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Created page with "{{Info Artifacts |name = Talnalle |origin = Unknown, thought to be Draconist, potentially the Blue Dragons |type = Weapon |}} Talnalle (or Talnallë), which means ‘Thunderclap’ in elvish, is a blade that has been lost to time, with its true origins unknown. It is thought to be of pre-cataclysm make, though when, where, and for whom is unknown. Nothing is known about its original purpose, other than it was made by Draconists and bles..." |
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{{Info Artifacts | {{Info Artifacts | ||
|image = L07,R1,C1,Talnalle,visible,Normal,255.png | |||
|name = Talnalle | |name = Talnalle | ||
|origin = Unknown, thought to be [[Draconist]], potentially the Blue Dragons | |origin = Unknown, thought to be [[Draconism|Draconist]], potentially the Blue Dragons | ||
|type = Weapon | |type = Weapon | ||
|}} | |}} | ||
Talnalle (or Talnallë), | Talnalle (or Talnallë), meaning 'Thunderclap' in elvish, is a mysterious blade of unknown origins, thought to be of pre-cataclysm make and possibly crafted or blessed by dragons. Its original purpose, creator, and wielder are shrouded in mystery. The blade appeared on the Daen continent in the hands of an Argentum Paladin before being claimed and renamed by its most recent wielder, Elsys Serevanlys. | ||
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Talnalle is a thick claymore with a flared end of | ==Description== | ||
Talnalle is a thick claymore with a flared end of impressive size and make. Despite its elvish name, the weapon’s design is distinctly Eronidas in make and quality, with a blade and crossguard of Blacksteel and bronze decorations. The crossguard features the open-mouthed head of a dragon, and the blade lights up with draconic runes when used. Due to its flared end, it is better suited for slashing than stabbing, and due to its size, most people must wield it two-handed unless exceptionally large. | |||
==Artifact Mechanics== | ==Artifact Mechanics== | ||
Artifact Mechanics are split between Permanent Mechanics, Sparked Mechanics, and Sparked Combat Mechanics. Permanent Mechanics are always available to the wielder of the Artifact. Sparked Mechanics and Sparked Combat Mechanics are only available if the Artifact has an Artifactspark. Sparked Combat Mechanics are noted separately, because this makes them easier to find, but they are no different from Sparked Mechanics in general. For more information on Artifactsparks, read the [[Resources#Artifacts|Resources]] Page. For Rules on Artifact ownership, see the [[Artifacts]] Page. | |||
===Permanent Mechanics=== | |||
* | * Talnalle's wielder is immune to the effects of Mechanics that have to do with affecting or peering into the mind of the wielder. This would make the user immune to for example Mind Control, or other Mechanisms that can read and influence the emotions or feelings of the wielder. | ||
=== | ===Sparked Mechanics=== | ||
* | * Talnalle's wielder can choose 3 Free Packs from the following Categories: [[Chem Point Buy]], [[Melee Point Buy]], or [[Training Point Buy]]. | ||
* | * Talnalle's wielder is given flight while wielding similar to other forms of wing-based Elytra flight (except without the wings), which while not in Combat, allow (Elytra) flight (including the use of Rockets). Combat or Ability usage immediately disables flight. | ||
* Talnalle | * Talnalle's wielder hold power over the passage of life and death. If they are near a person who is about to die, they can either ensure that the soul passes into the afterlife and is not stolen by other entities or prevent it from even detaching from their body, thus turning that person into an Undead forcibly (keep in mind, doing either has moral weight and is judged by Religions). Additionally, Talnalle's wielder can see the Soul Rivers, the natural pathways souls take to reach the afterlife, and can tell if a person has died if they know their true name. | ||
* Talnalle as a weapon has mysterious origins, but is particularly potent in protecting against agents of death. Talnalle grants the wielder +2 Defense Stat (breaking Cap up to 9) while making Defense Rolls against attacks from those of the following Religions: Minor Faiths, Evolism. Additionally, even when not defending against Characters of these faiths, the wielder's Defense Dice Roll Minimum is set to 3. | |||
* | |||
==Collectible Artifact== | |||
Artifacts are very cool, and make a Character super powerful. That being said, due to circumstances of Roleplay, a Character may end up holding onto an Artifact for months on end. This is generally not a problem, but we believe that Artifacts because of their uniqueness, should never be held onto in perpetuity by one Player. After a few months, it is time for the next player to be able to enjoy the artifact, and for this reason, Collectibles exist. After 120 days of non-consecutive Artifact ownership, an Artifact is automatically confiscated, and the Player who lost it is given a Collectible. Collectibles are thematically and aesthetically similar to the Artifact, meaning the loss of an Artifact does not visually detract from a Character's established design. However, they cannot hold Artifactsparks and only inherit the Permanent Mechanics from the Artifact they were generated from (including the rules limiting their use). On the other hand, Collectibles can never be stolen from their owner, a Collectible is owned forever, and there is no upper limit to the amount of Collectibles a Character can have, or wield/use at the same time. Collectibles cannot be traded in, though some Events may ask for their sacrifice, destroying the Collectible. To summarize this Artifact's Collectible properties: | |||
* When this Artifact is exchanged for a Collectible, the Artifact reaches to the thundering skies, leaving behind a Skystrike Blade. | |||
* The Skystrike Blade Collectible inherits the Permanent Mechanic of the Artifact. | |||
* While there are several Skystrike Blades, each looks unique, though should be inspired by the Artifact. | |||
{{Artifacts}} | {{Artifacts}} | ||
{{Accreditation | {{Accreditation | ||
|Artists = | |Artists = | ||
|Writers = Lizmun | |Writers = Lizmun, MantaRey | ||
|Processors = | |Processors = | ||
}} | }} | ||
[[category:Artifacts]] | [[category:Artifacts]] |
Latest revision as of 00:48, 7 October 2024
Talnalle | |
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Artifacts | |
Name | Talnalle |
Origin | Unknown, thought to be Draconist, potentially the Blue Dragons |
Type | Weapon |
Talnalle (or Talnallë), meaning 'Thunderclap' in elvish, is a mysterious blade of unknown origins, thought to be of pre-cataclysm make and possibly crafted or blessed by dragons. Its original purpose, creator, and wielder are shrouded in mystery. The blade appeared on the Daen continent in the hands of an Argentum Paladin before being claimed and renamed by its most recent wielder, Elsys Serevanlys.
