TITLES: Mara Hunter: killed 10+ Maras during META. +10 to Taming Step 1(Hunting/Catching) synergy bonus. ~~~
INVENTORY:
- Ysali Orbs x 15
- Peisio Orbs x 4
- Diabi Orbs x 5
- Firani Orbs x 4
- Olive Taming Jewel x 1
- Crimson Taming Jewel x 1
- Sapphire Taming Jewel x 1
INGREDIENTS:
- Amber x 8
- Babosa Slime x 1
- Borlarn Hide x 2
- Cauldron
- Vial of Water x 12
- Tyulafel Water x1
- Korafiel water x1
- Dried Lizard x 4
- Bird's Beak x 4
- Fluffotton x 11
- Thistlethorn x 7
- Seggan Leaf x 4
- Viper Vine x 7
- Gold Petalia x 5
- Remedial Frond x 21
- Small Cactus x 5
- Green Egg x 3
- Blue Egg x 6
- Moonstone x 45
- Shattered Granite x 195
- Magbit Fur Tuft x 4
- Tiny Tooth x 8
- Witch's Chocolate x 2
- Pearls x 8
TOMES:
Nature Tomes
Earth Healing
Magical Incantation: Muoroula Realira Category: Non Battle Tome Type: Healing Description:
This short manual teaches the user how to transfer your power to the Earth and heal it. Can be used to remove the effects of salt or poison in the land, and help heal farm lands that have been over used and the soils have no nutrients and are tired.
Chapter 1 covers basic control and offers tips on how to transfer your power with out harming the land or yourself. Allows you to effect a small garden. Ability drains you, can only use this once a month. Chapter two expands a caster's skills allowing them more finesse and the ability to bring in power from the surrounding air and from within to heal a greater area. You can help one farm area of land. Ability is still draining, but you recover after a week. Chapter 3 shows you how to use the healthy land around you to heal the hurting land. Tells you the signs of magical damage vs physical damage or just tired earth. You can now reverse any magical damage done to the land itself. This still drains you, but you recover after a bout a week.
Requirements:
Chapter 1: Apprentice Stage (Orakoir stage) Chapter 2: Adept Stage (Orakovan with up to 10 RP's) Chapter 3: Expert Stage (Orakovan with more than 11 RP's)
Plant Growth
Magical Incantation: Prelii Shelarthan Category: Non Battle Tome Type: Growth Description:
This short manual teaches the user how to use your magic and transfer it to the plants (yes even fire magic!) and use it to help them grow.
Chapter 1 covers basic control and offers tips on how to transfer your power with out harming the plant or yourself. Allows you to heal and grow a plant to larger than normal sizes. Any fruit or seed is effect and is larger as well!Can only be done once a week. Chapter two expands a caster's skills allowing them more finesse and teaches the castor how to use your magic to safely grow a plant faster than normal. (Seed to young tree for example). This is exhausting and you can only do it once a month. You cna however, cause a small garden to grow it's plants larger (like chapter 1 spell). Chapter 3 shows you how to use the healthy land around you to influence the palnts. Can make a small farm's worth of plants grow faster and larger. .
Requirements:
Chapter 1:Apprentice Stage (Orakoir stage) Chapter 2: Adept Stage (Orakovan with up to 10 RP's) Chapter 3: Expert Stage (Orakovan with more than 11 RP's)
Light Tomes
Candlelight
Magical Incantation: Wofufaz Category: Non-Battle Tome Type: Neutral Description:
The spell contained in this tome allows the user to create a fist sized orb of golden light. Most useful for exploring in the dark should you run out of torches or other light sources. Experts and Masters can create multiple orbs of varying colors.
Can be used out of combat to create globes of light as well.
ENG Cost: 5 Requirements:
10 INT Civilians can use this in their Apprentice stage.
RECIPES:
Alchemy Recipes
Basic Damaging Poison Recipe
The Basic Damaging Poison, when applied to a weapon, will cause any successful hit to poison the enemy. This poison deals 15 Plant/Poison Damage each turn for 5 turns. Ingredients: x1 Vial of Water, x1 Fluffotton, x1 Thistlethorn, x1 Viper Vine Produces: x2 Basic Damaging Poison
Basic Healing Potion Recipe
The Basic Healing Potion will replenish 20 LP. Ingredients: x1 Vial of Water, x2 Remedial Fronds, x1 Seggan Leaf Produces: x2 Basic Healing Potions
Energizer
Energizer will replenish 30 ENG. Ingredients: x1 Vial of Water, x1 Gold Petalia, x1 Seggan Leaf Produces: x1 Energizer
Potion of Scales
The Potion of Scales will grant +10 DEF for 1 fight Ingredients: x3 Vials of Water, x 1 Dried Lizard, x 3 Small Erlkin Scales Produces: x3 Potions of Scales Information: In a pot, boil the ingredients after grinding the lizard and scale to powder. Drinking it causes scales to cover your body, giving you a +10 DEF boost for one fight. (Temporary, once battle is over, boost goes away)
Lotion of Invisibility
The Lotion of Invisibility will grant invisibility for 6 hours. Ingredients: x 6 Babosa slime, x 20 Nocturnal fur, x 6 Ancient Erlkin scales Produces: 1 batch that is enough to cover 1 adult person(adept or above). You may halve the number of ingredients to make enough to cover a child (Apprentices). Information: Must be of Advanced Skill to create. (11/15 training solo's must be done before you attempt this!) The Nocturnal Fur is to cloak one in shadows while the scales is to bend light about one to make one invisible. The babosa slime binds the two together into a scentless lotion that when applied makes something invisible for a length of time. The lotion itself is a translucent pale yellow that seems to bend the light about it even in the container. It can only be used in combat if applied BEFORE HAND. You can't apply it during combat! If you do apply it before hand (which means in your very first post in the Battle's RP), than you cannot be seen though you can be heard and smelled out. Lotion is scentless, but a person always has something scenty about them. It is water resistant so you can wear it underwater... though it lasts only half the time if you do so and creatures can sense you moving through the water as well as see/hear your air bubbles. You get a 25% increase to you Defense (multiply whatever DEF you get by an additional .25 for the entire fight. So if you have 50% rolled, you get 75% total defense. If you have 100% rolled, you get 125% defense.)
Potion of Stat Enhancement
The Potion of Enhancement will grant +5 temporary boost to one of your 3 stats. Cost: 5k | 1 Dragon Soul Orb Ingredients: x2 Vials of Water, x 3 Pearls, x2 of the one of the following: For ATK boost: Sharp Tooth or Sharp Claws For DEF boost: any 2 of the same Scale (except Small Erlkin Scale) For INT boost: any 2 of the same Argaroo feathers Produces: x2 Potions of (Stat type here) Enhancement. Each potion costs 5 orbs. Information: Grind the ingredients before adding them to a boiling pot. Let simmer for a few minutes, stirring well. Drinking it causes you to feel faster, stronger, or smarter for a brief amount of time. +5 to Stat choose at time of creation lasts for only 3 rounds.
Potion of Speed
The Potion of Speed will grant +10 to the To Hit die roll in PVP for 3 rounds. Cost: 5k | 1 Dragon Soul Orb Ingredients: x2 Vials of Water, x 4 Magbit Fur Tuffs, x2 Amber Produces: x2 Potions of Speed. Each potion costs 5 orbs. Information: In a pot, boil the ingredients after grinding them to powder. Drinking it causes your body to feel like electricity is coursing through your veins. You are moving at a faster pace, making it easier to hit things. +10 to the To Hit Die in PVP for 3 rounds.
Potion of Pride
The Potion of Pride will grant +10 temporary boost to your LUK. Cost: 5k | 1 Dragon Soul Orb Ingredients: x2 Vials of Water, x3 Pearls and one of the following: x1 Babosa Slime x2 Rajsha Fang x1 Kraken Tooth Produces: x1 Potion of Pride. Potion costs 8 orbs. Information:Must be Advanced skill (at least 11/15 rank) to craft this. The last ingredient is to imbue you with that creature's pride,confidence, arrogance, bloody minded berserk hunger, etc. You will gain some small feature of that animal once you drink the potion (Rp effect only! Goes away when potion wears off). Drinking it causes you to feel confident, arrogant, prideful. You act in such a way for the duration of 1 Hunt (Max of 5 creatures can be faced before the potion wears off)
+10 to your LUK for only 5 die rolls VS creatures (do not roll for more than 5 while this is in effect, roll after you do the RP for the 5 effected if you wish to do more.)
