Mordelain
05-23-13, 06:32 AM
The Desert's Daughter (http://www.youtube.com/watch?v=PVzljDmoPVs)
Mordelain Saythrou
2965
“To save the daughter, the mother must die.”
Alias: Mordelain
Gender: Female
Race: Tama
Height: 5’10”
Weight: 155lbs
Eye Colour: Green
Hair Colour: Black
Religion: None
Alignment: Lawful Neutral
Occupation: il’Jhain Runner
Intelligence: Above Average
Literacy: Average
Updates are in red.
There are many worlds besides Althanas. Each is just brilliant and perilous. I cannot fathom how many there are in the infinite expanse of the multi-verse. I doubt I can ever know. I have the fortune of seeing The Kalithrism, nine worlds anchored together before your petulant Thayne became aware of their own existence.
Before your seas settled, there was Petra, the City of Eternity. Through its igam, ogam heights and organic broad walks, the wisest sages of the traverse discussed the many facets of reality. Along its narrow corridors, a gentle wind carried the scent of blossoms. It was there, before the Cataclysm that I learnt all that I know. I walk its lonely streets in quiet contemplation, wavering in the brink of madness for the lament of days gone by.
Before your sky shone, there was Ixias, the Raging Furnace. In that strange place, all the fires burn fiercely. Gravity and time bend in chaotic melee in vortexes that could sweep away Althanas in a heartbeat. The once vibrant cities of industry still linger in iron cages in the firestorm, but only a few daring refuges dwell in the warm and rusted catacombs. They wait fetidly for salvation from the endless, scouring flares that lapse against their citadels of sorrow.
Before your animals grew, there was Breen, the People’s Republic. Its labyrinthine markets and endless streets were a pinnacle of culture, forged in common principle of kinship, togetherness, and determination. Ruled by a noble queen and untouched by war, when the Cataclysm raged, civil war did more harm than the fire ever could. Now its streets are quiet, silent, and empty, except for when I walk them in search of a memory to kindle my faith in humanity.
Before your birds sung, there was Quant, the Mystic’s Market. There, all the people of the Kalithrism gathered. Whatever you desired waited in the dense sprawl of shops, junk yards, and canal boat traders. People went to Quant to lose themselves. Many could never leave such paradise, and after the Cataclysm, they were stricken with greed and tore one another apart. Its stands and stalls stained with ancient blood. Its rivers run red. Rumour is all the artefacts remain…
Before your mountains rose, there was Hudde, the Nomad’s Realm. The rolling sands and tombs buried there offer sanctuary and solace. Those exiled discover a new freedom in their confinement. My ancestor’s spoke of this place with equal pleasure and pain, for planes walker’s lives ultimately end in a temple grave beneath the eternal limelight of a sickly, dying moon. If escape is what one requires, it is here that you shall find it.
Before your trees grew, there was Bulganin, the Heart World. The surface of Bulganin is a twisting swamp home to trees so tall that cities stand in them. Entire tribes live out their lives oblivious to the other cultures living a macrocosm away. After the Cataclysm, many fled there to seek food. Bulganin’s trees, which saw the invaders as parasites, rose in anger. The tribes retreated to tree cities and left the refugees to die. They remain isolated to this day.
Before your cities rose, there was Zhuhai, the Capitalist Zenith. It is a single, continent spanning mega city. Its technology protected the city against the Cataclysm. The slums that surround it look up to the isolationist walls in wonder and loathing. The outcasts survive on the waste of the city, rebuilding new empires out of unwanted and broken machines and refuse. It is a shining example of how the worlds of the Kalithrism can rebuild themselves in time.
Before your world settled, there was, Junkyo, the Hearth World. It formed out of crystal and ice, a permafrost citadel sparkling, plentiful, and proud. Our moon was the first to perish in the Cataclysm. When it struck my world, the image of my people dying burnt into my memory. We were teachers to the Kalithrism, but we learnt of our greatest mistake too late. I cannot walk there, for nothing but dust remains, though I keep the world alive beneath every step.
