the dark. These eyes are given the ability to see regardless of how dark it is. This does not effect your normal eye sight and will not hinder you if it is bright out. These only work in normally darkness and will not see in darkness created by magic.
| Blooming Anklet
| An anklet tattoo carefully inked around the ankle; this anklet is an elaborate vision of flora and fauna. By possessing this anklet, nature follows each step you take. You can cause natural flowers for the season and location to bloom upon and around your person within a five foot radius, and will bloom around your feet as you walk.
| Touch of Divinity
| Your encounter with the divine has left its mark on you. A very tiny fraction of divine energy now pulsates from your body. Its effect on you has yet to be understood, but you can feel its presence lingering somewhere in the back of your mind. You can feel the world of the divine around you as its energy flows back into Charon (no mechanical effect). (Oh boy, what else is new?)
| Arcane Mark
| Arcane marks are unique focuses that are placed on the body and hidden away. These include things like tattoos, birthmarks or even carvings etched into the skin. A arcane mark is often hard to come by with very few spell casters ever encountering one. While unique they are powerful, giving its owner increased magic and allowing them to cast more spells.
-Increases spell limit by 10 spells-
Kvasir's is located at the base of his neck, and takes the shape of a small, simplified rose tattoo.
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Golden Consortium
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Renown
Zeinav Desert
World, forget me.
387 POSTS & 0 LIKES
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Post by Kvasir Sigurrós on Feb 21, 2023 2:32:47 GMT -5
Prestige and Sub-Classes
CelestialLevel One Angelic Pact
| You have made a contract with an angelic being of good. This creature of light has taken residence within your soul, bonding itself to you and granting you a portion of its power. You can allow a small portion of the celestial's physical appearance to begin to bleed into yours, sometimes changing skin, eye or hair color. Your character alignment now shifts from Neutral to Good and can not be altered. (you will stay good regardless of alignment altering affects)
| Holy Gifts
| Upon unlocking this level you may choose one of the Master level spells from the Light Domain shop to purchase for free. This will allow you to buy the spell like normal, but not have to pay its cost. You can pick any of the master level spells and do not need the light domain skill to gain or use the spell.
| Angelic Light
| The light within the celestial now flows through you, invigorating you and filling you with holiness. All of your physical attacks now deal light damage in addition to their normal damage types, so your sword slices, arrows strikes and hammer smashes all deal light damage, making you effective against those of evil and death. Your attacks that deal light damage now deal double damage against those who are of the Evil Alignment.
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Acolyte Level One
Vestige of Light
| Your bond to the light or dark domain has manifested itself as a in the form of a physical object. This object can take the form of any weapon or armor from the general martial shops and can be used as a casting focus for your Light or Dark domain spells (You may also choose an item you already own to become your vestige). Your vestige can be equipped with enchantments from their corresponding shops just the same as if they were a traditional item but cannot be used in the Blacksmith system. While dormant, the vestige looks like its normal form - however once per topic you can activate the vestige, causing it to dimly radiate with light, whether the bright harsh light of the sun or the dim light of the moon, which gives off a medium range aura for the next six posts. This aura will illuminate the area, even in magical darkness. While the Vestige is active, it can also be used to activate and target others with your Blessings and other class features.
| Blessings of the Divine
| When you take this class at level one, you choose the Path of Sun or the Path of the Moon and gain class abilities related to that chosen path from then on. You can only choose a path if you have the necessary domain; Light for Path of the Sun and Dark for Path of the Moon, and can only choose one of those paths, gaining that path's abilities. You can only have one Blessing active at any time, but can end a Blessing early.
| Path of the Sun: Blessing of the Hallowed
| If your Vestige of Light is in effect, you can activate this blessing, affecting all allies within your aura. For the next three posts your allies within the aura will have their weapons engulfed in divine fire and glow with a warm light, allowing their attacks to now deal Light and Fire damage in addition to their normal damage. Their spells will also now deal Light and Fire damage in addition to their normal types. Damage against creatures that fall under the Horrors/Undead category cannot be ignored or prevented by hit preventions.
| Controlled Immunity
| Gaining mastery over the human body has increased your control over your own body. You have now become resistant to poison and toxins, your body able to fend them off with ease. Any poison or toxic effect last for one turn less on you and will not effect you as much as normal.