Potion of Confidence
The Potion of Pride will grant +5 temporary boost to your LUK. Cost: 5k | 1 Dragon Soul Orb Ingredients: x2 Vials of Water, x3 Gold and one of the following: x2 Sharp Claws x2 Garghon feather x2 Shattered Borlarn hide. Produces: x1 Potion of Confidence. Potion costs 5 orbs. Information: Must be Initiate skill (at least 3/15 rank) to craft this. The last ingredient is to imbue you with that creature's confidence. You will gain some small feature of that animal once you drink the potion (Rp effect only! Goes away when potion wears off). Drinking it causes you to feel confident, arrogant, prideful. You act in such a way for the duration of 1 Hunt (Max of 3 creatures can be faced before the potion wears off)
+5 to your LUK for only 3 die rolls VS creatures (do not roll for more than 3 while this is in effect, roll after you do the RP for the 5 effected if you wish to do more.)
Potion of Elemental Power
The Potion of Scales will grant extra damage dealt each round and a defense against vs the same element for 3 rounds. Cost: 5k | 1 Dragon Soul Orb Ingredients: x2 Vials of Water, x 1 Toxic Groda Mushroom, x 1 Non Celestial Orb or Tear Produces: x 2 Potion of Elemental Power. (Each Potion is worth 5 Orbs when traded) Potion costs 8 Orbs Information: In a pot, boil the ingredients and grind the tear or scale to powder before adding. Drinking it causes scales(matching the color of the Orb/Tear used) to cover your body. Using a Dragon Orb grants you +10 damage of the type added to any damage dealt. Also grants you a +10 DEF against damage of the dame type. Using a Dragon Tear grants you +20 damage of the type added to any damage dealt. Also grants you a +20 DEF against damage of the dame type.
Potion of Defense
The Potion of Defense will grant +20 to DEF for 5 rounds. Cost: 5k | 1 Dragon Soul Orb Ingredients: x2 Vials of Water, x 2 Shattered Borlarn hide, x2 Cah Shell Piece,
Produces: x2 Potions of Defense. Each potion costs 7 orbs. Information: Must be Advanced skill (at least 11/15 rank). Grants you a +20 to your DEF for 5 rounds. Hard shell's like the Cah's or Borlarns cover part of your body for this time period.
Potion of Love
The Potion of Love causes one to become infatuated with the first thing they see (animal, person, reflection of them self...) for a period of a week. Cost: 5k | 1 Dragon Soul Orb Ingredients: x1 Vial of Water, x 2 Intact Kengurha Horn, x2 Witch'es Chocolate Produces: x1 Potions of Love. Each potion costs 7 orbs. Information: Must be Advanced skill (at least 11/15 rank). For a week ICly the drinker of the potion is infatuated with the first thing they see upon drinking. They will create dreadful poetry, sigh over, send gifts, attempt to be with the object of their desire, and all that. After a week the effects wear off... meaning the person recalls the feelings, but no longer feels them.
During battle (you have to RP them drinking it somehow) the person must act infatuated for the entire battle.. and they will deal 1/2 damage the rest of the battle. After all, they want to make you theirs, but they don't want to kill you.. unless they become very obsessive in their love.
Potion of Hate
The Potion of Hate causes one to become consumed with an intense dislike to utter hatred with the first thing they see (animal, person, reflection of them self...) for a period of a week. Cost: 5k | 1 Dragon Soul Orb Ingredients: x1 Vial of Water, x 2 Intact Kengurha Horn, x2 Pearly Scale or Shimmering Shell Produces: x1 Potions of Love. Each potion costs 7 orbs. Information: Must be Advanced skill (at least 11/15 rank). For a week ICly the drinker of the potion is angry or consumed with hatred with the first thing they see upon drinking. They will create plots to cause the downfall, try to do mean or cruel pranks, hurt, etc the object of their anger and hatred. After a week the effects wear off... meaning the person recalls the feelings, but no longer feels them.
During battle (you have to RP them drinking it somehow) the person must act as if they are consumed with anger/hatred for the entire battle.. and they will deal 50% more damage the rest of the battle(multiply damage dealt by 1.5 to get total dealt).
Cooking Recipes
Using your Cauldron and kitchen, cook up a storm.
Witch's Brownies of Healing
The Witch's Brownies of Healing will heal 50 LP. Cost: 5k | 1 Dragon Soul Orb Ingredients: x4 Witches Chocolate, x3 Green Egg, x1 Water from Vonafel, Produces: x4 Brownies Information: Bake these ingredients into the normal flour, sugar mixture to create a pan of delicious smelling brownies that have a deep earthen green cast to their crust. Each brownie has the ability to heal 10 LP upon consumption. Use in battle or in an RP to heal a sick person or ease pain(rp use does consume the brownie and will need to be removed).
Witch's Brownies of Cursing
The Witch's Brownies of Cursing will deal 10 LP. Cost: 5k | 1 Dragon Soul Orb Ingredients: x 4 Witches Chocolate, x3 Blue Egg, x1 Water from Koralifel Produces: x4 Brownies Information: Bake these ingredients into the normal flour, sugar mixture to create a pan of delicious smelling brownies that have a deep blue cast to their crust. Each brownie has the ability to take away 10 LP upon consumption. Use in battle or in an RP to cause harm and give another anywhere from a headache or stomach pains, to dealing small wounds to their stomach causing them to cough up blood. For battle, you must rp how your character somehow gets them to eat it! (rp use does consume the brownie and will need to be removed)
Witch's Brownies of Love
The Witch's Brownies of Love will "stun" an opponent for 2 rounds.. Cost: 5k | 1 Dragon Soul Orb Ingredients: x 4 Witches Chocolate, x3 Red Egg , x1 Water from Tyluafel , Produces: x4 Brownies Information: Bake these ingredients into the normal flour, sugar mixture to create a pan of delicious smelling brownies that have a red cast to their crust. When eaten, it causes the other to become infatuated with the first living thing they see (birds, plants, people, etc). In battle, this causes the other to not attack for 2 rounds. You have to somehow get them to eat it though! (rp use does consume the brownie and will need to be removed).
Magic Stew
The Magic Stew grants a +5 to catch and tame. Cost: 5k | 1 Dragon Soul Orb Ingredients: x3 Red Eggs, x1 Babosa Slime, and either x2 Pumpkin Guts OR x 1 Dried Lizard Produces: x4 Servings Information: In a pot combine the above ingredients with some meat to create a slippery stew that sends out delectable scents. Allows you a +5 on your Catching and Taming rolls! Its smell and taste are heavenly even though it's made of such strange things. (May only use one serving of stew per adventure, bonus applies to both steps when you do.)
Calming Cookies
The Calming Cookies grants a +2 to tame. Cost: 5k | 1 Dragon Soul Orb Ingredients: x3 Blue Eggs, x4 Remedial Fronds, x3 Gold Petalias Produces: x12 Cookies Information: Grind up the above ingredients and combine them with cookie dough. After backing and letting them cool, you have oddly colored cookies that do not taste good to you... instead it calms down any animal who eat them. +2 to Taming an animal (may use up to 5 cookies on one attempt).
TAMED CREATURES:
-- Trained Bouken x 1 -- Trained Giogimar x 1 (Siksl'gra)
Personality: Malta is the sort of Khehora who is loathe to use her claws to hurt things, though she accepts that people are mean to each other and are going to get hurt. She isn't sure if she is a pacifist or just a coward, but the idea of killing intelligent creatures makes her queasy and she will happily turn tail, run, and hide at the first sign of danger. Lately, though, she has become capable of standing up for herself and others if necessary, and she does, at least, know how to use her claws if she has to. And when her children are threatened, she will fight tooth and nail... and hate it.
For a khehora she is fairly civilized, and she likes creature comforts and stability. In other words, she is not a Khehora that does well in spartan or wild conditions. Fortunately, her clan is large enough that her life is not a rough and tumble wilderness existence. Even during her time with her mother's less-civilized tribe, she did all right. Thriving in stability, conditions such as travel, Malta ends up miserable. Although her dragon blood prevents her from being a complete failure of a wimp, she is definitely not the fittest or most in shape Khehora, and has to struggle to keep up with more able partners. Although more in shape now, she still struggles a lot, and it is a matter of great frustration for her.