The ninth world, Althanas, was untouched by the Cataclysm. When I first fled from Junkyo, it was to your world, the Cosmopolitan Battlefield. Though I walk through the Kalithrism still, I have found a spark of familiarity here and though I scorn your ignorance of the worlds beyond your own, and fear for the implications of the Cataclysm, I can only wonder where my path leads across your shattered surface. Maybe you are the key to rebuilding the Webway…
History: Mordelain was born on the lost world of Junkyo three centuries ago by the reckoning of Althanas’s chronology. She possesses the spark that allows transcendence from one world to walk through the vortex and step out onto another, a gift once held by the Junkyo kin alone. She witnessed the Nine and learnt its customs as way of initiation, and acted as a messenger between families lost in time and exiled by light-years. Judiciary and kings the Junkyo Troubadours could, under extreme duress take with them one soul and deliver them to a new land.
When she reached adulthood at the age of one hundred, Mordelain travelled in exile to find her spirit. This rite of passage is much like the Pathfinders of Corone or the Nomads of Hudde. In silence, she continued her trials until she fell in love, and returned to Junkyo with her husband dragged through the ether by her side.
Then there was the Cataclysm, a century of peace amongst the Kalithrism destroyed in a heartbeat. Junkyo was lost first and Mordelain fled to Althanas as it exploded into a million crystalline fragments. The energy ripple tore through the vortex, and the remnants of the Troubadours become enemies and villains instead of prophets and priests. The people turned against them to attribute blame for loved ones lost and mountains toppled. The worlds shuddered and war broke out, leaving it swiftly crippled and isolated.
Althanas built on war so it did not notice the devastation that was occurring just beyond the pale veil of the vortex.
Mordelain has spent a century travelling the ruined worlds, speaking to its refugees and survivors and trying bitterly to reconcile their hatred of the World Walkers before it is too late to reknit the fabric of the Kalithrism. She is alone in her endeavour, and the solitude blinds and maddens her. The lure of Althanas is a powerful omen for a woman that longs for a community once more.
History Level One
Mordelain has recalled those strange first moments when she left the dying home world she grew up on, and the strange scent of the wind in the limbos. The appearance of another soul in that place, one woman who was not a Tama caused her great concern. If people other than herself had found a way to breech the realm between the worlds, then it would not be long before people who wished to abuse that power found their own way.
She has spent many years, decades even wondering if the other worlds still dream about her. Though she lost her staff in a skirmish in Breed, and has slowly lost connection with some worlds in favour of others, she has slowly come to understand her place in the universe and accept the reality. The Cataclysm has happened, there is no going back, no resolution easily found in being tearful and emotional about something she cannot change.
Eventually, she came to settle in Fallien, after spending many years, travelling the continents of Althanas and listening to its strange people speak of customs stranger still. She has become an il’Jhain, a delivery woman for the Freerunner Outfit in the Abdos of Irrakam, and has already gained herself quite the reputation and quiet the following within the desert kingdom’s strange institute. Suresh, her mentor and father figure has proffered her with weapons and a promise of training. She has found, in the midst of intrigue and brewing war amongst the spice traders and the temple of Jya a purpose to live for. She can do well here and perhaps if she can save Fallien from itself, she will once again find the strength to save the other worlds from their selves with the heart of the nomad.
History Level Two:
After finally coming to terms with her guilt, Mordelain has continued down the path of absolution. She has learnt more of her memories of the Vhadya, and traversed with Shansi, the Vagrant Thayne of Fallien, on matters of war and strife. Though her journey into the desert did not progress her as far into the hierarchy of the Abdos as she had hoped, she has become respected enough to afford her the right of travail anywhere on the island she pleases.