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Level Two
Path of the Sun: Blessing of Illumination
| If your Vestige of Light is in effect, you can activate this blessing, creating a bubble of Sunlight within your aura. For the next two posts, any enemy standing within your aura will find that their vision is filled with bright light, making it very hard to see. They are not completely blind, but lose 75% of their vision. Allies within the aura will see the light but will not be blinded by it in any way. If anyone under any version of the Vampire Curse enters this blessing they will be burned instead, taking medium fire damage. | Blessing of Protection
| If your Vestige of Light is in effect, you can activate this blessing, buffing up the defensive abilities of allies within your Vestige's Aura. For the next three posts any spell or ability you use to heal an ally will be increased, healing all minor and major wounds from them, regardless of the spell's level. Additionally, if any ally enters the Aura while this Blessing is active, they will instantly gain one Physical and one Magical hit prevention. (cannot obtain more than once) |
Level Three
Path of the Sun: Blessing of Vengeance
| If your Vestige of Light is in effect, you can activate this blessing, causing allies within the aura to glow softly with a warm light. For the next three posts, if any ally inside the aura takes damage from a source that bypasses protections such as armor, resistances, immunities, or hit preventions, that same damage will instantly be applied to the enemy that caused it. The enemy does not need to be inside the aura as long as the damaged ally is. | Blessing of the Mind
| If your Vestige of Light is in effect, you can activate this blessing, buffing up the mental resistance of allies within your Vestige's Aura. For the next three posts any ally inside of the aura cannot be targeted or affected by mental conditions, such as fear, charming, mind reading, or other similar effects. Any ally who was under these conditions will have them instantly end upon entering the Aura or starting in it. |
Level Four
Blessings of the Divine
| Your devotion to your path and your allies has elevated, giving you access to another blessing which can affect those within your Vestige's Aura and increasing the duration of your light's aura. Your Vestige of Light now last eight post instead of six. | Path of the Sun: Blessing of Harmony
| If your Vestige of Light is in effect, you can activate this blessing, calming and subduing anyone inside. For the next two posts, anyone inside of the Aura will be charmed and become non-hostile, having no desire to fight or engage in conflict. For as long as they remain inside the aura or until damaged, they will cease any offensive or violent actions until the Aura is ended.
| Mastery of Light and Dark
| Your years of dedication to the light has allowed you to fully manifest its power, even dipping into the opposite domain. By having Exalted in the opposite domain as the one you joined with, you gain access to all of the Blessings related to that Domain. This allows you to use both Path of the Sun and Moon blessings by having both Light and Dark Domain at Exalted.
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Blessings
Path of the Sun: Blessing of the Lost Oasis
| If your Vestige of Light is in effect, you can activate this blessing, creating an aura of warm light that lasts for the next three posts. During this time, you can mark the allies within the aura with a floral emblem that is only visible to yourself and those who have been marked. While the blessing is active, you will be aware of the positioning of these allies as they travel up to Long Distances away from you even if they leave the aura, exit your line of sight, or become invisible/untraceable by other means. You can still target them with a beneficial (i.e. healing, shielding, cleansing, etc) Light Domain spell, regardless of the spell's typical range. After the blessing's effect comes to an end, the extensive reach of the Blessing's power has taken its toll on you, requiring a two-post cooldown before this and any other Path of the Sun Blessings can be activated again.
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Herbalist
Tree Speaker
| By communing with nature you can connect yourself and your senses with any plant life immediately around you. The plants cannot speak, but can impart sensations and simple rudimentary information into your mind of events that have occurred in the area, such as natural disasters, weather, or anything that would have disturbed the plant life physically over a period of time. The older the plant is, the more information you can gain though this connection. This can be done as many times as you would like, however it does require stillness and a calm mind to commune, making it a difficult tool to use while in combat.
| Green Thumb
| You have a deep, almost supernatural connection to the natural world which manifests in strange ways. You have the ability to impose your will over the plant life around you, compelling its growth and even being able to grant it mobility. You can now summon a nearby plant to serve you once per topic, which will remain for the duration of the topic or until killed or destroyed. The plant will uproot itself and carry out your commands whether that be to attack or defend, but can not go super long distances away from your person, having to remain in a close proximity.
The plant minion also has the following unique traits:
Spawn Puffballs
Upon animation, the plant minion will sprout two little puffball fungi that grow somewhere on it's body, which can be plucked off and thrown. When the puffball collides with a surface, such as the floor, a wall or another person, it will pop, expelling a cloud of spores in a close range. Anyone caught within the cloud will begin to choke on the spores and have their vision blurred for their next post. This will make it difficult to speak, communicate or see clearly.
Healing Sprouts
Upon animation, the plant minion sprouts two little pea pods that grow somewhere on it's body, which can be plucked and consumed. When consumed, the pea pod will act as a minor healing potion, healing
wounds such as cuts, bruises, and abrasions, removing a minor wound from the consumer.