Malta has enough pride that she does not ever want to think of herself as spoiled. Instead of asking for help when she needs it, she would rather try to power through any misery or issues relating to her size or stamina. Although she does complain on occasion, she tries hard not to whine. She is highly – perhaps overly so - aware that she is often a burden to her travel companions. She knows that her complaining would increase that burden, thus she tries – very hard – to keep it down to a timid minimum. She does not hide her misery and very obvious discomfort, however, and it is really, really obvious.
She has a very considerate nature- others always come first. Even if she is tired, hungry, or injured, she will be generous and helpful to her fellows. She never expects anything in return- the act of giving is reward enough- but she is suitably grateful when more tangible rewards are forthcoming. She understands the concept of trade and currency and her clan has experience with merchants, so she knows she could sell or trade her services if she desired, but when she sees someone in need she simply must help them, even if they betray her later. She likes to use her healing magics to help others whenever possible, and is most likely to get over her crippling paranoia if someone is in need of assistance.
Malta is generally friendly, if timid. She rarely initiates contact, especially if she is alone and unsupported by guardians or family, preferring to hide in a scary situation and hope that whatever it it is goes away. Obvious injuries can draw her out, as can being cornered, but she is slightly less timid when she isn't alone. Either way, strangers (and friends alike) will be met with both a helpful attitude and shyness. This applies to Khehora and Magescans.
She believes that everybody, even the enigmatic and dangerous Magescans and the more ferocious of her kind, has some good in them. Her hope is that if they are met with generousity and kindness, she will not be hurt. Or, even better – she might make a friend. Malta loves to make friends – its fun on its own, but its also an assurance of protection and safety.
Although her friendship is freely given, she is insecure about the feelings of others and feels that she must constantly maintain friendship with favors and gifts. She is a very sensitive person, and it is not hard to make her upset enough to whimper and cower. She is perhaps too sensitive where friends are concerned, panicking if they seem even slightly displeased with her.
She is also quite guile less and, consequently, gullible. She will not lie and believes the same of others. She knows that lies and liars exist, of course, but why would anybody lie? What she says is as true as she knows it to be, and she will take what you say at face value. If she discovers that something she was told was untrue, she prefers to believe that it was a mistake, or a one-off occurrence, and will not happen again. This makes her very forgiving, and also prone to being cheated or otherwise tricked.
For Malta, teasing cuts deeper than mere words ought to. Remarks about her appearance, build, and lack of fitness are particularly upsetting to her. She knows shes sort of chunky and clumsy and gets short of breath sometimes, and she doesn't need people reminding her about it.
Oddly, she has come to terms with her cowardice and isn't as harmed by references to it. The same goes for remarks about her clan: she likes being a Ysali, and is very happy to be what she is. She finds a great joy in her magic and the life it represents, which the crafting of potions, the growing of gardens, and the healing of wounds. She loves plants in all forms, celebrating her connection with them, and especially loves to see plants she's never seen before. There is, to her, a wonder in the sheer variety of life that plants come in, and sharing that awe is a great way to break the ice for her.
She isn't so happy about the damaging aspects of her clan, however, and would be very unwilling to call plants to her aid or poison an enemy, though she will in desperate conditions. It upsets her to use her magic for destructive purposes, and she feels awful afterward, almost dirty in a way. In short, she would much rather heal a wound than cause one.
But again, where people she cares about are concerned, she is willing - if not happy to - bring out her claws, and this includes with her magic. She can poison, she can bite, she can summon the plants to her aid... she just prefers not to.
Malta was hatched in a large Khehoran settlement in the brushlands of the Terra expanse. It was large and stable, staying in one place and subsisting on fairly advanced (for Khehora) agriculture. It had a good mix of clan affiliations, which allowed it to survive- even thrive- in the harsh lands. Ysali and Peisio Khehora made the fields grow what they needed, Kiandri Khehora hunted the brushlands and deserts beyond for communal food supplies, Gaili worked the ground into sturdy homes to protect against harsh sandstorms. There were also herd animals and other such things. Being stable and able to support themselves in a single place without raiding, the population had turned inwards and had a healthy crafting culture, producing utility and luxury items alike. It's Khehoraians, disguised, traded with Magescan caravans and other Khehora clans in the area. Outsiders (such as Malta's Soldulian Diabi dam) seeking a new group to join found surprising welcome among the settlement- their talents and new blood were appreciated. It was a richly dynamic village, and as civilized as Khehorian culture could get.
Which is why Malta was lucky to be born into it. Malta always knew she was not fit for the raw life of a warrior, or even the rough and wild life of a tribe khehora. When her siblings and clanmates were excited over a group dragon battle (done, as in the magescan cultures, as much for recreation as protection) Malta had been worried instead. She would always wonder who would be injured, or who wouldn't come back. The thought of violence- especially doing it with her own claws- made her queasy and horrified, and she had known it from the first moment her parents taught her to hunt on her own. It was clear that she would never be a ferocious warrior Khehora like her mother.
Early on, her thoughts and magic turned towards more peaceful and utilitarian goals, but her low stamina made her a poor choice to labor in the fields. Fortunately, the settlement was strong and had plenty of food, so she had the luxury of pursuing a more mental and crafting-oriented life. She started training under her clan's alchemist, but found her interest lay in many things (just not violence). Crafting is difficult for a Khehora, but she had some aptitude for figuring out how to do it despite the hurdles of claws, and had teachers willing to help her. Though she found passions in other crafts, she eventually gravitated back to alchemy.
She had just learned the basics and begun on the path to more advanced alchemical studies when her mother grew tired of civilized life. Having had two clutches and no real fighting or roughness in her life, Malta's mother had had enough. She wanted to return home to her tribe in Soldul. Not wanting to go alone, she asked her offspring to come with her. All of them refused, being tired of their mother's complaining. Malta saw this and felt very sorry for her lonely mother. She said yes.
Although her mother was not happy about having to travel with the chubby ysali weakling runt of her litters, she preferred it to traveling alone, and so they set off across the ocean. Malta was, of course, miserable most of the way, but the young orakoir was curious about her family and another land, and found that she liked bonding with her mother, twisted though it may be. She found Soldul a pleasant enough place on its ow - dark and glowing and mysterious and beautiful.
Her new family was a tribe with a heavy warrior culture. The elders, however, did not mind her pacifism, as her potion craft – though in its infancy – would provide their tribe with an edge against other tribes in the region – and perhaps in the Great Engagement themselves, where they sided with the forces of Darkness. They let her set up, and even assigned young warriors to assist her and guard her in her gatherings.
The young warriors did not appreciate this. She was younger than many, pudgier, and clearly not in shape, yet she somehow was more respected than they, who had worked and fought very hard to be where they were. All she did was pick flowers and mix them in a pot with some water, yet their elders gave her special treatment and even wasted their (the young warrior's) time with her. These cousins of hers resented her and began to bully her. At first, it was a snide comment here or there, out of earshot of the elders. But once they learned that she was too timid to report anything, it got worse.
They would do things like n** at her legs to make her go faster, or chase her through the woods, or say terrible things about her, her clan, and her usefulness to the tribe. On several occasions, they, acting as her bodyguards, abandoned her in dangerous parts of the forest to 'toughen her up', leaving her to find her way back on her own.
She was too wary of the elders to tell on the young louts – though she had been treated well, they were still strangers to her and she did not feel confident or comfortable talking to them without her mother present. Her mother, however, had grown distant, immersing herself into the warrior ways of the tribe and leaving her child to her own devices. Malta wasn't sure what to do, and the bullying continued.
She took to daytime wandering, walking around the nearby forests in pleasant solitude, at least for a time. Soldul was, relatively, safe in the daytime, and she always came home by evening. Her sleep schedule ended up being primarily crepuscular, leaving her awake at midday through midnight, with many exceptions. Sometimes she would be up all day. Sometimes, all night. Occasionally, she was late returning to the tribe's lands, either due to distraction or due to her bodyguards.
On one such distracted night, in the swamps of Soldul, she came across an unconscious Oblivionite growing in his wings. Despite her fear of his kind, she found that, when unconcious and clearly in pain, they weren't so scary. Out of pure altruism she protected him through the night. They parted ways, and she found herself in trouble with the tribe, and she thought that was the end of it.