History Level Three:
To advance her plans to return Fallien to its pre-Vhadya state, she must kill Reva, the Harpy Queen, and use her blood to summon the Aegis Storm to the mountains to the east. She fights in the Citadel and hopes to partake in the Lornius Challenge (http://www.althanas.com/world/showthread.php?25106-LCC-R1-Plane-Curiosity-VS-Skullfuckers). Wherever or not she will win is another matter, but preparation is everything, if she is to become the daughter of the desert (http://www.althanas.com/world/showthread.php?25399-The-Daughter-of-the-Desert-(Solo)&highlight=daughter)and restore Fallien, and in turn, the Kalithrism to its former, rightful, and resplendent glory..
Personality: The Tama were solemn, viewing exuberance as folly, and not a social function or route to enjoyment. Archaic in her ways, and somewhat abrasive, Mordelain is no exception. The loss of her Homeworld and the fear she was to blame leave her quiet and reserved, and unable to open up to others. She has trust issues and a Deus ex machina complex, which leads her to hide in her titles and tribulations. Though young in the terms of her people, she is wise beyond her years because of her tribulations.
She lets tradition and form dictate over her true and kind emotions, especially now she has gained providence in the Abdos of Irrakam. Even though her mentor, Suresh, has taught her much about Fallien culture, and the people of Althanas, her reserved nature leads her to conflict with people. She is quick to temper when her ideals or plans or jeopardised. In that respect, she is unwittingly selfish, though her deeds are in her eyes entirely selfless.
Skills:
Diplomat: Taught from a young age to deal with others, Mordelain is an adept, versatile diplomatic, and orator. She is able to weave magic into her words and convince others in the debating chamber with fiery conviction.
Dervish: Mordelain has learnt various basic combat techniques with both the kukri and her partisan, professing an average skill in the former, and an above average proficiency in the former. She continues her training with vigour.
Tracker: Mordelain has a basic ability to locate food and liquids on any world. She an adept skill in pre-empting natural dangers, though she is ill equipped to deal with fending off the fauna of even the most gentile of planes.
Knowledge (Culture): Mordelain is adept in the cultures and traditions of the Kalithrism though her knowledge of Althanas is only average. The exception to this is an above average knowledge of Fallien’s flora and fauna, language, and customs.
Dancer: Mordelain is an adept dancer, versed in motion and performance from the breadth of the Kalithrism. She favours Tama and Fallien steps, and often draws on this talent to use in combat or to soften the blow of fall or fumble.
Horse Riding: In a short space of time, Mordelain has become an above average horse rider. She can tack any horse quickly and efficiently, and adapt saddles and trap to suit her needs using simple tools.
Abilities: Mordelain possess the spark of transience, a gift given only to the Tama. The sensation of planes walking inflicts a sudden sickness and a tearing descending feeling, followed by momentary euphoria. There is no portal as such, just a sudden absence of presence. Though she is adept in the technique, it is not easy to master, and is taxing to say the least. Walking between one world and another is subject to very stringent conditions, as detailed below:
Long Jump: If Mordelain wishes to travel between worlds, she must do so via an intermediary world. It is always difficult, and can last hours even if she is gone from one plane for just a second. A geographical link is required, such as a lake, a garden, or a verdant valley to walk to Bulganin.
Blind Jump: Three times per thread, Mordelain can walk blind without restriction if she is in immediate danger or is angered or emotional beyond her control. Such a walk will have repercussions, as it will leave her in a strange part of another world. Returning could take many days, if not weeks if she is careless.
Forbidden Jump: Mordelain has forbid herself from taking others through the Vortex. The only exception to this is if the person is going to the prison world of Hudde. If the individual understands the consequences of planes walking, it may be possible to take them elsewhere. Mordelain would only do so if their life were at stake.
Physical Conditioning: Mordelain's endurance is X2 of an equivalent physically fit human female. Her reaction times and awareness give her a dexterity modifier of X2, and after prolonged exposure to the desert of Fallien, she has become much more resilient. This gives her an X4 stamina modifier when trekking through desert environments, lava worlds, and humid jungles.
