![[Image: Text-Rewards.png]](https://i.ibb.co/DxHqs4D/Text-Rewards.png)
You've done it! Mythris has been saved, the sun has returned, and the land has been reborn anew. Spring flourishes seemingly overnight, with lush green foliage sprawling as far as the eye can see; the devastating fissures have closed as well, leaving little to no trace of the horrors that once threatened to rip the continent apart.
A strange peace has settled over the earth. The ancient grudge Mythris once held against wolfkind has at last been forgiven, as you have demonstrated overwhelming compassion against seemingly impossible odds. When you could have easily slain the raging wolf within the Isle, you took a chance, and instead chose to risk your own flesh to free him from his bonds - saving not only this tortured spirit, but also Mythris itself.
Such sacrifice will not go unrewarded.
(Strangely, the magic flames have remained... but for how long? Characters may still claim badges for them until they vanish!)
• Once per lifetime, any character may travel to one of the two Trees of Life and make an offering to return changed - receiving either a partial or complete design overhaul.
Note that this only impacts markings and coloration; you may not change your species or physical characteristics outside of this. The Trees only have so much power!
• Once per lifetime, any character may travel to one of the two World Trees and make an offering to either shorten or extend their lifespan by one year.
This comes with the consequence of one year of infertility immediately following this action.
The Moving Isle has finally come to rest. Now anchored off the northeastern coast of the Spirited Highlands, it serves as a central hub for the second Tree of Life! A newly formed tunnel near Eastborne provides direct passage, transporting travelers straight to the island itself.
Its environment is marked by several unusual traits: the weather remains constant and mild, with clusters of softly glowing flora and scattered patches of earth throughout; even more interesting, the land is divided perfectly in two - one half bathed in perpetual daylight, the other in endless night.
The Isle cannot be claimed by any group.
As a result of your protection of the World Tree from the wraiths, a permanent remedy to the Parasite has taken root and now flourishes in abundance - the Golden Turtlehead. This plant grows exclusively around both Trees of Life and may be freely harvested from these locations.
In addition to its anti-parasitic properties, the Golden Turtlehead is capable of inducing a powerful, euphoric high of epic proportions.
Rock on, flower child.
A strange peace has settled over the earth. The ancient grudge Mythris once held against wolfkind has at last been forgiven, as you have demonstrated overwhelming compassion against seemingly impossible odds. When you could have easily slain the raging wolf within the Isle, you took a chance, and instead chose to risk your own flesh to free him from his bonds - saving not only this tortured spirit, but also Mythris itself.
Such sacrifice will not go unrewarded.
(Strangely, the magic flames have remained... but for how long? Characters may still claim badges for them until they vanish!)
• Once per lifetime, any character may travel to one of the two Trees of Life and make an offering to return changed - receiving either a partial or complete design overhaul.
Note that this only impacts markings and coloration; you may not change your species or physical characteristics outside of this. The Trees only have so much power!
• Once per lifetime, any character may travel to one of the two World Trees and make an offering to either shorten or extend their lifespan by one year.
This comes with the consequence of one year of infertility immediately following this action.
![[Image: Text-Isle.png]](https://i.ibb.co/v4dwX0Dz/Text-Isle.png)
The Moving Isle has finally come to rest. Now anchored off the northeastern coast of the Spirited Highlands, it serves as a central hub for the second Tree of Life! A newly formed tunnel near Eastborne provides direct passage, transporting travelers straight to the island itself.
Its environment is marked by several unusual traits: the weather remains constant and mild, with clusters of softly glowing flora and scattered patches of earth throughout; even more interesting, the land is divided perfectly in two - one half bathed in perpetual daylight, the other in endless night.
The Isle cannot be claimed by any group.
![[Image: Text-Parasite.png]](https://i.ibb.co/jPVyDbyH/Text-Parasite.png)
As a result of your protection of the World Tree from the wraiths, a permanent remedy to the Parasite has taken root and now flourishes in abundance - the Golden Turtlehead. This plant grows exclusively around both Trees of Life and may be freely harvested from these locations.
In addition to its anti-parasitic properties, the Golden Turtlehead is capable of inducing a powerful, euphoric high of epic proportions.
Rock on, flower child.
![[Image: Text-Character-Rewards.png]](https://i.ibb.co/yFNb36DM/Text-Character-Rewards.png)
![[Image: Text-Marks.png]](https://i.ibb.co/21HvSc0b/Text-Marks.png)
Pick one option below:
• Flecks of light shimmer within your eyes, glowing softly in dim conditions.
• Your fur emits a faint but unmistakable bioluminescent glow.
• Your bodily fluids - tears, saliva, mucus, and the like - carry a subtle, eerie luminescence.
• At times, a wispy blue aura drifts from your form, like smoke curling off your body.
• You no longer cast a shadow, as if the sun cannot see you.
• A glowing Rune is seared permanently into your flesh, pulsing faintly with unknown power.
• Every scar upon your body now emits a soft glow.
• One item or accessory you carry to the Trees may become imbued with a permanent blue luminescence.
• Your voice carries a faint echo, as if something - or someone - unseen speaks alongside you.
• Small motes of light drift around you when you remain still for too long.
• Lines of scrawled, glowing Runes appear etched into your fur briefly during periods of heightened emotion.
Note that all Marks glow with an inherently blue or white hue, but are allowed to fade into a secondary color of the characters' choosing. Also, the Mark may not be reincarnated; the only characters eligible to carry their BWP rewards with them into their next life are those who paid the ultimate price and sacrificed themselves in the Third Door.
• Your fur emits a faint but unmistakable bioluminescent glow.
• Your bodily fluids - tears, saliva, mucus, and the like - carry a subtle, eerie luminescence.
• At times, a wispy blue aura drifts from your form, like smoke curling off your body.
• You no longer cast a shadow, as if the sun cannot see you.
• A glowing Rune is seared permanently into your flesh, pulsing faintly with unknown power.
• Every scar upon your body now emits a soft glow.
• One item or accessory you carry to the Trees may become imbued with a permanent blue luminescence.
• Your voice carries a faint echo, as if something - or someone - unseen speaks alongside you.
• Small motes of light drift around you when you remain still for too long.
• Lines of scrawled, glowing Runes appear etched into your fur briefly during periods of heightened emotion.
Note that all Marks glow with an inherently blue or white hue, but are allowed to fade into a secondary color of the characters' choosing. Also, the Mark may not be reincarnated; the only characters eligible to carry their BWP rewards with them into their next life are those who paid the ultimate price and sacrificed themselves in the Third Door.