Perhaps Oblivionites, she thought, were not so scary after all.
His name was Detraeus and it was not the end of it: their paths crossed again, at the great lake of Korafiel, where he protected her from a dragon attack, and she healed his injuries. It was the beginning of a strange friendship that would see them discuss relationships and tame hastar, and would help her gain the kind of backbone she would need for the events to come...
The Mara fell upon Soldul like, well, a stone, and Malta found herself separated from the tribe and on the run. She joined up with another Oblivionite, a young apprentice named Castor, and together they fought their way into the city of the Oblivionites, where they sought safety. There, living with his family, she found herself, for the first time, treated with honor and respect for her deeds and abilities. She was happy in the city, even surrounded by magescians, and made many friends, but eventually the wild called to her and she had to leave.
There was some trouble, but her plight had been highly unusual and the elders and the tribe understood the reasons behind her absence. Things would have gone back to normal if a khehora hunter hadn't decided to attack her for her hide and blood. In her desperation, Malta slew the hunter, but she became severely restricted and it was determined that she could no longer rely on bodyguards.
The crafter would have to be a warrior.
Thus began a regimen of training, painful and stressful, that turned Malta from a butterball into a slightly less wimpy butterball. It was during this that she met her personal Giogimar, Siksyl'gra, a creature who decided to 'serve' her after she rescued its brother's bodies from hunters.
Eventually came the moment of truth – a ritualized battle between Malta and an elder that would show her worthy of being called a warrior. There was hope among the elders that this would ease her transition into the tribe and silence those who scoffed at her magic. She almost made it – though she lost, the ritual battle was not intended to be wholly won. Nearly accepted into the tribe, her own mother spoke out against her, and was willing to challenge an elder over it. Malta, she said, was a cheater and a weakling and could never be a part of the tribe.
And with that, Malta had had enough. She packed up her things and left for her homeland, the Terra expanse.
She came upon many adventures along the way, navigating through a strange world and interacting with strangers and old friends (like Naarhiji, an odd Oblivionite she met in Obsidian city) alike. Finally, she returned to her old home, and there she was met and treated with great regard. Where once she had been scorned as a mere 'flowerclaws', she was suddenly highly desirable. Suitors lined up at the entrance to her lair with presents, and Malta found herself overwhelmed by the possibilities.
By pure chance, her friend Detraeus and his Dovaa wife settled down in one of the nearby valleys, and Malta was delighted to have them nearby. She gave them a gift of a milking sheron, and also got to play with his two twins on occasion.
She settled into her life, bit by bit, content in her home and her rank and all the wonderful things that came with it. Still, she knew she needed to find and pick a suitor someday, and she needed to have time and space to think on her choices.
So when rumor reached her that there were new beasts on Ayr, she decided to take a trip there, in the hopes of seeing (or avoiding) these beasts, collecting rare herbs, and... possibly... seeing her friends again and getting their advice.
With this multi-pronged objective, she set out for Ayr. It wasn't as successful as she had hoped - her friends were busy, and she was left to her own devices. Fortunately, she made new friends, and at their request, dared to venture to Serenia.
The land of light was harrowing a harrowing experience for the timid Khehora, but she found a wealth of potion materials and plants there. The constant stress helped her grow a little, however, and by the time she returned to the Terra Expanse, she felt a little more confident in herself.
The failure to repair Ataya's sight was unfortunate, indeed, but in the end Malta looked at it pragmatically. He still came to visit, and she still provided love and appreciation for the young hybrid and his family. She had a lot to give, as her former teacher, Roshon the Peisio, was to discover. After a long and awkward courting, they finally mated and she laid four brightly colored eggs.
Months later, Sevan, Ysalda, Kuasu, and Rthyin hatched into her life, and she had to deal with their rambunctious antics. She loved them dearly, and wanted to keep them safe, but even she knew that you cannot shelter your children forever, especially since her brother would have snuck them out from under her wing anyway.
And so, with them, she began to - reluctantly - become more adventurous again...
Currently: Malta is raising her babies and trying to deal with the stress of it all... There is talk among the leaders of the Settlement that she might be given the honor of a Khehorian form, and these rumors have reached her ears, but she hasn't given it much thought. With children like Ysalda and Kuasu, she can't afford to be distracted by things like that for long...
Posted: Thu May 22, 2014 7:08 am
Thoughts on the Great Engagement: Malta was not built for war. War is a very scary thing. She doesn't understand it, and doesn't know what to do about it. She's planning on staying as far away from it as possible. And yet, her friends would likely fight in it and get hurt. What is she to do if that happens? She doesn't know.
Thoughts on the Dragons: Dragons are terrifying to Malta, in a very physical way. They are big, and have claws and teeth and magic. She doesn't ever want to meet one on her own and certainly doesn't hunt them herself.
Thoughts on Khehora: Khehora are her own kind. Though they can be scary too, sure, but she is comfortable with their scariness – its tangible and unambiguous and she can deal with that. Malta has no real clan-based biases, though she is naturally inclined towards other Ysali and the Peisio clan, and slightly wary of Diabi.
Thoughts on Magescans:
Although Malta has become more worldly, she is very superstitious regarding Magescians... after all, the hopes of gods run through their veins. They are like Fae to her – strange and unknowable, benevolent and malicious, and very capricious.
She knows that, though they have no real scales, teeth, or claws like a khehora, they can take down dragons and beasts of all kinds, including khehora themselves.
She knows, also, that her brothers and their fellow traders deal with them peacefully, bringing back wonders in solid wooden crates. She knows, also, that Magescans will attack Khehora and raid nests and steal away eggs.
She knows what bonded are, and how Magescans have the power to bind khehora to their will and enslave them.
Oblivionites She is generally positive towards Oblivionites, however. She is used to them, and they do not scare her. They are the 'good' fae of her mythology.
However, they are very capable of scaring her, and like any other magescian if she detects even a slight threat, she is going to run and hide.
Dovaa Malta's fear of dragons is generalized towards Dovaa. However, though wary, she is willing to accept that not all are scary. They are the neutral fae of her mythology.
Upon meeting one, she is willing to talk... from behind someone or something else until she trusts them.
Orderites Malta is terrified of Orderites. They seem capricious, powerful, and outright terrible to her. Influenced by her contact with Oblivionites, Malta considers Orderites to be 'Bad Fae' and reacts accordingly.
It will take a lot of luck, skill, and mitigating circumstance to keep her from fleeing desperately when faced with an Orderite.
Her home in the Expanse
Malta lives in her family's large lair in the Settlement, and shares a workspace with her teacher, an old Peisio khehora (Who happens to be her current mate). Most of her herbs and ungents are stored in the workspace, but other more personal things are kept in her lair. Siksyl'gra has a respected place in her lair as well.
The family lair is shared with any of her siblings that want it and with any clutches they or her father may be involved in, should they decide to keep them there.
Notes on Settlement
Malta's settlement in the craggy highlands of the Terra Expanse is an example of what Khehora can accomplish with teamwork. Although primarily Ysali, Gaili, and Firani, members of just about every magical clan can be found here, and are accepted for their strengths, though are noticably fewer Ayrala and Aedaun Khehora than the other clans, and only two Aiskalans at current – migrants from the cold lands. It has a large population, with several tribes worth of families living together, making it nearly impossible for any one khehora to know all the other khehora in the village.
Because of the variety of khehora magics and personalities, complicated tasks can be completed even without hands. Ysali and Gaili tend fields – keeping them fertile and green. They even have a few farm animals stolen and bred from magescans, though most meat comes from organized hunts. Homes vary – from caves carved or naturally formed in the mountainside, to wooden homes built into trees, to clay and brick huts formed from Gaili magic, to simple hide tents or mats. Some Khehora families even prefer to sleep with no 'home' at all, just out in the elements on the hard ground.
One of their main features is their advanced pottery craft. Pottery, made from clay mined from the mountains, coasts, and traded from other tribes and magescans, is the main utility equipment. Gaili magic (and Peisio, but its a bit more difficult for them) shapes the clay, which dries. There are kilns, built and run by specific families (usually containing Firani members), and there is some knowledge of glazes, using sand and chemical mixes from Kiandri and Gaili whose families hailed from (or once hailed from) the desert. This allows them to make cups, tools, jars, and other useful items out of clay, that can last for a while. It is controlled by specific families in the settlement, and different families have different pottery craft traditions. These are used for utilitarian and crafting purposes, and take the place of vials and magescan glassware.