Inventory:
Kukri: A kukri in the Freerunner style purchased as a gift from the merchant Suresh to Mordelain. She bound it in spider-silk, and the augmented the blade with sugar glass, enabling it to carry poisons and similar substances well.
Partisan: A 6-foot steel tipped pole-arm with a black shaft and cross inlay below the tip. It has a small spike on the base, for balance. Mordelain has wrapped the grip of the shaft with spider-silk to make it easier to wield and harder to lose to blows.
Il’Jhain Map: A rectangle parchment roughly 30 centimetres by 20, enchanted to show Fallien to a messenger. It identities the current assignment and the route required to traverse the sands by approved routes of the Freerunner house.
Il’Jhain Belt: This belt has a silver clasp and holes to mount il’Jhain tokens. It is enchanted to give an innate sense of knowing where north is. Two tokens currently give X0.25 boosts to hearing, and sight, respectively.
Mosaic Fruit Bowl: Made of sugar glass from Nirakkal, this fruit bowel is a delicate piece of artwork as well as a convenient vessel to keep fruit fresh and aired in. It is orange, gold, and crimson red in colour, and highly sentimental in value.
Kales: She is a pure white female riding horse. Her tack is second hand worn leather and course fabric. She has an uncanny ability to keep going to its destination, even if it’s rider ‘accidentally’ falls off her stubborn bucking back.
Cataclysm: This elegant gold pocket watch has an elaborate mechanism. It tells the time of all the worlds. There are minute specks of sand from Hudde, water from Braen, souls from Althanas, and many more trinkets from the Kalithrism inside.
Time Lock: Mordelain can adept to another time zone. This can induce sleep or wake her up. Each day she does not sleep reduces her physical strength, speed, and reflexes by 0.5. If a stat reaches zero, she must sleep for several days straight.
Time Vault: The watch tells time for the world Mordelain wishes to planes walk. She can use the watch to predict where she will arrive, and when. It is still very much a difficult thing to control. It requires concentration to utilise effectively.
Mordelain Saythrou
2965
“To save the daughter, the mother must die.”
Alias: Mordelain
Gender: Female
Race: Tama
Height: 5’10”
Weight: 155lbs
Eye Colour: Green
Hair Colour: Black
Religion: None
Alignment: Lawful Neutral
Occupation: il’Jhain Runner
Intelligence: Above Average
Literacy: Average
Updates are in red.
There are many worlds besides Althanas. Each is just brilliant and perilous. I cannot fathom how many there are in the infinite expanse of the multi-verse. I doubt I can ever know. I have the fortune of seeing The Kalithrism, nine worlds anchored together before your petulant Thayne became aware of their own existence.
Before your seas settled, there was Petra, the City of Eternity. Through its igam, ogam heights and organic broad walks, the wisest sages of the traverse discussed the many facets of reality. Along its narrow corridors, a gentle wind carried the scent of blossoms. It was there, before the Cataclysm that I learnt all that I know. I walk its lonely streets in quiet contemplation, wavering in the brink of madness for the lament of days gone by.
Before your sky shone, there was Ixias, the Raging Furnace. In that strange place, all the fires burn fiercely. Gravity and time bend in chaotic melee in vortexes that could sweep away Althanas in a heartbeat. The once vibrant cities of industry still linger in iron cages in the firestorm, but only a few daring refuges dwell in the warm and rusted catacombs. They wait fetidly for salvation from the endless, scouring flares that lapse against their citadels of sorrow.
Before your animals grew, there was Breen, the People’s Republic. Its labyrinthine markets and endless streets were a pinnacle of culture, forged in common principle of kinship, togetherness, and determination. Ruled by a noble queen and untouched by war, when the Cataclysm raged, civil war did more harm than the fire ever could. Now its streets are quiet, silent, and empty, except for when I walk them in search of a memory to kindle my faith in humanity.