Description
Talnalle is a thick claymore with a flared end of impressive size and make. Despite its elvish name, the weapon’s design is distinctly Eronidas in make and quality, with a blade and crossguard of Blacksteel and bronze decorations. The crossguard features the open-mouthed head of a dragon, and the blade lights up with draconic runes when used. Due to its flared end, it is better suited for slashing than stabbing, and due to its size, most people must wield it two-handed unless exceptionally large.
Artifact Mechanics
Artifact Mechanics are split between Permanent Mechanics, Sparked Mechanics, and Sparked Combat Mechanics. Permanent Mechanics are always available to the wielder of the Artifact. Sparked Mechanics and Sparked Combat Mechanics are only available if the Artifact has an Artifactspark. Sparked Combat Mechanics are noted separately, because this makes them easier to find, but they are no different from Sparked Mechanics in general. For more information on Artifactsparks, read the Resources Page. For Rules on Artifact ownership, see the Artifacts Page.
Permanent Mechanics
- Talnalle's wielder is immune to the effects of Mechanics that have to do with affecting or peering into the mind of the wielder. This would make the user immune to for example Mind Control, or other Mechanisms that can read and influence the emotions or feelings of the wielder.
Sparked Mechanics
- Talnalle's wielder can choose 3 Free Packs from the following Categories: Chem Point Buy, Melee Point Buy, or Training Point Buy.
- Talnalle's wielder is given flight while wielding similar to other forms of wing-based Elytra flight (except without the wings), which while not in Combat, allow (Elytra) flight (including the use of Rockets). Combat or Ability usage immediately disables flight.
- Talnalle's wielder hold power over the passage of life and death. If they are near a person who is about to die, they can either ensure that the soul passes into the afterlife and is not stolen by other entities or prevent it from even detaching from their body, thus turning that person into an Undead forcibly (keep in mind, doing either has moral weight and is judged by Religions). Additionally, Talnalle's wielder can see the Soul Rivers, the natural pathways souls take to reach the afterlife, and can tell if a person has died if they know their true name.
- Talnalle as a weapon has mysterious origins, but is particularly potent in protecting against agents of death. Talnalle grants the wielder +2 Defense Stat (breaking Cap up to 9) while making Defense Rolls against attacks from those of the following Religions: Minor Faiths, Evolism. Additionally, even when not defending against Characters of these faiths, the wielder's Defense Dice Roll Minimum is set to 3.
Collectible Artifact
Artifacts are very cool, and make a Character super powerful. That being said, due to circumstances of Roleplay, a Character may end up holding onto an Artifact for months on end. This is generally not a problem, but we believe that Artifacts because of their uniqueness, should never be held onto in perpetuity by one Player. After a few months, it is time for the next player to be able to enjoy the artifact, and for this reason, Collectibles exist. After 120 days of non-consecutive Artifact ownership, an Artifact is automatically confiscated, and the Player who lost it is given a Collectible. Collectibles are thematically and aesthetically similar to the Artifact, meaning the loss of an Artifact does not visually detract from a Character's established design. However, they cannot hold Artifactsparks and only inherit the Permanent Mechanics from the Artifact they were generated from (including the rules limiting their use). On the other hand, Collectibles can never be stolen from their owner, a Collectible is owned forever, and there is no upper limit to the amount of Collectibles a Character can have, or wield/use at the same time. Collectibles cannot be traded in, though some Events may ask for their sacrifice, destroying the Collectible. To summarize this Artifact's Collectible properties:
- When this Artifact is exchanged for a Collectible, the Artifact reaches to the thundering skies, leaving behind a Skystrike Blade.
- The Skystrike Blade Collectible inherits the Permanent Mechanic of the Artifact.
- While there are several Skystrike Blades, each looks unique, though should be inspired by the Artifact.
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