This is because Glasscraft, though done, is a very labor-intensive craft for the settlement, requiring a gaili to manipulate the sand, a firani to heat the sand carefully and assist with the shaping, a peisio to cool the sand, and sometimes a kiandri to 'shock' the molten sand and give it interesting internal structures. They must be able to work together seamlessly as a team, and require special training, rites and traditions. Because of this, glass is not used for crafting, but is instead a luxury art item. This teamwork produces glass objects that are beautiful, varied in form, sometimes colored, sometimes simply internally faceted. Common applications include symbols for houses, gifts, accessories, windchimes, and other small arts that would do well from the specially treated glass.
As for metalcraft, they are only just getting around to really using the metals of the Terra expanse. The best they can do as yet is shape it into small bands, and are in the process of figuring out how Magescans do what they do.
There has also been some progress in spinning and weaving, though not much. They have, however, managed to figure out how to use ysali magic to make simple hemp rope, and have discovered some elements of sewing, allowing simple hide or imported cloth pillows to be crafted and stuffed with wool trimmed from farm animals. It is difficult, however, and so any cushions are likely extremely simple or imported.
Trade can be alive and well due to the large and stable population and food supply. Their primary imports are crafting materials, fish, stones, scales, and cloth, as well as magescan tools and jewelery. Their primary exports are food (as they have a surplus) Dragon orbs (because those are always good currency), pottery (which tends to be sturdy and useful for a variety of things), and their unique art glass, which magescan and tribal khehora both seem to like. They trade with magescan caravans travelling through Eowyn, some factions in Tukyere, and khehora tribes in the area.
In addition to farmers and dedicated crafters, including whole families, they also have hunters, who travel into the wilds either on their own or in small bands to take in game meat. Though they have a comfortable food surplus, Eowyn's turbulent weather makes it necessary to be prepared. They preserve a good deal of their food, with very basic smoking and pickling (using their pottery), and export what they feel they can afford. The hunters act also as scouts, keeping track of khehora, magescan, dragon, Ordon, and Darvithri movements.
They have an organized militia, of a sort, with warriors and a primitive sort of command structure. Since they are prosperous, they don't need to raid. When they attack, it is usually for preemptive purposes – against Ordon and Darvithri or dragons, for example. Primarily, though, the settlement's militia is used for defense. They defend against raids by Ordon, Darvithri, the occasional magescan marauder, and dragons. They also defend against khehora raiders, who see their prosperity and stability as making them equivalent to magescans, or see their civilization as a stain on the wild nature of the khehora, or see them as a plump target ripe for the picking, or are simply hungry and desperate. The militia has well-trained members of just about every magic clan, and presents a formidable and flexible obstacle to anybody seeking to raid their lands.
As a sizable settlement, they have three khehorians in residence:
Akoroi, a Ysali, acts as the 'Mayor', the second since the founding of the settlement from disparate members of tribes seeking refuge in the mountains after serious natural disasters scattered them from their homelands. He manages the day-to-day internal disputes and the general town-running businesses.
Togamun, a Peisio, manages the militia and the hunting and defensive aspects of the settlement. He joined the settlement during a merger with his tribe and has devoted his efforts to it since.
Lirhao, a Kiandri, manages the education of the youth and mediates between crafters. He also advises Akoroi on trade matters.
The settlement is happy to accept outsiders, and hopes to grow in knowledge, technical ability, and population. Its territory is expansive, but the presence of other tribes or nomads is accepted as long as they do not take aggressive action.
Detraeus: Oblivionite Detraeus is an Oblivionite that Malta helped when he was growing his wings and tail in a process that was long, painful, and unpleasant. She made it somewhat less unpleasant, before bolting. They have since developed an odd and unlikely friendship, and he has remained one of her main friends. Unfortunately, he's moved to Ayr now, so she doesn't see him so much anymore...
Ataya: Oblivionite/Dovaa Detraeus's son, Malta is absurdly fond of him, despite his occasional snappishness and the terrifying power he wields. In her mind, he is as much her baby as any of her orakoir, and whenever he visits, she can assure him a warm nest and good food.
Castor: Oblivionite Castor and Malta met while on the run from the Mara, and she helped to save his life (and he hers). His family put her up for a time in the city, and she considers them all among her close friends. She wonders sometimes how he is doing...
Naarhiji: Oblivionite A somewhat sour Oblivionite she met in Ashen city, Malta has since befriended him. Its an odd friendship, to be honest, as she cannot comprehend his profession, but she likes him.
Khaldera: Diabi Merkhora A bioluminescent beauty that Malta met long ago on Soldul. On rare occasions, she thinks of her, in only the best of lights.
Criani: Peisio Khehora A friend met in Ayr
Honoka: Gaili Khehora A friend met in Ayr, taught by Criani
Neutral:
Imoogi: Peisio Khehora A khehora Malta met in the woods who helped her when she was lost.
Oblivion: Diabi Khehorian A khehorian who had Malta admire his feathers
Suluksati: Aedaun Khehorian A khehorian that saved Malta from dragons
Akara: Oblivionite/Dovaa Ataya's sister.
Araceli: Dovaa Detraeus's wife
Lithian: Dovaa Detraeus's friend
Not Friends:
Kekeovonnai: Gaili Khehora A young khehora who wanted to know about Malta. She broke her promise to return, which he collected on back in Ayr, and he collected on that when he had her heal an Orderite for him. She doesn't like him very much.
Family:
Ysalda: Ysali Khehora Ysalda is Malta's firstborn child. Rambunctious and energetic, Malta has found that Ysalda keeps her alert and on her toes. Whether this is a good thing is debatable, but Malta adores her even as she makes strangled squawks of terror at Ysalda's latest daredevil feat...
Kuasu: Peisio Khehora Kuasu is the second of Maltas children. He is as rambunctious as his sister, but he at least is willing to restrain himself for his mothers sake, apparently. He is also willing to help her in her gathering attempts. A good child.
Sevan: -----
Rthyin: -----
Katangi: Mother, Diabi clan Kata was originally from a Soldulan Diabi clan with a heavy emphasis on warrior tradition. She suffered in a defeat and, in an attempt to atone for her 'weakness', travelled to Eowyn to kill one of the large beasts there. While there, she came across the settlement and met Ikormi. On an impulse she didn't quite understand, she became his mate and lived with him, clutching twice before she became bored with the settlement and returned home.
Kumog: Cousin, Diabi Clan Kumog is a young warrior of Katangi's clan. He is fierce, cruel, and delights in violence and killing. While this is usually encouraged by the warrior tribe he was born into, the elders have tried to curb his enthusism and bloodthirst somewhat, seeing him as a bit too into it and too bloodthirsty.
Vorkin: Cousin, Diabi Clan Vorkin is a young warrior of Katangi's clan, and has been Kumog's friend since birth. He's not as cruel and vicious militarily, but his tongue is sharp and he is, generally, a huge a*****e. One wonders if that is why his lady friend likes him...
Reegel: Cousin, Diabi Clan Of Malta's cousin/bodyguards, Regeel is turning out to, perhaps, be the kindest. Though at first he was as awful as the other two, he's begun to see Malta as being of use to his clan. He's awkward in a violent way but he sort of kind of means well...
Ikormi: Father, Ysali clan Ikormi is a farmer of the settlement, using his magic in concert with the magic of his gaili sister to till and farm a patch of land for the settlement. He is also one of the few farmers that keeps animals, though he has to be careful not to let his mate or his children near, as they frighten the beasts.
Lorii: Friend, Kiandri Clan Her father's second mate, she bore him one clutch. She is a good natured scout for the Settlement, happy to chat with Malta and generally anybody. She usually knows all the gossip, and tries to stop unproductive fights before they start... she loves tournaments, though!
Na'Hari: Enemy, Aedaun Clan Ikormi's third mate, Na is a spoiled khehora. Once a member of the decadent shaman caste of her clan, she was displaced and deranked by the Mara. Despite having held the shaman rank, she is a true aristocrat in that she can't really do anything special. For reasons beyond either of their understanding, she hates (and is hated in turn!) by Malta. She is currently expecting a clutch, as well...