Before your birds sung, there was Quant, the Mystic’s Market. There, all the people of the Kalithrism gathered. Whatever you desired waited in the dense sprawl of shops, junk yards, and canal boat traders. People went to Quant to lose themselves. Many could never leave such paradise, and after the Cataclysm, they were stricken with greed and tore one another apart. Its stands and stalls stained with ancient blood. Its rivers run red. Rumour is all the artefacts remain…
Before your mountains rose, there was Hudde, the Nomad’s Realm. The rolling sands and tombs buried there offer sanctuary and solace. Those exiled discover a new freedom in their confinement. My ancestor’s spoke of this place with equal pleasure and pain, for planes walker’s lives ultimately end in a temple grave beneath the eternal limelight of a sickly, dying moon. If escape is what one requires, it is here that you shall find it.
Before your trees grew, there was Bulganin, the Heart World. The surface of Bulganin is a twisting swamp home to trees so tall that cities stand in them. Entire tribes live out their lives oblivious to the other cultures living a macrocosm away. After the Cataclysm, many fled there to seek food. Bulganin’s trees, which saw the invaders as parasites, rose in anger. The tribes retreated to tree cities and left the refugees to die. They remain isolated to this day.
Before your cities rose, there was Zhuhai, the Capitalist Zenith. It is a single, continent spanning mega city. Its technology protected the city against the Cataclysm. The slums that surround it look up to the isolationist walls in wonder and loathing. The outcasts survive on the waste of the city, rebuilding new empires out of unwanted and broken machines and refuse. It is a shining example of how the worlds of the Kalithrism can rebuild themselves in time.
Before your world settled, there was, Junkyo, the Hearth World. It formed out of crystal and ice, a permafrost citadel sparkling, plentiful, and proud. Our moon was the first to perish in the Cataclysm. When it struck my world, the image of my people dying burnt into my memory. We were teachers to the Kalithrism, but we learnt of our greatest mistake too late. I cannot walk there, for nothing but dust remains, though I keep the world alive beneath every step.
The ninth world, Althanas, was untouched by the Cataclysm. When I first fled from Junkyo, it was to your world, the Cosmopolitan Battlefield. Though I walk through the Kalithrism still, I have found a spark of familiarity here and though I scorn your ignorance of the worlds beyond your own, and fear for the implications of the Cataclysm, I can only wonder where my path leads across your shattered surface. Maybe you are the key to rebuilding the Webway…
History: Mordelain was born on the lost world of Junkyo three centuries ago by the reckoning of Althanas’s chronology. She possesses the spark that allows transcendence from one world to walk through the vortex and step out onto another, a gift once held by the Junkyo kin alone. She witnessed the Nine and learnt its customs as way of initiation, and acted as a messenger between families lost in time and exiled by light-years. Judiciary and kings the Junkyo Troubadours could, under extreme duress take with them one soul and deliver them to a new land.
When she reached adulthood at the age of one hundred, Mordelain travelled in exile to find her spirit. This rite of passage is much like the Pathfinders of Corone or the Nomads of Hudde. In silence, she continued her trials until she fell in love, and returned to Junkyo with her husband dragged through the ether by her side.
Then there was the Cataclysm, a century of peace amongst the Kalithrism destroyed in a heartbeat. Junkyo was lost first and Mordelain fled to Althanas as it exploded into a million crystalline fragments. The energy ripple tore through the vortex, and the remnants of the Troubadours become enemies and villains instead of prophets and priests. The people turned against them to attribute blame for loved ones lost and mountains toppled. The worlds shuddered and war broke out, leaving it swiftly crippled and isolated.
Althanas built on war so it did not notice the devastation that was occurring just beyond the pale veil of the vortex.
Mordelain has spent a century travelling the ruined worlds, speaking to its refugees and survivors and trying bitterly to reconcile their hatred of the World Walkers before it is too late to reknit the fabric of the Kalithrism. She is alone in her endeavour, and the solitude blinds and maddens her. The lure of Althanas is a powerful omen for a woman that longs for a community once more.