Swarm of Seedlings
Once during it's animation, the plant minion can shake itself to release a swarm of really tiny seedlings that scatter across a small area. Anyone who passes through the seedlings will have their movement restricted, stopping them in their tracks and holding them there for a single post and preventing them from using any movement enhancing abilities. If the swarm is shaken directly onto an enemy, the seedlings will cover their body and completely restrain them for one post, preventing them from moving or using any physical actions. Spells may still be used. | Naturalist
| You are an expert at identifying plants and animals around you. Using your knowledge of the natural world and the medicinal properties of nature, you can create salves, remedies, and other consumable elixirs from things you forage from the environment. Using this ability, you can create two consumables during the topic which can have one of the following effects.
- Heals a Minor Wound - Removes a Fear effect - Cleanses a toxin, poison or acidic effect - Removes a Blinded condition - Removes a status condition from elemental effects
| Hallucinogenic Herbs
| Through your travels, you have found (or experimented with) various strange and dangerous plants that can be found across Charon. You keep a stash of these rare plants in your back pocket for a rainy day, which can be quickly thrown together to create a toxin or poisonous oil. These creations can be applied to weapons or open wounds, applying the effects of the plant when ingested, consumed or it enters the bloodstream. Due to their dangerous nature, you can only keep one of each plant listed below on your person per topic.
Angel Leaves
A single white leaf that can be mashed to create a toxin. If the toxin is ingested or applied to a wound, the consumer will begin to feel nauseous, as if they are constantly falling. For their next post, they will feel extremely dizzy and will constantly fall over, no matter how hard they try to stay standing. While on the ground, any attempt to get up will fail, and they will feel dizzy for the duration.
Nisshoku Blossom
A dangerous, shriveled, black petal often kept in a jar or vial, which can be mashed to create a toxin. If the toxin is ingested or applied to a wound, the consumer will instantly feel sick, their mind beginning to be filled with random hallucinations of terror and dread. For the next two post, the consumer will be under the fear effect of anything and everything. They will make any attempt to remove themselves from the situation, all while throwing up and dry heaving.
Candelie
A single red leaf that looks as if it might give off a tiny bit of warmth, which can be mashed to create a toxin. If the toxin is ingested or applied to a wound, the consumer will suddenly feel extremely tired, their eyes becoming heavy as they are lulled into a magical sleep. On their next post, the consumer will fall unconscious, collapsing where they stand and sleeping on the ground. They will remain unconscious for the entire post or if they sustain any negative effects, such as damage.
Spike Moss
A small clump of black, stringy plant that is best kept in a closed container due to the gas it emits, which can be mashed to create a toxin. If the toxin is ingested or applied to a wound, the consumer's skin will begin to rash, large splotches of irritated skin popping up all over their body. For the next two post, their skin will become increasingly susceptible, turning any damage they take for the duration into a major wound.
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Golden Consortium
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Renown
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Post by Kvasir Sigurrós on Feb 21, 2023 2:43:45 GMT -5
Personal Things
Pets
Name
| Species
| Description
| "Lycoris"
| Death's Head Hawkmoth Dragon (Snow Owl)
| A strange moth Kvasir encountered in the Lantern Light Wood on a mission for the Consortium with Morrigan Moonweaver and Cantio von Lumen. This creature has the ability to manifest as a cat-sized moth around the house, bearing resemblance to a Death's Head Hawkmoth in terms of appearance, but when the time comes, it can transform into a vast, imposing moth-like dragon, capable of casting magic.
Can cast Snow Flurry and Heavy Blizzard once per topic.
(counts as a pet)
| "The Sparkle-lings"
| Snowlings but Camp
| A round bottle of what appears to be never-melting snow... but tip the bottle, and snowlings will pour out. Snowlings, little round snowballs (about the size of a golf ball) with legs, are eager to help perform tasks, chores, carry an item, or cause a distraction— but they have no combat abilities, and cannot speak. The entire group of Snowlings may be assigned one type of task at a time.
(Does not count against npc cap)
*A gift from Morrigan Moonweaver. Kvasir's fellow alchemist created these creatures during their time in Bleakfort by mixing snow with a health potion, creating a small group of sparkling, carnation-pink snowlings. There are seven in total.*
| "Aloe, Fig, and Ivy"
| Cleaning Cubelings (Snowlings)
| This small bottle contains three sentient, friendly slimes. They delight in eating dirt, grime, and other household messes and are the perfect companions for anyone who likes a clean home.
*A gift from Nyr, Kvasir's beloved apprentice.*
| "Strawberry Lemonade"
| Mimic Moth
| A large, docile moth that is about the size of a cat; this breed of moth is well-known for camouflaging itself by mimicking the colouration of its surroundings and also making it rather hard to find. This mimicry allows the moths to essentially become invisible, or close to it, for up to three posts as a self-defense mechanism.