Roshon: Malta's teacher, colleague, and current mate, he is an older, wiser, and very cranky companion. Unlike her magesican friends, Malta feels completely safe with him.
Maike and Sorai are a brother sister team of traders, making contact with magescan caravans in the desert and trading goods. When they are older, they will be trusted with making contact with Tukyere. They are aloof to magescans, but not aggressive. Of the siblings, Maike and Sorai have the closest relationship with Malta. Maike even managed to get her some magescan equipment.
Raichi is a teacher, teaching young hatchlings the important things they must know about the world. He likes to learn new things from fellow khehora, but doesn't believe magescans can teach them much, and can be set in his ways if approached the wrong way.
Peraphel is a hunter, and is rarely around. When she is, though, she loves to tell stories about her adventures and the dangerous things she's done. She's a huge braggart, too, exaggerating her exploits.
In contrast, her brother Soki is very quiet about what he does. He's seen too many comerades hurt in defense of his settlement in his short life, and doesn't like to brag about anything at all. He is humble, stoic, and silent. He is willing to listen to the troubles of his family, but judges them. Silently.
Second Clutch (Includes Malta): Baayo (Male), Ysali Samudi (Female), Diabi Madjen (Female), Diabi And Malta (Female), Ysali
This clutch is younger, just leaving their orakoir years and figuring out what to do with their lives. Malta figured it out fairly early on, learning alchemy.
However, her brother Baayo is having trouble and is occilating between the steady life of a farmer, the solitary heroism of a hunter, or the neccessity of a warrior. He is having a lot of trouble figuring things out, and has reacted by becoming fairly lazy, lying about the field, watching their father work.
Samudi and Madjen are having an easier time of things, and are receiving training to become hunters. They are very similar in marking, body shape, and personality, and are very close to each other, at the exclusion of anybody else. In fact, they are very aloof, as if they have a secret nobody else has. The rest of the family lets them be.
Third Clutch - Maltas half siblings, by the Kiandri Lorii T'zer (Ysali) (Farmer) Mauras (Kiandri)
T'zer knew what he wanted to do from the moment he was an Orakoir. Following in his father's footsteps to become a farmer, T'zer is a genial khehora, though he is also shy and prefers to keep to himself when possible.
Mauras is an adventurer by nature. Her sparking soul calls her far afield, away from the Settlement. One day, she intends to leave it, but until that day, she likes to regale others with the tantalizing stories of other wildnernesses, far beyond the mountains.
Third Clutch - Maltas half siblings, by the Aedaun Na'hari Harin'akkan (Male), Aedaun Alikhora
Harin'akkan Harin'akkan is a playful, sweet creature, diametrically opposed to his mother in every way. He is willing to lavish his adoration on anybody he can, and teasingly plays up his light heritage when others comment on his pleasant nature. He doesn't mean it of course - he knows how sour Aedauns can be.
Posted: Thu May 22, 2014 7:23 am
Malta, true to her magic, loves plants and growing things. She has no fear of plants, and is happiest in a forested area. She keeps a garden and, with her green claw plants under her care tend to do well.
She is an expert at crafting potions, though it is a pain do with her awkward claws. Her magic helps with herbal and natural remedies, and she works very hard to try to do really well by her craft. And she does - her potions are starting to become famous, even in Magesican cities, in part thanks to her siblings's trading skill.
Her brother Maike taught her how to read magescan – that is, the Eowyn trade dialect. She isn't perfect, certainly, but she can figure things out after some trouble.
As for Oblivionite and Orderite, she can read it passably, though she often needs to sound out strange concepts and unfamiliar words. She usually gets it in the end, though.
Malta has a cauldron of her own – its not that portable, but she manages well enough. She also has many clay jars that she uses to store and transport ingredients, potions, and poisons. These are fairly precious to her, as they are from her home settlement, and she likes to have them back when people are done using them.
Vials are difficult to manage on her own, but with help, she would gladly use vials to sell her wares.
She also carries, out of necessity, various herbs and ingredients that she can't get elsewhere but still needs for her potions.
She likes to pick fresh ones, though, and frequently has fresh flowers and herbs on her person. Some flowers are useful, others are just pretty.
Posted: Thu May 22, 2014 7:35 am
* = Counted In Progress
X✬ Through Mountains Lovely, Dark, and Deep (Malta and Ysalda)
Abandoned X✬ The Rescue (Taming: Bouken; Malta, Detraeus, Naarhiji, Jijikko, Carrion; Soldul) X✬ Adventure: An Eerie Alliance (The Crypt: Malta, Skorga, and Merikh) X✬ Alone in the Dark (Malta and Imoogi, Soldul) X✬ Murky Mushroom Hunting (Malta and Nakre, Soldul) X✬ Scardy Ysali (Malta and Oblivion, Soldul)
Complete X✬ The Last Egg X✬ Little Green Shadow X✬ Learning: Growth and Life X✬ Maike's Gift X✬ Learning: Infusion X✬ Tension XX✬ Adventure: Before you Go (Aiding an Alchemist) X✬ The Flight to Soldul X✬ Solace or Solitude in the Paling Light XX✬ Adventure: Herb Hunting (Soldul) X✬ Gold Petalias XX✬ TAMING: Its So Cute! (Uruu, Failure) X✬ TAMING: Don't Run! (Uruu, Failure) XX✬ TAMING: Roly Poly (Uruu, Captured) X✬ CRAFTING: Having Fun with Potions (2x Healing Potions made) X✬ CRAFTING: Batch 2 (2x Healing potions made) X✬ CRAFTING: If they Ever Do Anything (1x energizer made) XX✬ TAMING: Meaniebeak (Drouil, Failure) XX✬ TAMING: Sharp Pointy Bits (Drouil, Failure) X✬ Mastery Solo: Malta's Garden (Growth) * X✬ Lights among the Dark (Malta and Khaldera, Soldul) XX✬ A Far Cry from Home (Malta and Detraeus, Soldul) XX✬ TAMING: Come back! (Hastar, Failure) XX✬ Can't Bathe without a Weapon (Malta and Detraeus, Soldul) (Mastery RP, Healing) * XX✬ TAMING: Grace or Lack Thereof (Malta and Detraeus, Hastar, Soldul) XX✬ TAMING: Strange Tastes ( Bouken, Soldul) XX✬ Meta: Soldulian Wars * XX✬ A Frantic Return (Castor and Malta, Soldul) * XX✬ Adventure: The Incompetant Man (Aiding an Alchemist, Malta and Naarhiji) X✬ TAMING: Tracking a Ball of Fluff (Uruu, Failure) XX✬ TAMING: Used to Fangs (Uruu, Tamed) X✬ Mastery Solo: Playing with Ingredients (Infusion) * X✬ To Create X✬ CRAFTING: Assasin's Request (Elemental Damage: Dark) XX✬ Mark of a Man (Malta and Castor, Soldul) * X✬ Return to the Wild * XX✬ Toxic Mushrooms and Psychoanalytic Therapy (Malta and Detraeus, Soldul) X✬ Mastery Solo: What Khehora do in the woods (Hiding) X✬ Mastery Solo: When Cornered (Poison) * X✬ CRAFTING: First Aid (Energizer Potion) * X✬ CRAFTING: Caring (Energizer potion) X✬ CRAFTING: The Talk (Energizer Potion) * XXX✬ TAMING: Siksl'gra (Giogimar) * XX✬ HUNT: Getting in Shape, Naita and Malta * X✬ The Fight, Soldul XX✬ ADVENTURE: Over the River (Pearl Diving), Soldul XX✬ Adventure: Through the Woods (Spring Cleaning), Soldul XX✬ Adventure (Marketplace), Taliuma outlands X✬ CRAFTING: Under a Desert Moon (Potion of Pride) XX✬ Back Alley Serums (Malta and Naarhiji, Tukyere) * XX✬ Fed in a Fool's Palace (Naarhiji and Malta) XX✬ Towering to the Skies (Malta, Kekeovonnai, Suluksati) * X✬ CRAFTING: Home at Last (Poison of elemental darkness) XX✬ TAMING: A Very Strange Moo-vement (Sheron) X✬ CRAFTING: Overwhelmed (Basic Energizer potion) XX✬ Breath of Winter (ORP, Ayr) XX✬ Broken Promises (Kekeovonnai and Malta) * X✬ Decision, Terra Expanse * X✬ Leading the Blind (Malta, Detraeus, Ataya) X✬ Walking with Roshon, Terra Expanse * X✬ CRAFTING: What Naarhiji Meant all Along, Terra Expanse X✬ Nesting Behavior * XX✬ Step on a Crack (Malta, Kekeovonnai, Xenosa) X✬ Four Little Lives, Curled in Their Shells... * X✬ Little Impatient One (Malta, Ysalda) * X✬ The Warmth of the Morning (Malta, Ysalda, Kuasu) * X✬ The Swimmer's Start (Malta, Ysalda, Sevan) * XX✬ A Healer born to Healers (Malta and Rthyin) * XX✬ Bubbles and Pretty Things (Malta and Kuasu) XX✬ Adventure: Marketplace
4 Months Time (October)O 20 RPs (can be Solo/PRP/ORP) OOOOOOOOOO OOOOO OOOOO 3 RPs Mastering Drakein Magic (can be Solo/PRP/ORP) OOO Growth Ritual Completed O
Extra Arcs:
Growing Up
Hatching O
Orakoi Growth O
Orakoir Growth RP/Solos OOOOO Learning Solos OO
Maturation OOOOO
Other Arcs
The Ritual Fight/Leaving the Tribe OOO
Back Home to the Terra Expanse Soldul to the Terra OOOOO
Breeding (With Roshon, a Peisio NPC) RPs: OOO Feelings: OO
Serenia Visit: OOO
Lead up to Ritual: OOO
Nesting and Brooding and Thoughts: OO
Babies Hatching: O
All babies grown to Orakoir: OOOO
All babies grown to Orakovan: OOOO
Additional Requirements
Ability Masteries: PoisonO HidingO Growth O Healing O InfusionO
LVL 15 AlchemistOOOOO OOOOOOOOOO
Extra RPs: OOOOOOOOOO OOOOO OOOOO
Adventures (in a group): OOO
RPS with Babies: OOOOO OOOOO
OTHER BABY RELATED ARCS GO HERE!