History Level One
Mordelain has recalled those strange first moments when she left the dying home world she grew up on, and the strange scent of the wind in the limbos. The appearance of another soul in that place, one woman who was not a Tama caused her great concern. If people other than herself had found a way to breech the realm between the worlds, then it would not be long before people who wished to abuse that power found their own way.
She has spent many years, decades even wondering if the other worlds still dream about her. Though she lost her staff in a skirmish in Breed, and has slowly lost connection with some worlds in favour of others, she has slowly come to understand her place in the universe and accept the reality. The Cataclysm has happened, there is no going back, no resolution easily found in being tearful and emotional about something she cannot change.
Eventually, she came to settle in Fallien, after spending many years, travelling the continents of Althanas and listening to its strange people speak of customs stranger still. She has become an il’Jhain, a delivery woman for the Freerunner Outfit in the Abdos of Irrakam, and has already gained herself quite the reputation and quiet the following within the desert kingdom’s strange institute. Suresh, her mentor and father figure has proffered her with weapons and a promise of training. She has found, in the midst of intrigue and brewing war amongst the spice traders and the temple of Jya a purpose to live for. She can do well here and perhaps if she can save Fallien from itself, she will once again find the strength to save the other worlds from their selves with the heart of the nomad.
History Level Two:
After finally coming to terms with her guilt, Mordelain has continued down the path of absolution. She has learnt more of her memories of the Vhadya, and traversed with Shansi, the Vagrant Thayne of Fallien, on matters of war and strife. Though her journey into the desert did not progress her as far into the hierarchy of the Abdos as she had hoped, she has become respected enough to afford her the right of travail anywhere on the island she pleases.
History Level Three:
To advance her plans to return Fallien to its pre-Vhadya state, she must kill Reva, the Harpy Queen, and use her blood to summon the Aegis Storm to the mountains to the east. She fights in the Citadel and hopes to partake in the Lornius Challenge (http://www.althanas.com/world/showthread.php?25106-LCC-R1-Plane-Curiosity-VS-Skullfuckers). Wherever or not she will win is another matter, but preparation is everything, if she is to become the daughter of the desert (http://www.althanas.com/world/showthread.php?25399-The-Daughter-of-the-Desert-(Solo)&highlight=daughter)and restore Fallien, and in turn, the Kalithrism to its former, rightful, and resplendent glory..
Personality: The Tama were solemn, viewing exuberance as folly, and not a social function or route to enjoyment. Archaic in her ways, and somewhat abrasive, Mordelain is no exception. The loss of her Homeworld and the fear she was to blame leave her quiet and reserved, and unable to open up to others. She has trust issues and a Deus ex machina complex, which leads her to hide in her titles and tribulations. Though young in the terms of her people, she is wise beyond her years because of her tribulations.
She lets tradition and form dictate over her true and kind emotions, especially now she has gained providence in the Abdos of Irrakam. Even though her mentor, Suresh, has taught her much about Fallien culture, and the people of Althanas, her reserved nature leads her to conflict with people. She is quick to temper when her ideals or plans or jeopardised. In that respect, she is unwittingly selfish, though her deeds are in her eyes entirely selfless.
Skills:
Diplomat: Taught from a young age to deal with others, Mordelain is an adept, versatile diplomatic, and orator. She is able to weave magic into her words and convince others in the debating chamber with fiery conviction.
Dervish: Mordelain has learnt various basic combat techniques with both the kukri and her partisan, professing an average skill in the former, and an above average proficiency in the former. She continues her training with vigour.
Tracker: Mordelain has a basic ability to locate food and liquids on any world. She an adept skill in pre-empting natural dangers, though she is ill equipped to deal with fending off the fauna of even the most gentile of planes.
Knowledge (Culture): Mordelain is adept in the cultures and traditions of the Kalithrism though her knowledge of Althanas is only average. The exception to this is an above average knowledge of Fallien’s flora and fauna, language, and customs.