*This moth takes the form of a rosy maple moth, and is named for her coloration.*
| "Maraschino Cherry Moonweaver"
| Mimic Moth
| A large, docile moth that is about the size of a cat; this breed of moth is well-known for camouflaging itself by mimicking the colouration of its surroundings and also making it rather hard to find. This mimicry allows the moths to essentially become invisible, or close to it, for up to three posts as a self-defense mechanism.
*This moth takes the form of an odd and unidentifiable pink-and-white moth, adorned with heart shapes and swirls. All that matters is that she's cute.*
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The Desert Rose Apothecary Large House
| A large house comes with eight rooms, a living space, a eating space, a sleeping space and five extra rooms to use for your own. The home itself can look however you want, being any size or color.
| Greenhouse
| An attachment that allows you to store and grow plants, giving you a space to work, study and even hone your alchemy skills.
| Guest Room
| An additional bedroom added to the home, allowing for more people to stay and claim the building as their home.
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Golden Consortium
IS OFFLINE
9
Renown
Zeinav Desert
World, forget me.
387 POSTS & 0 LIKES
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Post by Kvasir Sigurrós on Feb 21, 2023 2:56:34 GMT -5
Mystical Archive Ticket Tracking
Ticket Number
| Source | Use | 1
| Hunt for the Sol Stone - Part 1
| Purchased Beads of They for Kvasir
| 2
| Thread of the Month
| Purchased Life Spark Earring for Kvasir
| 3
| Commission Bonus for Soul
| Purchased Blood Scent for Seiya
| 4
| A Gift from Zarius
| Gifted to Akari
| 5
| Hearth Day Giveaway
| Purchased Seasonal Coupon
| 6
| Hunt for the Sol Stone - Part 3
| Purchased Book Wyrm for Einheria
| 7
| Cuisine Creation Contest
| Purchased Crown of Anguish for Lachesis, retraded for Curse of the Hag
| 8
| Summer Festival Giveaway
| Purchased Curse of the Phantom for Lachesis
| 9
| Black Harvest Campfire Stories
| Purchased Witch's Brew for Lachesis
| 10
| A Gift From Zarius 2
| Gifted to Aspen
| 11
| Winters' Crown Giveaway
| Purchased Moon Maiden's Favor for Lachesis
| 12
| Vulcadreus Part 1
| Purchased Dance of the Lantern Life Leaves for Kvasir
| 13
| Summer Festival
| Purchased Black Sun Scythe for... an unwise decision
| 14
| Hearth Day Giveaway 2
| Purchased Tavern Champion for Seiya
| 15
| Gift from Gerhart
| Purchased God Fire for Seiya
| 16
| Free Site Reward
| Purchased Divinity's Blessing for Kvasir (finally)
| 17
| A Gift From Dvadio <3
| Purchased Vanishing Flowers for Kvasir
| 18
| Court Trade
| Purchased Herbalist for Kvasir. Duh.
| 19
| Summer Creation Contest
| holding
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Renown Tracking
Renown Earned
| Quest
| Participants | Status | 1
| Burning Man
| Kvasir, Zarius
| Completed
| 1
| Did You Hear That?
| Kvasir, Cirice
| Completed
| 1
| Bandit Problem in Moonglade
| Kvasir, Ray
| Ongoing(?), but turned in
| 1
| Thread of the Month
|
|
| 1
| Leave the Light On
| Kvasir, Astrid, Wit
| Ongoing, but turned in
| 1
| Go Boom
| Kvasir, Morrigan
| Completed
| 1
| Beneath the Sands
| Kvasir, Cirice
| Completed
| -
| Hell Unleashed
| Kvasir, Vail
| Ongoing
| -
| I Spy With Your Little Eye
| Kvasir, Kamille
| Ongoing
| -
| Lloyd's Field Guide to the Bogaboo
| Kvasir, Caedes
| Ongoing
| -
| Unwrapped
| Kvasir, Morrigan
| Ongoing
| -
| A Walk Through Wonder Part 1
| Kvasir, Morrigan
| Ongoing
| 1
| King Crab
| Kvasir, C'Leena
| Ongoing, but turned in
| -
| Stir the Ashes
| Kvasir, Nieven
| Ongoing
| 1
| A Twisted Turn of Faete
| A Lot Of People
| Ongoing
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Golden Consortium Quest Tracking
Quest | Participants | Status | Rewards | Go Boom
| Kvasir, Morrigan
| Complete | +1 renown
| Withstand the Elements
| Kvasir, Fish
| Ongoing, but turned in
| Water Catalyst
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