Post-Khehorian (NOT FOR A WHILE!!!):
Orphanage/Other Plot: ???
Next Breeding (NOT FOR A WHILE!!!)
Arrange Mate ? O 6 Months waiting time (Nov 2015) O RP Growth: OOOOO All babies grown! OOOO At Least one month since babies are grown (---) O RPs with Mate: OOO Feelings with Mate: OO
[] Malta would like to have more group adventures and meet more people in general
[] I am looking for 2-3 mates for Malta, any gender, preferably Khehora and female (Males are welcome too, as are surrogates). To sweeten the pot, she is a crafter and healer with a very obviously large amount of untapped magical potential and is brilliant at potioncraft. Suitors that will not be mates are also welcome.
[] People to buy or aquire her potions! Shes making them, they're good, go have them! The best part is that some are actually usable in battles and hunts!
[] I want to set her along the path to Khehorian. Any ideas towards that end/Khehorians to interact with her would be welcome
[] I want to see if i can set her on the path to starting an orphanage. Anybody interested in helping that/being an orphan/ whatever, let me know.
Posted: Thu May 22, 2014 7:51 am
Will put something here when im more certain about the universe
Malta had no idea why the plant had hurt her. It had looked so pretty – like a colorful vine, wrapping around itself. She had thought the green and red spikes were just decorative. But when she'd touched it, it had wrapped around her like a serpent and bit with its spikes, like teeth. She had cried and had run crying to the healers. She was bleeding and she didn't like it. It was warm and red and it hurt.
The healer currently in residence was an Aedaun, a nice male who amusedly comforted the crying Orakoir and healed her wounds with his soft, cool light magic.
“Why didn't you heal yourself, little one?” he asked, puzzled, as her wounds closed. “I... should?” asked Malta, confused.
“Yes. You are a Ysali. You can heal...” he looked at her quizzically, “you DID know that, didn't you?”
“I can?!” she said, perking up.
The Aedaun frowned, then shrugged. Well, she was awfully young. And her Ysali father was a farmer, if he remembered correctly. “Yes. You know how you can make plants grow and move?”
“Mmm!” she nodded, excited and very intrigued. Her? Heal? What a thought! What an amazing thought! Healing was major and wonderful and... she could do it?! How marvelous!
“Well, you can do the same thing to wounds. You can make the parts around it grow back until they come together and heal. You can make poisons and other bad things go away.” he said, trying to explain, “What you do to plants, you can do to...” he hesitated, “Actually, One moment.” her not knowing how to heal was a lack of knowledge that should be filled immediately – he was of the opinion that, if your magic could heal, you should use it to heal. However, her magic and his magic did not work the same way. So he went off to get his mate, bringing his darling little ysali flower – a title she hated – back with him. “Malta?” he hoped he remembered her name right. Her older siblings were frequent customers of his, as per their natures, and he had heard of her. Vaguely. In passing. “This is my mate. She is going to teach you how to heal as a Ysali.”
She gave him a look of you-should-tell-me-things, and he knew he was going to be in a lot of pain later. She gave the orakoir a smile. “Thats right. Lets get started.” She gave her mate a scratch, which he pretended didn't hurt at all. Then again, maybe the pain was coming now. “Now see, what you do, dear, is you concentrate on the wound, like its a plant. You know how you can feel the plant living, taking up water and sunlight?” she asked. Malta nodded. She liked to listen to the plants living – her father had shown her how, and she liked how they felt. “Well its just like that, but more complicated. Come here.” she gave her mate a look, 'accidentally' stepping on his wound. He kept up the happy face. “Focus. Can you feel his heartbeat? His breath? The way his blood is flowing?”
“Mmm!” Malta said. She was listening with her magic, but so many things were happening. Lots of things.
“Can you feel his wound? He has a rhythm and its going to feel like something not quite right... Do you feel it?”
“No....” whispered Malta. So many things were happening, so many new sensations and sounds that she had never heard or felt before. She couldn't tell what was wrong and what was not.
“One moment.” Ysali Flower dug her claws in, deepening the wound. “I was busy, you idiot” she whispered to her mate, and he winced. Yes, definitely getting it now. “How about now, dear” she asked Malta, crooning encouragingly.
Malta listened. And felt. And soon she could feel that there was a rhythm and that all the things he was doing and she was feeling went together, like the water in a plants roots and the steady march of that water up to the leaves.
Then she felt somewhere where the rhthym was wrong, not right. “Mmhmm!”
“Good. Now fix it. Nudge the two parts of the right rhythm together until the off feelings go away. Do it with your magic.”
Malta obeyed, but wasn't sure if she was doing it right.
“Its the same as you use when you are making plants grow.” added the older Khehora, watching her, “Just like that. Go on.”
That helped. It was like finding a plants seed and making it sprout... but there were, she realized, two seeds. And two rhythms. And the wanted to be together. So she pushed with her magic, growing them together.
“Good. Very good.”
She opened her eyes, suddenly dizzy. The Aedaun's wound was healed, a small pink healing patch of new skin. His magic glittered and it became pristine and new and unharmed. She looked up at them both, her eyes wide and glowing.
“Well.” said the Aedaun, looking warily at his mate, “Now you know how to heal.”
“You should go home and get some rest.” said his mate, nudging her along, “You probably need it.”
Malta nodded. She felt tired and drained, but in a good way. She crooned a goodbye and headed home, but her eyelids drooped even as she did. She barely made it to the entrance of her cave before she succumbed to exhaustion and curled up, asleep, right where the rock began to shade their lair.
When her father learned of her new knowledge, he was proud but also embarrassed – he should have been the one to teach her.
But in the end, it worked out just fine.
Posted: Thu May 22, 2014 7:57 pm
Maike's Gift (685)
Malta's older brother had a present for her. She had seen it - a great big box, the strong-smelling wood overpowering any hint of what might be inside. It lay outside the hut that her father and her clutchmates shared, the older ones having gone off already to other parts of the village, and she pawed at it once before going inside. It was always better to leave things a surprise, and not spoil them unduly.
"Father!" she trilled, prancing up to her sire happily, "I'm back!" The male Ysali crooned back and gave Malta a nuzzle. "How was teaching today, Malta?" he asked.