Dancer: Mordelain is an adept dancer, versed in motion and performance from the breadth of the Kalithrism. She favours Tama and Fallien steps, and often draws on this talent to use in combat or to soften the blow of fall or fumble.
Horse Riding: In a short space of time, Mordelain has become an above average horse rider. She can tack any horse quickly and efficiently, and adapt saddles and trap to suit her needs using simple tools.
Abilities: Mordelain possess the spark of transience, a gift given only to the Tama. The sensation of planes walking inflicts a sudden sickness and a tearing descending feeling, followed by momentary euphoria. There is no portal as such, just a sudden absence of presence. Though she is adept in the technique, it is not easy to master, and is taxing to say the least. Walking between one world and another is subject to very stringent conditions, as detailed below:
Long Jump: If Mordelain wishes to travel between worlds, she must do so via an intermediary world. It is always difficult, and can last hours even if she is gone from one plane for just a second. A geographical link is required, such as a lake, a garden, or a verdant valley to walk to Bulganin.
Blind Jump: Three times per thread, Mordelain can walk blind without restriction if she is in immediate danger or is angered or emotional beyond her control. Such a walk will have repercussions, as it will leave her in a strange part of another world. Returning could take many days, if not weeks if she is careless.
Forbidden Jump: Mordelain has forbid herself from taking others through the Vortex. The only exception to this is if the person is going to the prison world of Hudde. If the individual understands the consequences of planes walking, it may be possible to take them elsewhere. Mordelain would only do so if their life were at stake.
Physical Conditioning: Mordelain's endurance is X2 of an equivalent physically fit human female. Her reaction times and awareness give her a dexterity modifier of X2, and after prolonged exposure to the desert of Fallien, she has become much more resilient. This gives her an X4 stamina modifier when trekking through desert environments, lava worlds, and humid jungles.
Inventory:
Kukri: A kukri in the Freerunner style purchased as a gift from the merchant Suresh to Mordelain. She bound it in spider-silk, and the augmented the blade with sugar glass, enabling it to carry poisons and similar substances well.
Partisan: A 6-foot steel tipped pole-arm with a black shaft and cross inlay below the tip. It has a small spike on the base, for balance. Mordelain has wrapped the grip of the shaft with spider-silk to make it easier to wield and harder to lose to blows.
Il’Jhain Map: A rectangle parchment roughly 30 centimetres by 20, enchanted to show Fallien to a messenger. It identities the current assignment and the route required to traverse the sands by approved routes of the Freerunner house.
Il’Jhain Belt: This belt has a silver clasp and holes to mount il’Jhain tokens. It is enchanted to give an innate sense of knowing where north is. Two tokens currently give X0.25 boosts to hearing, and sight, respectively.
Mosaic Fruit Bowl: Made of sugar glass from Nirakkal, this fruit bowel is a delicate piece of artwork as well as a convenient vessel to keep fruit fresh and aired in. It is orange, gold, and crimson red in colour, and highly sentimental in value.
Kales: She is a pure white female riding horse. Her tack is second hand worn leather and course fabric. She has an uncanny ability to keep going to its destination, even if it’s rider ‘accidentally’ falls off her stubborn bucking back.
Cataclysm: This elegant gold pocket watch has an elaborate mechanism. It tells the time of all the worlds. There are minute specks of sand from Hudde, water from Braen, souls from Althanas, and many more trinkets from the Kalithrism inside.
Time Lock: Mordelain can adept to another time zone. This can induce sleep or wake her up. Each day she does not sleep reduces her physical strength, speed, and reflexes by 0.5. If a stat reaches zero, she must sleep for several days straight.
Time Vault: The watch tells time for the world Mordelain wishes to planes walk. She can use the watch to predict where she will arrive, and when. It is still very much a difficult thing to control. It requires concentration to utilise effectively.