"Good!" she chirped, "I learned lots and lots!" she could see her brother's massive adult khehoran bulk looming to the back and, after returning her father's nuzzle, she bounced over to him. "Hello Maike!"
"Hello yourself, Malta!" said Maike. The large Ysali gave her a playful bat of his paw, "Still the little butterball, I see."
Malta tried very hard not to feel bad about that comment. Her clutchsiblings told her that she was oversensitive about her weight, but she couldn't help hoping that the bulgy curves of fat that made her rundwould go away when she got older. "You're back from the desert!"
Maike chuckled. "That I am. I came back when I heard you'd figured things out. I'm proud of you. We were hoping you'd do it eventually." Malta's family decided things quickly. Her father had known he was a farmer since the moment he grew something, and her brothers and sisters had each seemed to know exactly what they wanted to do with themselves. Their mother had been a warrior all of her life. Malta, the baby, had struggled to find her path. And then, one day, she'd found it. The only one left was Baayo, and sometimes the family wondered if his path was to be a layabout.
"Yep!" she said, happily, "I'm going to be an alchemist and make potions!"
"I think thats just great. We can trade those easily - magescans always need their potions." Maike, a trader, snickered, "Not that we don't, but you wouldn't believe the ailments they come up with." he smirked, "Do you realize the lengths they go to to get things that make them virile? Silly twolegs."
"Virile?" Malta struggled over the new word.
"Never you mind.” he snickered again, “Anyway, When I heard you'd finally figured out where you were going, I wanted to celebrate, so... I got you something!"
Malta gasped. The box, it must be the box! She scampered around him in a circle. "Oh? Oh? What did you get? What did you get?" she chirped excitedly. Maike stopped her, picked her up, and placed her in front of him again.
"Oh, you'll see, little miss bouncytail." he laughed. Malta had always liked his laugh - it was rich and earthy like mouldering forest leaves. He was a better Ysali than her, his magic more typical. He could make things grow and attack. She couldn't, but he'd told her that was fine. A lot of people had told her it was fine, but she had only listened to Maike. And he had been right.
She followed him outside, and wiggled with repressed excitement as he tore the lid off the box.
"There ya go." he said, gesturing at the slightly unbalanced contents, "A nice iron cauldron, a whole book of potion recipes, and some rare water to start you off with. Not that you cant get perfectly good water around here..." he winked, "But these are special water, from the lakes on the Contidents. Powerful stuff." he sat back on his haunches, grinning. "Well, butterball? What do you think? I'll even teach you to read the book!"
Malta stared at the items, and then crooned happily, tackling her brother. She snuggled his thick olive-green scales, enjoying the scents he brought from the desert. "Thank you." she said.
He laughed, curling his tail around his little sister to give her a cuddle. "I thought you'd like it." he bopped her on the head with his nose. "You're welcome."
Malta had an idea. She rarely had ideas of her own – good ones that was – before someone else had it for her, so this was a major event. She normally accepted one and one before putting them together to make two... but this time, she had come to her conclusion all on her own.
See, she knew her magic dealt in plants. Obviously. But she had noticed that quite a lot of potions did too. They seemed very key to the whole thing. Plant magic, and plant ingredients... it seemed like an obvious combination. She had to try it.
She would be going to her teacher tomorrow, and she could ask him about it then, but she was so excited about having a good idea, that she had to try it now. She took out her small supplies of ingredients, and nosed them towards her cauldron.
She was going to make a potion.
She took her plant ingredients and felt around with her magic. She could feel them, she realized, but only a little bit. They weren't vibrant and alive, like – well – living plants. They lost that life and their potency when they were transported from the far off lands they came from, losing more when they were dried to preserve them. But she could feel it – a little bit of life remaining in them still. That was, she realized, the important part, the part that made potions work.
Her magic was life, and she could use it for healing and for other things. If her magic was life, maybe she could... add... life to it. She reached out with her magic, feeling it like vines and tendrils growing from her as she gently wrapped it around that life, that reminder of vitality.
Then she nudged it, willing it to grow, and live. And it did. She opened her eyes as a sudden, sharp smell hit her nose – it was sweet and pungent and... not what she had been hoping for.
She frowned at the bowl of rot that should have been ground seggan paste. Maybe this wasn't a good idea after all.
Dissappointed, she dumped out the rot and put her herbs away.
~~~
That day, with her teacher – the gruff old Peisio apothecary who she adored – had a special lesson for her. “So, runtling. You're a Ysali. Im a Peisio. Those Aedauns, they think they're better than us because they're all shiny and light. Well. We can do things they can't.” Malta listened, still discouraged from her failure of the morning. “I can put my magic into potion water and make my potions better for it. And you...” he tossed his head gesturally at her, “can do it with herbs. Got it?”
“I tried that.”
“What?”
“I tried it.” she said sadly, “And it didn't work.”
“What happened.” he grumbled, squinting at her with his good eye – his other eye was milky and damaged from an alchemical explosion, the scars making interesting shapes along the curves of his narrow lizard-like face.
“I... made rot.”
“Feh. “ he scoffed, dismissing her upset crudely, “You just did it wrong. See, Rot is alive too. And its made up of plants and stuff.”
“It is?” she asked, “But its on dead things...”
“Yes. It grows on dead things. Thats what rot is, living stuff on dead stuff.” he said, snarling scornfully, “Everything has a little rot on it. Or in it.”
“Everything...?” she asked, puzzled.
“Yes. You, me, the plants, the herbs... everything. But you can encourage the things its on instead. Here.” he shoved over a pot of goo – plant goo, made from a cactus. “Try with this.”
She felt it, reluctantly, with her magic. Cactus had to be gotten VERY special from the dryer parts of the mountains and the deserts. She didn't want to rot the whole thing, so she pulled her magic back, and, quietly, took out a bowlfull so that she wouldn't rot the whole pot. She heard her teacher rumble approvingly. “Mm. Not dumb after all.” he said, “But get on with it. I need your help and I don't have all day to teach you this.”
She felt with her magic, less reluctant now that only a small bowl would be effected. It was fresh, ground cactus, glowing with life, and she wrapped her magic around it.
“One moment.” said her teacher, and he tapped the bowl, “is that rot or plant”
She paused. “I don't know...” she said meekly. She didn't – it all felt alive.
“Want to know how to tell?” he asked. She opened her eyes and nodded vigorously. “Right.” he brought forth a bowl. It stunk and was full of black gunk. Just being near it made her eyes water. “Feel that with your magic.”
She fought to keep from throwing up as she touched it gingerly with her magic tendrils. It felt alive, but different. Very different.
“That, runtling, is rot. Thats what it feels like. Its alive, but its got dead stuff too. Do you understand? Now feel the cactus goo again.” She obeyed. It was full of life, and she frowned. She still didn't know. “Feel closely. Do you feel the rot? Its going to be floating in all that stuff.” She shook her head again. “Keep looking. It won't even feel wrong at all. Its just going to be a speck... thats all it has to be.”
She concentrated harder, and was about to give up when she found it. The speck. The spark of different life. “I found it!” she announced, pleased, looking up at him with delight. She did it! She could do it!
He huffed. “Thats great, runt. Now you have to magic everything but it. Can you do that?”
“Uh...” she concentrated again, encircling the plant's life with her tendrils of magic, trying to avoid the different sparks of life that flickered in it like stars. Then she pushed, coaxing it to grow. She opened her eyes, only to be met with a small bowl of murky brown cactus water. A brackish stench began to rise from it. She looked up, slowly and unhappily, at her teacher.
He growled, not happy. “Well, there goes my productive day.” he took the cup from her claws and dumped it out, “Looks like I've got to teach you how to do it right.”
~~~
Malta had almost been convinced that she somehow couldn't do it, that her magic was not right or disabled somehow.
All day she had tried to infuse the practice cactus water with magic, and cup after cup, she had failed, rotting it to ooze. Worse, she was failing her teacher.
Cup after cup of black muck had been dumped out, rinsed, and used again. She had almost been about to give up. She almost had. He wouldn't let her.
Finally, just as sunset approached, she had tried again and, suddenly, it worked. The cup of cactus water seemed to glow softly in the dimming light, and it smelled and tasted sweet. The way it was supposed to.
Her teacher growled in vague approval. He would teach her more tomorrow, he said.
She was glad for tomorrow... She was exhausted. she didn't think she could do more today.